Table of Contents

Magic

Magic keys off of two Base Stats - your Caster Level and your Initiation Grade.

Caster Level

Your Caster Level determines the strength of your manifested spells. Numerous variables, such as the spell's saving throw, duration, and damage inflicted all key off of your Caster Level.

In addition, you receive 5 bonus Mana for every Caster Level you obtain. Meaning that at Caster Level 3, you would have 15 free Mana!

Initiation Grade

Your Initiation Grade is your level of spell knowledge - the higher your grade, the higher the tier of spell you may cast. In order to cast a spell, you must have an Initiation Grade of that Spell Tier * 2. For example, to cast Tier 3 spells, your Initiation Grade must be 6 or higher.

In addition, you receive a number of bonus spells based upon your Initiation Grade. At Grade 1, and every Grade thereafter, you receive bonus Tiers of spells equal to your Grade, but you may never select spells which you cannot cast. For example, upon achieving Grade 3, you would gain 3 Tiers of spell knowledge. You could spend this on three Tier 1 spells, one Tier 3 spell, or a mix of spell Tiers (such as 2+1), as long as it adds up to 3.

Casting Traditions

Next is your Casting Tradition - the way in which you cast magic (mechanically, and in terms of flavor/fluff). When you gain your first Caster Level, a Casting Tradition must be selected as well. There are a few pre-made traditions available to select from, and there may be other pre-made Traditions based on the game setting. You can also work with your GM to make a fitting custom Tradition. GMs and Players are encouraged to make a Tradition that works for both the setting and the character concept.


Table: Magic Rating EXP Costs

Caster Level or Initiation Grade Exp Cost
1 20
2 20
3 20
4 20
5 20
6 20
7 20
8 20
9 20
10 20
11 60
12 60
13 60
14 60
15 60
16 80
17 80
18 80
19 80
20 80

Mana

Mana (or MP) is the resource that fuels Magic. MP can be spent to both cast spells and to use certain Talents. Usually, casting a Spell costs Mana equal to the Tier of the Spell. Mana costs 1 Experience per point to increase. Additionally, if you select a Caster Level of 1 or higher on the Priority Chart, you gain some free bonus Mana, as denoted in the parenthesis on the chart. You may have a maximum Mana pool of 10 * your CL, meaning your total pool caps out at 200 Mana at Caster Level 20.

Mana regenerates an amount equal to your Constitution modifier each hour. If you are below your maximum Hit Points, your Mana does not regenerate. Additionally, if you take enough injuries to your Body or Head to suffer Wounds damage, your current Mana is immediately halved from the shock. Lastly, a character who is out of Hit Points and reaches 0 or less Wound points in their body or head immediately loses all of their remaining Mana, if any.


Spells

All users of magic manifest change in the world through the usage of Spells. Spells are divided into ten Tiers and eight Schools.

Tiers possess a rating of 0 to 9, denoting their average power and capabilities. When casting a spell, a character typically expends the Mana required as a Half Action which provokes Attacks of Opportunity, regardless of the Casting Tradition employed. Unless otherwise stated, the saving throw DC against your Spells is equal to (10 + 1/2 your Caster Level + your Primary Casting Attribute modifier). Typically, you can only cast one Spell every turn.

Schools represent what type of magic you are casting, and are usually self-describing. Abjuration is largely composed of spells which protect you and others, Necromancy heavily interacts with unholy energies and the dead, Evocation makes explosions, and so on. When you select your Casting Tradition, you receive one school of your choice which you may select spells from.

For a complete list of Spells, see the Spells page.


Magic Schools

Abjuration

Theme: Protection, banishment, negation

Ah, Abjuration—this is the school of warding and resistance. These are the spells that stand between you and harm. You’ll learn how to shield yourself from blows, turn away hostile magic, even cast unwelcome entities back to the planes that spawned them. When everything is falling apart, Abjuration holds the line.

Conjuration

Theme: Summoning, teleportation, creation

Conjuration, my dear student, is the art of making things appear—sometimes from thin air, sometimes from other realms. Whether you're calling forth a helpful creature to aid you in battle, stepping through space to vanish from one place and reappear in another, or crafting sustenance when none is to be found, this school bends distance and form to your will.

Divination

Theme: Knowledge, foresight, detection

This is the school for those who seek truth above all. Divination teaches you to peer beyond veils, to sense what others cannot. You may glimpse the threads of fate, discern lies from truth, or locate the unseen. It is not the flashiest magic—but wielded wisely, it can change the course of history.

Enchantment

Theme: Influence, charm, control

If you wish to master the minds of others, turn your attention to Enchantment. With but a word or gesture, you can fill a heart with trust—or fear. You’ll learn how to bend emotions, nudge thoughts, and, with enough power, puppet even the strongest will. A dangerous art, and not to be practiced lightly.

Evocation

Theme: Energy, destruction, elemental power

Evocation is raw force, channeled into form. You’ll learn to summon fire from nothing, crack the air with thunder, call down the fury of the storm. This is power you can see, hear, and feel—perfect for when you need to make a point, emphatically and without delay.

Illusion

Theme: Deception, concealment, trickery

Illusion is the art of making others believe what isn’t real—or disbelieve what is. Master this school and you’ll walk unseen, turn shadows into monsters, or trick your enemies into fighting phantoms. Reality is pliable, and with illusion, you become its sculptor.

Necromancy

Theme: Life, death, undeath, energy manipulation

Necromancy is not simply about raising the dead, though that is part of its lore. It concerns the very balance between life and death—manipulating vitality, weakening foes, and sometimes, yes, animating that which should rest. Handle this magic with respect. Life is fragile. So is your soul.

Transmutation

Theme: Change, transformation, enhancement

With Transmutation, you learn to reshape the world itself. Stone becomes mud, flesh becomes steel, the weak become mighty. This school teaches you that nothing is fixed—not form, not function. Change is not only possible—it is inevitable, and with this magic, it is yours to command.

Universal

Theme: Broad utility, schoolless spells

Ah, and then there are the spells that defy categorization. Universal magic is foundational, touching all schools or none at all. Some of the simplest tricks and most profound feats fall here. They may not fit neatly in a box—but as any wizard will tell you, neither does magic itself.

Planned lecture for an introductory course into the study of Arcane Arts from the Wizard's Guild from an once known Realm.

-Listed Auther: Ansor


Sub Schools of Magic

Within each school of magic, there are more specific branches known as subschools. These help clarify the particular focus of a spell. For example, a Conjuration spell might fall under the subschool of Teleportation if it deals with moving creatures or objects instantly, or Summoning if it calls a creature forth from another plane for a specific amount of time.

If a spell belongs to a subschool, it will be listed in parentheses next to the primary school—like this: Conjuration (Teleportation). It’s a small detail, but an important one, especially when certain effects, items, or restrictions apply based on subschool.

Patronized

Spells of the Patronized subschool draw their power from a Divine source. If your casting tradition does not include the Patronized path, then you—and your GM—must determine where this divine energy is coming from. In all cases, access to the spell is fully controlled by your Patron.

When casting a Patronized spell, your Patron’s interests and creed are always in play. If your intended use of the spell conflicts with those tenets, your Patron may simply deny the casting. However, Patrons are not without nuance; a caster with a strong and faithful bond may be granted leeway—a trusted servant might be allowed to act in ways that seem contradictory if the greater purpose is served. But be warned: if that trust is broken or abused, the Patron may choose to sever the pact entirely.

A character may only ever have one Patron. You cannot choose a different Patron for each spell or situation—your connection is exclusive. It's no small feat to serve as a conduit for divine will, and such devotion is not split lightly.

Should you wish to change Patrons, or restore a broken bond, the spell Atonement must be cast. If your former Patron rejects the act of atonement, another Patron—one more aligned with your new path—may intervene and offer a new contract. If no Patron steps forward and your alignment remains unchanged, the material cost of the Atonement spell is refunded.

Calling

A calling spell brings a creature from another plane directly to yours—truly and fully. It is not merely borrowed, but bound to this world. The spell grants the creature a one-time chance to return home, though the method and timing of that return may be restricted by the spell’s terms. Take note: if such a creature is slain, it dies *truly*—no flickering away, no reforming in its native realm. The duration of a calling spell is instantaneous, meaning it cannot be dispelled; the summoned presence is now part of your reality.

Creation

Creation spells allow the caster to shape raw matter into objects—or, on occasion, creatures. If the spell has a limited duration, then the creation is held together by magic alone and will vanish entirely when the spell fades. However, if the duration is instantaneous, the conjured thing becomes real in every sense and persists without relying on magic. It has simply been… constructed through arcane means.

Healing

Some divine conjurations focus not on shaping matter or calling allies, but on mending the wounded or even restoring the dead to life. These are rare and precious magics, and among the most revered by clerics and healers alike.

Summoning

Summoning spells whisk creatures or objects to your location instantly. Unlike those brought by calling, summoned creatures are not truly here—they are more like projections, tethered briefly to this world. When the spell ends or is dispelled, the creature vanishes and returns home unharmed—unless, of course, it is “killed” while summoned. In that case, it is temporarily banished from summoning, needing about 24 hours to reform before it can be called again.

Summoned creatures cannot maintain any spells they've cast once they vanish, and they cannot summon others in turn. No infinite summoning chains, I’m afraid.

Teleportation

Teleportation is the art of instant travel—be it across a hall or through the vast void between planes. It moves creatures or objects from one place to another, often through the Astral Plane. This travel is one-way, near-instantaneous, and usually immune to dispelling (unless the spell says otherwise).

However, be warned: anything that blocks astral movement also blocks teleportation. Wards, barriers, or even certain planar boundaries may render these spells useless—know your destination well, lest you end up somewhere… unintended.

Scrying

Scrying spells allow you to perceive distant places or people through an invisible magical sensor—like peering through a ghostly lens attuned to your will. Unless otherwise noted, this sensor mirrors your own senses. That means if you can see in darkness or hear a whisper, so can the sensor. It even benefits from any spells or enhancements affecting you directly (though not those that radiate from you).

Interestingly, the sensor functions as its own sensory organ. So, if you’ve been blinded, deafened, or otherwise impaired, worry not—the sensor still sees and hears just fine. It is your arcane eye, unburdened by your body's failings.

Of course, clever foes may notice it. A perceptive individual might detect the sensor with a Perception check (DC 20 + spell level + Caster Level), and once spotted, it can be dispelled like any other active spell. It can also be affected by Area of Affect dispelling.

Know this: lead sheeting or magical wards will block your scrying entirely. You’ll feel the resistance—a subtle pressure, a quiet refusal—and you'll know the spell has been thwarted.

Charm

Charm spells are subtle, persuasive magics—they don’t seize control but gently shift perception. The target begins to see you not as a stranger or threat, but as a trusted friend. This doesn't make them your servant, mind you, but it certainly makes conversation—and cooperation—much easier. Charm is the art of suggestion wrapped in warmth.

Compulsion

Compulsion, on the other hand, is far more assertive. These spells don't merely alter opinion—they reshape behavior. Some compel immediate action, others twist perception, and a few let you dictate the subject’s movements or decisions moment by moment. It is a powerful form of mental influence, and in skilled hands, it can turn enemies into instruments of your will. But beware: with such power comes responsibility—and the watchful eyes of those who frown on such tactics.

Figment

A figment spell crafts a false sensory experience—what some might call a trick of the senses. Everyone who perceives the figment experiences the same illusion, not personalized versions. It's not a mental suggestion, but a shared, fabricated image or sound.

Figments are limited in their precision. They can't make one thing appear to be another, and they can’t replicate intelligible speech unless the spell specifically allows it. If the spell does allow speech, you must be able to speak the language yourself—attempting to mimic a tongue you don't know just results in nonsense. Similarly, if you haven't seen, heard, or felt something yourself, your figment won’t replicate it properly.

Because figments and glamers are inherently unreal, they cannot cause real effects. They won’t deal damage, hold weight, feed anyone, or protect from the elements. That said, they are excellent tools for distraction, confusion, and deception—just don’t try to stab someone with them.

A figment’s AC is equal to 10 + its size modifier.

Glamer

A glamer spell doesn't create something new—it alters the appearance of something that already exists. It can make someone look or sound different, mask their scent, or even render them invisible. It manipulates the way others perceive the subject, without changing its actual form.

Pattern

A pattern is a visual illusion like a figment, but one that also carries mental influence. It captivates the minds of those who see it, compelling reactions beyond mere perception. All pattern spells are mind-affecting.

Phantasm

Phantasms are deeply personal illusions, woven directly into a target’s mind. Only the target—and sometimes the caster—can perceive them. These spells don’t create false images in the world; they create vivid impressions in the mind. To any outsider, there’s nothing there. Like patterns, all phantasms are mind-affecting spells.

Shadow

Shadow spells dip into extradimensional energies to create something partially real. These illusions can interact with the world, even inflict real damage. They're not fully formed, but they are dangerous nonetheless—more than mere tricks of the light.

Saving Throws and Illusions (Disbelief)

When a creature encounters an illusion, it usually won’t get a saving throw right away. A save to disbelieve typically only comes after the creature interacts with the illusion or examines it closely.

A successful saving throw reveals the illusion for what it is, but a figment or phantasm doesn’t vanish—it lingers as a translucent outline. A failed save means the illusion continues to deceive the target.

If a creature is presented with proof that the illusion is false, no saving throw is needed—it simply knows. And if someone successfully disbelieves and warns others, those individuals receive a saving throw with a +4 bonus to see through the deception.

Polymorph

A polymorph spell is a wondrous transformation—one that reshapes your very body into that of another creature. You might grow wings, scales, claws, or fins, depending on the form you assume. While this magic can make you appear as the creature, it doesn't bestow all of that creature’s might—only certain aspects allowed by the spell.

Each polymorph spell grants specific bonuses to ability scores, natural armor, and potentially other traits such as movement types (like flight, burrowing, or swimming), resistances, and enhanced senses. You gain the listed benefit if your chosen form has that feature, or the greater version of it. If the form has a lesser version, you gain that instead. Your base speed changes to match the new form. If the form includes swim or burrow speeds, you keep your ability to breathe accordingly.

In addition, you gain the creature’s natural attacks, and you are considered proficient with them. These attacks use your base attack bonus, modified by your Strength or Dexterity as appropriate, and damage is based on your Strength modifier.

If your new form alters your size, apply all relevant changes to AC, attack bonus, Combat Maneuver Bonus, and Stealth. Ability scores are not changed by the size shift unless the spell specifically says so.

Unless noted otherwise, polymorph spells cannot make you into a specific individual. The form is always a generic member of that creature type. You also cannot take on forms with templates or advanced versions.

When assuming the form of an animal, dragon, elemental, magical beast, plant, or vermin, your gear melds into your new form. Constant-effect items continue to function (except armor and shield bonuses, which cease), but anything that requires activation cannot be used. While in such a form, you typically cannot cast spells with material components (unless you possess Eschew Materials or Natural Spell) and can only use verbal or somatic components if your form allows for speech or gestures—such as a dragon might.

Forms that do not meld your equipment will cause the gear to resize to fit your new shape.

While transformed, you lose all extraordinary and supernatural abilities dependent on your original form—such as darkvision, scent, or natural attacks. You also forfeit class features that rely on your natural body. Abilities that allow you to grow or add features—like a sorcerer’s claws—may still function. When in doubt, your GM decides what counts as dependent on form and what remains.

You can only be affected by one polymorph spell at a time. If another polymorph effect (like wild shape) is used on you, you may choose to let it replace the previous effect. Furthermore, any other magic that tries to change your size won’t work while a polymorph spell is active.