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Magic

The Magic field dictates the extent of your spellcasting prowess. The Priority Level selected for your Magic attribute determines your starting Caster Level, and also provides you with a select number of spells: you gain a number of Cantrips (or Tier 0 spells) equal to your starting Caster Level (For example, if you select Priority level A in Magic, you gain four free Cantrips). See Magic under the Experience section of this document for more information on what you can do with this attribute.

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 (There may be other pre-made Traditions based on 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.

When you select magic from the priority chart you gain an additional number of Mana Points equal to the secondary number. In addition to this you may select a number of known spells based on the unlocked Caster Level. Selecting A tier Magic would give 4 levels of known spells (up to second tier magic).


Example: Dave decides he wants to pick “A” rating Magic during Character Creation. This means that he begins with a Caster Level of 4 at character creation without having to spend any of his starting Experience. However, Dave must still spend Experience to purchase Mana and Spells. Dave likes the idea of the Divine magic Tradition. This means his primary casting ability will be Wisdom and his Secondary Ability will be Charisma.


Table: Caster Level Rating EXP Cost

SL 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th
CL 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
0 5 15 25 45 65 90 115 150 185 225 265 315 365 420 475 540 605 675 745 825
1 - 10 20 40 60 85 110 145 180 220 260 310 360 415 470 535 600 670 740 820
2 - - 10 30 50 75 100 135 170 210 250 300 350 405 460 525 590 660 730 810
3 - - - 20 40 65 90 125 160 200 240 290 340 395 450 515 580 650 720 800
4 - - - - 20 45 70 105 140 180 220 270 320 375 430 495 560 630 700 780
5 - - - - - 25 50 85 120 160 200 250 300 355 410 475 540 610 680 760
6 - - - - - - 25 60 95 135 175 225 275 330 385 450 515 585 655 735
7 - - - - - - - 35 70 110 150 200 250 305 360 425 490 560 630 710
8 - - - - - - - - 35 75 115 165 215 270 325 390 455 525 595 675
9 - - - - - - - - - 40 80 130 180 235 290 355 420 490 560 640
10 - - - - - - - - - - 40 90 140 195 250 315 380 450 520 600
11 - - - - - - - - - - - 50 100 155 210 275 340 410 480 560
12 - - - - - - - - - - - - 50 105 160 225 290 360 430 510
13 - - - - - - - - - - - - - 55 110 175 240 310 380 460
14 - - - - - - - - - - - - - - 55 120 185 255 325 405
15 - - - - - - - - - - - - - - - 65 130 200 270 350
16 - - - - - - - - - - - - - - - - 65 135 205 285
17 - - - - - - - - - - - - - - - - - 70 140 220
18 - - - - - - - - - - - - - - - - - - 70 150
19 - - - - - - - - - - - - - - - - - - - 80
20 - - - - - - - - - - - - - - - - - - - -

Mana

Mana (or MP) is the resource that fuels Magic. MP can be spent to cast spells, apply Metamagic, and through using 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.

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, at 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 Standard Action which provokes Attacks of Opportunity, regardless of the Casting Tradition employed. Unless otherwise stated, the saving throw DC against a Spell is equal to (10 + Spell Tier + the caster's Primary Casting Attribute modifier).

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