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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 29 51 76 103 133 168 206 248 294 346 402 463 528 599 672 749 830 925
1 - 10 24 46 71 98 128 163 201 243 289 341 397 458 523 594 667 744 825 920
2 - - 14 36 61 88 118 153 191 233 279 331 387 448 513 584 657 734 815 910
3 - - - 22 47 74 104 139 177 219 265 317 373 434 499 570 643 720 801 896
4 - - - - 25 52 82 117 155 197 243 295 351 412 477 548 621 698 779 874
5 - - - - - 27 57 92 130 172 218 270 326 387 452 523 596 673 754 849
6 - - - - - - 30 65 103 145 191 243 299 360 425 496 569 646 727 822
7 - - - - - - - 35 73 115 161 213 269 330 395 466 539 616 697 792
8 - - - - - - - - 38 80 126 178 234 295 360 431 504 581 662 757
9 - - - - - - - - - 42 88 140 196 257 322 393 466 543 624 719
10 - - - - - - - - - - 46 98 154 215 280 351 424 501 582 677
11 - - - - - - - - - - - 52 108 169 234 305 378 455 536 631
12 - - - - - - - - - - - - 56 117 182 253 326 403 484 579
13 - - - - - - - - - - - - - 61 126 197 270 347 428 523
14 - - - - - - - - - - - - - - 65 136 209 286 367 462
15 - - - - - - - - - - - - - - - 71 144 221 302 397
16 - - - - - - - - - - - - - - - - 73 150 231 326
17 - - - - - - - - - - - - - - - - - 77 158 253
18 - - - - - - - - - - - - - - - - - - 81 176
19 - - - - - - - - - - - - - - - - - - - 95
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.