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Magic
Caster Level
Initiation
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 some additional benefits:
- First, you receive bonus Mana equal to the number in parenthesis. For example, Priority “A” Magic grants you 6 Mana.
- Second, you receive a number of spells Tiers known equal to your Caster Level. In the aforementioned example of Priority “A” Magic, you would receive four - meaning two Tier 2 spells, four Tier 1 spells, or some mix thereof. You could not purchase Tier 3 spells in this mix, because at CL 4, you are not capable of casting them.
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.
Note that your Casting Tradition dictates your starting school of magic! You will need to unlock additional schools via the Path of Wizardry to cast spells from other schools.
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 a Spell is equal to (10 + Spell Tier + the caster's Primary Casting Attribute modifier).
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. If you lack a school of magic, such as by not selecting it as your Favored School, or not progressing the Path of Wizardry, you may not cast spells above Tier 3, regardless of your Caster Level.
In order to gain additional schools aside from your first, you must progress the Path of Wizardry.
For a complete list of Spells, see the Spells page.
