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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.
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.
