Mastery of Magic

Magic

 
In a world where magic dances on the edge of reality, its very essence is a tempestuous storm waiting to be unleashed. Like a flickering candle in a gusty wind, magic is a volatile force, forever teetering on the precipice of chaos and wonder. Every incantation is a gamble, every spell a wager with fate itself. Will it soar to dizzying heights of power, or will it spiral into uncontrollable mayhem?
  To capture this spirit, Spells are categorized by difficulty to cast. Simple Spells, like Cantrips, are easier to successfully cast. However, as Spells increases in level, their difficulty also increases. While the magical threads are easy to pull on for those inclined to burn them, failing the cast may cost the castor in more than one way as these forces were not intended to be toyed with by mortals.  

Spellcasting Proficiency Die

Each caster has a recommended Primary Proficiency Die (d12) as their primary stat. The die chosen by the player to be the Primary Casting Stat for the Hero class is also known as the Spellcasting Proficiency Die. This die is used when a spell calls for any roll of a Spell Proficiency Die Roll.   For example, the spell Mend Wounds requires a call out of the Spellcasting Proficiency Die.  
"A creature you touch regains a number of hit points equal to 1d8 + your Spellcasting Proficiency Die. This spell has no effect on undead or constructs. ...."
  This would mean a caster who has selected Wisdom with a D12 as their primary stat, would then roll 1d8 +1d12 to see how much healing was created for the spell.   Every spell cast has an action cost tied to it. There are spells that are cast at range as an attack, spells that require the target to make a save, and spells that are cast at melee range. Every spell cast is a Mini-game of chance that both the caster and the target of the spell play. Each works to control the threads of magic by sheer will, or maybe even just a spot of luck. All casted spells are made against the Power Threshold (PT) table below using their Primary Proficiency Die (also known as Spellcasting Proficiency Die for Casters). Passing that Power Threshold causes the spell to occur.  

Power Threshold (PT)

  If the target of the spell is a creature, then the targeted creature of the spell then makes a contested check against the spell utilizing:  

Resisting a Spell Rules

When a creature is targeted by a successful spell cast, it may make a resistance check against the caster's primary casting stat's Power Threshold Defence Cap (PTDC) when they cast the spell. This would mean the targeted creature would need to roll higher than what the caster rolled to pass that Power Threshold.   For example, if a player rolled a 20 to beat a Power Threshold (PT) of 12, the targeted creature must surpass the Power Threshold Defence Cap (PTDC) of 20 using the Spells specified Save Proficiency Die (SPD). Should a spell require the targeted creature to make a Dexterity Save Proficiency Die (Or Dexterity SPD) roll, the number would need to exceed the PTDC die that the Hero rolled to cast. If the spell is mute on the specific Save Proficiency Die (SPD), the target utilizes the same stat class die the castor used to cast the spell. So if the caster used Intiligence, the targeted creature would use their Intiligence Save Proficiency Die (SPD) if the spell does not have a required die specified.   Should the Targeted creature save against the PTDC set by the Caster, the spell fails unless otherwise stated by the spell details. It also does not do damage back to the caster unless otherwise stated by the details of the spell.   Note - DSDC (Daily Save Defense Cap) - This relates to items and physical actions within the world and does not affect PTDC or SPD within the magic system.  

Empowering a Spell

Should a caster wish to empower a spell that may be empowered (as per the description of the spell), the caster would roll sets of die to beat the Power Threshold (PT) using their Primary Proficiency Die and 1d20. All Sets must pass the Power Threshold (PT) in order for the empowering effect to occur. Should a spell be empowered, the highest roll of the Power Threshold (PT) test is utilized when setting the Power Threshold Defense Cap (PTDC). Spells may only be empowered up to three times and cantrips (Level 0) spells cannot be empowered at all.  
  • Not Empowered - One die set is rolled. This is the base spell level.
  • Empowering Level 1 - Two die sets are rolled.
  • Empowering Level 2 - Three die sets are rolled.
  • Empowering Level 3 - Four die sets are rolled.
 

Failing a Spell

Should a caster fail a spell, unless otherwise specified by GM or the spell itself, the caster will receive damage. This damage is calculated by the spell level multiplied by 1d6 and then multiplied again by the attempted empowerment level, should the caster be empowering the spell.  

Examples

If our Hero is a level 5 Caster attempting a level 3 spell and fails, the formula would look like this:
  1. Level 3 Spell x 1D6 = X
  2. 3 x 1 = x
  3. X = 3d6 of magical damage in the type casted
A caster may negate all damage by spending up to the Spell's Level + Empowerment Level in Defense Points.   If our Hero is a level 5 Caster attempting a level 3 spell that is empowered three times and fails, the formula would look like this:
  1. Level 3 Spell x 1D6 X Empowerment Level 3 = X
  2. 3 x 1 x 3= x
  3. X = 9d6 of magical damage in the type casted
A caster may negate all damage by spending up to the Spell's Level + Empowerment Level in Defense Points.   Note, Cantrips (level 0) spells cannot damage the caster.  

Spell Atributes

Every spell will require components outside the Power Threshold. These are Verbal (V), Semantic (S), and Material (M) components that may be used to complete a Spells action. Should one of the requirements not be met, the spell cannot be cast.   Additionally, spells may have a concentration element. Spells with concentration require the caster to focus on maintaining that spell. As such, no other concentration spell may be cast without losing the prior spell. Should the caster receive any form of damage, they must make a Constitution Proficiency Die check + a d20 to maintain the concentration against half of the damage received or higher than a 10 if half the damage is less than 10.  

Magic Schools

 

Natural

Natural Spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate harmful effects, harm trespassers, or banish creatures to other planes of existence.  

Summoning

Summon Spells involves the transportation of objects and creatures from one location to another. Some Spells summon creatures or objects to the caster’s side, whereas others allow the caster to teleport to another location. Some Summons create objects or effects out of nothing.  

Preminitions

Premonition Spells reveals information, whether in the form of secrets long forgotten, glimpses of the future, the locations of hidden things, the truth behind illusions, or visions of distant people or places.  

Charms

Charm Spells affects the minds of others, influencing or controlling their behavior. Such Spells can make enemies see the caster as a friend, force creatures to take a course of action, or even control another creature like a puppet.  

Thread Magics

Thread Spells manipulate magical energy to produce a desired effect. Some call up blasts of fire or lightning. Others channel positive energy to heal wounds.  

Phantasim

Phantasim Spells deceives the senses or minds of others. They cause people to see things that are not there, to miss things that are there, to hear phantom noises, or to remember things that never happened. Some Phantasims create images that any creature can see, but the most insidious plant an image directly in the mind of a creature.  

Necrotic

Necromancy Spells manipulates the energies of life and death. Such Spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life. Creating the undead through the use of necromancy Spells such as animate dead is not a good act, and only evil casters use such Spells frequently.  

Shape Shift

ShapeShift Spells changes the properties of a creature, object, or environment. They might turn an enemy into a harmless creature, bolster the strength of an ally, make an object move at the caster’s command, or enhance a creature’s innate healing abilities to rapidly recover from injury.   For full spell listings: Spells


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