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Chapter 6 - Magic

Magic is the effect produced from Mana, a powerful force that infuses the multiverse with its energy. There are some who are able to channel its power and use it to bring to bear powerful magical effects. These magical effects are classified into the various Manifestations, but for these purposes they are also known as Trees. The Manifestations (or Trees) work just like aptitude trees, as the individual spell effects work just like specializations, when it comes to purchasing upgrades using aptitude points.

The common folk typically regard Magic as truly arcane knowledge, as the proper use of Magic is a rare thing to be seen indeed. Most times, when it is heard that someone is using Magic, it is usually a dark, withered necromancer working to raise an undead army; or a power-mad warlock whose ambitions have threatened to open a portal to an invasion from Hell; or an evil cult attempting to resurrect an even more evil lich; or a plethora of other rumor-inspired half-truths, with just as many real truth-founded stories as falsehoods, and none too trustworthy to distinguish the difference. Some even are so skilled at magic one would never know they were a practitioner. Magical schools, if any, teach and practice in secret, guarded against outside, prying eyes. Fewer still are the clergypeople who exhibit any true magical healing ability, most are only blindly devoted to their faith, charging outrageous "tithes" for low-quality healing potions, made by the high priest who may or may not have any real power or ability... the true holders of divine power are the aristocrats who run the massive temples in the big cities, established centuries ago, where even there most lesser priests are not allowed real connection with the gods. Some orders of monks exhibit some ability to channel and control magic, but after months and in some case, years of training to master, and use it to Enhance their speed or strength, or sometimes even evocations of the elements, to some dark orders who have mastered some Curses through use of meditation on dark arts. Not untold are the legends of holy paladins or zealous arcane knights who imbue their weapons with Magic and then smite their foes.

How it works - Mana

Mana, in essence, is raw magic, likened to the live current of electricity. The MANA attribute represents the ability to channel raw magical energy from the cosmos and store it inside oneself. Holding mana in this way comes with its own benefits and drawbacks. NOTE: of all the abilities, Mana is the only attribute that starts at 0, while the rest start with 1 during hero creation.

Spell Essence Aptitudes give your hero access to various spell effects, which take a MANA roll. Your hero can, at first, only manifest magic in their space, or upon those they touch. Purchasing certain Spell Shape Aptitudes will give your hero other ways to manifest these effects. Metamagic Aptitudes give your hero the ability to augment their spells to greater effect.

Casting a spell:

To cast a spell, first determine the CR of the spell, using the table below. Next, make a SPELL ROLL. If this roll is higher than the CR, the spell is cast. Divide the difference by 6, round down, and add this number to your Hero's OVERCHANNELLED value. If not, Backlash occurs. Regardless of failure or success, mark a spell cast. Each successive spell cast accumulates a -1 penalty on SPELL ROLLS.

Spell Costs by Aptitude Tier
Aptitude Tier Base
1 1
2 4
3 9
4 16
5 25

Overchannelled: Because mana is raw, unfiltered magical power running through your hero's body, they can only channel so much. When your hero successfully casts a spell, divide the difference between the SPELL ROLL total and the spell's cost by 6, and add that number to your hero's Overchannelled level. If this number becomes greater than double your hero's MANA attribute, your hero dies.

Backlash: A failure on a SPELL ROLL indicates Backlash. Consult the table 6-a to see the effects of Backlash.

Table 6-a, Effects of Backlash

Failure by... Backlash effect
< 6 Make a DAMAGE ROLL against the spell's cost. If the FORTITUDE roll results in injury, it is Bleeding.
6 > 11 Bleeding.*
12 > 17 Take four hits, Stunned
>18 Unconscious

*This instance of bleeding will stack if the FORTITUDE roll resulted in an injury as well.

The MANA Spell Essence Aptitudes

  • CONJURE

  • COMMUNE

  • AFFLICT

  • ACID

  • COLD

  • DARKNESS

  • FIRE

  • WATER

  • FORCE

  • CURE

  • LIGHT

  • LIGHTNING

  • AIR

  • SONIC

  • EARTH

  • TRANSMUTE

  • POLYMORPH

  • FABRICATE

  • DISPEL

  • ENTICE

  • PAIN

  • HARM

  • FEAR

  • GATE

  • PAUSE

  • SCRY

  • DOMINATE

  • HYPNOSIS

  • SUMMON

  • BANISH

  • PROPHECY

  • PSYCHOMANCY

  • STUN

  • SLEEP

  • TELEKINESIS

  • RESTORE

  • PATTERN

  • NETHERMANCY

  • FIGMENT

  • GLAMER

  • DEATH

  • DRAIN

  • FLY

  • CONFUSE

  • COMPEL

  • LEECH

  • UNDEATH

  • NETHEREVOCATION

  • NETHERTELEPORT

  • PHANTASM

  • RESURRECT

  • TELEPATHY

  • TELEPORT

  • CALL

  • CELERITY

  • LEVITATE

  • ANIMATE

Other MANA Aptitudes

  • MAGIC CIRCLE

  • CONECASTER

  • BEAMCASTER

  • RAYCASTER

  • SPELLSWORD

  • ARTILLERIST

  • WALLCASTER

  • SMITE

  • POOL

  • USEARTIFACT

  • TELECASTER

  • FARCASTER

  • EMPOWERED

  • UNFETTERED

  • QUICKCASTER

  • WIDECASTER

  • HIGHOCTANE

  • REFLECT

  • THIRSTY DISPEL

  • ADEPT

  • ACOLYTE

  • EVOKER

  • DIVINER

  • CONJURER

  • HEALER

  • ABJURER

  • VORACIOUS DISPELLER

  • SEER

  • ARTIFICER

  • MENTALIST

  • NECROMANCER

  • ILLUSIONIST

  • NETHERMANCER

  • VESSEL

  • SUMMONER

  • TRANSMUTER

  • ENCHANTER

  • WITCH

  • WARLOCK

Spellcraft Components and Implements:

The use of components and implements add to the power of spells cast. They either pay for mana costs or can reduce the CR of the spell. Material components are consumed during the casting of the spell. Verbal components, such as "magic words" only lower the CR, and vary by their complexity. Somatic gestures have similar functionality. Certain components and implements have more effectiveness with different manifestations of magic. Implements can naturally and automatically modify Cantrips. Whether to deal more damage or to increase the range, these items can be crafted or found in the world.