Magic
Magic is one of the most powerful forces in the world, allowing characters to heal the wounded, protect their allies, call upon divine blessings, or unleash devastating arcane power.
Characters gain access to magic through their class, with different classes drawing upon different sources of power. Some classes focus entirely on spellcasting, while others combine magic with martial combat, craftsmanship, or spiritual guidance.
This page explains the different types of magic, how spells are learned, and how Spell Points are used to build your character.
Types of Magic
There are two primary forms of magic available to players: Divine Magic and Arcane Magic.
Arcane Magic
Arcane Magic is drawn from natural forces, magical knowledge, universal energies, or innate power. Arcane spellcasters learn to shape and manipulate these forces to achieve a wide variety of effects.
Arcane Magic is commonly used for offensive spells, battlefield control, utility effects, enchantments, and magical manipulation.
Divine Magic
Divine Magic is granted through faith, spiritual connection, ancestral powers, or the blessings of higher forces. Divine casters often focus on healing, protection, support, and guidance, though some are capable of wielding powerful offensive miracles.
Divine Magic is commonly used to restore health, protect allies from harm, remove negative effects, and strengthen companions in battle.
Learning Spells
Characters learn spells by spending Spell Points.
Spell Points represent a character's magical training, knowledge, and mastery of supernatural powers. These points are used to purchase spells from a class's spell list.
Each magical class begins with a number of Spell Points at character creation, allowing players to customise their abilities and create a spell list that suits their preferred playstyle.
Some races may also grant additional known spells or magical abilities. These spells may often be improved by investing additional Spell Points into them.
Spell Points
At character creation, players receive a number of Spell Points based on their class.
These points are spent to purchase spells from that class's spell list.
As characters gain Experience through play, they may spend that Experience to acquire additional Spell Points, allowing them to learn new spells or improve existing ones.
Spell Points are intended to represent a character's growing magical knowledge and power as they continue their journey.
Spell Point Rules:
- Your class determines how many starting Spell Points you receive during character creation.
- All starting Spell Points must be spent during character creation.
- Any unused starting Spell Points are lost.
- As characters gain Experience, they may purchase additional Spell Points to learn new spells or improve existing ones.
- Purchased Spell Points are retained until spent.
Recording Known Spells
All selected spells must be recorded in the character's spell book.
A character may only cast spells they know, and all known spells should be clearly listed on their character sheet or spell book for reference during play.
Spell Types
Not all spells are learned in the same way. Some spells grow stronger as more Spell Points are invested into them, while others are purchased as complete abilities.
There are two categories of spells: Progressive Spells and Fixed-Cost Spells.
Progressive Spells
Progressive Spells become more powerful as additional Spell Points are invested into them.
Each level must be purchased in order, beginning at Level 1.
A caster may only use the highest level of the spell they have unlocked.
| Spell Level | Spell Point Cost | Total Spell Points Invested |
|---|---|---|
| Level 1 | 1 Spell Point | 1 total |
| Level 2 | +1 Spell Point | 2 total |
| Level 3 | +1 Spell Point | 3 total |
| To cast Arcane Bolt at Level 3, a player must invest a total of 3 Spell Points into the spell. | ||
Fixed-Cost Spells
Fixed-Cost Spells do not scale in power.
Instead, they are purchased as complete abilities for a set Spell Point cost.
Some Fixed-Cost Spells require other spells to be known first before they can be selected.
| Requirement | Details |
|---|---|
| Spell Point Cost | Fixed Spell Point cost. |
| Prerequisite | Requires the spell Heal to be known. |
| Once purchased, the spell is learned in its entirety. | |
Selecting Spells
When choosing spells, players are free to mix Progressive and Fixed-Cost Spells however they wish, provided all prerequisites are met.
The spells chosen during character creation and advancement determine the magical abilities available to the character during play.
Spell Selection Rules
- Players may freely mix Progressive and Fixed-Cost Spells.
- All prerequisites must be fulfilled before a spell may be selected.
- The total Spell Point cost cannot exceed the available Spell Points.
- All selected spells must be recorded in the character's spell book.
- Unspent Spell Points are lost and cannot be carried over.
Class Spell Lists
Placeholder text for class spell list links or spell list summaries.