Spellcasting
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Spellcasting

General Spellcasting Rules:

Spells are living fragments formed from previous mages, these non-sentient remnant remember the complex magics of rituals and magical workings. Spellcasters use their connection to a familiar like a net catching these spells and using them to create instant magical effects.

Example Spellcasting

MD: 2+INT+Level, Max MD: [½level]

Return on: 1-2, Imprinted Spells: 2+INT

Known Spells: You begin knowing 1 tome of magic of your choice.

Gained Spells: Gain either +1 tome or +1 slot per template. These are included in the level table.

When Creatiing a Character

  • You will begin with some Known Spells when you gain the featue. These are the only spells you can cast.

  • You may Gain Spells by the methods listed in the spellcasting ability, adding them to your Known Spells.

  • You will have a Pool of Magic Dice, or MD, listed on your sheet, these are used to cast spells.

To cast a spell:

  • Invest a number of MD no larger than the Max MD listed in your class description.

  • The spell will be affected by the number of [dice] you invest and the [sum] of the rolled numbers.

  • Any dice rolled within the Return value return to the pool of MD.

  • You can only cast spell that are Imprinted and can only Imprint a number of spells equal to the value. When you cast a spell you may imprint it as a part of the casting.

  • When you Recover you release all Imprinted Spells and regain all MD.

Components

Casting a spell cannot be done while wearing Medium or Heavy armor unless the caster is trained in the special techniques needed. To cast a spell you need:

  • A Foci. Such as a staff, wand or components, to safely channel the energy. If you are missing this take [dice] unavoidable damage in magical backlash.

  • An Incantation. Spoken aloud and clearly, to summon the spell. If you are unable you must save MENT to cast with ½[Dice].

  • Gestures. that are sweeping and elaborate, to guide the spells target. If you are unable this you must roll a ranged attack to hit your opponent.

If you are missing any of these or chose to cast without them your spell counts as 1 less dice. If you go without 2 you must save CHA or have a horrible mishap occur.

For example, the Mage Fladnag comes across a ravine they desperately need to cross; he casts Lightbridge to get the party across the ravine, he marks off Lightbridge has his fourth spell; he sees a group of goblins chasing the party as they cross the ravine, he is unable to cast Fireball as he has no slots left, so he casts Magic Missile, which he cast earlier as his third spell so he has it imprinted already.

Spell Casting Types:

Cantrips: Can be cast at will, they do not need to be prepared and do not expend MD.

Quick Spells: Take an action to cast and do not provoke attacks of opportunity.

Slow Spells: Take a slow action to cast, will allow enemies in melee to Riposte.

Ritual(X): Take 2 actions to cast inititally and only take effect if maintained, by spending a fast action, for X rounds. Taking damage ends the ritual and the MD are lost, characters may Save to resist this.

Instant Spells: Can be cast without any kind of action as a response to something else, they do not provoke a Riposte.

Concentration: Lasts as long as the caster does not take damage, retains consciousness and does not concentrate on another spell.