Magic


Magic is the raw power of the universe itself. Some have learned through long trial and error, some of it fairly gruesome, how to control these forces and pass that information down to others.

Schools of Magic
There are ten schools of magic; Creation, Divination, Elemental, Illusion, Nature, Necromancy, Spirit, Summoning, Techno, and Warding.


Starting Spells and Learning New Spells
Spells are gained almost entirely through Talents. There are a number of stand alone talents that provide new spells as well as those granted by certain Class Talents.

Mana Points
Likewise, the number of mana points you start with and gain per milestone, are determined by Talents; however, generally speaking, you gain 10 + Magic +1d6 to start and gain Magic + 1d6 at each milestone thereafter.

A mage can regain spent mana points by resting. For each full hour of rest and/or meditation, you get back 1d6 + Magic mana points. If you manage 8 hours of uninterrupted rest and/or meditation, you get all your mana points back.


Spells and Armor
Although typically not trained in it's use, mages can wear armor. However, doing so makes it more difficult for them to cast spells. When a mage in armor casts a spell, they must pay an additional amount of mana points equal to the strain of the armor type (see below). This extra mana must be paid for each spell, which makes wearing heavy armor a losing position for mages in the long run.

Padding carries a strain of 1 Mana. Light Armor carries a strain of 2 Mana, Medium Armor carries a strain of 4 Mana, while wearing Heavy Armor carries a strain of 6 additional Mana per spell.


Casting Spells
You can cast any spell that you know by making a successful casting roll and spending the required number of mana points. A casting roll is simply a Magic skill test. The most common focuses that apply are Creation Magic, Divination Magic, Elemental Magic, Illusion Magic, Nature Magic, Necromancy Magic, Spirit Magic, Summoning Magic, Techno Magic, and Warding Magic; each of which corresponds to one of the schools of magic.

A casting roll is simply 3d6 + Magic + ant applicable focuses. If your casting roll equals or exceeds the spell’s target number (TN), you successfully cast the spell. If not, the spell fizzles
and has no effect. Either way, you must spend the required mana points.

Spellpower
For many spells, making a successful casting roll is all you need to worry about. Make it and the spell works as intended. Sometimes, however, you must overcome the natural resistance of the target before the spell takes effect. Spellpower is the measure of your arcane might; certain spells allow the target(s) to test against Spellpower to resist or at least offset the spells’ effects. Like many other stats; your Spellpower is equal to 10 + Magic + any applicable focuses.

The skills used to test against your Spellpower vary by spell. The entry for each spell should tell you whether a test is required, the applicable ability, and the consequences of a passed or failed test.