Rules Of Magic

Magic

Magic is divided into 4 spheres or types of magic: Arcane, Divine, Natural, and Psionic. Each has specific strengths and weaknesses associated with it. Arcane, Divine, and Natural casting is fueled by mana of that type. Psionic casting is fueled by Halo.

  • Arcane Magic draws its power from the Arcane elements of the planes. It is opposed by Natural magic.
  • Divine Magic draws its power from the gods. It is opposed by Psionic magic.
  • Natural Magic draws its power from the natural living world. It is opposed by Arcane Magic.
  • Psionic Magic draws its power from the mind and soul of the caster themselves. It is opposed by Divine magic.
  • Note: While Gaea is the deity typically associated with Nature and Natural things, Gaea is a Divine being and is associated with Divine Magic.

Spell Casting

All spell casting requires the appropriate skills and either Mana or Halo to fuel the spell. In order to cast a spell, a character must be attuned to that sphere of magic, have a casting skill of appropriate rank, have access to the spell list, and have enough mana or halo available to cast the spell.

To cast a spell of any kind requires Attunement (Specific), Casting (Specific), and Access to a list. The various access skills determine the level of spell that can be cast.

Spell Level Access Required
0 Attunement with Preferred List Only, Specialist with other lists
1 Minor
2 Minor
3 Minor
4 Minor
5 Minor
6 Major
7 Major
8 Major
9 Major
10 Major
11 Specialist
  • Note: Spell level always refers to unmodifed spell level; Specialist access reduced spell levels by 1 which is referred to as modfied spell level and will be written as such where applicable.

Preferred List

The Attunement (Specific) skill grants characters Specialist Access to a single list, but this list falls outside the normal ranked skill tree.

Spell Verbals

To cast an Arcane, Divine, or Natural spell a characters must incant (verbals) for the appropriate length of time and loudly enough that those around them can hear clearly, before calling the name of the spell and delivering it via the method specified in the spell description.

  • Note: Casting a Psionic spell (or using Power Word, verbalize, etc.) requires no casting time, but requires the caster to loudly and clearly announce the spell they are casting.
Spell Level Casting Time (Arcane/Divine/Natural)
0 3 seconds
1 5 seconds
2 10 seconds
3 15 seconds
4 20 seconds
5 25 seconds
6 30 seconds
7 35 seconds
8 40 seconds
9 45 seconds
10 50 seconds
  • Note: Some skills or abilities may increase or reduce casting time. Some skills or abilities reduce or eliminate the need for verbals.

Mana & Halo

Casting a spell costs Mana, or Halo in the case of Psionic casting. A character gains Mana from skill purchases and Halo from skill purchases and through level progression. Mana or Halo spent during a game is restored the next day up to the character's normal daily maximum (assuming they are able to rest properly). A character can never have more than 250 points of a type of mana or more than 750 points of Halo. If at any time a character has more than their normal maximum mana or halo, the exceed instantly disappears with no other effects.

  • Mana represents a character's connection to the Arcane forces of the world (Arcane Mana), to the gods and the Divine (Divine Mana) or to the natural world (Natural Mana).
  • Halo is a character's connection to the World Halo which surrounds all things. A character’s soul connects them to the World Halo and allows them to use Halo to fuel special abilities and Psionic magic.
Spell Level Mana (Arcane/Divine/Natural) Halo (Psionic)
0 0 0
1 1 5
2 2 10
3 3 15
4 4 20
5 5 25
6 6 30
7 7 35
8 8 40
9 9 45
10 10 50
  • Note: Some skills or abilities may increase or reduce the amount of Mana or Halo required.

Concentration

Spell casting required concentration and cannot be done at the same time as certain other activities, e.g. while attacking with a melee weapon. A character who has their concentration broken while casting must stop incanting and their spell is lost along with the Mana or Halo the spell would have cost. A character can have their concentration broken by:

  • taking numerical damage greater than their Willpower (Defensive)
  • attacking with a melee weapon (blocking is permitted)
  • interrupting their incantation by communicating with another character
  • being hit with negative effects (e.g. fear, disease, etc.) which they are unable to resist
  • Note: Psionic casting and other forms of instant casting also require concentration. While nearly instantaneous, Psionic casting and Verbalize cannot be cast while simultaneously attacking with weapon or while suffering negative effects (e.g. fear, etc.).
  • Note: Innate spell abilities are cast instantly and cannot be interrupted. The prefix innate should be used when casting these spells.

Spell Ranges

All spells have a stated range which indicates how a spell is delivered.

  • Packet spells are delivered by throwing a packet at the target
  • Touch spells are delivered by touching a held packet or hand to the target
  • Self spells normally affect the caster; however, they can be made to affect others
  • Caster spells can only ever affect the one who casts them
  • Weapon Blow spells can be delivered by a suitable weapon and is discharges on the first successful weapon strike
  • Note: Spell range can be reduced for no additional cost (e.g. a packet spell can be delivered by touch), but can not normally be extended (e.g. a touch spell cannot be delivered by packet).
  • Note: Spell range cannot be reduced to Weapon Blow in this way.

Spell Types

Some spells are classified by type, e.g. "auras," "shields," "skins," etc. Spell effects of the same type do not stack and no character can have two spells of the same type active at the same time.

Learning Spells

Spells are divided into lists. Learning a spell requires that a character have access to a list and be able to cast the modified level of the spell they want to learn. Spells are then purchased with gp from the marketplace for the cost of the unmodified level of the spell.

Fatigue

Some spells take a physical toll on the caster represented by Fatigue, Exhaustion, and finally Burnout.

  • Fatigue means you cannot cast for 10 minutes.
  • Exhaustion means you cannot cast, cannot spend Halo, and Dexterity and Strength are at half for 10 minutes.
  • Burnout means you cannot cast, cannot spend Halo, and Dexterity and Strength are at half for the remainder of the game weekend.

Level 11 Spells

Level 11 spells, even when modified to Level 10, cannot be learned normally and require an additional component to cast: Quintessence. Both learning the spell and obtaining Quintessence requires the attention of the System Manager.

Quintessence

Quintessence is an accumulation of magic into the form of an gem that defies description and can be used to fuel powerful spells and rituals. Quintessence is created twice a year in one of 20 locations where raw magic condenses and can form into generate a single piece of Quintessence. These place are guarded by powerful creatures and mysterious forces. It is unknown which of the 20 locations will generate a Quintessence at any given time. Once generated, the Quintessence will fade away after 6 months if it is not claimed.

Note: There is no marketplace price on quintessence and it cannot be purchased.