Magic
Presented here are rules for how to read, organize, and use Spell Effects. Spells are organized into 5 different Spell Lists: Adept, Arcane, Divine, Nature, and Psionics. Learning the Spell List requires the Character to have the Magic feat (meaning a feat named ____ Magic) corresponding to the desired Spell List. Such feats may have prerequisites or restrictions such as proper [Schooling] or [Magical Aptitude], while others Replace and may be substituted any time a Character would attain a Magic feat, Adept, or Psion (this includes Character Creation). The Adept Spell list is the most basic of all Spellcasting, it along with the Arcane, Nature, and Divine Spell Lists are all organized into eight different Schools of Magic which describe what aspects of Reality they interact with or change, each School having a Physical and Abstract counterpart:
Schools of Magic
Physical Reality | Abjuration Spells often Protect or Identify (Dispel) Magic | Evocation Spells often generate and move energy | Illusion Spells often create or obscure light/visuals | Transmutation Spells often reshape matter, time, or space |
Abstract Reality | Divination Spells often enhance Knowledge or Luck | Conjuration Spells often create or relocate matter | Enchantment Spells often alter perceptions or identity | Necromancy Spells often interact with vitality or souls |
Psionic Spells use a different method for understanding and implementing changes to Reality, being organized into six Disciplines. The Psionic Spell List is composed of the same Spells taken from the previous four lists, but is organized differently, learning three Spells per Discipline. More Spells for Psionic characters requires investing feats into learning all Spells associated with any one Discipline, which includes three more Spells reinterpreted from the Schools of Magic plus a unique Spell which is only accessible through Psionic Spellcasting.
Psionic Disciplines
Clairsentience Spells often grant foresight or safety | Metacreativity Spells often create physical effects | Psychokinesis Spells often move energy or matter | Psychometabolism Spells often morph the body | Psychoportation Spells often affect or enable traversal | Telepathy Spells often create abstract effects |
Spellcasting relies on SQ, or the Caster’s Spell Quantity. This number is an abstraction which represents any Character’s capacity to Cast Spells every day, but the Character must Rest at least two uninterrupted Shifts (they need not be consecutive) in order to recover their total SQ every day. After Resting and recovering any amount of SQ (full or half) the Character may re-evaluate the Spell Repertoire. The Spell Repertoire represents which Spells from the Caster’s known Spell Lists are available to Cast with SQ on any given day, it numbers the Casting Modifier, meaning the Caster may cast, at any given time, any of the Spells in their Repertoire by spending SQ corresponding to the Spell Order, numbered 1-7. A Caster may only access Spell effects with Orders numbering up to their Spell Degree, which represents the highest Order of Spells that Caster is able to cast with SQ. Spells have a Spell Delivery, which determines how far away from the Caster the intended effect may resolve and in what ways it interacts with any Subjects or Objects. The Duration determines how long a Spell effect will last, but it sometimes may also represent the amount of time the Caster must spend casting the Spell before its effects are completed or fully realized. Spell Effects are unique to each Spell and vary in their Spell Delivery and Duration with each Spell Order.
Spell Delivery
Touch Requires physical contact with the Subject or Object | Ray Requires direct line of both sight and effect within 30ft | Close Effects may resolve up to and/or within 60ft | Long Effects may resolve up to and/or within 1 mile |
(Harmless) The effect has no Saving Throw or method of avoiding | (Melee/Ranged Spell Attack) d20+ CL+ Casting Modifier vs Subject or Object’s AC | (Saving Throw reduces) Subject’s successful save reduces the Spell effect | (Saving Throw negates) Subject’s successful save ignores the Spell effect |
Spell Lists
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| Psionic
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Domains
[Religious] Characters gain access to Domains, despite their known Spell List(s) (if any), they learn and add permanently to their Spell Repertoire one specific Spell regardless of other restrictions, according to whatever School or Psionic Discipline is appropriate for the Character gaining the Domain. Each Domain also grants a special Domain Power. Characters may only select Domains which are appropriate for their respective [Religious] feat, which often requires maintaining one of the Moral Values associated, if a Character’s Alignment changes or doesn’t have the correct Moral Values they lose access to the Domain, including the known Spell and Domain Power.
Domain | Moral Value(s) | Power | Spell |
Alignment | Any | [Aligned Weapon] | Elemental Wrath |
Air | Ambivalence, Objectivity | [Improved Maneuverability] | Anemology |
Animal | Ambivalence, Objectivity | [Animal Whisperer] | Zoology |
Artifice | Any | Train [Expertise], [Diligent] | Creation |
Civilization | Ambivalence, Authority, Hierarchy | Train [Literacy], [Polyglot] | Sustenance |
Destruction | Equality, Freedom, Vengeance | +1 on Weapon Damage | Elemental Blast |
Earth | Ambivalence, Objectivity | [Track] | Terraform |
Fire | Ambivalence, Objectivity | [Endure Elements] | Elemental Storm |
Friendship | Honor, Innocence, Mercy | [Charm] | Bless |
Hate | Bigotry, Hierarchy, Vengeance | [Deadly Touch] | Death |
Knowledge | Ambivalence, Objectivity | Train [Schooling], [Scholar] | Arcane Lore |
Liberation | Ambivalence, Equality, Freedom | [Escape Artist] | Teleportation |
Love | Freedom, Innocence, Mercy | [Healing Touch] | Healing |
Luck | Ambivalence, Equality, Freedom | 1/day Re-roll any d20 | Divine Intervention |
Magic | Any | qualified [Metamagic] feat | Antimagic |
Music | Ambivalence, Freedom, Hierarchy | Any [Perform] feat | Harmonics |
Nobility | Hierarchy, Honor, Innocence | [Bravery] | Heroism |
Night | Ego, Freedom, Vengeance | [Blacklight] | Shade |
Peace | Honor, Mercy, Objectivity | +1 on AC | Protection |
Plant | Ambivalence, Objectivity | [Wildland Stride] | Botany |
Retribution | Authority, Ego, Vengeance | [Emotional Manipulation] | Curse |
Sacrilege | Bigotry, Ego, Vengeance | [Supernatural Health] | Undeath |
Soul | Any | [Ki] | Autoscopy |
Strength | Ambivalence, Authority, Equality | [Powerful Build] | Divine Power |
Sun | Authority, Mercy, Innocence | [Daylight] | Sunlight |
Time | Ambivalence, Objectivity | [Improved Initiative] | Acceleration |
Travel | Any | [Abundant Step] | Levitation |
Trickery | Bigotry, Ego, Freedom | [After Image] | Glamer |
Truth | Authority, Honor, Innocence | [Inquisitor] | Revelation |
Tyranny | Authority, Ego, Hierarchy | [Intimidate] | Fear |
Water | Ambivalence, Objectivity | [Aquatic] | Hydrology |
War | Ambivalence, Authority, Equality | qualified [Martial] feat | Divine Armament |
Spell Components
Each Material follows the pricing guidelines for Materials listed in the left column. Each specific entry will have a Spell Capacity, which is the highest Order Spell which can be cast with a 1 Material HD Object of that material. To cast spells of higher Orders, a single Object to be ignited as a Material Component must have enough Material HD for its Spell Capacity to meet or exceed the Order of the Spell (multiply Spell Capacity x HD). The Caster must have the Spell in their Repertoire, then present and magically ignite the Material Component with a [Magical Aptitude] check (requiring a Spellcasting Focus) against a DC numbering 13+ double the Spell Order. The Caster may only access a Spell Order up to their own Spell Degree, regardless of the Spell Capacity of the Material Component, and the Material Component must be associated with the correct Spell List and School. Characters with [Eschew Materials] can bypass the restrictions on the need for a Spellcasting Focus, Spell List, and/or School of Magic.
Characters who cast Psionic Spells may use any GEM as a Material Component for a Spell of any Psionic Discipline, this requires the character maintain Psionic Focus. They require [Eschew Materials] to ignite any other Material.
Materials Schools | Abjuration & Divination | Conjuration & Evocation | Enchantment & Illusion | Necromancy & Transmutation |
GEM (Quartz) 2.5 gp Universal | Amethyst (0.6 Spell Degree) | Citrine (0.6 Spell Degree) | Carnelian (0.6 Spell Degree) | Onyx (0.6 Spell Degree) |
GEM (Beryl) 37.034 gp Universal | Morganite (1.2 Spell Degree) | Emerald (1.2 Spell Degree) | Aquamarine (1.2 Spell Degree) | Heliodor (1.2 Spell Degree) |
GEM (Corundum) 185.185 gp Universal | Sapphire (1.75 Spell Degree) | Ruby (1.75 Spell Degree) | Sapphire (1.75 Spell Degree) | Ruby (1.75 Spell Degree) |
GEM (Diamond) 925.926 gp Universal | Diamond (2.34 Spell Degree) | Diamond (2.34 Spell Degree) | Diamond (2.34 Spell Degree) | Diamond (2.34 Spell Degree) |
SHELL (Exuviae) 1.25 gp Adept, Arcane, Nature | Fly/Shieldwing (0.6 Spell Degree) | Formic/Vespine (0.6 Spell Degree) | Dragonfly/Scalewing (0.6 Spell Degree) | Flea/Straightwing (0.6 Spell Degree) |
PURE Metals 1.25; 12.5; 125; 1,250 gp Adept, Arcane, Divine | Copper (0.6); Gold (1.75); Platinum (3.5); Silver (0.88) | Copper (0.6); Gold (1.75); Platinum (3.5); Silver (0.88) | Copper (0.6); Gold (1.75); Platinum (3.5); Silver (0.88) | Copper (0.6); Gold (1.75); Platinum (3.5); Silver (0.88) |
VEGETATION (Flower) 1.25 gp Adept, Divine, Nature | Bluebell/Geranium/Lily (0.6 Spell Degree) | Dandelion/Snowdrop/Tulip (0.6 Spell Degree) | Iris/Poppy/Sunflower (0.6 Spell Degree) | Daisy/Lotus/Rose (0.6 Spell Degree) |
Spell Component Ignition DC= 15+ 2x(Spell Order)
Other Materials not listed here may be available depending on the Setting or Narrative. Materials which are least expensive should only include the Adept Spell List, where the more expensive should include at least one or two Spell Lists. For a Material to be Universal, it must be Precious. It is possible that some Settings may alter these rules, and instead of increasing the number of Spell Lists, it may include a number of [Metamagic] feats or a reduction on penalties for using certain [Metamagic] feats. Other types of GEMS not listed, different types of Plant Matter, FLESH or SKELETON from Magical Creatures, etc. may be appropriate Material Components. In any situation, these Materials will all follow the same base rules in requiring a [Magical Aptitude] check to magically ignite the Material and Cast the Spell, failure to ignite the Material does not consume it. Material Components will follow this pricing rubric:
Spell CapacityMaterial HD | 1st Order | 2nd Order | 3rd Order | 4th Order | 5th Order | 6th Order | 7th Order |
(0.6) < 5gp | 2HD (1.2) | 4HD (2.4) | 6 HD (3.6) | 8 HD (4.8) | 9HD (5.4) | 10HD (6.0) | 12 HD (7.2) |
(.88) < 20 gp | 2 HD (1.76) | 3 HD (2.64) | 4 HD (3.52) | 5 HD (4.4) | 6 HD (5.28) | 7 HD (6.16) | 8 HD (7.04) |
(1.0) < 35 gp | 1 HD (1.0) | 2 HD (2.0) | 3 HD (3.0) | 4 HD (4.0) | 5 HD (5.0) | 6HD (6.0) | 7 HD (7.0) |
(1.2) < 50 gp | 1 HD (1.2) | 2 HD (2.4) | 3 HD (3.6) | 4 HD (4.8) |
| 5 HD (6.0) | 6 HD (7.2) |
(1.4) < 100 gp | 1 HD (1.4) | 2 HD (2.8) |
| 3 HD (4.2) | 4 HD (5.6) |
| 5 HD (7.0) |
(1.75) < 200 gp | 1 HD (1.75) |
| 2 HD (3.5) |
| 3 HD (5.25) |
| 4 HD (7.0) |
(2.34) < 1,000 gp |
| 1 HD (2.34) |
| 2 HD (4.68) |
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| 3 HD (7.02) |
(3.5) < 2,000 gp |
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| 1 HD (3.5) |
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| 2 HD (7.0) |
Magic Writings
Magic Writings are like Magic Items, but they are always created with [Scribe]. All Magic Writings are activated with [Literacy] against the Magic Writing DC. When applicable, use the reader’s CL and the Writing DC for Effects.
Magic Circles
Magic Circles are permanent inscriptions either carved or scribed onto a horizontal flat surface. Base Magic Circles have a 5ft radius, the Base Price doubles for every 5ft increase to the radius. If a portion of the Circle is destroyed or erased, the Effect ends until repaired and reactivated. Inscribing a Magic Circle takes 1 Billing per 5ft radius.
Alignment Circle Base Price 25gpThe Magic Circle has an Alignment, Subjects must have matching Alignments to enter, all others are repelled and cannot enter. Subjects within ignore and suppress Spell Effects cast upon them by Subjects whose Alignment opposes. Imprisoning Circle Base Price 50gpThe Magic Circle has an Alignment associated with it, Subjects with matching Alignments who enter the Circle are unable to leave it after, including by Teleportation, all others can enter and leave freely. | Summoning Circle Base Price 100gp x Anatomy HDThe Magic Circle Summons one Ally permanently, replicating the Spell Effect of a 1st Order Summoning, with Anatomy HD according to the Base Price. The Summoning must have a size that fits within the Magic Circle or the Summoning fails. Teleportation Circle Base Price 8,000gpThe Magic Circle teleports those who enter and all they carry to a single specified location, per Teleportation. A Subject must have a size that fits within the Magic Circle and be completely within it to be transported. |
Runes and Symbols
Runes are permanent inscriptions which affect any Subject within 60ft who reads it, meaning they must be able to see the Rune and have [Literacy]. Symbols work the same way, but Cost only 10%, and disappear after reading. Runes and Symbols can be made or Disarmed as Magical Traps.
Antimagic Base Price 10,000gp DC 30Only Subjects designated by the [Scribe] can Cast Spells. Blind Base Price 5,000gp DC 20Subject is permanently Blind. Will negates. Deaf Base Price 5,000gp DC 20Subject is permanently Deaf. Will negates. Explosion Base Price 5,000gp DC 30Explosion deals 6d6 Heat Damage to a 60ft radius, Reflex half. Fear Base Price 1,000gp DC 30Subject is Frightened within 60ft. Will negates. | Laughter Base Price 500gp DC 20Subject is Friendly within 60ft. Will negates. Pain Base Price 1,000gp DC 30Subject is Writhing within 60ft. Will negates. Slumber Base Price 1,000gp DC 30Subject is Unconscious for 1 Shift. Will negates. Stun Base Price 1,000gp DC 20Subject is Stunned within 60ft. Will negates. Weakness Base Price 5,000gp DC 30Subject is Crippled within 60ft. Will negates. |
Scrolls
Scrolls are written on STATIONERY with Magical Ink. Magic Components are ignited to enhance the Ink further and imbue a Spell Effect into the page. The [Scribe] makes any selections normally made at Casting, the exact Spell Effect is contained within the Scroll, and it requires a [Literacy] check to activate. [Metamagic] feats may be applied to Scrolls if appropriate, the penalty(ies) apply(ies) on the [Literacy] check to activate or scribe it and on the Spell Effect after activation. Pages of Scrolls may be compiled into Spellbooks. Activating a Scroll causes it to ignite and burn up instantly, failure to activate the Scroll does nothing.
Spell Order | Magical Writing DC | Writing Time | Market Cost |
(Minor) Cantrip | 15 | 1 Billing (6 Minutes) | 10gp |
(Minor) 1st | 17 | 1 Billing (6 Minutes) | 25gp |
(Minor) 2nd | 19 | 1 Billing (6 Minutes) | 200gp |
(Medium) 3rd | 21 | 1 Hour (10 Billings) | 675gp |
(Medium) 4th | 23 | 1 Hour (10 Billings) | 1,600gp |
(Medium) 5th | 25 | 1 Hour (10 Billings) | 3,125gp |
(Major) 6th | 27 | 1 Shift (4 Hours) | 5,400gp |
(Major) 7th | 29 | 1 Shift (4 Hours) | 8,575gp |