Magecraft skills are skills related to spell creation and casting. It includes every kind of skill necessary for a spellcaster to function. The first section will be Spell Casting. After that is the more complex Spell Crafting, all the components and steps necessary to make a spell - which are rolled exactly like other skills.
Spell Casting Edit
For ease of understanding, we will refer to all Mystical Skills from this point on simply as spells.
Of course, the crafting process can be either fun for building whatever spell a character wants, but to some, it might seem a bit tedious. For those who wish to skip the spell crafting process, at least for now, they can check out a few of our spells from the alphabetical list or from the Spectra, Purpose, or Aspect below:
Spell casting is done the same way as any other skill check. You roll the skill check then follow the description of the spell based on the roll. Many spells will have an opposing check and the outcome will often depend on the difference between those checks.
Spell Crafting >>Currently, spell crafting is under construction.<< Edit
To craft a spell, characters need to build them from a set of properties. From this, a much wider variety of spells can be crafted.
The steps to creating a spell are:
- Choose a Source
- Choose a Spectrum
- Choose a Spectrum
- Choose Aspects
Once the spell has been constructed, it's Difficulty Score can be calculated by the choice made. Depending on the character, either a Magecraft or a Spiritualism roll is made. If the roll is greater than the DS of the new spell, the spell is added as a Skill and can be cast normally per the conditions of the spell. If the roll is less, then the spell must be studied for a number of in game weeks equal to the difference between the roll and the DS.
Spell Source Edit
The first step is to decide what the source of the spell is. This is based on what type of character you are playing and sets a contextual, or storyline, limitation on the nature of the spell. This step is not adjutant what the character t player wants to do, but reflects the boundary of what they can do. While classes are not necessary, those who use them will find the class limited most by source.
The source of the spell determines a number of things about the nature of the spell, how it is learned, its advantages, and its limitations. There are three main sources for spells: inner spirit, external universe, or immortal source. Spell source has no cost in spell construction, but it does carry with it a set of rules explained within each section below.
Inner Spirit - Casting is done from an internal source. Quicker but not as powerful or versatile.
External Universe - Casting is done from an external source. Slower, more powerful and versatile, can backfire.
Immortal Source - Casting is done linked to an immortal being or demi-plane. Quicker, more powerful, high cost.
Step two to spell creation is to determine the spectrum of the spell. Like the steep before it, choosing a spectrum puts a contextual - storyline - limitation on the spell. Again, though classes are not necessary, they do set sorry based boundaries on powers, which may include what spectrum the caster has access to.
Spectra is the nature of the energy or material that the spell manifests. It might be elemental, mystical, or something of the fundamental forces of the universe. Below is a chart listing all the spectra of spells, their primary characteristic, and the base Difficulty Score of each spectrum.
To gain access to a new spectrum, the spell caster must roll a Magecraft roll against a Total DS equal to 10 + the DS of the spectrum X the total DS of spectra already known. If the spellcaster chooses to learn an opposition spectra to one already known, the Total DS is doubled.
A word about the word 'spectra'. These categories are not viewed by members of the Hero's Guild as different colors on a rainbow, but as different kinds of rainbows altogether, each with its own array of colors (spells).
Primal Spectra Edit
Life Spectra Edit
Natural Spectra Edit
Deep Spectra Edit
Spell Purpose Edit
The third step to spell creation is to decide the purpose of the spell you want to create.
Spell Purpose relates to what the character wants to accomplish with the spell. It is used as the foundation for spell construction which is covered below.
To Learn: Spellcasters attempting to learn a new Spell Purpose are required to succeed at a Magecraft check equal to the 10 + DS of the Purpose times the number of Purposes already learned. If this is the first Purpose, then the multiplier is 1. Each point of the DS constitutes 1 hour of study. A failure ends study for that day and new checks may not be rolled until one standard rest period is completed. Additional hours of study may be done to increase the check by 1/8 hours of studying instead of rolling.
For example, Amirith wants to learn to cast spells that involve learning new information. The DS for the Learn category is 10 + 5 = 15 so he spends 3 hours studying then rolls his Magecraft check to study spells related to the Learn category and scores a 17. He now has access to the Learn Spell Purpose.
Spell Aspect Edit
The last step to spell creation is to select values for all Spell Aspects, even if that value is 0.
Spell aspect relates to the physical aspects of the spell, its range, duration, area of effect, and so on. This is a template used for constructing spells. The DS for constructing spells varies with how much or little of the aspect is put into the spell. Each aspect has its own DS system for learning.
Spellcaster Traits Edit
It felt more natural to add the spellcaster Traits here in addition to Chapter 4 for ease of reference.
- Aetherial Caster
- Enhanced Reserve
- Fast Learner
- Magic Prism
- Reduce Material Components
- Reduced Blowback
- Simple Gestures
- Spectrum Affinity
- Triggered Vocal
- True Believer
- PHB Metamagic
Spellcaster Foibles Edit
- Extended Time
- Increased Blowback
- Limited Reserve
- Magic Blind
- Expensive Spells
- Molasses Mind
- Picky Caster
- Requires Endurance
- Opposing Spectra
- PHB Metamagic Opposites