A spellcaster (or user of a spiritual power or whatever a character calls it) can draw on the power of their own spirit to do powerful things. The mage who has innate magic and channels a portion of their spirit to cast spells, the monk who focuses their spirit to do astounding, mystical moves in combat, or the paladin who draws on their own innate righteousness to ward off evil all use the same source for their power: the self.

Limitations Edit

Inner Reserve Edit

Characters who draw from the inner spirit are limited by their own character growth. What this means is that they can only cast spells as big and for as long as their spirits, minds, and bodies will let them. Some sort of inner reserve must be set up that accounts for the nature of the source. It may be called mana, or chay, or arcane reserve. Whatever the name of this inner reserve is, it begins small and grows with the character. The inner reserve is equal to the caster's primary characteristic for the type of mystic power plus the Total Skill Bonus in all skills that require that reserve divided by five.

For example, Spenciel has a SPI of 5. He knows 10 monk moves that require chay to perform with a Total Skill Bonus of 74. 74/5 = 14. 14 + 5 = 19 chay.

The Inner Reserve also naturally limits the power of the spells that can be used.

Slow Learners Edit

Those who learn from their inner selves typically don't learn new spells as fast, thinking rather to focus on what they already know. This comes in part from the fact that many of them have to learn in the wild or don't have a teacher that can fully understand them as well as they understand themselves. Those who chose Inner Spirit as their source add +2 to all Difficulty Scores to learn new aspects, spectrua, or specific spells.

Somatic Component Edit

Inner casters use simple trigger movements to cast their spells, which helps them focus and release their spells in a timely fashion. While not as complex as the External casters, these components are still required in most cases. Failure to use a somatic component delays the expression of the spell, the effect from manifesting by one Turn.

Verbal Component Edit

Generally these are spoken in the caster's native language rather than a language with a more formal, precise structure. The verbal component is more a part of the trigger and power and has nothing to with the actual shaping of the spell. Failure to use a verbal component reduces the effect dice by 1d10 (minimum of 1d10).

Spectrum Limitations Edit

Inner casters often limit themselves to one or only a few different spectra of spells. They learn variety within those narrow confines because they have to learn less potent spells first before they can move on to more complicated spells within the spectrum. For every additional spectra learned beyond the first there is a cummulative +1 to all Difficulty Scores for all checks made to learn within that spectrum.

For example, Amirith knows spells from 6 different spectra of spells. He decides to add another spectrum to his repertoire. The DS for learning the new spectrum and all spells within that spectrum are done so with a +6 DS.

Benefits Edit

No Material Components or Focus Edit

The source of power for spells is the self making the need for any other sort of material component or focus unnecessary. Some characters may affect a faux-focus to distract or misdirect enemies, but it is not needed.

Normal Speed Edit

Drawing on the self, with which a character is already intimately familiar with, requires no extra time for spell casting. All spell casting done from the Inner Self source takes only 1 turn unless extra turns are needed to empower the spell as described within that spell description.

No Spell Book Edit

Since the source of the spells is the self, the spells are intimately known. Once they are learned, they become a part of the character. There is no need for spell books or other mnemonic devices to relearn spell formulas.

No Backfire Edit

Innate spellcasters are in complete control of the energy and the spell manipulation at all times. When they are interrupted - a rare event in itself - they only lose a bit of their inner reserve. The spell itself has no deleterious effects.

Typical Professions Edit

Typical professions or classes that use the Inner Spirit as the source of their spells or abilities include:

Sorcerers, Bards, Monks, Dervishes, and Paladins.

Navigation Edit

Chapter 1 - Creature Kinds Edit

Chapter 2 - Base Characteristics Edit

Chapter 3 - Skills Edit

Chapter 4 - Traits and Foibles Edit

Chapter 5 - Physical Combat Skills Edit

Chapter 6 - Mystical Skills Edit

Chapter 7 - Equipment Edit

Chapter 8 - Crafting Edit

Chapter 9 - Social and Movement Skills Edit

Chapter 10 - AppendixEdit

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