Spellcasting

Spell Casting

Spell Magic is a mysterious forces with origins wrapped in an old world age of atomic technology. Those who pratice magic are few and far inbetween, and those who can master it are one in a million.

Spells

Magic users, also known as Mages, Atomers, Biomancers, etc are those able to harness and control magic. They cast ability and effects known as spells. Spells are able to do an assortment of things from mind control to altering the elements. They can summon bolts of radiation and see into the thoughts of others with only the power of their mind. Casting spells can be very dangerous however. Many mages often die young due to the many risks of spell casting. From insanity, death, permanent injury, etc.

Spell Casting

Casting a spell is a complicated thing which can be broken up into several catagories.

Spell Requirements

To cast a spell, first you must be able to meet the requirements for the spell, these requirements include, expending the mana to cast the spell, having a free (or two) free hands to cast the spell, and being attuned to a Spell Focus.
Expending Mana
Whenever you cast a spell, all spells have a mana cost associated with them, you must spend the cost of mana that the spell requires in order to succesfully cast the spell, if you do not have the available mana, you fail any attempt to cast the spell.
Free Hand
All spells require at least one free hand to cast the spell, although some spells may require two hands. The required hands is listed by the action point cost on the spell.

Spell Complexity

All Spells have a Spell Complexity level. In order to cast a spell, your Spell Proficiency level must be equal to or higher than the Spell Complexity Level. If your Spell Proficiency level is lower, you cannot cast that spell, unless you attempt to Force Cast it.
Force Cast
You may attempt to Force Cast a spell with a Spell Complexity Level that is higher than your Spell Proficiency level. Make A spell check adding your Spell Proficiency Level. The DC is (Spell Complexity x 2) + 10. On a success, you cast the spell. On a fail, you do not cast the spell.
Spell Hit Bonus
Your Spell Hit Bonus is equal to your Intelligence plus your Spell Proficiency Level Bonus.
Spell Proficiency
Spell Proficiency is based off the PRF level associated with the spell type of the spell.
For Example. If you have one level of PRF with Radiant Spells, then whenever you cast spells like Atomic Dart, Dampen, or Radiant Blade, you add a level of PRF to those spells.

Spell Attack Rolls

Some spells that are cast may require you to make an attack roll. This works just like a normal attack roll, except you use your Spell Hit Bonus instead of your regular Hit Bonus.

Spell Resistance Check

Some spells have Resistance Checks. These spells have a DC, or Difficulty Check equal to 10 + Spell Hit. If the target beats the number, they generally succeed on the check, but if they roll lower, then they fail.

Mana

Mana is an etherial resource used by Wizards and Atomers to cast spells.
Mana points are equal to (Intelligence x 2) + Stamina + 5.

Mana Regain

Whenever you take a short or long rest. You regain points of expended mana.
You have a Mana Regain equal to (Intelligence/2) rounded down. For each point of Mana Regain you have, that represents 1d6.
During a short rest, you regain 1d6 equal to your total Mana Regain. During a Long rest the amount of d6s you roll is doubled.

Channeling

Some spells may take time to cast or need to be channeled as the spell is cast. Spell with the Channeling subtype mean that they require extra focus while being cast or during the spell's duration. Whenever you cast a spell this way, you must use half your action points for the turn until the spell is over. You can only channel one spell at a time.
In addition, if you take damage while casting a spell, you must make a Resolve check, DC (10 + Damage Taken)

Innate Magic

All spellcasters have knowledge of Innate Magic, these are abilities you learn after you first learn the spellcasting feature. These abilities are often simple and not always powerful, but effective and cheap. These are known as Innate Spells.

Innate Spell Hit

Your Innate Spell hit like most spells is equal to your Intelligence + Innate Spell PRF.
Innate Spell Proficiency
Your Innate Spell Proficiency or PRF is equal to the Total PRF level of all your Spell type PRFs divided by 2. (This formula may be subject to change in the future)

Innate Spells

Innate Spells fuction similiar to most spells but have some specific differences. These are spells that you automatically learn when you first learn the Spellcasting feature.
  • You Automatically succeed on casting Innate Spells and aren't required to roll for a Challenge Rating.
  • Innate Spells use your Innate Spell Hit whenever you cast them or use an ability unless otherwise noted, such as attack rolls, parries, or any ability check.

Known Innate Spells

You know the following three Innate Spells, Mage Ward, Mana Tap, Mana Blast, you can learn more as you level up and take new features and abilities.
Mage Ward
Innate
2 Action Points (1 Hand)
1 Mana
Whenever you would be targeted by an attack roll, you can use this ability. You take the parry action when you use this ability and add your Innate Magic to the roll. You add prowess dice to this ability like normal, but in addition, you can spend any number of mana to add additional prowess dice. The number of prowess dice you add this way is equal to additional mana spent.
Mana Tap
Innate
6 Action Points (2 Hands)
1 Mana
You attempt to pull magic from the air and world around you. You make an Endurance (Stamina) Check, DC 10. On a successful check, you regain mana points equal to your Mana Recovery. On a fail, you take 1d6 radiant damage. Every time you use this ability the DC is increased by +5 until you take a Long Rest.

Branches of Spell Schools

The Arcane arts are primarily broken up into three major subjects. Atomics, Biological, and Physical

Atomics

Atomics is the most well known and most dangerous form of magic. Most magic is thought to have originated from Atomics. At the core of the branch, Atomics deals with forms of radiation and the elements. This is made up of the following types of spells.
  • Electric
  • Gravitas
  • Light
  • Radiant

Biological

Biological magic deals with life, death, and the physical body. This is made up of the following types of spells.
  • Chemical
  • Necrotic
  • Neuromantic
  • Restoration

Physical

Physical magic is by far the most common form of magic. Most of it's effects are simple, quick, and effective. They rely simply on controlling and manipulating forms of energy. Such as heating wood to start a fire or cooling water to freeze it.
  • Cryo
  • Thermal
  • Kinetic
  • Geode

Spells With Multiple Types

Some spells have two or even three different types of magic assosiated with them. In that case, whenever you would cast a spell with multiple types, you add the average of each different level of PRF with each different type of magic associated with the spell and find the average.
For Example: The Spell Solar Rejuvination is both Radiant and Eletric. So when you go to cast the spell, you take your level of PRF in Radiant magic and Eletric Magic and add them together. Let's say Radiant is 4 levels and Eletric is 3 levels. So you'd add them and get 7, then divide the six by 2 and you get 3.5. Once you round down the answer is 3. So your total PRF level for that spell would be 3.
As a quick way to remember, use this formula. (1st PRF + 2nd PRF)/2 = Total

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