Remove these ads. Join the Worldbuilders Guild

Magic Mechanic

Basics

A spell is cast in Rhunec by drawing glyphs and bending the ensuing energy to your will. You can use your action during your turn to draw a glyph. The glyph must be physically drawn IRL and drawn in such a way that it can be physically seen in game. This can be tracers in a cloud of smoke, patterns in blood, traces in oil on water, chalk, paint, etc. To be successful, the caster must draw the glyph accurately without being interrupted. Interruptions include attacks, being knocked prone, knocked back, knocked unconscious, or killed. The drawing of the glyph can be destroyed too, if a line or other mark disrupts the shape. Interruptions must beat the roll used to cast the spell.  

Casting Speed

Casting Speed is derived from the character's Speed Die. A caster can use this die in response to an attempted Interrupt of their spell. The level of spell will affect the Speed Die used by the Caster. The Speed Die is knocked down a die step for each level of the glyph, starting with Apprentice. So if a caster has a Speed Die of d8, when using an Apprentice level spell the caster will use a d6. For an Adept level spell, it is a d4. The d4 is the lower limit for Speed Dice. The Speed Modifier (SPD) is added to the roll, no matter the die size.  
  • Novice Level = Speed Die
  • Apprentice Level = Speed Die - 1 Die Step
  • Adept Level = Speed Die - 2 Die Steps
  • Expert Level = Speed Die - 3 Die Steps
  • Master Level = Speed Die -4 Die Steps
  A spell can be interrupted if the speed roll + SPD of the caster for that spell is not higher than the speed roll +SPD of the interrupter. See Character Attributes for how Speed is calculated.  

Spell Cap

There is not spell cap or limit on the number of spells that can be cast in combat. Spells can be easily interrupted, creating a constant and dynamic battle.  

Casting

The cultural knowledge is required to unlock the related school of magic. Casting a spell uses the Wisdom Modifier for rolls. Feats for spell casting apply to this modifier. Expert and Master Level spells require the Spell Master Feat. Each School has five levels of glyph complexity to it. Each level has three variations. Glyphs are cast by drawing the glyph quickly and making a wisdom check. You must have the novice glyph before casting the apprentice glyph, the apprentice glyph before the adept glyph, etc. Spells are not affected by the feat Double Up. See Character Feats for more on Double Up and other feats that impact the successful casting of spells.   Each level of glyph has different DCs that must be met or beat to successfully cast the spell:
  • Novice: DC of 0
  • Apprentice: DC of 5
  • Adept: DC of 10
  • Expert: DC of 15
  • Master: DC of 20 If the roll is less than the DC, then the caster takes (glyph level)d4 in damage. A natural 1 will implode the glyph and cause all effects and damage to rebound on the caster.   Each spell costs mana to use. The mana increases as the level and variation of the spell increases.  

    Mana Cost of Spells


    Level1st Variation2nd Variation3rd Variation
    Novice112
    Apprentice345
    Adept101520
    Expert303540
    Master505560
     

    Organization

    Glyphs belong to one of several schools of Magic. Each School is related a group of natural phenomena. The Schools of Magic are designed to augment combat/RP or can be a complete focus. Each School is also associated with an Attribute. The primary attribute selected for a character will unlock that school of magic. The secondary attirubte adds a secondary school. These are the only two schools available to the player unless they chose a feat that allows them to unlock a third. Many spells in each school use the Modifier to augment damage or determine length of effect.   School of the Dragon
    Strength
    Glyphs of the Dragon School are based on the elemental glyph for fire. Spells include fire spells, block buffs, and are generally combat focused. Some spells like Thick Hide, Char, and Entomb use STR to determine the length of effects.   School of the Wolf
    Dexterity
    Glyphs for the Wolf School are based on the elemental glyph for air. The School focuses on air, stealth, movement, and lightning. The spells of this school include a mix of combat oriented spells and buffs to speed or movement. Spells like Whirlwind and Lightning Spear use DEX to augment damage. The Wolf School also includes lightning spells that increase damage if used on enemies wearing heavy armor.   School of the Snake
    Intelligence
    The Snake School glyphs are based on the elemental glyph for earth. The School focuses on earth, plants, and life steal. The spells include mostly defensive spells that isolate enemies, slow them down, or force them to have a disadvantage. Spells like Briar Armor and Parasite use INT to determine damage and length of effects. The Expert Level spell Labrynth creates a massive maze to isolate creatures - creating a cat and mouse game of death.   School of the Kraken
    Wisdom
    The Kraken School has glyphs based on the elemental glyph for water. The School focuses on water, healing, and perception. The spells mostly include healing spells. Spells such as Heal and Detect Creature have uses outside of combat and use WIS to determine length of effects.   School of the Crow
    Charisma The Crow School glyphs are based on the hexagram. This School focuses on inducing fear, controlling shadows, and raising the dead. The spells include a mix of minion, offensive, and negative buff spells. Darkness and Abyssal Fear rely on CHR to determine damage or length of effects. In Rhunec, it is taboo to use these spells - transgressors are punished. Currently, the spell books for the Crow School are incredibly hard to find. Most of them have been burned or lost to time.   School of the Tortoise
    Constitution
    Glyphs for the Tortoise School are based on celtic knots. This School is focuses on leveling the battlefield and controlling the ebb and flow of combat. The spells rely on the CON modifier to determine efficacy of spells. This School includes spells for removal of buffs and control. The incredibly powerful Dispell belongs to this school.  

    Learning Spells

    To learn spells for casting or enchantment, a character must read the Spell Book. A Scholarship check is required to read the book and absorb the knowledge it contains. Scholarship checks are the same as the wisdom check to cast the spell. Novice Spell Books require a DC 0 to learn. Novice Spell Books are common and found in all libraries and most Magic Shops. Apprentice Spell Books require a DC 5 to learn the spell. Most Apprentice Spell Books are only found in Magic School Libraries. Some general Libraries might have them, depending on the region. DC 10 for adept, DC 15 for expert, DC 20 for master books. The variation of each spell requires more in game time to learn. See Spell Books for more information.  

    Enchanting vs. Casting

    Enchanting and Casting are different. Casting is the manipulation of energy quickly and to devastating effect. Enchanting is the capture of a spell's effect in a static form. See Enchanting for more details.  

    Progression

    Spells must also be learned in order. A Novice level spell must be learned before you can learn the Apprentice level spell of the same school. You must know an Adept level spell before an Expert level spell in the same school, etc. This applies to the variations as well. To learn Apprentice 2nd Variation, you must know the Novice 2nd Variation.


Remove these ads. Join the Worldbuilders Guild

Articles under Magic Mechanic


Comments

Please Login in order to comment!