Magic Mechanic in Rhunec | World Anvil
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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 are based on speed, who ever is faster wins.  

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 Novice. So if a caster has a Speed Die of d8, when using an Novice level spell the caster will use a d6. For an Adept level spell, it is a d4. Please see Character Attributes for more information on speed.  
  • Novice Level = Speed Die - 1 Die Step
  • Apprentice Level = Speed Die - 2 Die Step
  • Adept Level = Speed Die - 3 Die Steps
  • Expert Level = Speed Die - 4 Die Steps
  • Master Level = Speed Die -5 Die Steps
  A spell can be interrupted if the speed roll of the caster for that spell is not higher than the speed roll of the interrupter. Interrupting causes damage to the caster attempting the spell. The damage increases as the difficulty and variation of the spell increases. See the table below:
Level 1st Variation 2nd Variation 3rd Variation
Novice 1d4 1d6 1d8
Apprentice 2d4 2d6 2d8
Adept 3d4 3d6 3d8
Expert 4d4 4d6 4d8
Master 5d4 5d6 5d8
   

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 gain the ability to cast spells from the related school of magic. Casting a spell uses the modifier for the matching attribute. 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 spell casting check. You must learn the novice glyph before casting the apprentice glyph, the apprentice glyph before the adept glyph, etc. You can learn a spell without having the Knowledge to cast it.
A natural 1 will implode the glyph and cause all effects and damage to rebound on the caster. Targets will have an opportunity to react to most spells targeting them. This reaction can may be simply a saving throw to avoid the effects of the spell. Some reactions, like block, may not be effective against spells like... Firestorm.
Drawing a glyph can occur anywhere, as long as you have the ability to make a mark. This includes flesh. When attempting to draw a glyph on a living creature, that creature must have a speed of 0 or else the glyph is automatically interrupted. To reduce a creature to 0 speed, the following conditions can be applied:
  • Grappled
  • Restrained
  • Stunned
  • Unconcious
  • Petrified
  • Sleep
  • Slowed
Drawing a glyph on living flesh will also cause damage from the weapon used. This can be added to the final damage of the spell.  

Concentration

There are several spells that can last longer than one turn but require Concentration to maintain. If Concentration is broken, the spell ends. If you are knocked unconscious are forced into death saving throws, concentration is broken. You can end concentration voluntarily at any time, this does not require an action. the spell specifies how long you can concentrate on it.   Normal activity, such as moving and attacking, doesn’t interfere with concentration. The following factors can break concentration:
  • Casting another spell that requires concentration. You lose concentration on a spell if you cast another spell that requires concentration. You can’t concentrate on two spells at once.
  • Taking damage. Whenever you take damage while you are concentrating on a spell, you must make a Constitution saving throw to maintain your concentration.The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon’s breath, you make a separate saving throw for each source of damage.
  • Being Incapacitated or killed. You lose concentration on a spell if you are Incapacitated or if you die.
  The DM might also decide that certain environmental or emotional phenomena, such as a wave crashing over you while you’re on a storm—tossed ship or require you to succeed on a Concentration check to maintain concentration on a spell.    

Difficulty Check

Some spells, like Slow and Char cause status effects that can last longer than one turn. To avoid or remove the status, the targeted creature can make a check against the caster's spell Difficulty Check. Yes, I am borrowing this from 5e, I didn't want to reinvent the wheel entirely. The DC of a spell is 10 plus the attribute modifier used to cast the spelll. For example, if you cast a Dragon spell, the DC of your spell is 10+STR+any feats or additional modifiers.  

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. To unlock a school of magic, the character must complete one of the appropriate cultural events. For example, to unlock Kraken, either the Alba Vela or the Flight of the Brave must be completed.   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.   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 give the ability to last in combat. 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.   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.

Rhunec Menu

Schools of Magic

 
  • School of the Dragon
  • School of the Wolf
  • School of the Snake
  • School of the Kraken
  • School of the Tortoise

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