Step 5- Record Spells
Different mages access magic differently. Some mages are coldly analytical, and rely on their reason to harness magic. Others are more intuitive, or use their empathy for magic itself to control it, which manifests through charisma. Still others rely on the the link between divinity and beauty to drive their magic.
Select one of the following as your character’s magical expression:
Charisma
Appearance
Intuition
Reason
From a practical standpoint, do you want to be charismatic, beautiful, intuitive, or logical? Your spellcasting will rely on this attribute, and once chosen this cannot be changed. Record your expression on your character sheet, and then move on to picking spells.
Determining Spells
If your character selected any form of magic during character creation, then you have access to spells. The full list of spells is contained in the Magic & The Circle of Eight chapter, but the basic options are outlined here.
Bolt Spells
All aspects give the character the ability to fire a bolt spell. Each bolt varies slightly based on the aspect used, but all exist to deliver damage. Bolt spells can be modified to do different things, but this usually requires more spell pool. See the chart below. Note that a mage can only pay a cost equal to or lower than their magic attribute. If they have the available pool, they convert the spell. For example, changing a fire bolt to a fireball requires 2 additional spell pool, for a total of 3. Casting this spell requires a mage to have been to 3 Catalysts, and no starting character meets that requirement. True mages could cast a 15-foot cone, because they have 2 Catalyzations. Modifier and Cost- 3 square / hex cone (1)
- 4 square / hex radius (2)
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