*Reflect and Negating Magic only apply to the specific squares they are cast on.
For speed or ease of use a player can simplify a spell cast to Spell Title and Degree, this will tell the Warden what you are casting and what you need to beat. For additional specificity the Name and description are provided for each Degree of that spell, this may be reskinned/renamed based on your Job. Wizarding, Holy, and Weirding can be performed by all magic users but due to differing traditions and styles, each Job will often call spells by unique names. A first Degree Fire Combat Spell is identical in damage to a first Degree Spiritual Weapon spell or a first Degree Spirit Animal spell.
BSC: When casting the player should say their goal, the spell and level, and subtract the cost
EXT: In addition each spell degree has a specific name that should be called out and a description of its effect. Wizardry is cast with rhymes. Holy is cast with a prayer. Weirding is cast by speaking in tongues and visions.
“Come into my view, Flames unto you…. Scorching Fire!”
“I beg of the light to end my friend’s pain… Pious Blessing!”
“Blkuk Kuluk, Btaang Chaibell, Snakes upon the Dark Mountain… Strong Flex!”
The glow of a magic changes with the type of magic; this is visible to anyone with a point in their Magic Stat. In addition, the color of celestial bodies the player sees changes depending on which magic they are allied with.
No weapons may be in hand for any of the magics. In Wizardry either a wand and free hand must be used or a spellbook with both hands must be used. In Holy both hands are used to either lay hands or pray. In Weirding hand signing is used.
Players can describe any magic the Warden wishes to allow. The Warden will decide what type of magic should be applied and an appropriate Tier of difficulty to succeed. If players have favorite ongoing spells they can rename it how they’d like.
Types of Casters:
The Sorcerer– Wizard Mages who train in the Codes of Wizardry Magic
The Mystic – Holy Clerics who train in the Veins of Holy Magic
The Occultist – Witch Hexen Shamans who train in the Threads of Weirding Magic
While differing cultural practices exist between the three types of magic, there are nine generally accepted Degrees of training that all casters recognize from their Training.
| 1) Awakened | 2) Weaver | 3) Fellowcraft | 4) Judge | 5) Master |
| 6) Grand Master | 7) Illuminati | 8) Ascended |
9th Degree Magic Casters attain the rank of High Dragon. This is above and beyond training available at Training Academies and is only found among seasoned Adventurers.
| Degrees of Training | Wizardry | Holy | Weirding |
| 9) High Dragon* | Entrance to the Secrets Entrance to the Circle of the Tower Ritual Magic:Wish | Entrance to the Secrets Entrance to the Enclave of the Temple Ritual Magic:Miracle | Entrance to the Secrets Entrance to the Fire of the Coven Ritual Magic:Alter Reality |
*Upon reaching the rank of High Dragon, Casters access the broader connections of their calling. By joining the Secrets they have Detect Magic for their vein of magic running at all times around them and have the ability to sense other users of their magic and their location.
*Spells at this degree exist that are ritual only but may require multiple other spellcasters of the same degree to accomplish. Anything is possible with Magic but at the highest level Rituals are needed in order to reach the needed casters and costs. Warden decides this based on the power needed to accomplish the spell.
* Degrees of knowledge and experience may grant the player access to locations that would otherwise be off limit (a 9th Degree Mystic may enter the Holiest Temple, a 9th Degree Sorcerer may see entrances to Towers that others cannot, a 9th Degree Occultist may see the Threads of Fate)
Rolling in Magic
Rolling to cast is against yourself, not against the enemy. Roll 2d10, add your modifier for Magic.
Each Degree of magic must beat that Tier (rolling below a 60 on a 6th level spell fizzles the spell)
Each Degree of magic costs equivalent to that Degree (1st level 1gp,1compononent,-1hp)
Cost of Magic
All spells have a cost and a component and an incantation and a stress/fatigue imposed. If no component is used 1 HP is taken, if the cost isn’t paid 1 HP is taken.
Casting any spell above your Degree of ability adds 1 point of Stress cumulatively.
Casting any spell above your Degree of ability damages your HP cumulatively.
The amount of Actions required for a spell can be paid before casting or immediately following the casting.
Casting out of Combat still requires component costs, time, and a roll
| Spell Degree | GP Cost | Physical Component | Actions | HP Punishment Cumulative | Stress Punishment Cumulative |
| 1 | 1 | Bone/Powder | 1 | 10 | 1 |
| 2 | 2 | Bone/Powder | 2 | 10 | 1 |
| 3 | 3 | Bone/Powder | 3 | 10 | 1 |
| 4 | 4 | Bone/Powder | 4 | 10 | 1 |
| 5 | 5 | Bone/Powder | 5 | 10 | 1 |
| 6 | 10 | Skull | 6 | 20 | 2 |
| 7 | 15 | Skull | 7 | 20 | 2 |
| 8 | 20 | Skull | 8 | 20 | 2 |
| 9 | 25 | Skull | 9 | 20 | 2 |
You cast a 2nd Degree spell. It takes 2 actions. In one hand you hold up bone powder, in the other you hold 2 gold coins.
You have 1st Degree Wizarding skills. You cast an 8th Degree spell. You need 20 gold coins and you need a skull. This will take 8 actions (almost 3 turns) to cast. Add the Stress punishment. Add up the HP that will be drained cumulatively the same way, 2 to 8, which is 100 HP. On the remotest chance this spell worked… you’d be dead from the casting. The build up of HP punishment would suck you dry and kill you, also the build up of stress
