Magic

From Wizards and Warlords
Revision as of 19:09, 8 June 2026 by Aurelian (talk | contribs)
Jump to navigation Jump to search

Magic is one of the most powerful forces in the world, allowing characters to heal the wounded, protect their allies, call upon divine blessings, or unleash devastating arcane power.

Characters gain access to magic through their class, with different classes drawing upon different sources of power. Some classes focus entirely on spellcasting, while others combine magic with martial combat, craftsmanship, or spiritual guidance.

This page explains the different types of magic, how spells are learned, and how Spell Points are used to build your character.

Types of Magic

There are two primary forms of magic available to players: Divine Magic and Arcane Magic.

Arcane Magic

Drawing upon the elements, the aether, and the hidden forces of creation, arcane casters wield powerful magic capable of altering the course of battle.

Arcane Magic is drawn from natural forces, magical knowledge, universal energies, or innate power. Arcane spellcasters learn to shape and manipulate these forces to achieve a wide variety of effects.

Arcane Magic is commonly used for offensive spells, battlefield control, utility effects, enchantments, and magical manipulation.

Divine Magic

Through prayer, faith, and spiritual devotion, divine casters call upon higher powers to heal, protect, and guide those around them.

Divine Magic is granted through faith, spiritual connection, ancestral powers, or the blessings of higher forces. Divine casters often focus on healing, protection, support, and guidance, though some are capable of wielding powerful offensive miracles.

Divine Magic is commonly used to restore health, protect allies from harm, remove negative effects, and strengthen companions in battle.

Learning Spells

Characters learn spells by spending Spell Points.

Spell Points represent a character's magical training, knowledge, and mastery of supernatural powers. These points are used to purchase spells from a class's spell list.

Each magical class begins with a number of Spell Points at character creation, allowing players to customise their abilities and create a spell list that suits their preferred playstyle.

Some races may also grant additional known spells or magical abilities. These spells may often be improved by investing additional Spell Points into them.

Spell Points

At character creation, players receive a number of Spell Points based on their class.

These points are spent to purchase spells from that class's spell list.

As characters gain Experience through play, they may spend that Experience to acquire additional Spell Points, allowing them to learn new spells or improve existing ones.

Spell Points are intended to represent a character's growing magical knowledge and power as they continue their journey.

Spell Point Rules:

  • Your class determines how many starting Spell Points you receive during character creation.
  • All starting Spell Points must be spent during character creation.
  • Any unused starting Spell Points are lost.
  • As characters gain Experience, they may purchase additional Spell Points to learn new spells or improve existing ones.
  • Purchased Spell Points are retained until spent.

Recording Known Spells

All selected spells must be recorded in the character's spell book.

A character may only cast spells they know, and all known spells should be clearly listed on their character sheet or spell book for reference during play.

Spell Types

Not all spells are learned in the same way. Some spells grow stronger as more Spell Points are invested into them, while others are purchased as complete abilities.

There are two categories of spells: Progressive Spells and Fixed-Cost Spells.

Progressive Spells

Progressive Spells become more powerful as additional Spell Points are invested into them.

Each level must be purchased in order, beginning at Level 1.

A caster may only use the highest level of the spell they have unlocked.

Example: Arcane Bolt
Spell Level Spell Point Cost Total Spell Points Invested
Level 1 1 Spell Point 1 total
Level 2 +1 Spell Point 2 total
Level 3 +1 Spell Point 3 total
To cast Arcane Bolt at Level 3, a player must invest a total of 3 Spell Points into the spell.

Fixed-Cost Spells

Fixed-Cost Spells do not scale in power.

Instead, they are purchased as complete abilities for a set Spell Point cost.

Some Fixed-Cost Spells require other spells to be known first before they can be selected.

Example: Full Heal
Requirement Details
Spell Point Cost Fixed Spell Point cost.
Prerequisite Requires the spell Heal to be known.
Once purchased, the spell is learned in its entirety.

Selecting Spells

When choosing spells, players are free to mix Progressive and Fixed-Cost Spells however they wish, provided all prerequisites are met.

The spells chosen during character creation and advancement determine the magical abilities available to the character during play.

Spell Selection Rules

  • Players may freely mix Progressive and Fixed-Cost Spells.
  • All prerequisites must be fulfilled before a spell may be selected.
  • The total Spell Point cost cannot exceed the available Spell Points.
  • All selected spells must be recorded in the character's spell book.
  • Unspent Spell Points are lost and cannot be carried over.

Spellbook

The spellbook organises spells by what they do, rather than only by which class can access them. This should make it easier for players to find healing, protection, offensive magic, utility spells, and other effects when building a character.

Divine Magic Spellbook

Blessings & Enhancements

Spells that improve allies and equipment.

Blessing
Field Details
Type Progressive
Cost Lv1 (1), Lv2 (+1), Lv3 (+1)
Casting Time 30 seconds
Range Touch
Chant "Blessing"
Representation White Headband
Effect
  • Target gains +2 HP.
  • Target is immune to Binding spells.
  • Lasts until death or round end.
Level Progression
  • Lv1: One Blessing may be active.
  • Lv2: Two Blessings may be active.
  • Lv3: Three Blessings may be active.
Restrictions
  • Target must be alive.
Prerequisites Each level requires the previous level.
Blessed Weapon
Field Details
Type Progressive
Cost Lv1 (1), Lv2 (+1), Lv3 (+1)
Casting Time 30 seconds
Range Touch
Chant "Blessed Weapon"
Representation White Weapon Sock
Effect
  • Target weapon deals 2 HP to all locations.
  • Weapon counts as magical.
Level Progression
  • Lv1: One Blessed Weapon may be active.
  • Lv2: Two Blessed Weapons may be active.
  • Lv3: Three Blessed Weapons may be active.
Restrictions
  • Target must be a one-handed weapon (under 130cm).
Prerequisites Each level requires the previous level.
Greater Blessed Weapon
Field Details
Status Placeholder text.

Protection

Spells that defend allies or protect against magic.

Holy Ward
Field Details
Status Placeholder text.
Sanctuary
Field Details
Type Fixed
Cost 3
Casting Time 30 seconds
Range 5 metres
Chant "Sanctuary"
Representation Sanctuary Orb
Effect
  • Magical NPCs and Arcane Servants must move 5 metres away.
  • Magical NPCs and Arcane Servants cannot approach within 5 metres.
  • Players cannot strike the caster with melee weapons.
  • Targeted spells against the caster are nullified.
  • Protection remains while the Sanctuary Orb is actively spun.
Restrictions
  • May only be cast once per round.
  • Caster cannot move from the casting location.
  • Spell ends immediately if the orb stops spinning.
  • Spell ends immediately if the caster moves.
Prerequisites Must know Banish.

Healing & Restoration

Spells that restore health or return the dead to life.

Heal
Field Details
Type Fixed
Cost 1
Casting Time 10 seconds
Range Touch
Chant "Heal"
Effect
  • Restore 2 HP to a living player.
Restrictions
  • Target must be alive.
  • Cannot be cast on self.
  • Does not cause backlash damage.
Prerequisites None.
Full Heal
Field Details
Type Fixed
Cost 2
Casting Time 20 seconds
Range Touch
Chant "Full Heal"
Effect
  • Restore a living player to their full HP total, including armour bonuses.
Restrictions
  • Target must be alive.
  • May be self-cast.
Prerequisites Must know Heal.
Mass Heal
Field Details
Status Placeholder text.
Resurrection
Field Details
Status Placeholder text.

Control

Spells that restrict enemy actions.

Bind Person Lv1
Field Details
Type Fixed
Cost 2
Casting Time 30 seconds
Range 5 metres
Chant "Bind"
Effect
  • Target cannot move their feet for 30 seconds.
  • Target may still fight.
  • Ends if target reaches 0 HP.
Restrictions
  • Caster must remain stationary while casting.
  • Up to 5 steps may be taken after casting to acquire a target.
  • Line of sight required.
  • Target must be within 5 metres.
  • Affects players and non-magical NPCs only.
  • Maximum 3 casts per round.
Prerequisites None.
Bind Person Lv2
Field Details
Status Placeholder text.
Immobilise
Field Details
Status Placeholder text.
Taunt Lv1
Field Details
Status Placeholder text.
Taunt Lv2
Field Details
Status Placeholder text.

Exorcism & Purification

Spells that counter magical creatures and magical effects.

Banish
Field Details
Status Placeholder text.

Arcane Magic Spellbook

Arcane Empowerments

Buffs for allies and equipment.

Arcane Weapon
Field Details
Type Progressive
Cost Lv1 (1), Lv2 (+1), Lv3 (+1)
Casting Time 20 seconds
Range Touch
Chant "Arcane Weapon"
Representation Purple Weapon Sock
Effect
  • Target weapon deals 2 HP damage.
  • Weapon counts as magical.
Level Progression
  • Lv1: 1 active weapon.
  • Lv2: 2 active weapons.
  • Lv3: 3 active weapons.
Restrictions
  • Target must be a one-handed weapon (under 130cm).
Prerequisites Each level requires the previous level.
Greater Arcane Weapon
Field Details
Type Progressive
Cost Lv1 (1), Lv2 (+1), Lv3 (+1)
Casting Time 20 seconds
Range Touch
Chant "Greater Arcane Weapon"
Representation Purple Weapon Sock
Effect
  • Target weapon deals 2 HP damage.
  • Weapon counts as magical.
Level Progression
  • Lv1: 1 active weapon.
  • Lv2: 2 active weapons.
  • Lv3: 3 active weapons.
Restrictions
  • Target must be a two-handed weapon (over 130cm).
Prerequisites Each level requires the previous level.
Arcane Armour
Field Details
Type Progressive
Cost Lv1 (1), Lv2 (+1), Lv3 (+1)
Casting Time 20 seconds
Range Touch
Chant "Arcane Armour"
Representation Purple Headband
Effect
  • Target gains +2 HP.
  • Immune to Binding spells.
  • Lasts until death or round end.
Level Progression
  • Lv1: 1 active Arcane Armour.
  • Lv2: 2 active Arcane Armours.
  • Lv3: 3 active Arcane Armours.
Restrictions
  • Target must be alive.
Prerequisites Each level requires the previous level.

Arcane Protection

Defensive magical effects.

Arcane Ward
Field Details
Type Progressive
Cost Lv1 (1), Lv2 (+1), Lv3 (+1)
Casting Time 20 seconds
Range Touch
Chant "Arcane Ward"
Representation Purple Shield Cover
Effect
  • Shield blocks all magical damage.
  • Wielder is immune to Bind effects.
  • If struck by siege damage, wielder must move back 5 steps.
Level Progression
  • Lv1: 1 active ward.
  • Lv2: 2 active wards.
  • Lv3: 3 active wards.
Prerequisites Each level requires the previous level.

Offensive Magic

Directly harms or disrupts enemies.

Arcane Bolt
Field Details
Type Progressive
Cost Lv1 (1), Lv2 (+1), Lv3 (+1)
Casting Time 20 seconds
Range Thrown
Chant "Bolt"
Representation Purple Throwing Bolt
Effect
  • Charges a magical projectile.
  • Deals 4 HP damage.
  • Bypasses shields.
Level Progression
  • Lv1: 3 casts per round.
  • Lv2: 5 casts per round.
  • Lv3: 7 casts per round.
Restrictions
  • Caster cannot move while casting.
  • Only one bolt may be charged at a time.
  • Bolt dissipates if not thrown within 20 seconds.
  • Caster cannot cast another spell or attack while holding a charged bolt.
Prerequisites Each level requires the previous level.
Arcane Force
Field Details
Type Progressive
Cost Lv1 (2), Lv2 (+2), Lv3 (+2)
Casting Time 30 seconds
Range 5 metres
Chant "Arcane Force"
Effect
  • Pushes target back 5 steps.
  • If pushed into water, off a cliff, or into an obstacle, target is immediately dead.
Level Progression
  • Lv1: 3 casts per round.
  • Lv2: 6 casts per round.
  • Lv3: 9 casts per round.
Restrictions
  • Caster cannot move while casting.
  • After casting, caster may move up to 5 steps to select a target.
  • Alternatively may wait up to 20 seconds for a target.
  • Clear line of sight required.
  • Target must be within 5 metres.
Prerequisites Each level requires the previous level.

Countermagic

Interferes with magical effects.

Nullify
Field Details
Type Fixed
Cost 3
Casting Time 20 seconds
Range 5 metres (Area Effect)
Chant "Nullify"
Effect
  • Ends all Arcane Servants.
  • Ends all Blessings.
  • Ends all Wards.
  • Ends all active player spell effects within range.
Restrictions
  • May only be cast once per round.
  • Effect passes through walls.
Prerequisites None.

Utility Magic

Spells that solve problems, bypass obstacles, or alter terrain.

Mage Walk
Field Details
Type Fixed
Cost 1
Casting Time 20 seconds
Range Self
Chant "Mage Walk"
Effect
  • Allows caster to cross a water feature.
Restrictions
  • Caster only.
  • Must be within 1 metre of the water.
  • Caster may not move while casting.
  • Must be recast for each crossing.
Prerequisites None.
Arcane Bridge Lv1
Field Details
Type Fixed
Cost 2
Casting Time 20 seconds
Range 1 metre
Chant "Arcane Bridge"
Representation Purple Cloth
Effect
  • Creates a bridge across a water feature.
  • Remains active for the rest of the round.
  • May be used by anyone.
Restrictions
  • Caster must be within 1 metre of the water.
  • Caster may not move while casting.
Prerequisites Must know Mage Walk.
Arcane Bridge Lv2
Field Details
Type Fixed
Cost 3
Casting Time 20 seconds
Range 1 metre
Chant "Arcane Bridge"
Representation Purple Cloth
Effect
  • Creates a bridge across a water feature or pit.
  • Remains active for the rest of the round.
  • May be used by anyone.
Restrictions
  • Caster must be within 1 metre of the feature.
  • Caster may not move while casting.
Prerequisites Must know Arcane Bridge Lv1.

Summoning

Creates servants and magical allies.

Arcane Bind
Field Details
Status Placeholder text.
Minor Arcane Servant - Defend
Field Details
Status Placeholder text.
Minor Arcane Servant - Attack
Field Details
Status Placeholder text.
Arcane Servant - Defend
Field Details
Status Placeholder text.
Arcane Servant - Attack
Field Details
Status Placeholder text.
Greater Arcane Servant
Field Details
Status Placeholder text.