Magic
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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
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
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.
| 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.
| 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.
- Target weapon deals 2 HP damage.
- Weapon counts as magical.
- Lv1: 1 active weapon.
- Lv2: 2 active weapons.
- Lv3: 3 active weapons.
- Target must be a one-handed weapon (under 130cm).
- Target weapon deals 2 HP damage.
- Weapon counts as magical.
- Lv1: 1 active weapon.
- Lv2: 2 active weapons.
- Lv3: 3 active weapons.
- Target must be a two-handed weapon (over 130cm).
- Target gains +2 HP.
- Immune to Binding spells.
- Lasts until death or round end.
- Lv1: 1 active Arcane Armour.
- Lv2: 2 active Arcane Armours.
- Lv3: 3 active Arcane Armours.
- Target must be alive.
- Shield blocks all magical damage.
- Wielder is immune to Bind effects.
- If struck by siege damage, wielder must move back 5 steps.
- Lv1: 1 active ward.
- Lv2: 2 active wards.
- Lv3: 3 active wards.
- Charges a magical projectile.
- Deals 4 HP damage.
- Bypasses shields.
- Lv1: 3 casts per round.
- Lv2: 5 casts per round.
- Lv3: 7 casts per round.
- 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.
- Pushes target back 5 steps.
- If pushed into water, off a cliff, or into an obstacle, target is immediately dead.
- Lv1: 3 casts per round.
- Lv2: 6 casts per round.
- Lv3: 9 casts per round.
- 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.
- Ends all Arcane Servants.
- Ends all Blessings.
- Ends all Wards.
- Ends all active player spell effects within range.
- May only be cast once per round.
- Effect passes through walls.
- Allows caster to cross a water feature.
- Caster only.
- Must be within 1 metre of the water.
- Caster may not move while casting.
- Must be recast for each crossing.
- Creates a bridge across a water feature.
- Remains active for the rest of the round.
- May be used by anyone.
- Caster must be within 1 metre of the water.
- Caster may not move while casting.
- Creates a bridge across a water feature or pit.
- Remains active for the rest of the round.
- May be used by anyone.
- Caster must be within 1 metre of the feature.
- Caster may not move while casting.
- Target gains +2 HP.
- Target is immune to Binding spells.
- Lasts until death or round end.
- Lv1: One Blessing may be active.
- Lv2: Two Blessings may be active.
- Lv3: Three Blessings may be active.
- Target must be alive.
- Target weapon deals 2 HP to all locations.
- Weapon counts as magical.
- Lv1: One Blessed Weapon may be active.
- Lv2: Two Blessed Weapons may be active.
- Lv3: Three Blessed Weapons may be active.
- Target must be a one-handed weapon (under 130cm).
- Target two-handed weapon (over 130cm) deals 2 HP damage to all locations.
- Weapon counts as magical.
- Lv1: 1 active Greater Blessed Weapon.
- Lv2: 2 active Greater Blessed Weapons.
- Lv3: 3 active Greater Blessed Weapons.
- Target shield blocks all magical damage.
- Wielder is immune to Bind effects.
- Lv1: 1 active Holy Ward.
- Lv2: 2 active Holy Wards.
- Lv3: 3 active Holy Wards.
- If struck by siege damage, the wielder must move back 5 steps.
- 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.
- 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.
- Restore 2 HP to a living player.
- Target must be alive.
- Cannot be cast on self.
- Does not cause backlash damage.
- Restore a living player to their full HP total, including armour bonuses.
- Target must be alive.
- May be self-cast.
- Restore up to 5 living players to their full HP total.
- Includes HP granted by armour and other bonuses.
- Targets must be touching each other or a shared item.
- The caster may be included as one of the targets.
- Restore a dead player to their full starting HP.
- Restores either 2 HP or 4 HP depending on the target's class.
- Target must be at 0 HP.
- Cannot be self-cast.
- Does not cause backlash damage.
- Target cannot move their feet for 30 seconds.
- Target may still fight.
- Ends if the target reaches 0 HP.
- Caster must remain stationary while casting.
- After casting, caster may move up to 5 steps to select a target.
- Alternatively, caster may remain stationary for up to 20 seconds waiting for a target.
- Clear line of sight required.
- May be cast over water and low walls.
- Target must be within 5 metres.
- Affects players and non-magical NPCs only.
- Maximum 3 casts per round.
- Target cannot move their feet while the caster continues chanting.
- Target may still fight.
- Spell lasts for up to 30 seconds.
- Ends if the caster stops chanting, is interrupted, or the target reaches 0 HP.
- Caster must chant for at least 10 seconds.
- If interrupted before 10 seconds, the caster remains bound for the remainder of that minimum time.
- Clear line of sight required.
- Affects players and non-magical NPCs only.
- Maximum 6 casts per round.
- Target cannot move.
- Target cannot fight.
- Lasts for 30 seconds or until the target reaches 0 HP.
- Caster must remain stationary while casting.
- After casting, caster may move up to 5 steps to select a target.
- Alternatively, caster may remain stationary for up to 20 seconds waiting for a target.
- Clear line of sight required.
- May be cast over water and low walls.
- Target must be within 5 metres.
- Affects players and non-magical NPCs only.
- No casting limit per round.
- Target cannot move for 30 seconds.
- Target may defend themselves.
- Ends if the target reaches 0 HP.
- Caster must remain stationary while casting.
- After casting, caster may move up to 5 steps to select a target.
- Alternatively, caster may remain stationary for up to 20 seconds waiting for a target.
- Clear line of sight required.
- May be cast over water and low walls.
- Target must be within 5 metres.
- Affects human-sized magical creatures and magical NPCs only.
- Maximum 3 casts per round.
- Target cannot move their feet while the caster continues chanting.
- Target may still fight.
- Spell lasts for up to 30 seconds.
- Ends if the caster stops chanting, is interrupted, or the target reaches 0 HP.
- Caster must chant for at least 10 seconds.
- If interrupted before 10 seconds, the caster remains bound for the remainder of that minimum time.
- Clear line of sight required.
- Affects all magical creatures and magical NPCs.
- Maximum 6 casts per round.
- All magical NPCs and Arcane Servants within 5 metres must immediately disengage.
- Affected targets must move at least 5 metres away from the caster.
- Affected targets may not re-engage the caster for 10 seconds.
- May only be cast once per round.