AIOMA

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In the world of Raxia, magic is everywhere, mana ever-present. Unlocking a door without using your hands, instantly healing a friend of grievous wounds, even launching a volley of flaming arrows at an enemy. All of these and more are possible with the help of magic.

Magic is divided into five separate classes, each with its own spells and areas of expertise. If a PC acquires a level in an appropriate class (such as Sorcerer or Fairy Tamer), they will learn all spells of that class level. In order to utilize them, however, a Spellcasting check must be made each time a spell is cast.

The result of the Spellcasting check is used as the target number to resist the spell, whether it's Fortitude or Willpower being used. Each class also has their own conditions, notes, etc., which will be explained further.

Using Magic

In order to use a magic spell, you must first learn a class that allows the casting of spells. These classes are Sorcerer, Conjurer, Priest, Fairy Tamer, and Artificer. These five classes allow the use of Truespeech Magic, Spiritualism Magic, Divine Magic, Fairy Magic, and Magitech, respectively.

This document currently contains up to 6 levels of spells for each of the five magical classes. Each time a magical class gains a level, all spells of that level are available to be cast immediately.

Conditions of Spellcasting

Each method of casting has its own methods of casting and procedures that must be followed. Unless otherwise noted, however, each Spellcasting check takes 10 seconds (1 round) and consumes the MP listed in the spell.

The following list is the conditions to cast a spell for each magical class. A Nightmare's Alternate Form allows them to ignore the penalty for casting a spell in armor, and any verbal and somatic components to the spell may be ignored. However, any Magical Implements must still be used.

Spellcasting Conditions
  • Sorcerer (Truespeech Magic): Requires a Magical Implement in hand, as well as unhindered speech. Affected by armor penalties.
  • Conjurer (Spiritualism Magic): Requires a Magical Implement in hand, as well as unhindered speech. Affected by armor penalties.
  • Priest (Divine Magic): A Holy Symbol needs to be carried, as well as unhindered speech.
  • Fairy Tamer (Fairy Magic): A Gem needs to be carried, as well as unhindered speech. Affected by armor penalties.
  • Artificer (Magitech): A Magisphere needs to be carried, as well as unhindered speech.

MP Consumption

After declaring which spell to cast, subtract MP from your current amount equal to the cost of the spell. If your current MP is less than the MP cost of the spell attempted, you do not lose any MP, but neither do you cast the spell. If you have 0 MP, you cannot cast any spells.

Various 《Metamagic》 Combat Feats increase the amount of MP consumed per spell.

Utilizing Mako Stones

Mako stones are crystallized mana, able to be used to power spells in place of (or in addition to) a character's MP. Any spellcaster can use a mako stone, using the MP in the stone in place of their own, though mako stones do not regenerate MP like a PC does. Once a mako stone is reduced to 0 points, it shatters and is rendered useless. Mako stones can be used in conjunction with a PC's own MP, but only one mako stone may be used in this way at a time. For example, if a PC casts a spell costing 10MP, they may use 3MP from the mako stone and 7MP of their own.

Armor Penalty to Spellcasting Checks

As stated above, some magic-using classes receive penalties to Spellcasting checks while wearing armor, as per the table below. Remember, Nightmare PCs do not receive any such penalties while in their Alternate Form.

Armor Penalty to Spellcasting Checks
Armor Equipped Classes Penalty Modifier
Hard Leather Sorcerer, Conjurer -2
Any Metal Armor Sorcerer, Conjurer, Fairy Tamer -4

Spellcasting Checks

A Spellcasting check is needed to cast any spell, regardless of class. The result of the Spellcasting check determines the success of the spell cast, as well as providing a target number to resist. An automatic failure on this roll means the MP is spent, but nothing happens.

Targets, range and more are listed in detail within each spell's description.

Magic that does not require Spellcasting Checks

Certain spells, marked with a following their name, are Minor Actions. These spells do not require a Spellcasting check, but work simply by expending the indicated MP.

Spellcasting Check Results

If a spell affects a non-friendly character, whether it's a Dispel Magic or something else, treat it as a contested roll using the result of the Spellcasting check as the target number for those affected. If a spell does not require a Spellcasting check, treat the target number as 0.

Resisting Spells

When you find yourself on the receiving end of a hostile spell, you can try to resist the magic and prevent it from having much, if any, effect. However, you may willingly choose to forego any resistances and accept the effect of a spell at any time.

To resist foul magics, you must roll Willpower check against the caster's Spellcasting check.

Failure to resist a spell will result in the spell's full effect coming down on your character, no matter what the spell. Success, however, means that the magic has a diminished effect, sometimes even no effect. For further information on resistances, refer to the How to Read Magic Spells.

Calculating the Power of a Spell

If a spell would alter the HP of a target, whether it's a damaging spell or one of healing, you need to determine the Power of the spell. This calculation will be listed in the spell's description.

Unless otherwise noted, the critical threshold of a damage-dealing spell is 10. HP-restoring magic cannot critical.

Duplication of Magical Effects

Multiple magic effects on the same target usually do not stack, but take the highest result available. For example, if a PC has the spell Protection cast on them simultaneously by three different Conjurers, damage would be reduced by only one point.

However, if a spell with a similar effect but different name is cast on the target, they will stack. For example, if one of the Conjurers mentioned above was instead a Priest who cast Field Protection, then each attack would be reduced by two points, as Protection and Field Protection are two different spells.

Example of Magic Use and Resisting Spells

Pete is feeling a bit mischievous, and decides to cast Sleep on Wolf.

Pete's Magic Power is 5, which combined with his roll of 6 and 3 gives a total threshold of 14.

Wolf is surprised by this, and tries to roll to resist the tabbit's spell. His Willpower is only a 4, so he needs a result of 10 or higher to shake off the magic.

Unfortunately for Wolf, his roll comes up as double 1, an automatic failure. While he does receive 50 experience points for the automatic failure, he also falls sound asleep.

Overview of Magic

Truespeech Magic

Truespeech Magic is utilized by those with the skills of a Sorcerer. Developed by ancient magic civilization, the knowledge of Truespeech was passed down and distributed among the people through books and folklore. While there is some utility, Truespeech is mainly an instrument of war, with many attack spells available.

Usage Conditions of Truespeech Magic

In order to use a Truespeech spell, a Magical Implement is required. Something like a staff or long rod is typical, often with various magical glyphs, sigils and symbols engraved into it, though jewelry implements are not unheard of. They are usually sold for approximately 100 Gamels, though there are other styles and even weapons available for more. However, a Magical Implement can be used for multiple magical classes.

When you cast a spell with a Magical Implement, it is like drawing a glyph in the air while chanting the incantation. Without the magic in the voice, the motion of the arms, or an Implement in hand, a Truespeech spell will not work.

Spiritualism Magic

Spiritualism Magic is similar to Truespeech Magic on the surface, but each have their own slight differences that set them apart. Spiritualism Magic, for example, tends to alter and change objects to the caster's benefit. Those that wield Spiritualism spells are known as Conjurers.

Usage Conditions of Spiritualism Magic

The conditions needed to use Spiritualism Magic are the same as Truespeech Magic. The same Magical Implement can be used for both Spiritualism and Truespeech Magic without problems.

One who utilizes both sets of magical classes is known as a Wizard, and powerful Wizards are easily able to command awe and respect by other magic users.

Golem Construction

Spiritualism Magic has a variety of spells that allow one to create Golems, starting with Create Golem. The description of each spell details what materials are needed for each casting. The material components for these spells are consumed upon casting, so raw materials must be found each time the spell is to be cast.

Divine Magic

Casters of Divine Magic reap the benefits of their faith and receive miracles from their god. Due to the nature of the world of Raxia, there are quite a few spells that not only help deal with the Barbarous, but aid allies as well. Those who call forth holy miracles and Divine Magic are known as Priests.

Tabbits and Runefolk, due to each race's biological tendencies (or lack thereof), cannot become Priests. However, while they may not wield Divine Magic, they are still subject to its effects, for good or ill.

Usage Conditions of Divine Magic

Casting a Divine Magic spell requires the use of Holy Symbols as proof of devotion to the gods. A Holy Symbol is a bit of paper or parchment about the size of one's hand, and can be bought for 100 Gamels. They can be strung on a rope around one's neck or just carried in a pocket, so long as it is readily available. Also, if a Holy Symbol is not available, one can substitute the prayers of others who follow the same god (as a god will not refuse praise from followers).

Divine Magic does not require as much physical effort as other forms of magic. All that is needed is a carried Holy Symbol (or enough worshipers) and a voice to call the god in question to perform a miracle. If you cannot speak, you cannot work Divine Magic.

Faith and Specialized Divine Magic

When you take a level in the Priest class, you must choose a god to follow. Upon doing so, you must abide by their beliefs and teachings, and abstain from any contrary action or behavior. In addition, there are special Priest spells that each god grants to their followers. If you lose the favor of your god, then you also lose access to these spells. A PC may not follow the teachings of multiple gods.

The strength of the gods' power that they can exert on Raxia is directly proportional to the number of followers they have. Therefore, in regions where there are few followers of a particular god, the priesthood of that god also weakens. Conversely, in regions where a god is worshipped by the general masses, the priesthood is quite powerful. However, the exact relationship between the number of followers a god has in a region and their power has not been fully determined.

What is known is that temples, monuments, and even old totems dedicated to a god will increase their influence, as well the number of believers in that particular region. It is assumed that the spiritual power that was poured into these physical vessels, combined with the power of prayer from followers, that allow a god to retain their power in a given area. Priests performing miracles in areas will also create believers in that particular god, giving rise to a sect of that god in the area, allowing other priests to perform more powerful miracles, etc. A Holy Seal, a physical affirmation of the god's blessing upon a priest, is required in order to perform Priest spells.

Ancient Gods

The most venerable of the gods, such as Lyphos and Tidan, are well-known anywhere on Raxia, with a large number of followers. Because of this, their power will not decrease anywhere in Raxia. At the same time, though, these ancient gods cannot devote as much time and effort to each individual priest, and so it is unlikely that calling on them will give a direct revelation to one of their priests.

Major and Minor Gods

Major gods, such as Zaiya and Lu Lode, are well known throughout the entirety of a continent, and will retain power in that area. However, when traveling to a far away area, whether by land or by sea, the sphere of influence those gods have diminishes, and it will be unlikely that inhabitants of the new region have heard of these distant gods.

Minor gods, such as Luferia, aren't even as lucky as that. Being gods that have recently ascended to godhood, they have not established a base of followers too far from their own region. When moving away from that region, priests of this god will find it harder to call upon their god in times of need.

Priest spells of major gods will cost an additional +1 MP when traveling outside of the continent of their god's influence. However, Priest spells of minor gods increases their costs by +2 MP when traveling out of the region of their god's influence. This increase in MP consumption does not change depending upon exactly how far away the Priest travels.

For example, the minor god Lills is worshipped in the Zalts region, but is rarely worshipped in the Agia region in the north and the Liezen region in the south. Thus, Priests of Lills have their spells' MP costs increased by +2 when adventuring outside of the Zalts region.

However, the god Zaiya is known throughout the entirety of the Terastier continent, but is only starting to make a foothold in the continent of Razeldawn to the north. While in Terastier, Zaiyan Priests cast spells as normal, but when adventuring in Razeldawn, their Priest spells cost an additional +1 MP to cast.

Increasing a God's Area of Influence

A Priest can consecrate ground in the name of their god in order to bring MP costs back into line. By spending 1,000G and 3 days, the Priest can consecrate a 1km patch of land in the name of their god, allowing them to cast their spells without any extra MP consumption.

Additionally, if a Priest can perform missionary services and convert even 1/200th of a city's population (i.e. 10 people out of a city of 2,000) to their god, they can ignore the increased MP consumption while adventuring within that city. These people can already be following a god of their own, or be non-religious. So long as they know the existence of a god, are respectful of that god, and attend temple services at least once a week, that person can be considered a believer. However, despite how much they may respect the gods, Tabbits and Runefolk can never be considered a believer.

Aid from a Minor God

While minor gods cannot exert influence over much more than a small area, they are able to appear to mortals much more often than older gods. Occasionally, they will appear directly as a divine being, or will disguise themselves in mortal form in order to contact the PCs. Either way, the GM may not only use the god as a means to offer up information and use a Priest character as an oracle, but can also use the god as a patron for the PCs' adventuring party, hiring the players to help the god out where they cannot hold influence.

Fairy Magic

Fairy Magic is less the use of magic and more the coaxing of a fairy to perform magic for you. Once one acquires a class level in Fairy Tamer, they learn all the spells of that level. Masters of Fairy Magic are called Tamers.

Usage Conditions for Fairy Magic

In order to use Fairy Magic, a Gem is needed to summon a fairy. Each Gem is about the size of the tip of one's thumb, and will cost 50G each. The Gems do not need to be loose, and may be found set into rings, necklaces, and other jewelry.
You can potentially use Gems found as looted treasure as a contract Gem, at your GM's discretion.

You do not need to exert yourself physically to perform Fairy Magic, as all that is needed is a Gem carried on one's body and a voice to call forth a fairy. If you have lost your voice, you cannot use Fairy Magic.

Runefolk cannot become Fairy Tamers, but are still affected by Fairy Magic.

Summoning a Fairy

Fairies are ever-present in Raxia, and appear with a wide variety of attributes. The very act of speaking the Sylvan language appears to allow them the luxury of flight.

A Fairy Tamer speaks to these fairies and requests they use a multitude of magical effects. This takes the form of a contract between the fairies and Fairy Tamer. In order to use the powers of the fairy, the Tamer must use a Gem as a gate to summon the fairy into action.

A fairy appears suddenly and is gone just as fast, only blinking into existence to produce a magical effect. Since calling a fairy to create magical effects is no different from casting any other spell, there are no extra rolls needed that wouldn't otherwise be rolled normally.

Creating a New Contract with a Fairy by using Gems

By creating a gate within a Gem, a Fairy Tamer may use that Gem to summon a fairy to perform magic. Creating the gate and forging a contract with a fairy takes one hour, and the simple ritual of cleaning said Gem each day renews that contract. A contract may be made with any local fairy, though both the fairy and Fairy Tamer must be uninterrupted when forging a contract. Any Gem that has had a contract forged into it will work only for the Tamer who made the contract, and no other.

Fairy Magic uses multiple spells to call fairies. At 1st level, a Tamer may make contracts with two fairies. Each new contract thereafter must be made with a Fairy of a different element and bound to more Gems, up to a maximum of 6 (one for each element). Binding a fairy to a contract requires speaking to it in its habitat for an uninterrupted hour, so having certain fairies (such as Water fairies) bound to a contract denotes some level of skill and perseverance on the part of the Tamer.

The table below shows the number of Gems needed to be worn in order to cast spells. If the Fairy Tamer is not wearing enough Gems, spells of the listed level cannot be used. While each Gem may be turned into an accessory (with the processing fee included in the price of each accessory), only one Gem may be worn in each slot. However, if a Gem Box is carried, multiple Gems may be considered to be worn in one slot.

Level Required Number of Gems
1 2 (Wind and Light)
2 4 (Fire and Earth)
3+ 6 (Water and Darkness)

Magitech

Magitech is the use of mana to power technology. An Artificer is one who is able to harness such power and focus it to useful ends.

To aid in the synchronization between mana and technology, Magispheres were created as mana production engines for technological marvels. However, the Magitech civilization died out about 300 years ago, and while they left behind the remnants of some of their greater creations, the methods of creation have been lost to time.

Usage Conditions of Magitech

The difference between Magitech and other magics is that just having a Magisphere does not guarantee the use of a spell. Most spells tend to require not only the Magisphere, but bullets as well. Since Magitech spells, even those with command words, tend to be quickly performed, Magitech spells do not require any sort of movement.

Magispheres

Magispheres can change shape in response to the mana contained within. At its most basic, it is a small, round silver stone. Many were created by the Magitech civilization, and and quite a few are still around. Magispheres come in three sizes, with pricing depending upon size.

Small Magispheres are small enough to be fit onto a bracer, medium Magispheres are approximately the size of a briefcase, and large Magispheres are the size of an average backpack. Medium and large Magispheres are super-lightweight, but only small Magispheres are able to float. Regardless, the size of a Magisphere does not inhibit actions. Small Magispheres with various decorations and in various shapes are also available, but they are at least twice as expensive, if not more.

When using Magitech, a Magisphere must be on-hand. Often, it will transform itself to fit the specific purpose needed. A Magisphere must be equipped in an accessory slot.

Utilizing Magical Bullets

Artificers can use Magitech to infuse their ammunition with mana. Magic bullets, such as Solid Bullet or Healing Bullet, are actually mana constructs housing actual ammunition.

Loading a magical bullet into a gun is a Minor Action, and do not require a Spellcasting check to fire. If a magical bullet is not used in the round the spell is cast, it loses its magic and the spell must be recast the next round. Casting a "** Bullet" spell does not actually fire the bullet at a target, however.

In order to actually shoot the magical bullet, an Accuracy check (Marksman level + Dexterity modifier) is made as a Major Action afterwards to determine the target number. The target may choose to resist with Evasion, and will not be affected by the magic is successful. The damage and effects are different for each bullet, and may be criticals, depending upon the gun.

On a successful shot, the magical bullet expends its magic, and the target receives the full effect of the spell. Any damage from the bullet is treated as magical damage and is not mitigated by Defense. If the gun's magazine is empty, you need to reload it using a Major Action before being able to use a magical bullet. You can reload 1 gun per 1 reload.

How to Read Magic Spells

Spell Description.png

The following lists of spells are arranged first by level, then alphabetically within that level. Listed below is the description of each term used.

1. Level: The level of the spell. A magic-using class cannot use a spell with a higher level. The icons indicate the class of the spell.
2. Name: The name of the spell. Magic with a after the name indicates it can be used as a Minor Action.
3. MP Consumption: How much MP casting the spell consumes.
4. Target/Item: The recipient of the spell cast. The target must be either within line of sight, or able to be touched, to be affected.
One Character: Affects one character.
Caster: Affects the caster of the spell only.
One Object: Affects either a character or an inanimate object. Uncountable objects (such as liquids) cannot be targeted.
One Spell: Affects one spell.
〇m Radius/ᐃ: All characters within an area with a radius of m from a center point chosen by the caster will be targeted. ᐃ indicates the maximum number of targets. If there are more people in the area, select up to ᐃ targets at random.
Any Point: Targets one specific point within the range.
The following are items required for the casting of certain Artificer spells. These must be either worn or held in order to function.
Small: Requires a Small Magisphere.
Medium: Requires a Medium Magisphere.
Large: Requires a Large Magisphere.
№: Number of bullets required.
5. Range/Area: Shows both the maximum range of the spell, as well as the area it affects.
Self: Either affects only the caster of the spell, or is an area centered on the caster.
Touch: Requires the caster to touch the subject, no attack roll required. In the case of Truespeech or Spiritualism spells, may be delivered through a Magical Implement.
〇m: Affects everything within the range. Spells with no area are denoted with a "-".
Infinite: The spell can affect the target regardless of distance or line of sight.
Shot: The spell flies in a straight line, from the caster to the target. If there is an obstacle in the way, the spell will hit the obstacle instead. Spells with this area are subject to misfiring.
Target: The spell affects the chosen character, object, or location. If the spell has a range, it will affect everything in that range from the chosen point.
Line: The spell streaks in a line directed by the caster, possibly hitting everything between the caster and target.
Breakthrough: The spell will fly in a straight line, from the caster to the target, up to the caster's Full Move distance. Any other targets in the line will be affected by the spell as well.
6. Duration: The length of time the spell is active.
Instant: The spell goes off instantaneously.
* Seconds/Rounds/Minutes/Hours/Days: The spell's effect lasts for * time, then ends. The caster may use a Minor Action to end any lasting spell prematurely.
Permanent: The spell lasts forever, and may not be ended early.
7. Resistance: This details if a spell forces a Willpower save by the target, and if it does, what the effect of a successful save is.
-: The spell doesn't require a Willpower save. However, the target can refuse the spell, in which case the spell ends.
Half: The spell deals half damage (rounded up), and cannot critical.
Neg: The spell resolves without effect.
Can't: The spell cannot be resisted, and always works.
Temp: Even if the spell is resisted, it will still affect the target for 1 round (10 seconds).
8. Attribute: Spells that damage others or affect others can have attributes. This may increase or decrease damage, depending upon the weaknesses or resistances of the target. If there is no attribute, this section is removed from the spell description.
Energy: Pure magical energy.
Bludgeoning: Attacks with blunt pressure.
Slashing: Creates a blade of slicing energy.
Thunder: Electrically charged attacks.
Fire: Burns with intense fire or heat. Dwarves are immune to damage from this attribute.
Wind: Pressurized air creates wind blades or tornadoes.
Earth: Crushing stones grind away.
Water/Ice: Can either be flowing water, or crushing ice.
Poison: Liquids or gases that have adverse effects on living organisms. No effect on objects without a normal body, Undead, or Constructs.
Disease: Creates or affects vile bacteria or spores.
Curse: Lays a foul curse upon the target.
Psychic: Affects MP, or is a mental effect.
9. Overview: A quick blurb of text, describing the spell in a short sentence or two.
10. Effect: The full details of the effects of the spell. Unless stated otherwise, the critical threshold of damaging spells is ⑩, and recovery spells cannot critical. When Magic Power is referenced, it is based off of the class of the spell, and uses that class's levels along with the characters Intelligence modifier.