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Fantasy Magic

Most fantasy magic systems are language based. Whether it's the Ancient Magical Language of Erragon, the
pseudo latin spells of Harry Potter or language of the Elves in Lord of the Rings, speaking words of power has
been a staple component of fantasy magic. Even Bleach's Magic system, Kido uses incantations, series' of
words that create an effect. To this effect, this system uses language, potency and intent as a system of casting.

- Words: These are learned through research and, at least at the beginning, through the taking of the Caster
feat. These allow you to put magical effort to your intentions.
- Intent: Using the Words of Magic, you make known your intent, or what you want those words to do.
- Potency: This is the power of your magical effect. The basic potency of your magic is measured as your
Casting Statistic.
- Magical Potency: This is the measure of your internal magical power, also known as MP. It's the fantasy
word for your Reiatsu Rating. Using this you can make your magical effects more powerful.
- Increasing Magical Effects: By expending Magical Potency in 10 MP increments, you may increase your
Casting Stat by 2 per iteration. Doing this directly effects the uses of magic. For lifing/carrying/pushing/pulling,
this increases that ability for your new temporary statistic. For damage dealing attacks, you add 1d6 damage per
iteration to the initial damage, not the damage added by Spellcraft.

Once you've taken the Caster feat, you must research other aspects of magic to get better at casting. Want to
harness fire? Research. Want to effect an area? Research. Want to bend reality and create something out of
nothing? Years of Research.
While we could break down everything, every last little detail, for once we're gonna keep it simple. Especially,
since your world may differ from the norm.
Research is split into four different aspects. Time, Difficulty, Availability and Monetary Cost.
- Time: This is split between two metrics. Time Intervals, Successes Needed. At the end of each time interval,
you must make a Difficulty Check. Success subtracts from the Successes needed, failure adds 1 to the
Successes needed.
- Difficulty: The reason something isn't as readily available is because it's a concept or ability that is more
difficult than something less common. You must defeat this Spellcraft check multiple times before you learn the
aspect. If you beat a DC by 5 + 1 per difficulty level, the remaining Difficulties are reduced by 5. If you manage to
beat the DC by an additional 25, it counts as 2 Successes
- Availability: The more difficult the concept, the less readily available it is.
- Monteary Cost: Shortened to just Cost, this is an initial investment that needs to be made, in the form of a
Wealth Check. This can be anything that needs to be paid for. Librarian Bribes, Information payment, Teacher
fees, guide costs, etc. All in all though, it's a one time fee and once paid, you can continue your research until
you pass.

Availability Gather Difficulty Cost Time/ MP Having a Direct teacher reduces the
Info Successes Cost number of successes needed by 1 per 10
levels of the teacher, but never lower than
Common 20 20 15 1 Week / 4 10
2.
Uncommon 30 35 20 2 Week / 4 25
Using Magic: To use most applications of
Rare 40 50 25 1 Month / 5 50
magic, you would use a Standard Action.
Advanced 50 70 30 2 Month / 5 100 There are additional instances where a
Legendary 60 95 35 1 Year / 6 200 Standard Action isn't good enough, or
where you can speed up casting.
Once you gain 6 or more ranks in Spellcraft with the Caster feat, you gain an additional attack if you take a Full
Attack Action. You can use that Full Attack Action to make 3 attacks at 11 ranks and 4 attacks at 16 ranks.

Sustaining Magic: While the basic uses of magic don't require sustaining, there will come a time you want to
continue an effect beyond an immediate effect. Firstly, you must learn to Sustain an effect. This is an often used
component. You can learn the different durations; Concentration and 1 round per level as a Common
Component, 1 minute per level as an Uncommon Component, 1 hour per level as a Rare Component, 1 day per
level as an Advanced Component and finally Permanent as a Legendary Component. Concentration is a special
Sustaining Magic Component. Because losing concentration instantly ends an effect, if you add it to your
Sustaining Magic, select another one and subtract 10 MP Cost from that component.
Areas of Effect: In addition to durations you can learn various areas of effect. There are no common Areas,
Burst around you, Wall and Cone are Uncommon, Cylinder and Line are Rare, Burst at targeted area and Blast
from Caster are Advanced and Emanation is Legendary.

Targetted Distance of Effect: Targeted effects can be applied to effects that don't cover an area and come in
these varieties. Short Range (25ft + 5ft /2 levels) as Uncommon, Medium Range (100ft + 10ft /level) is Rare,
Long Range (400ft + 40ft /Level) is Advanced and Line of Sight is Legendary.

Area Distance of Effect: A companion to Targetted Distance of Effect, Area Distance of effect is added to Areas
of Effects to determine their effect area. While that may sound like an insane rambling, it makes sense. When
you use an Area of Effect, you must apply one of these distances to it, and, in the case of "Blast from Targeted
area" you must apply a Targeted Distance of Effect as well. The following distances are available for everything
but Wall Areas. Anything up to 15ft is Uncommon. From 20ft - 30ft is Rare, 35ft - 50ft is Advanced, and anything
55ft and above is Legendary. All Distances are learned in 5ft increments until Legendary, where after 60ft you
can learn in 20ft increments. For Walls, the Areas above work as length of walls, half that amount would be the
height and one quarter is the depth. All Wall distances are measured to the nearest 5ft increment for all
measurements.
(Example: Jeremy the Necromancer makes a Wall of Bone using a 20ft area. The wall would be 20ft long, 10ft
high and 5ft thick)

Elemental Effect: There are two methods of elemental effect used in this magical system. The first is adding an
element to an effect, and the second is transforming your entire attack to another element. You can combine the
two to make multi elemental attacks as well. When mixing elements or adding an element to a bludgeoning,
piercing or slashing attack, you use the damage type that is the best case scenario for you at the time to
determine effect/damage. If you have a Slashing/Fire attack against a Skeleton covered in Oil, you would use
the Fire as the damage as it would have the greatest effect. While someone's campaign may differ from another,
a general rule of thumb, this is the elements and their rarity. Fire, Cold and Electricity are Common, Water and
Acid are Uncommon, Sonic and Psychic are Rare, Force and Negative Energy are Advanced and Divine/Profane
are Legendary

Additional Magical Costs: To use different components, it costs additional magical potency. See the chart
above for costs. This cost is incurred per component added to your spell.

CASTER [SPELLCASTING, MAGICAL]


Prerequisites: Any Mental statistic 16+
Benefit: You learn the basic language of magic, and may use it in the most basic sense. Select Intelligence,
Wisdom or Charisma. This becomes your Casting Statistic. You may use this feat to perform any mundane
physical task you can do normally using your Casting Statistic as the relevant physical statistic instead of normal.
These tasks can be performed up to your Casting Statistic Modifier in 5ft squares away from you. You must be
able to see your target to effect it.
When attacking and defending using this feat, your Casting Stat is added to your Spellcraft Ranks to determine
Magical Attack Rolls, Magical Defense Rolls and the damage you deal. At Spellcraft Rank 1, you deal 1d6+
(Casting Statistic Modifier) damage. You gain an additional +1d6 damage per 5 ranks of Spellcraft you gain
beyond 1.
When attempting to move something using this feat, use your Casting Statistic to determine Lifting, Maximum
Lift and Push/Pull. Thus, if your Casting Statistic is 18, you could lift 300lbs, Max Lift 600lbs and push/pull
1,500lbs as an example.
Other basic effects are possible using this feat as long as it's something mundane that you could do without
magic, such as cleaning something, using available material to fix something/mend cloth or dry something damp.
INNATE CASTER [SPELLCASTER, MAGICAL]
Prerequisites: Caster, Any Mental Statistic 18+
Benefit: You have an innate spark of spellcasting that sets you apart from others and make types of magic tied
to that spark easier to learn. When learning the generalized concepts that your Spark is more prone to
gravitating toward, they count as one grade less than the chart above. Common Concepts come naturally to you
within your Spark's domain, granting two to you when you select this feat, and one additional Common Concept
every 2 levels you have or will have. The downside to this, is that all other aspects are one Difficulty Grade
higher for you, with Legendary Concepts require 2 more successes than normal. Select a Spark from the list
below, and get the benefits
- Divine - Healing, Freedom, Intervention, Communication
- Profane - Destruction, Imprisonment, Temptation, Travel
- Draconic - Elemental, Areas of Effect, Fortification
- Fae - Enchantment, Illusion, Possibility
- Undead - Necromancy, Divination, Soul Magic
- Abberant - Mind Control, Transmutation

CONTRACTED CASTER [SPELLCASTER, MAGICAL]


Prerequisites: Caster, Any Mental Statistic 18+
Benefit: You have contacted a powerful entity to grant you casting power. You don't study to learn new aspects,
instead you entreat your patron for more power. Instead of using the research system above, you must make a
series of Diplomacy checks to gain a new casting aspect. The initial Diplomacy check is the same as the
Gather Info check to find out if your Patron knows or can learn the information you want granted.
You then must perform a ritual using the Cost DC, and must, during the first time increment, which is the length
of the ritual, make a second Diplomacy check with a DC of the Difficulty. Each type of Patron has ritual extras
that they enjoy (Noted below), that lower the DC by 10.
If you succeed, your Patron grants the magical knowledge to you to use immediately. However, you must keep
in good graces with your Patron, as they can remove your gained knowledge at any time, leaving you as a basic
caster.
- Divine - Rituals that involve Worship/Prayers/White Candles
- Profane - Bloodletting rituals/Black or Red Candles
- Draconic - Offerings of Money (DC 20+10 per Difficulty level Wealth check to offer the correct amount)
- Fae - Personal ritual offerings. Promises
- Undead - Offerings of living creatures
- Abberant - Always offers the lowered DCs, but increases initial DC's the same amount.
- Ancient - Always offers the lowered DC, but requires 2 secondary Diplomacy Checks.

SUPERIOR RESEARCHER [SPELLCASTING, SKILL]


Prerequisites: Caster, Any Mental Statistic 20+
Benefit: Reduce the DC of Researching new aspects of Casting by 1 per rarity level. (1 for Common, 2 for
Uncommon, 3 for Rare, 4 for Advanced and 5 for Legendary)

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