Magic Basics

  • Magic uses the Aura stat – which dictates the magnitude of the spell.
  • Magic uses the Mind stat – which dictates the MP available to cast spells.
  • Magic needs scholar skill at 5+ – as a prerequisite skill.
  • Magic needs a skill point in a chosen magic class – There are several magic classes to pick from.
  • Each magic class has its own set of thematic spells – Fire classically deals with “all things hot”.
  • For each point you have in that skill, you gain 1 new spell – From the spells available.
  • Each spell may be from your class, or from the Generic spell list – Generic spells can be taken by any class as a substitute for a standard class spell.
  • Each Generic spell you take has it’s name plus “(magic class)” & has a unique thematic effect that is related to that class – Like an their eyes appearing to reflect fire as they cast.
  • You are locked in a class until it reaches level 10 – Pick one that you’re willing to invest in.
  • At levels 11 & 12 in your magic skill, for each class, you get to create a new thematic spell that is unique to your character – The GM must approve these.
  • Magic spells cost MP to cast – Unless they are listed as “passive”.
  • Spells with larger effects cost more MP – Most spells cost a base MP that is added to the value of your Aura stat.
  • Spells may be throttled when cast by substituting any Aura stat value your character has or less – You don’t need to burn the house down to light a pipe.
  • Any spells that are cast with effects lower than 1 aura may be negotiated with your GM or cast at a MP cost equal to an assigned aura of 1 – Your GM might allow you to downcast your flamethrower into a lighter flame for as little as 2 MP (if they do, take notes!)
  • All spells can be canceled by their caster at any time.
  • If the caster is knocked unconscious or dies: the spell is canceled.
  • MP refreshes daily – The exact time is unknown, changes each night, & is usually somewhere in “the middle of the night”.