Mana Attributes (Black Clover Supplement)

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Mana Attribute[edit]

Unlike mana that exists in nature, the mana that is situated within mages has a specific nature to it, known as an attribute. These attributes are one of the aspects that differentiate one mage from another, with the attribute that a mage possesses is the one that they are born with.

When creating your character with a spellcasting class, you must choose one of the magical attributes listed on this page.

Additional Conditions[edit]

Some attributes allow you to put more than one condition into spells, alongside making said condition easier to add on to when used alone.

Damage Types[edit]

All attributes have a damage type (generally only one), which affect your spells. This damage type is applied to the following:

  • Deciding the damage type of your spells.
  • Deciding the damage type of a weapon created by one of your spells.
  • Deciding the damage type of attacks that a creature created by one of your spells utilizes.

Resistances and Vulnerabilities[edit]

Some attributes grant resistances or/and vulnerabilities when utilizing certain spells. These resistances and vulnerabilities are applied to the following:

  • When creating a creature via one of your spells, they will have the resistances and vulnerabilities your spell provides.
  • When creating a structure via one of your spells, it will have the resistances and vulnerabilities your spell provides.
  • When granting yourself or another creature temporary hit points via one of your spells, it gains the resistances and vulnerabilities your spell provides for the duration of said temporary hit points.

Strengths and Weaknesses[edit]

Every attribute is different when paired against another. While most attribute clashes are neutral and merely up to the mage's skill level to decide a winner, some attributes have advantages or disadvantages over others.

Strong

When an attribute is strong against another, their damage dice is increased by the mage's spellcasting modifier (minimum of +1) on spell clashes against the weaker attribute. Additionally, if an attribute has a resistance to a damage type that an attribute that’s strong to the first one has, then the stronger attribute ignores the weaker attribute's resistance.

Weak

When an attribute is weak against another, their damage dice is decreased by the opposing mage's spellcasting modifier (minimum of +1) on spell clashes against the stronger attribute. Additionally, if the weaker attribute hits a stronger attribute but has resistance to the weaker attribute's damage type, then the damage will be 1/3rd of the original instead of half.

Special Effect[edit]

Some Mana Attributes naturally have special effects, with them affecting the user or spell making.

Mana Attributes List[edit]

Acid[edit]

This magic attribute allows the user to generate and manipulate acid at will.

Additional Condition

Acid Magic allows you to put the Burned condition in a spell that already has a condition. Additionally, if a spell created by you only has the Burned condition, you don't need to spend mana to add the Burned condition.

Damage Type

Acid Magic's damage type is acid damage.

Resistances and Vulnerabilities

The Acid Attribute grants resistance to acid damage.

Strengths and Weaknesses

Acid Magic excels at lethality as it is effective against nearly any type of body or plant-based attribute, while it is weak against any type of magic that can freeze the acid or douse it in water, diluting it.

Strengths. Acid Magic is considered strong against any Body-related or Plant-related attribute.
Weaknesses. Acid Magic is considered weak against the following attributes: Earth, Ice, Water.
Special Effect

The lingering effects of Acid Magic is what makes the attribute so terrifying to face against. Acid Magic spells reduce the target’s maximum hit points by half the amount of damage dealt, and make it so the target can’t regain hit points until the end of their next turn. They regain all lost hit points at the end of a long rest.

Air[edit]

This magic attribute allows the user to manipulate air at will. You control the molecules of the air instead of the air currents, making your magic essentially an invisible force.

Additional Condition

Air Magic allows you to put the prone condition in a spell that already has a condition. Additionally, if a spell created by you only has the prone condition, you don't need to spend additional mana to add the condition.

Cantrips

With Air Magic, you can create Offensive Spells when creating cantrips.

Damage Type

Air Magic's damage type is force damage.

Resistances and Vulnerabilities

The Air Attribute grants resistance to fire, force and thunder damage.

Strengths and Weaknesses

Air magic excels at disrupting the flow of certain attributes that travel through the air, while dealing with concepts becomes much harder.

Strengths. Air Magic is considered strong against the following attributes: Ash, Butoh, Eyeball, Fire, Kotodama, Mist, Smoke, Song.
Weaknesses. Air Magic is considered weak against the following attributes: Dark, Light, Spatial, Shadow.
Special Effect

Air Magic is innately invisible to the naked eye, being disadvantageous to enemies as it’s extremely hard to evade. These benefits may change between attack rolls and saving throws, however, they will not apply if the target has either blind/truesight or if they have Mana Sensing active and can sense you within the range.

Invisible Attacks. Spell attack rolls made with Air Magic are done with advantage.
Invisible Waves. Creatures with a Magic Power that’s 3 or more below your own have disadvantage on Strength, Dexterity, or Constitution saves caused by Air Magic spells.

Additionally, Air Magic has the potential to grow exponentially, however, Air Magic grows in accordance to your Magic Power.

Evolved Flight. If you have a Magic Power of 1, you no longer need to have an object to use the Magic Flight feature.
Propelling Movement. At 3 Magic Power, whenever you would use a spell that increases your movement speed, you may choose to add an additional amount of movement speed equal to 5 times your proficiency bonus. This speed enhancement only applies to standard movement and flight.
Stunning Spells. At 5 Magic Power, you can now put the stunned condition in a spell that already has a condition. Additionally, if a spell created by you only has the stunned condition, you spend half as much mana when adding the condition.

Finally, when choosing this attribute, you gain the improved Mana Sensing mana skill early, alongside any benefits previous required skills would give.

Ash[edit]

This magic attribute allows the user to generate and manipulate ash at will.

Additional Condition

Ash Magic allows you to put the blinded condition in a spell that already has a condition. Additionally, if a spell created by you only has the blinded condition, you don't need to spend additional mana to add the condition.

Damage Type

Ash Magic's damage type is fire damage.

Resistances and Vulnerabilities

The Ash Attribute grants resistance against fire damage, and vulnerability to cold damage.

Strengths and Weaknesses

Ash magic is great against plant matter, but struggles with some of the natural elements.

Strengths. Ash Magic is considered strong against the following attributes: Cherry Blossom, Plant, Vine.
Weaknesses. Ash Magic is considered weak against the following attributes: Water, Wind.
Special Effect

Ash Magic is great to drain the vitality of your opponents, as almost no creature alive can survive long with ash in their system. Any spells you make that force the target to hold their breath reduce the amount of turns they can do said action by half (rounded down). In addition, creatures take half as much to suffocate because of one of your spells.

Barrier[edit]

This magic attribute allows the user to generate and shape barriers.

Cantrips

With Barrier Magic, you can create Barrier Spells when creating cantrips.

Damage Type

Barrier Magic’s damage type is bludgeoning, piercing or slashing damage depending on the shape of the barrier made.

Special Effect

You have the ultimate attribute for defense, with the durability of your spells being unmatched. Any Barriers, Objects, Summons or Transportations created by one of your spells have a damage threshold equal to your spellcasting modifier.

In addition, Barrier Spells created by you cannot be bypassed by Spatial Magic.

Beast[edit]

This magic attribute allows the user to surround either a part of or their whole body with mana to mirror a certain animal and gain a magically enhanced version of that animal's traits and powers.

Cantrips

With Beast Magic you can create reinforcement spells when making cantrips.

Damage Type

Beast magic’s damage type is bludgeoning, slashing or piercing damage (your choice).

Special Effect

With Beast Magic, your very mind and power are warped to be equal to beasts, as shown in your spells. When creating a reinforcement spells or creation spell, choose a Beast with a CR equal to your Magic Power or below. You gain one trait the creature has of your choice.

Black Earth[edit]

This magic attribute allows the user to manipulate black soil at will.

Damage Type

Black Earth Magic's damage type is bludgeoning damage.

Resistances and Vulnerabilities

The Black Earth attribute grants resistance against Bludgeoning damage.

Strengths and Weaknesses

Black Earth magic is given an edge over similar attributes to itself as the right spell may take over that attribute.

Strengths. Black Earth Magic is considered strong against the following attributes: Earth, Sand.
Special Effect

Black Earth has the almost unnatural power of controlling other land based attributes. When you win a Spell clash against the Earth or Sand attribute, you can make an Intelligence (Arcana) check against the opposing mage’s Spellcasting DC. On a success, you can spend an amount of mana equal to the amount they spent in their spell to cast their own spell again, this time targeting them and using your own Spellcasting DC.

This doesn’t work on Spells enhanced by Forbidden Magic unless you also have access to Forbidden Magic, or Spells cast by those with a Magic Power that’s 5 or more above your own.

Black Oil[edit]

This magic attribute allows the user to manifest a dark oily liquid.

Additional Condition

Black Oil Magic allows you to put the Envenomed condition in a spell that already has a condition. Additionally, if a spell created by you only has the Envenomed condition, the mana cost is increased by half as much when adding the condition.

Damage Type

Black Oil Magic's damage type is poison damage.

Resistances and Vulnerabilities

The Black Oil Attribute grants resistance against poison and acid damage, and vulnerability to fire damage.

Strengths and Weaknesses

Black Oil magic lacks any major strengths, but is weak to attributes that can wash it away.

Strengths. Black Oil Magic is considered strong against the following attributes: Mollusk.
Weaknesses. Black Oil Magic is considered weak against the following attributes: Fire.
Special Effect

Your Black Oil magic is extremely sticky, making it hard to move. Whenever you hit a creature with an offensive Black Oil magic spell, their movement speed is reduced by 10 until the start of your next turn. This does not stack.

In addition, when a creature fails a Dexterity saving throw caused by your Black Oil magic, any fire damage they take is increased by a number of dice equal to half your Spellcasting modifier (rounded down) for as long as the oil persists on them. If it is only flat damage, the damage is multiplied by your Spellcasting modifier.

They can use an action to make a DC 15 Dexterity check, ridding themselves of the oil. The oil naturally goes away after 1 minute passes.

Blood[edit]

This magic attribute allows the user to generate and manipulate their own blood at will.

Additional Condition

Blood Magic allows you to put the Bleeding condition in a spell that already has a condition. Additionally, if a spell created by you only has the Bleeding condition, the mana cost is increased by half as much when adding the condition.

Cantrips

With Blood Magic, you can create Creation Spells when creating cantrips.

Damage Type

Blood Magic’s damage type is slashing or piercing damage (your choice).

Strengths and Weaknesses

While blood is a versatile and deadly weapon, it fairs relatively bad against attributes that can cancel its versatility or outright absorb it.

Weaknesses. Blood magic is considered weak against the following attributes: Mosquito, Water and mercury.
Special Effect

Blood Magic is one of the most versatile attributes that have ever existed, with specially durable users being a menace to face in battle. Whenever you cast a Blood Magic Spell, you can spend a hit die. Reduce the Spell’s mana cost by the amount rolled, and lose an equal amount of hit points.

In addition, when casting a Blood Magic spell that removes the Bleeding condition, you spend no mana if the target was you. If it removes more conditions besides Bleeding, the cost is halved.

Finally, water is your greatest foe, and that is certain. While completely submerged in water or another liquid at GM’s discretion, your natural abilities for all Blood Magic spells are reduced by 5, to a minimum of 0.

Body[edit]

This magic attribute allows the user to modify their own body at will.

Damage Type

Body Magic’s damage type depends on the modification.

Cantrips

Body Magic can make reinforcement spells when making cantrips.

Special Effect

Due to the nature of Body magic using the caster’s body as a medium along with their grimoire, the attribute will attempt to keep its user’s body in the best condition. Whenever you cast a body magic spell, you regain an amount of hit points equal to the spell point cost of the spell.

Bone[edit]

This magic attribute allows the user to generate and manipulate bones from their body at will.

Additional Condition

Bone Magic allows you to put two types of conditions, depending on the spell’s damage type.

If it’s bludgeoning, you can put the prone condition in a spell that already has a condition. Additionally, if a spell created by you only has the prone condition, you don't need to spend additional mana to add the condition.

If it's piercing or slashing, you can put the Bleeding condition in a spell that already has a condition. Additionally, if a spell created by you only has the Bleeding condition, you spend half as much mana to add the condition.

Cantrips

With Bone Magic, you can create Creation Spells when creating cantrips.

Damage Type

Bone Magic's damage type is bludgeoning, slashing or piercing damage, your choice during the spell's creation.

Resistances and Vulnerabilities

The Bone attribute grants resistance to Bludgeoning damage.

Special Effect

Bone Magic excels at its durability, constantly rebuilding itself. At the start of your turns, anything created by you via a Barrier Spell or Creation Spell regains hit points equal to your Spellcasting modifier added twice at the start of their turns.

Briar[edit]

This magic attribute allows the user to generate and manipulate briars, a type of prickly shrub, most commonly wild roses.

Additional Condition

Briar Magic allows you to put the restrained condition in a spell that already has a condition. Additionally, if a spell created by you only has the restrained condition, you don't need to spend additional mana to add the condition.

Cantrips

With Briar Magic, you can create Creation Spells when making cantrips, though you may only create objects.

Damage Type

Briar Magic’s damage type is piercing.

Resistances and Vulnerabilities

The Briar Attribute grants vulnerability to fire and poison damage.

Strengths and Weaknesses

Much like other Plant-based attributes, Briar magic shares similar weaknesses to them.

Weaknesses. The Briar Attribute is weak against the following attributes: Fire, Poison, Poison Plant.
Special Effect

The thorns of your Briar Magic cause great harm to those it touches. Creatures that start their turn grappled or restrained by one of your Briar Magic spells take magical piercing damage equal to your Magic Power die.

In addition, if a creature starts their turn grappling or being grappled by one of your summons, they take piercing damage equal to your proficiency bonus.

Bronze[edit]

This magic attribute allows the user to generate and manipulate bronze at will.

Cantrips

With Bronze Magic, you can create Creation Spells when making cantrips, though you may not create summons.

Damage Type

Bronze magic’s damage type is bludgeoning damage.

Resistances and Vulnerabilities

The Bronze attribute grants resistance against Bludgeoning damage.

Special Effect

Bronze Magic may not be that unique, however it can protect you, and it does so fairly well. Any object, structure or summon you create via a Creation spell has a natural damage threshold equal to your Spellcasting modifier, and a +1 bonus to its AC.

Bubble[edit]

This magic attribute allows the user to generate and manipulate bubbles at will.

Damage Type

Bubble Magic’s damage type is thunder damage.

Resistances and Vulnerabilities

The Bubble Attribute grants vulnerability to piercing damage.

Special Effect

The nature of your Bubble Magic makes your Creation spells naturally weak. In exchange, your creations can merge together to become stronger.

Any summon you create with Bubble Magic has its hit point maximum halved (after any hit point additions), however they may spend an action to merge with another summon created by your Bubble Magic. They become an entirely new singular creature, being under the following effects for the duration of one of the summons (your choice):

  • They have the best ability scores and best hit points of each creature.
  • They have every feature its constituents have.
  • They share the same round in initiative.

You can only have one merged summon at once.

Butoh[edit]

This magic attribute allows the user to cast spells through dancing.

Damage Type

Butoh magic’s damage type is dependent on the primary damage type of your unarmed strikes or melee weapon.

Strengths and Weaknesses

Butoh magic’s main strength comes from its ability to cast spells through dance. If you’ve made a melee attack on your turn, you may cast a spell with its casting time reduced by one step (Action > Bonus Action > Reaction).

Special Effect

Butoh magic allows the user to feel the rhythm of anything around them, allowing the mage to feel possible impediments to their dances. You gain proficiency in Performance, and whenever you cast a Butoh magic spell on your turn, until the beginning of your next turn you may use Performance in place of Dexterity for saving throws to resist the effects of spells that would cause the restrained or grappled conditions.

Catalyst[edit]

This magic attribute allows the user to borrow the magic of others and use it as their own. By borrowing different attributes from multiple people, it becomes possible to combine them for various effects.

Cantrips

With Catalyst magic, you can make cantrips of any magic type that the borrowed magic allows.

Damage Type

Catalyst Magic's damage type becomes dependent on what magic you borrow.

Resistances and Vulnerabilities

The Catalyst Attribute grants resistances and vulnerabilities depending on what magic you borrow.

Strengths and Weaknesses

Catalyst magic becomes very versatile depending on what attributes they can borrow and how they can combine them, but it becomes heavily reliant on the power of those around you.

Strengths. Catalyst Magic becomes strong against attributes of what they borrowed.
Weaknesses. Catalyst Magic becomes weak against attributes of what they borrowed.
Special Effect

The Catalyst Magic attribute is very unique in a way where you essentially don’t have an attribute, instead needing to borrow the Magic Power of other attributes.

Attribute Borrow. Whenever a creature casts a cantrip or spell while within a 60 feet radius of you, with no action required you may borrow their magic attribute.
You can only have a number of borrowed attributes equal to your class level + your Spellcasting modifier (minimum of 2 attributes). Whenever you finish a long rest, you may forget a number of Mana Attributes up to your proficiency bonus, also unlearning any spells that require it.
Spell Creation. When creating spells with Catalyst Magic, you can create them with any borrowed attribute. You count as having multiple attributes for the purposes of Compound and Union Magic.

Chain[edit]

This magic attribute allows the user to create strong, magical chains.

Additional Condition

Chain Magic allows you to put the restrained condition in a spell that already has a condition. Additionally, if a spell created by you only has the Restrained condition, you don't need to spend additional mana to add the condition.

Damage Type

Chain Magic's damage type is Bludgeoning damage.

Resistances and Vulnerabilities

The Chain Attribute grants resistance against slashing and piercing damage, and vulnerability to bludgeoning and fire damage.

Special Effect

Objects or Summons made using Creation Magic by a mage with a lower magic power than yourself suffer a penalty equal to your spellcasting modifier when attempting to resist the restrained or grappled conditions caused by Chain magic.

Cherry Blossom[edit]

This magic attribute allows the user to manifest and control cherry blossom flowers.

Additional Condition

Cherry Blossom Magic allows you to put the Hallucinating condition in a spell that already has a condition. Additionally, if a spell created by you only has the Hallucinating condition, you don't need to spend additional mana to add the condition.

Damage Type

Cherry Blossom Magic's damage type is slashing damage.

Resistances and Vulnerabilities

The Cherry Blossom Attribute grants resistance against psychic damage, and vulnerability to fire and poison damage.

Strengths and Weaknesses

Cherry Blossom magic is beautiful and dancing along the breeze of other attributes, but suffers against those that destroy plantlife.

Strengths. Cherry Blossom Magic is considered strong against the following attributes: Air, Wind.
Weaknesses. Cherry Blossom Magic is considered weak against the following attributes: Ash, Poison, and Fire.
Special Effect

Cherry Blossom magic is great at overcoming an opponent's defense, be it their awareness or shield. When you cause a creature to start Hallucinating because of a Cherry Blossom spell, they cannot use the Mana Sensing skill. In addition, your Cherry Blossom spells receive a +1 bonus to their attack rolls against creatures receiving bonuses to their AC, magical or not.

Compass[edit]

This magic attribute allows the user to summon compasses and compass needles determined to meet their goal.

Additional Condition

Compass Magic allows you to put the Bleeding condition in a spell that already has a condition. Additionally, if a spell created by you only has the Bleeding condition, the mana cost is increased by half as much when adding the condition.

Cantrips

With Compass Magic, you can create Creation Spells when creating cantrips, but may only create objects.

Damage Type

Compass Magic's damage type is piercing damage.

Resistances and Vulnerabilities

The Compass Attribute grants resistance against force damage.

Strengths and Weaknesses

Compass magic holds strength over spells that are illusive or tries to hinder vision, but has many weaknesses against attributes that have the capability to change, manipulate or erase momentum or direction.

Strengths. Compass Magic is considered strong against the following attributes: Cherry Blossom & Mist.
Weaknesses. Compass Magic is considered weak against the following attributes: Dark, Gravity, Moon & Spatial.
Special Effect

Compass Magic has the innate ability to redirect a majority of magic, making it very effective when clashing with other spells. When clashing spells, your damage dice amount is increased by half your Spellcasting modifier (rounded up). You add your full modifier when clashing against your strengths, while this feature doesn’t apply when clashing your weaknesses. Additionally, this won’t apply if someone else has taken control of the mana around them.

Finally, you will always have an innate sense of the cardinal directions, meaning you will always know which direction is North, South, East and West. Even in a place underground, obscured or when lost. This may also apply to spells when reaching a certain Magic Power. Once you have 4 Magic Power, the following may be applied to spells during Spell Creation:

Enemy Tracking. For 5 spell points, your attacks can lock onto a target, like a compass locks onto magnetic north. All spell attack rolls with said spell gain an additional bonus to hit equal to half your proficiency bonus (rounded down). Additionally, if your attack misses, you may spend half the cost of the spell to roll again. You can roll an additional number of times equal to your Spellcasting modifier (minimum of once). However, this only applies for single target spells.
Cover Negation. Your attacks will forever hunt your targets until they hit. For an additional 2 spell points, your attacks not only follow your target but ignore all forms of cover. To be eligible to hit someone behind full cover, you must have seen them get behind it a round prior. This can also automatically detect someone who is invisible or covered in illusions, however they too must have also been seen a round prior.

Copper[edit]

This magic attribute allows the user to generate and manipulate copper at will

Damage Type

Copper Magic’s damage type is Bludgeoning damage.

Resistances and Vulnerabilities

The copper attribute grants resistance against Lighting damage, and Vulnerability to Fire damage.

Special Effect

Copper is known to have plenty of conductive traits, which affects your spells as well. Any Creation Magic spells made with copper magic have a damage threshold against Lightning damage equal to your magic power. Additionally, if a summon or creature holding a weapon made with creation magic is hit with an amount of Lightning damage equal to or higher than their Constitution score, the summon or weapon will deal additional lighting damage with their attacks equal to ⅓ the amount of lightning damage taken for on their next attack.

Corundum[edit]

This magic attribute allows the user to generate and manipulate corundum at will.

Damage Type

Corundum Magic's damage type is bludgeoning damage.

Resistances and Vulnerabilities

The Corundum Attribute grants resistance to bludgeoning, slashing and piercing damage.

Special Effect

Corundum is known as a very durable mineral alloy, only surpassed by diamonds, any summons or armor Creation Magic spells gain a damage threshold equal to the caster’s magic power.

Cotton[edit]

This magic attribute allows the user to generate and manipulate cotton at will.

Cantrips

With Cotton Magic, you can create Creation Spells when creating cantrips.

Damage Type

Cotton Magic's damage type is bludgeoning damage.

Resistances and Vulnerabilities

The Cotton Attribute grants resistance to bludgeoning damage, but vulnerability to fire damage.

Special Effect

Cotton Magic is a very fluffy magic attribute, being great for soft falls. Creations made by you do not take fall damage, and falling on top of them negates any fall damage.

In addition, you ignore the size restrictions when creating a Transformation spell.

Crystal[edit]

This magic attribute allows the user to generate and manipulate crystals at will.

Cantrips

With Crystal Magic, you can create Creation Spells when creating cantrips.

Damage Type

Crystal Magic's damage type is bludgeoning, slashing or piercing damage.

Resistances and Vulnerabilities

The Crystal Attribute grants resistance to bludgeoning, slashing and piercing damage.

Special Effect

Your Crystal Magic is the perfect shield and spear. Weapons created by a Crystal Magic spell have their damage die tier increased by one, and all objects gain a damage threshold and increase their maximum hit points equal to your Spellcasting modifier.

Curse-Warding[edit]

This magic attribute allows the user to create powerful curses, which may debilitate the opponents or enhance themselves or allies.

Cantrips

With Curse-Warding Magic, you can create Curse spells when creating cantrips.

Damage Type

Curse-Warding’s Damage Type depends on the nature of the curse placed, though it is usually Poison.

Special Effect

Curse-Warding is the mother of Curse Magic, therefore no curses can be stronger than their own. When creating a Curse spell, your natural abilities are all increased by half your proficiency bonus (rounded down). In addition, the Spell point cost for adding conditions to spells is halved (rounded up).

Additionally, Curse-Warding Magic, while being one of the most diverse Magics, carries a few restrictions. If a user falls unconscious upon reaching 0 hitpoints, killed outright, successfully sealed in Seal Magic or travels to a different plane of existence from where a curse is active, then all persisting curses end.

Dark[edit]

This magic attribute allows the user to generate and manipulate darkness at will.

Additional Condition

Dark Magic allows you to put the restrained condition in a spell that already has a condition. Additionally, if a spell created by you only has the restrained condition, you don't need to spend additional mana to add the condition.

Damage Type

Dark Magic’s damage type is force damage.

Strengths and Weaknesses

Dark Magic can consume any and all light.

Strength. Dark Magic is strong against the following attributes: Eye, Gravity, Kotodama, Light, Mirror, and Moonlight.
Special Effect

Dark Magic has a major weakness, it is a very slow attribute and its spells reflect that. Creatures have advantage on Dexterity saving throws caused by your Dark Magic, and you roll ranged spell attack rolls with disadvantage if they were Dark Magic. This weakness can be negated if you need a component you are wielding and have proficiency in to cast a spell, such as a weapon.

In addition, Dark Magic has a minor gravitational effect, drawing in those affected by it. Whenever a creature fails a save or is hit by a spell attack caused by Dark Magic, they are pulled 5 feet towards any direction of your choice. This movement generates opportunity attacks, and they cannot use reactions until the start of their next turn.

If they failed by 3 or more or the attack was a critical hit, they are pulled 10 feet instead, cannot use reactions until the end of their next turn and receive a -1 to Dexterity rolls for the same duration.

Finally, Dark Magic spells ignores a devils damage reduction, temporary hit points, or damage threshold. (If any of these were provided by an allies spell, then this feature does not apply)

Dice[edit]

This magic allows the user to manifest a dice whose power depends on the number rolled.

Damage Type

Dice magic’s damage type is bludgeoning damage.

Special Effect

Living life with Dice Magic has always been about luck, with the dice deciding your fate. The first time you cast a spell during combat, a dice falls to the ground. Roll a d6. For the next minute, you are under the benefits below depending on what number you rolled.

Magical Power table
Number Rolled Benefits
1 Your natural abilities and Magic Power increase by ⅛ of your Magic Power, rounded down to a minimum of 1.
2 Your natural abilities and Magic Power increase by ⅙ of your Magic Power, rounded down to a minimum of 1.
3 Your natural abilities and Magic Power increase by ⅕ of your Magic Power, rounded down to a minimum of 1.
4 Your natural abilities increase by ¼ of your Magic Power, rounded down to a minimum of 1. Your Magic Power increases by ⅕ of its total value, rounded down to a minimum of 1.
5 Your natural abilities increase by ¼ of your Magic Power, rounded down to a minimum of 1. Your Magic Power increases by ⅕ of its total value, rounded down to a minimum of 1.
6 Your natural abilities increase by ⅓ of your Magic Power, rounded down to a minimum of 1. Your Magic Power increases by ⅕ of its total value, rounded down to a minimum of 1.

Once the minute ends, you can spend a Bonus Action to throw another dice, rolling the d6 again.

Dream[edit]

This magic attribute allows the user to manifest and manipulate a dream-like world.

Damage Type

Dream Magic's damage type is up to your choice, it depends on what you wish to create in the dream world.

Special Effect

You were blessed with the magic that lets your dreams come true, being able to bring creatures and objects alike into your dream world. You cannot cast any Dream Magic spells outside your Dream World, not even cantrips. You start out with a singular spell that doesn’t take a page, called Glamour World. This is the only spell you can cast outside Dream World.

Glamour World. This spell costs no mana, has a range equal to your natural distance added twice, and you decide the radius it occupies whenever you cast it (with its maximum being your Natural Radius added twice).
When you cast this spell, any unwilling creatures must make a Charisma save against your Spellcasting DC (adding your proficiency bonus twice for the purposes of this save). On a failure, they are transported to the Dream World alongside any items they are wearing or holding. This spell can also transport any objects or structures within the area of its radius, if you so choose. Also, when you transport a creature to your Dream World you automatically travel there as well.
Finally, once you are knocked unconscious or killed, the Dream World fades, releasing any creatures but any non-magical objects or structures remain there forever.

Inside the Dream World, you gain flying speed equal to your movement speed and can hover. Also, your Grimoire-less spells limit are increased to your level added twice, and their mana requirement is increased to your proficiency bonus times your proficiency bonus. Finally, Creation Magic spells have their mana cost reduced by your Magic Power when cast by you.

Forced Thinking. If creatures realize the true nature of your Magic, they may force you to think something, therefore imagining it and bringing it to reality. A creature that knows the nature of your Dream Magic may make a Charisma (Performance) against your passive Insight, as long as you can see them. If they succeed, you generate what they forced you to imagine, as per the wish spell. They cannot make you imagine anything that would impact other creatures’ bodies, positively or negatively.
Dream Clash If two Dream Magic users are in the Dream World, the dimension is destroyed at the end of the next round where both used a spell.

Earth[edit]

This magic attribute allows the user to generate and manipulate earth at will.

Damage Type

Earth Magic's damage type is bludgeoning damage.

Resistances and Vulnerabilities

The Earth attribute grants resistance against Bludgeoning damage.

Special Effect

Earth Magic has blessed you with knowledge of the land, things coming from the ground could never surprise you. Creatures under the ground or that are moving through burrowing speed have disadvantage on Dexterity (Stealth) checks against you, and you have advantage on Wisdom (Perception) checks to find them.

Eye[edit]

This magic attribute allows the user to enchant and manipulate others with their sight.

Damage Type

Eye Magic's damage type is psychic damage.

Resistances and Vulnerabilities

The Eye Attribute grants resistance against psychic, and vulnerability to radiant damage.

Strengths and Weaknesses

Eye magic has the capability of piercing through transparent magics, but suffers against ones that can absorb or reflect light.

Strengths. Eye Magic is considered strong against the following attributes: Beast, Body, Crystal, Glass.
Weaknesses. Eye Magic is considered weak against the following attributes: Air, Dark, Cherry Blossom, Mirror, Light, Mist, Sand, Shadow, Smoke, Snow, Sun.
Special Effect

Your Eye Magic allows you to put any form of enchanting simply with a gaze of your eyes. The following conditions count as additional conditions for you, following the same rules all additional conditions follow: Berserk, charmed, Confused, Hallucinating, stunned, paralyzed.

Additionally, your spells do not work on creatures that are blinded or can’t see. Finally, you cannot add Somatic Components to your Spells or make them touch ranged.

Eyeball[edit]

This magic attribute allows the user to manifest additional eyeballs that are free-floating, can turn and move in midair, and share vision with the user.

Cantrips

With Eyeball Magic, you can create Creation Spells when making cantrips.

Damage Type

Eyeball Magic's damage type is bludgeoning damage.

Resistances and Vulnerabilities

The Eyeball Attribute grants vulnerability to radiant damage.

Strengths and Weaknesses

Eyeball magic has extreme difficulty against things that eyes are sensitive to.

Weaknesses. Eyeball Magic is considered weak against the following attributes: Blood, Bubble, Fire, Wind.
Special Effect

Your Eyeball Magic allows you to not only create eyeballs, but also view the world through them. You can see through any Creations created by your Eyeball Magic, benefitting from any sight benefits you’d normally receive.

Feather[edit]

This magic attribute allows the user to generate and manipulate feathers at will.

Cantrip

With Feather Magic, you can create Creation Spells when creating cantrips, however you may only create objects.

Damage Type

Feather Magic's damage type is either slashing or piercing damage (your choice).

Resistances and Vulnerabilities

The Feather Attribute grants vulnerability to fire damage.

Weaknesses. Feather Magic is considered weak against the following attributes: Fire, Wind
Special Effect

Feather Magic gives you grand advantage while in the air. While hovering, your Feather Magic spells gain a +1 to their attack rolls or DC, your choice when the spell is cast.

Fire[edit]

This magic attribute allows the user to generate and manipulate fire at will.

Additional Condition

Fire Magic allows you to put the Burned condition in a spell that already has a condition. Additionally, if a spell created by you only has the Burned condition, you don't need to spend additional mana to add the condition.

Cantrips

With Fire Magic, you can create Offensive Spells when creating cantrips.

Damage Type

Fire Magic's damage type is fire damage.

Resistances and Vulnerabilities

The Fire Attribute grants resistance against fire and cold damage (when not caused by water), and vulnerability to cold damage (when caused by water).

Strengths and Weaknesses

Fire magic is great against fire susceptible attributes.

Strengths. Fire Magic is considered strong against the following attributes: All Body-based attributes (excluding bone & blood), All Plant-based attributes, Black Oil, Chain, Copper, Cotton, Feather, Glass, Ice, Ice Wedge, Iron, Mercury, Paper, Scribble, Snow, Spike & Steel.
Weaknesses. Fire Magic is considered weak against the following attributes: Air, Mist, Sand, Sandstone, Sun, Water, Wind.
Special Effect

The flames generated by your Fire Magic shall shine forth, illuminating the darkness. Anything you create via a Creation Spell shines bright light in 5 times your Spellcasting modifier feet and dim light in 10 times your Spellcasting modifier feet.

Fire Magic is considered the most destructive attribute out of the four elements, you now add 1/3rd of your proficiency bonus (rounded down) to natural abilities correlating to offensive magic. Additionally, if an enemy fails a save caused by your spell by 5 or more, the target gets dosed in flames and takes additional fire damage equal to your Spellcasting modifier at the beginning of their turns, until either a minute passes or they spend a bonus action to put themselves out. This feature does not apply if a target has a resistance or immunity to fire damage, or they are equipped with magical armor casted by one of Fire’s weaknesses.

Fire Domination. Fire Magic is so destructive that it is capable of clashing with some of its weaknesses, and overpower them, if your Magic Power is high enough:
Water. If you have a Magic Power of 7 or more and clash spells against Water Magic, Water Magic won’t be considered strong against Fire Magic. If your spell does more than half your total damage after subtraction, the Water Magic evaporates and you deal your spells total damage.
Air. If the mage has a Magic Power of 4 or more below your own, Air Magic spells cast by them won’t be considered strong against Fire Magic and shall deal normal damage against your Creations. If you do not meet the Magic Power prerequisite, then you may spend double the mana on a spell when clashing with Air Magic, causing the interaction to become neutral instead.

Finally, you roll with advantage against the effects of Extreme Heat.

Food[edit]

This magic attribute allows the user to consume other types of magic.

Damage Type

Food Magic’s damage type is Piercing and Slashing damage.

Strengths and Weaknesses

Food Magic offers a unique property to convert spells eaten via this attribute into mana. Whenever you succeed a saving throw against a spell save DC or a spell attack roll misses you, you can spend a reaction to eat the spell. Roll a Constitution check against the Spell save DC or half of its attack roll result (rounded up). On a success, you eat the spell and regain mana equal to the cost of the spell consumed.

If your Magic Power is higher than the caster’s, you roll the check with advantage. If it's a difference of 3 or higher, you add your proficiency bonus to the roll. If it's a difference of 5 or higher, you automatically succeed the check.

Fungus[edit]

This magic attribute allows the user to grow a variety of toxic fungi.

Additional Condition

Fungus Magic allows you to put the poisoned condition in a spell that already has a condition. Additionally, if a spell created by you only has the poisoned condition, you don't need to spend additional mana to add the condition.

Cantrips

With Fungus Magic, you can create Summon Spells when creating cantrips.

Damage Type

Fungus Magic's damage type is poison damage.

Resistances and Vulnerabilities

The Fungus Attribute grants resistance against poison damage, and vulnerability to fire and slashing damage.

Strengths and Weaknesses

Fungus magic shows strength against living attributes, but suffers against those that create cold environments.

Strengths. Fungus Magic is considered strong against the following attributes: Beast, Body, Food, Plant, Poison Plant, Vine.
Weaknesses. Fungus Magic is considered weak against the following attributes: Acid, Black Oil, Fire, Ice, Ice Wedge, Poison, Snow.
Special Effect

Fungus Magic grants you the ability to attach spores to others, being able to activate spells from that location later. Whenever you grapple, touch or hit an unarmed strike or natural weapon attack against a creature, you can choose to attach spores to them. While a creature has spores attached to them, you can cast Fungus Magic spells as if you were inside their location.

A creature remains infected until a number of minutes equal to your Magic Power added twice passes, until they die or until you cast a spell from their location, after which the spores die out.

Game[edit]

This magic attribute allows the user to oversee and manipulate the events within a certain area.

Damage Type

Game Magic's damage type is up to your choice, it only depends on what type of game you wish to create with said spell.

Special Effect

As its name suggests, Game Magic allows you to put various creatures into a Game inside an area you have filled with your mana.

Game Area. To have a game area, it must be somewhere you have already visited and poured a great amount of mana into. As an action, you can spend up to five times your level in mana. For every 2 mana spent, 200 feet of the current location you are in is considered part of your game area.
You must have spent at least 5d12 days on the place doing activities that led you to know it better, up to GM discretion.
Game Start. As an action while inside a Game Area, you can choose to start a game. Choose a number of creatures you can see or sense up to twice your level. Any amount of the chosen creatures are now part of the game, and are transported to a place within your game area’s location via teleportation.
You must create a set of rules for the participants to follow, which determine if they win or lose. GMs must be careful with what rules a Game Magic user may make, as they could be downright unwinnable and just create a deadlock.
The game can’t end until everyone won or lost, however after at least 1 minute has passed, you can change the game rules.
Game Spells. You can only cast spells inside your game area.

Gel[edit]

This magic attribute allows the user to generate a gelatinous substance.

Additional Condition

Gel Magic allows you to put the restrained condition in a spell that already has a condition. Additionally, if a spell created by you only has the restrained condition, you don't need to spend additional mana to add the condition.

Damage Type

Gel Magic’s damage type is Cold.

Resistances and Vulnerabilities

The Gel Attribute provides resistance to piercing damage.

Strengths and Weaknesses
Strength. Gel Magic is strong against the following attributes: Poison, Poison Plant, Light Magic, Mirror Magic.

Glass[edit]

This magic attribute allows the user to manifest and control shards of glass.

Additional Condition

Glass Magic allows you to put the Bleeding condition in a spell that already has a condition. Additionally, if a spell created by you only has the Bleeding condition, you don't need to spend additional mana to add the condition.

Damage Type

Glass Magic's damage type is piercing damage.

Resistances and Vulnerabilities

The Glass Attribute grants resistance against slashing and radiant damage, and vulnerability to bludgeoning, cold, fire, force,and thunder damage.

Strengths and Weaknesses

Glass magic is great at reflecting light-based attributes, but suffers against those that refract or absorb light.

Strengths. Glass Magic is considered strong against the following attributes: Light, Sand.
Weaknesses. Glass Magic is considered weak against the following attributes: Sound, Eye, Ice, Fire.

Gravity[edit]

This magic attribute allows the user to manipulate gravity at will.

Additional Condition

Gravity Magic allows you to put the stunned condition in a spell that already has a condition. Additionally, if a spell created by you only has the stunned condition, you spend half as much mana when adding the condition.

Damage Type

Gravity Magic's damage type is force damage.

Resistances and Vulnerabilities

The Gravity Attribute grants resistance against force damage.

Strengths and Weaknesses

Gravity magic is effective at keeping a good distance from melee fighters and shutting down ranged attacks.

Strengths. Gravity Magic is considered strong against the following attributes: Bubble, Compass, Glass, Rock & Tree.
Weaknesses. Gravity Magic is considered weak against the following attributes: Dark.
Special Effect

Gravity is a harness, having this attribute, you have harnessed the harness. Whenever you force a creature to make a save against being knocked prone (as long as it isn’t by the use of another Mana Attribute), they do so with disadvantage unless their Magic Power amount is 5 above your own or higher.

In addition, Gravity Magic is capable of distorting space and creating black holes upon reaching a certain level of Magic Power. If a following feature provides a change within Gravity Magic’s strengths and weaknesses, then it only applies when using a spell related to that feature or one above it:

Spatial Distortion. Once you reach 5 Magic Power, Gravity Magic becomes strong against Spatial Magic. Additionally, you may begin to distort space that appears as an illusive effect. All spells that distort space either grant advantage or disadvantage on attack rolls or saving throws against you or other people depending on the nature of the spell.
Black Hole. Upon reaching 10 Magic Power, Gravity Magic becomes strong against Time and Light Magic. Now capable of creating miniature black holes. When creating a spell with this feature, you may choose for the black hole to have a sucking effect with a natural range equal to 5 times your Spellcasting modifier in feet. You must specify what gets sucked into the black hole, otherwise it will affect everything in the vicinity (including you). If someone drops to 0 hit points by a black hole, they are killed outright.

If Gravity Magic is used in conjunction with forbidden magic, it becomes strong against Spatial Magic at any stage (including basic gravity spells), and is strong against Time Magic when using either a Spatial Distortion or Black Hole spell.

Finally, you don’t need to have an object to use the Magic Flight feature.

Hair[edit]

This magic attribute allows the user to manipulate their hair at will.

Damage Type

Hair magic’s damage type is slashing or piercing damage (your choice).

Resistances and Vulnerabilities

The hair attribute grants vulnerability against slashing damage.

Ice[edit]

This magic attribute allows the user to generate and manipulate ice at will.

Additional Condition

Ice Magic allows you to put the Chilled or Frozen condition in a spell that already has a condition. Additionally, if a spell created by you only has the Chilled or Frozen condition, you don't need to spend mana to add the Chilled condition, and can spend half as much mana to add the Frozen condition.

Damage Type

Ice Magic's damage type is cold damage.

Resistances and Vulnerabilities

The Ice Attribute grants resistance to cold damage and vulnerability to fire damage.

Strengths and Weaknesses

Ice Magic excels against liquid based magic, however it has difficulty to deal with heat.

Strengths. Ice Magic is considered strong against the Water Attribute.
Weaknesses. Ice Magic is considered weak against the Fire attribute.
Special Effect

With Ice Magic, you can freeze any kind of liquid, meaning a Water mage’s worst nightmare. When Spell clashing with a Water Magic spell, you add your Spellcasting modifier twice instead of once to the spell’s difference. In addition, Water Magic created Creations are considered vulnerable to cold damage caused by your Ice Magic spells.

Any of the benefits above are negated if the opposing mage has a Magic Power of 5 or higher above your own.

Ice Wedge[edit]

This magic attribute allows the user to generate and manipulate ice at will.

Additional Condition

Ice Wedge Magic allows you to put the Chilled or Frozen condition in a spell that already has a condition. Additionally, if a spell created by you only has the Chilled or Frozen condition, you don't need to spend mana to add the Chilled condition, and can spend half as much mana to add the Frozen condition.

Damage Type

Ice Wedge Magic's damage type is cold damage and vulnerability to fire damage.

Resistances and Vulnerabilities

The Ice Wedge Attribute grants resistance to cold damage.

Strengths and Weaknesses

Ice Wedge Magic excels against liquid based magic, and although it has difficult when dealing with heat, strong enough power can change that.

Strengths. Ice Wedge Magic is considered strong against the Water Attribute.
Weaknesses. Ice Magic is considered weak against the Fire attribute.
Special Effect

With Ice Wedge Magic, you can freeze any kind of liquid, meaning a Water mage’s worst nightmare. When Spell clashing with a Water Magic spell, you add your Spellcasting modifier twice instead of once to the spell’s difference. In addition, Water Magic created Creations are considered vulnerable to cold damage caused by your Ice Magic spells.

Any of the benefits above are negated if the opposing mage has a Magic Power of 5 or higher above your own.

Cold Domination. Ice Wedge was born after a mutation happened in Ice Magic, being the ultimate type of cold magic. If the mage has a Magic Power of 5 or more below your own, Fire Magic spells cast by them won’t be considered strong against Ice Wedge Magic and shall deal normal damage against your Creations.

Imitation[edit]

This magic attribute allows the user to copy the spells of other mages by observing their grimoires.

Damage Type

Imitation’s damage type depends on the copied spell being cast, and its respective attribute.

Resistances and Vulnerabilities

Imitation’s resistances and immunities depend on the copied spell being cast, and its respective attribute.

Strengths and Weaknesses

The Imitation attribute only has one major weakness, the lack of spell creation. Whenever you’d want to learn a new spell, you must spend a full turn action observing the contents of another mage’s grimoire and making a DC x spellcasting save (with x = 10 + half the level of the mage whose grimoire is being copied), on failure you cannot copy any spells, and must wait 1 minute before attempting to copy again. On success, you may copy a number of spells from that mage’s grimoire equal to your spellcasting stat modifier, with the amount of spells you copy unable to exceed your maximum number of spells. Additionally on success, you cannot copy from that mages grimoire until your next long rest.

Iron[edit]

This magic attribute allows the user to generate and manipulate iron at will.

Damage Type

Iron Magic's damage type can either be slashing, bludgeoning or piercing damage.

Resistances and Vulnerabilities

The Iron Attribute grants resistance against slashing, bludgeoning and piercing damage, and vulnerability to fire damage.

Strengths and Weaknesses

Iron magic is great at withstanding simple, but struggles when heat reaches its melting point.

Strengths. Iron Magic is considered strong against the following attributes: Stone
Weaknesses. Iron Magic is considered weak against the following attributes: Fire

Key[edit]

This magic attribute allows the user to manifest and manipulate magic keys, capable of locking objects and grimoires away, and storing those object’s properties inside of a pocket dimension.

Additional Condition

Key Magic allows you to put the stunned condition in a spell that already has a condition. Additionally, if a spell created by you only has the Stunned condition, you only need to spend half as much mana to add the condition.

Damage Type

Key Magic's damage type is force damage.

Strengths and Weaknesses

Key magic effective at sealing other magic types, especially those that already have the ability to seal.

Strengths. Key Magic is considered strong against the following attributes: Sealing, Soul.
Weaknesses. Key Magic is considered weak against the following attributes: Time.
Special Effect

Key Magic has the power to open and lock away anything it touches. Whenever you try to open a place, you can instantly open it even if it doesn't have a proper entrance, with one being created for someone your size to pass. If the location is being protected by a spell or magic tool, you can spend mana equal to the caster’s or creator’s Magic Power to open it.

Attribute Seal. The true power of Key Magic is to lock attributes away. As an action, you can make a melee spell attack against a creature within your reach. On a hit, they are forced to roll a d20 + their spellcasting modifier against your Spellcasting DC. On a failure, their grimoire turns to stone, and their attribute is sealed by one of your keys, with them not being able to use any of their sealed attribute’s spells outside of Cantrips. If you ever forget the attribute, die or lose the Key via a magic negating effect the creature shall regain their spells.
If a creature has a Magic Power of 5 or lower below your own, they automatically fail the roll. The opposite also applies, with a creature with a Magic Power of 5 or higher than your own automatically succeeding the roll.
Collected Attributes. When you collect an attribute, you gain all spells a mage had in the grimoire and may cast them. You can have a number of magic attributes up to your Magic Power. You can create Union or Compound spells with any stolen attributes you have.
Whenever you finish a long rest, you may forget a number of Mana Attributes up to half your proficiency bonus (rounded down), also unlearning any spells that require it. This amount is increased to your proficiency bonus at 5th level.
Magic Absorption. You can only perform this technique once you have a Magic Power of 7 or higher. By sacrificing a great amount of stored attributes you can gift you or a creature of your choosing with raw magic power. As an action, you or a creature you can see within 120 feet gain an amount of your stolen attributes up to your Magic Power (minimum of 2). For a number of minutes equal to your Magic Power, the creature gains Magic Power equal to half the amount of attributes received (rounded down), gains the benefits of the collected attributes feature and have their natural abilities increased by their Spellcasting modifier.

Kotodama[edit]

This magic attribute allows the user to manipulate their surroundings through speech, creating or manipulating physical and non-physical matter and such.

Damage Type

Kotodama Magic’s damage type is up to your choice, as it depends on what you’re generating with your words.

Cantrips

Kotodama's cantrips are unique and consist of one word spells.

Strengths and Weaknesses

Kotodama magic can create almost any phenomena, which means the created Spell has its own Strengths and Weaknesses. However, no matter the spell Kotodama magic is considered weak against the Dark attribute.

Special Effect

While Kotodama magic seems like an Almighty power with no clear weakness, it does have its limitations. When creating a Kotodama magic spell, you cannot make them have a range higher than your Natural Distance. Any feature that would increase your Spell’s range still take effect.

Sometimes it takes more mana to affect a spell or a target, unless you have 5 or more Magic Power than the target, the following applies:

  • A spell targeting a person will require you to spend additional mana equal to the targets Magic Power.
  • A spell targeting another spell will require you to spend additional mana equal to half the cost of the targeted spell, the full price if it’s a spell fueled by Dark Mana (unless this spell is also using Dark Mana).

In addition, you cannot make spells that directly damage living creatures. For example, you cannot create a spell that twists a creature’s bones until they pop, therefore reducing their limbs be reduced to 0 hit points. However, creating a spell that causes the same result with the starting effect coming from outside their body is allowed. This limitation does not apply to Construct, Elemental and Plant type creatures.

Finally, you cannot remove Vocal Components when making spells.

Legion[edit]

This magic allows the user to generate and manipulate soldiers.

Cantrips

Legion Magic can make Creation spells when making cantrips.

Damage Type

Legion’s damage type depends on your soldier’s weapons. Thus allowing you to choose between bludgeoning, slashing and piercing damage.

Special Effect

Legion Magic can turn one mage as powerful as a army, with their creations being able to overwhelm most enemies. When creating summon spells, you receive the following benefits:

  • Its natural statistics start out at 6 instead of 4.
  • It can have one additional common saving throw.
  • It can be large sized without increasing the spell point cost.
  • Any traits added have their spell point cost halved. A GM must decide how to handle this for player made traits.
  • Your summons have their damage die tier increased by half your proficiency bonus (rounded down).

Additionally, any Creation spells created by you receive a damage threshold equal to your Spellcasting modifier, with it being twice your Spellcasting modifier if it was a Summon.

Finally, when using creation magic, you are allowed to select the gargantuan option without being a Creator, however, the mana cost for it is doubled.

Light[edit]

This magic allows the user to generate and manipulate light

Additional Condition

Light Magic allows you to put the Blinded condition in a spell that already has a condition. Additionally, if a spell created by you only has the Blinded condition, you don't need to spend additional mana to add the condition.

Damage Type

Light Magic’s damage type is radiant damage.

Resistances and Vulnerabilities

Light grants resistance against necrotic and radiant damage, however the necrotic resistance becomes a vulnerability if caused by Dark Magic.

Strengths and Weaknesses

Light shines the brightest against those weak to it, however it becomes weak to those who can reflect its light or is able to consume/overpower it.

Strengths. Light is considered strong against the following attributes: Air, Eye, Eyeball, Moon, Moonlight, Shadow & Time.
Weaknesses. Light is considered weak against the following attributes: Dark, Gel, Glass, Mercury, Mirror, Poison & Sun.
Special Effect

Your light shines brighter than any other form, compelling the darkness to retreat. Anything you create via a Creation Spell shines bright light in 10 times your Spellcasting modifier feet and dim light in 15 times your Spellcasting modifier feet. While, any other type of spell shines bright light in 5 times your Spellcasting modifier feet and dim light in 10 times your Spellcasting modifier feet.

Light Magic is also known as the fastest attribute, and your spells reflect that. The casting time of your spells are reduced by 1. For example, instead of Free Actions 3/2, it instead gets Bonus Action’s 2/2. Full Turn Action spells now increase a spell’s natural abilities by 4 and reduce its Spell Point cost by 3.

Lightspeed. Once you have a Magic Power of 3 or more, all movement provided by spells does not provoke opportunity attacks and is considered teleportation.

Finally, light shines brightest when in darkness. Once you have a Magic Power of 6 or more, whenever you face a mage who uses Dark Magic, you are able to temporarily overcome your weakness to darkness by beating a certain threshold, equal to the enemy’s Spell save DC. You start with a new counter at 0 and whenever you are affected by or clash against a dark spell, you add a +1 to the counter, and when that counter reaches the enemy’s Spellcasting DC, Dark Magic won’t be considered strong against Light Magic. Additionally, you add a +1 to the counter for every round you are within an area that overlaps with a mage's Dark or Shadow spell.

Whenever you gain a counter, a duration for a minute is set unless you gain another counter, which resets the count. Once meeting the goal, the duration lasts as long as the combat encounter persists.

Lightning[edit]

This magic allows the user to generate and manipulate lightning.

Additional Condition

Lightning Magic allows you to put the Paralyzed condition in a spell that already has a condition. Additionally, if a spell created by you only has the Paralyzed condition, you only need to spend half as much mana to add the condition.

Cantrips

With Lightning Magic, you can create Offensive Spells when creating cantrips.

Damage Type

Lightning’s damage type is lightning damage.

Resistances and Vulnerabilities

The Lightning Attribute grants resistance to thunder and lightning damage.

Strengths and Weaknesses

Lightning can electrify certain magics pretty easily, however going against things that don’t conduct electricity is really hard for it.

Strengths. Lightning is strong against the following attributes: Ice, Ice Wedge, Memory, Sound, Tree, Water, Wind, Wing.
Weaknesses. Lightning is weak against the following attributes: Copper, Earth, Mercury, Steel.
Special Effect

Lightning Magic is known for its high attack power and speed. You now add +1 to natural abilities correlating to offensive magic. Additionally, whenever you create a spell that adds to yours or a creations movement speed, you add an additional amount of movement equal to 5 times half your proficiency bonus (rounded down).

Stimulated. You have grown used to the exposure your attribute has on your body. Once you have a Magic Power of 7 or more, you may either choose to gain a +30 to your base movement speed, or gain a second reaction. If you are at 0 mana or lower, you do not gain the benefits of this feature.

The attributes derived from Wind naturally give birth to users with an enhanced mana sense. You gain the improved Mana Sensing mana skill early, alongside any benefits previous required skills would give.

Memory[edit]

This magic attribute allows the user to manipulate memories.

Damage Type

Memory Magic’s damage type is psychic damage.

Resistances and Vulnerabilities

The Memory Attribute grants resistance to psychic damage.

Special Effect

Your Memory Magic does not only affect the memories of others, but also your own. You have advantage on checks to recall information as long as you have at least half your mana maximum remaining and is not suffering from exhaustion.

Mercury[edit]

This magic attribute allows the user to create and manipulate pools of high-density Mercury.

Additional Condition

Mercury Magic allows you to put the poisoned condition in a spell that already has a condition. Additionally, if a spell created by you only has the Poisoned condition, you don't need to spend additional mana to add the condition.

Damage Type

Mercury Magic's damage types are Bludgeoning, Slashing, and Piercing damage.

Resistances and Vulnerabilities

The Mercury Attribute grants resistance against radiant and poison damage, and vulnerability to Fire damage.

Strengths and Weaknesses

Mercury magic is great at reflecting and polluting attributes, but shares the same disadvantage as steel magic, heat..

Strengths. Mercury Magic is considered strong against the following attributes: Blood, Light, Water.
Weaknesses. Mercury Magic is considered weak against the following attributes: Fire.

Mirror[edit]

This magic attribute allows the user to create powerful mirrors capable of reflecting mana.

Additional Condition

Mirror Magic allows you to put the blinded condition in a spell that already has a condition. Additionally, if a spell created by you only has the Blinded condition, you don't need to spend additional mana to add the condition.

Damage Type

Mirror Magic's damage type is force damage.

Resistances and Vulnerabilities

The Mirror Attribute grants resistance against radiant and fire damage, and vulnerability to bludgeoning and thunder damage.

Strengths and Weaknesses

Mirror magic is great at reflecting light-based attributes, but suffers against those that refract or absorb light.

Strengths. Mirror Magic is considered strong against the following attributes: Light, Star, Eye.
Weaknesses. Mirror Magic is considered weak against the following attributes: Darkness, Shadow, Gel, Sound.

Mist[edit]

This magic attribute allows the user to generate and manipulate mist. It is a derivative of Water and Wind Magic.

Additional Condition

Mist Magic allows you to put the Hallucinating condition in a spell that already has a condition. Additionally, if a spell created by you only has the Hallucinating condition, you don't need to spend additional mana to add the condition.

Cantrips

With Mist Magic, you can create Transformation Spells when creating cantrips.

Damage Type

Mist Magic’s damage type is cold damage.

Resistances and Vulnerabilities

The Mist Attribute grants resistance to cold damage.

Strengths and Weaknesses

Mist Magic is naturally weak to other magic that can blow away or otherwise disrupt its mists.

Strengths. Mist Magic is considered strong against the following attributes: Fire.
Weaknesses. Mist Magic is considered weak against the following attributes: Air, Wind.
Special Effect

The attributes derived from Wind naturally give birth to users with an enhanced mana sense. You gain the improved Mana Sensing mana skill early, alongside any benefits previous required skills would give.

Modification[edit]

This magic attribute allows the user to alter the structure of physical and magical objects, being able to affect even a mage’s most sacred weapon; their Grimoire.

Cantrips

With Modification Magic, you can create transformation spells when creating cantrips, but can only affect objects.

Damage Type

Modification Magic's damage type depends on the modification you have done.

Special Effect

Modification Magic has complete and total control over objects, with your potential being endless. When using Transformation Magic spells, you ignore any limitations they have outside of size related ones as long as the spell only affects objects.

In addition, your spells can target grimoires, with the specifics being up to you. When targeting a grimoire, the creature has advantage on the save if their Magic Power is higher than your own, and automatically succeeds if it is 5 or more higher. However, creatures that are unconscious do not benefit from this.

Mollusk[edit]

This magic attribute allows the user to utilize Mollusks.

Damage Type

Mollusk Magic's damage type is bludgeoning damage.

Resistances and Vulnerabilities

The Mollusk Attribute grants resistance to bludgeoning, slashing and piercing damage, and vulnerability to fire damage.

Strengths and Weaknesses

Mollusk magic is good at turning aside any type of physical attack, but succumbs to any sort of strong heat.

Weaknesses. Mollusk Magic is considered weak against the following attributes: Fire.
Special Effect

Mollusk Magic is unstoppable against physical attacks, no combatant stands a chance against you. Whenever you have a Reinforcement Spell active, creatures have disadvantage on melee weapon attacks against you, and said attacks deal half as much damage.

Moon[edit]

This magic attribute allows the user to manifest and control small moons.

Additional Condition

Moon Magic allows you to put the Chilled condition in a spell that already has a condition. Additionally, if a spell created by you only has the Chilled condition, you spend half as much mana to add the condition.

Cantrip

With Moon Magic, you can create Creation Spells when creating cantrips, however you may only create objects.

Damage Type

Moon Magic's damage type is cold or bludgeoning damage.

Resistances and Vulnerabilities

The Moon Attribute grants resistance against Necrotic and Cold damage.

Strengths and Weaknesses

Moon magic is effective at causing stress to animalistic magics and magnetic objects, but suffers against those that create heavy amounts of light.

Strengths. Moon Magic is considered strong against the following attributes: Beast, Compass.
Weaknesses. Moon Magic is considered weak against the following attributes: Sun, Light.
Special Effect

Moon Magic has turned you into a creature of the night, feeling welcomed by its darkness. You gain 60 feet of Darkvision, and have advantage on Dexterity (Stealth) checks made in Lightly or Heavily obscured areas.

Moonlight[edit]

This magic attribute allows the user to generate and manipulate moonlight.

Additional Condition

Moonlight Magic allows you to put the blinded condition in a spell that already has a condition. Additionally, if a spell created by you only has the Chilled condition, you don't need to spend mana to add the Chilled condition.

Damage Type

Moonlight Magic's damage type is cold or radiant damage.

Resistances and Vulnerabilities

The Moonlight attribute grants resistance against necrotic and radiant damage, however the resistances become a vulnerability if caused by something they are weak against.

Strengths and Weaknesses

Moonlight Magic contains similar properties to both Light and Moon magic, however it becomes strong against those affected by the moon attribute, but shares the weaknesses of both.

Strengths. Moonlight Magic is considered strong against the following attributes: Beast, Compass
Weaknesses. Moonlight Magic is considered weak against the following attributes: Dark, Mirror, Sun, Light

Mosquito[edit]

This magic attribute allows the user to create metallic needles capable of draining mana and creating high pitched noises.

Additional Condition

Mosquito Magic allows you to put the deafened condition in a spell that already has a condition. Additionally, if a spell created by you only has the Deafened condition, you don't need to spend additional mana to add the condition.

Damage Type

Mosquito Magic's damage type is Piercing damage.

Resistances and Vulnerabilities

The Mosquito Attribute grants resistance against thunder damage.

Strengths and Weaknesses

Mosquito magic is a very unique type of magic having no extreme weakness, and is only strong against one type of magic.

Strengths. Mosquito Magic is considered strong against the following attribute: Blood, Bubble and Skin.

Mucus[edit]

This magic attribute allows the user to generate and manipulate mucus at will.

Additional Condition

Mucus Magic allows you to put the grappled or restrained condition in a spell that already has a condition. Additionally, if a spell created by you only has the grappled or restrained condition, you don't need to spend additional mana to add the condition.

Damage Type

Mucus Magic's damage type is Acid damage.

Resistances and Vulnerabilities

The Mucus Attribute grants resistance to bludgeoning, slashing and piercing damage.

Mud[edit]

This magic attribute allows the user to generate and manipulate mud at will.

Damage Type

Mud Magic's damage type is bludgeoning damage.

Resistances and Vulnerabilities

The Mud Attribute grants resistance against fire damage.

Nail[edit]

This magic attribute allows the user to manipulate their fingernails.

Additional Condition

Nail Magic allows you to put the Bleeding condition in a spell that already has a condition. Additionally, if a spell created by you only has the Bleeding condition, you don't need to spend additional mana to add the condition.

Damage Type

Nail Magic’s damage type is Piercing or Slashing, User’s choice.

Painting[edit]

This magic attribute allows the user to manifest a palette and a paintbrush which they use to generate and manipulate paint. Illustrations made with this paint can come to life.

Damage Type

Painting Magic's damage type is up to your choice, it only depends on what type of painting you wish to create with said spell.

Resistances and Vulnerabilities

The Painting Attribute can be resistant or vulnerable to any damage type, it only depends on the painting you create with said spell.

Strengths and Weaknesses

The Painting Attribute can recreate any attribute, which means the painting created has its own strengths and weaknesses defined by you.

Paper[edit]

This magic attribute allows the user to generate and manipulate Paper at will.

Damage Type

Paper Magic's damage type is bludgeoning, slashing or piercing damage. As the paper’s thickness and length can be adjusted into weapons.

Resistances and Vulnerabilities

The Paper Attribute grants vulnerability to slashing and fire damage.

Weaknesses. Paper Magic is considered weak against the following attributes: Slash, Fire.

Permeation[edit]

This magic attribute allows the user and others to become invisible and intangible to all sorts of magic, while hiding their magic. It can also be used to locate hidden items.

Additional Condition

Permeation Magic allows you to put the Confused condition in a spell that already has a condition. Additionally, if a spell created by you only has the confused condition, you don't need to spend additional mana to add the condition.

Damage Type

Permeation Magic's damage type is force damage.

Resistances and Vulnerabilities

Permeation magic grants immunity to all damage to any creatures, objects and structures currently invisible because of it.

Special Effect

Permeation magic by nature is invisible to the human eye, which is also its greatest strength. Anything made by you using Creation Magic is under the invisible condition. Additionally, Transformation Magic spells can make you or other creatures invisible for no additional cost.

Finally, things invisible because of Permeation magic cannot be sensed via Mana Sense or other magical effects. However, things like Ki or non-magical tracking can still find them.

Poison[edit]

This magic attribute allows the user to generate and manipulate poison.

Additional Condition

Poison Magic allows you to put the poisoned condition in a spell that already has a condition. Additionally, if a spell created by you only has the Poisoned condition, you don't need to spend additional mana to add the condition.

Damage Type

Poison Magic’s damage type is poison damage.

Resistances and Vulnerabilities

The Poison Attribute grants resistance to poison damage.

Strengths and Weaknesses

Poison Magic is strong against Plant Magic and Tree Magic, and the liquid form could be used to refract light.

Strengths. Poison Magic is considered strong against the following attributes: Plant, and World Tree. Additionally, when in liquid form, it is strong against the Light Attribute.

Poison Plant[edit]

This magic attribute allows a user to generate and manipulate poisonous plants.

Additional Condition

Poison Plant Magic allows you to put the poisoned condition in a spell that already has a condition. Additionally, if a spell created by you only has the Poisoned condition, you don't need to spend additional mana to add the condition.

Damage Type

Poison Plant Magic’s damage type is poison damage and piercing damage.

Resistances and Vulnerabilities

The Poison Plant Attribute grants resistance to poison damage.

Strengths and Weaknesses

Poison Plant Magic is strong against Plant Magic, but also gains some of the weaknesses of plant-based magic.

Strengths. Poison Plant Magic is considered strong against the following attributes: Plant, Tree, and World Tree.
Weaknesses. Poison Plant Magic is considered weak against the following attributes: Fire.

Plant[edit]

This magic attribute allows the user to generate and manipulate plants at will.

Additional Condition

Plant Magic allows you to put the restrained condition in a spell that already has a condition. Additionally, if a spell created by you only has the restrained condition, you don't need to spend additional mana to add the condition.

Damage Type

Plant Magic's damage type is bludgeoning, slashing or piercing damage.

Resistances and Vulnerabilities

The Plant Attribute grants vulnerability to fire and poison damage.

Strengths and Weaknesses

The Plant Attribute tends to be weak against heat or deadly poisons that corrode plants.

Weaknesses. The Plant Attribute is weak against the following attributes: Fire, Poison, Poison Plant.

Recombination[edit]

This magic attribute allows the user to bond to a structure, then manipulate it using their grimoire.

Damage Type

Recombination Magic can use any damage type, as long the structure it’s bonded to would be rationally capable of it, for example if a structure had a fireplace or exterior lantern it could deal fire damage. But in most cases this attribute will deal bludgeoning, piercing, and slashing damage.

Resistances and Vulnerabilities

The Recombination Attribute grants resistance against bludgeoning, piercing, and slashing damage, vulnerability to thunder damage, and immunity to psychic damage.

Rock[edit]

This magic attribute allows the user to generate and manipulate rock.

Damage Type

Rock Magic’s damage type is Bludgeoning

Resistances and Vulnerabilities

The Rock Attribute provides resistance to Piercing and Slashing damage, and provides vulnerability to Bludgeoning Damage.

Red Ochre[edit]

This magic attribute allows the user to generate and manipulate red ochre.

Damage Type

Red Ochre's damage type is bludgeoning damage.

Resistances and Vulnerabilities

The Red Ochre attribute grants resistance to bludgeoning damage.

Strengths and Weaknesses

Red Ochre is extremely strong against liquids.

Strengths. Red Ochre is considered strong against the Water Attribute.

Sand[edit]

This magic allows the user to generate and manipulate sand.

Additional Condition

Sand Magic allows you to put the blinded condition in a spell that already has a condition. Additionally, if a spell created by you only has the Blinded condition, you don't need to spend additional mana to add the condition.

Damage Type

Sand’s damage type is bludgeoning or piercing damage (your choice).

Strengths and Weaknesses

Your sand can nullify fires but is weak against the cold.

Strengths. Sand is strong against the following attributes: Eye, Fire, Lightning.
Weaknesses. Sand is weak against the following attributes: Black Earth, Ice, Ice Wedge.
Special Effect

While Sand Magic doesn’t have any flashy special effects, it serves as a great way to slow down enemies as it hampers their vision and mobility. Whenever you hit or make a creature fail a save with a Offensive Sand Spell, they gain 1 sand counter. For every sand counter a creature has, they receive a -1 to Perception checks and a -5 to their walking speed.

A creature cannot have more Sand Counters than your proficiency bonus added twice, and they lose 1 Sand Counter at the end of their turns if they didn’t receive a Sand Counter this round.

If you overcome a creature’s AC by 5 or more, score a critical hit or they fail your save by 5 or more, they receive 2 Sand Counters.

Blinding Sand. When a creature has 5 or more Sand Counters, you can use a Free Action to cause the creature to lose 5 Sand Counters in exchange of making them become blinded until the end of your next turn.
Restraining Sand. When a creature has 5 or more Sand Counters, you can use a Free Action to cause the creature to lose 5 Sand Counters in exchange of making them become restrained until the start of your next turn.

Sandstone[edit]

This magic allows the user to generate and manipulate Sandstone.

Damage Type

Sandstone’s damage type is bludgeoning or piercing damage (your choice).

Resistances and Vulnerabilities

The Sandstone Attribute grants resistance against bludgeoning and fire damage.

Strengths and Weaknesses

Sandstone is great to nullify flames or interrupt water.

Strengths. Sandstone is strong against the following attributes: Fire, Lightning, Water.
Weaknesses. Sandstone is weak against the following attributes: Black Earth, Ice Wedge.
Special Effect

Sandstone Magic is similar to its parent attribute Sand, however it ends up being much more aggressive due to the addition of minerals that end up in the sand. Whenever you hit or make a creature fail a save with a Offensive Sandstone Spell, they gain 1 sand counter. For every sand counter a creature has, they receive a -1 to Perception checks, a -5 to their walking speed and take 2 or half your proficiency bonus (whichever is higher) bludgeoning damage at the start of their turns.

A creature cannot have more Sand Counters than your proficiency bonus added twice, and they lose 1 Sand Counter at the end of their turns if they didn’t receive a Sand Counter this round.

If you overcome a creature’s AC by 5 or more, score a critical hit or they fail your save by 5 or more, they receive 2 Sand Counters.

Blinding Sand. When a creature has 5 or more Sand Counters, you can use a Free Action to cause the creature to lose 5 Sand Counters in exchange of making them become blinded until the end of your next turn and take bludgeoning damage equal to your Spellcasting modifier (minimum of 1).
Restraining Sand. When a creature has 5 or more Sand Counters, you can use a Free Action to cause the creature to lose 5 Sand Counters in exchange of making them become restrained until the start of your next turn and take bludgeoning damage equal to your Spellcasting modifier added twice (minimum of 1).
Crushing Sand. When a creature has 5 or more Sand Counters, you can use a Bonus action to cause the creature to lose 5 Sand Counters in exchange of them being forced to make a Constitution saving throw against your Spellcasting DC. On a failure, they begin to suffocate. They can repeat this Constitution saving throw at the end of their turns they spend suffocating.

Scale[edit]

This magic attribute allows the user to create sets of balance scales that can measure and in some cases manipulate various qualities.

Damage Type

Scale Magic’s damage type is Force Damage.

Special Effect

Scale Magic can create a set of balance scales, which you use as a medium for your spells. You can create and destroy these magical scales with no action required, and may wield them with one hand.

Regulation. This is considered a Special Effect which you can put into your spells. Creatures within range of your Natural Distance are forced to make a saving throw against your Spellcasting DC using their spellcasting score at the start of their turns or when they enter the area. On a failure, any spells they have currently active have their natural abilities reduced by your Magic Power.
If this reduces a natural ability to 0, the enhanced version of said ability is halved (rounded up). If your Magic Power is 5 or more above the creature, the enhanced version is instead transformed into one third of its enhanced value. Finally, if your Magic Power is 10 or more above the creature, the spell is dissipated and their mana is spent.

Scribble[edit]

This magic attribute generates a pencil and allows the user to draw what they desire, then being able to bring their creations to life, even if black and white.

Cantrips

With Scribble Magic, you can create Creation Spells when creating cantrips.

Damage Type

Unlike its future counterpart, Scribble Magic's damage type is not as varied. The damage type of Scribble Magic is Bludgeoning, Slashing or piercing damage (your choice when creating the spell).

Resistances and Vulnerabilities

The Scribble Attribute can be resistant or vulnerable to any damage type, it only depends on the drawing you create with said spell. However, due to its aversion to liquid and heat, any drawing created via Scribble Magic is considered vulnerable to fire and cold damage.

Strengths and Weaknesses

The Scribble Attribute can recreate nearly any attribute, which means the drawing created has its own strengths and weaknesses defined by you. However, as they are just drawings, they are always vulnerable to anything involving fire or water that washes it away.

Weaknesses. Scribble Magic is considered weak against the following attributes: Fire, Water.
Special Effect

Scribble Magic is the absolute pinnacle of creativity, with your creations reflecting that. Creation Magic spells have their mana cost reduced by your Magic Power added twice when cast by you.

In addition, any Creations made by you that starts its turn while touching water suffers from the following until the start of their next turn:

  • They take 1d12 necrotic damage. This effect only happens once per round. If they are fully submerged, they take twice as much damage.
  • Their scores are reduced by -4.
  • Their movement speed is halved.
  • They deal half as much damage.
  • They have disadvantage on ability checks, attack rolls and saving throws.

Sealing[edit]

This magic attribute allows the user to open and close objects, including other magic.

Additional Condition

Sealing Magic allows you to put the paralyzed condition in a spell that already has a condition. Additionally, if a spell created by you only has the paralyzed condition, you spend half as much mana to add the condition.

Damage Type

Sealing Magic's damage type is force damage.

Strengths and Weaknesses

Sealing Magic lacks any actual weaknesses except for dealing with abilities similar to itself.

Weaknesses. Sealing Magic is considered weak against the following attributes: Key.
Special Effect

Sealing magic, as its name suggests, is the pinnacle of seals. When creating a Sealing Spell, the sealing process lasts for 30 minutes instead of 1 hour.

Shadow[edit]

This magic allows the user to manipulate and travel between shadows.

Additional Condition

Shadow Magic allows you to put the blinded condition in a spell that already has a condition. Additionally, if a spell created by you only has the Blinded condition, you don't need to spend additional mana to add the condition.

Damage Type

Shadow Magic’s damage type is necrotic damage.

Resistances and Vulnerabilities

Shadow grants resistance to necrotic damage and vulnerability to radiant damage.

Strengths and Weaknesses

No matter how much your shadows spread, light will always be your biggest foe.

Strengths. Shadow is strong against the following attributes: Air, Eyeball & Mirror.
Weaknesses. Shadow is weak against the following attributes: Light, Star & Sun.
Special Effect

Shadow Magic takes complete advantage of darkness, using shadows to enhance spells. As long as you can see a lightly or more obscured area within 5 times your passive perception feets of you, you can cast Shadow Magic spells as if you were in that location.

In addition, Shadow Magic has a similar ability to travel great distances like Spatial Magic, however it is more limited. Your only medium for travel is through shadows, if you are in an area where shadows cannot be then those spells are rendered useless. When creating a spell whose only purpose is to teleport you or other creatures to another place, its range is now calculated by miles instead of feet.

You can only transport a number of people at once equal to your level, however, each additional person other than yourself costs additional mana to transport. Additionally, you may only travel to places you have been, but if an area you are attempting to teleport to has a drastic change or no longer exists, then the transportation becomes invalid and you do not spend any mana.

Shakudo[edit]

This magic attribute allows the user to generate and manipulate shakudo at will.

Damage Type

Shakudo magic’s damage type is Slashing or Piercing damage (your choice).

Special Effect

Shakudo is a rather plain and dull metal when not carefully treated, but can become beautiful if treated with care. Like the metal, your Shakudo Magic also evolves and grows with time. Choose one of your Magical Aptitudes. You add your proficiency bonus to the natural abilities of said aptitude.

Skin[edit]

This magic attribute allows the user to manipulate their skin.

Damage Type

Skins Magic’s damage type is piercing, bludgeoning, and/or slashing depending on the individual spell.

Resistances and Vulnerabilities

The Skin Attribute grants resistance to piercing, bludgeoning, and/or slashing damage depending on the individual spell.

Special Effect

Skin Magic immediately activates when you are in danger, turning you into the perfect defense. You gain an additional amount of reactions equal to your proficiency bonus. These reactions can only be spent to cast Skin Magic spells that can only be cast as a reaction, and are regained at the start of the next round.

Slash[edit]

This magic attribute allows the user to manifest mana blades out of their forearms, which can be used to project slashes.

Additional Condition

Slash Magic allows you to put the Bleeding condition in a spell that already has a condition. Additionally, if a spell created by you only has the Bleeding condition, you spend half as much additional mana to add the condition.

Damage Type

Slash Magic's damage type is Slashing damage.

Resistances and Vulnerabilities

The Slash Attribute grants resistance against slashing damage.

Special Effect

Your Slash magic adapts to anything that comes its way, all in purpose to perform better cutting. Whenever 10 - your proficiency bonus rounds have passed in combat, you may choose a hostile creature you have attacked at least once. Until the end of the combat, your Slash magic is considered strong against their attribute, and ignores any resistances, immunities, reductions and thresholds they may have.

Smoke[edit]

This magic attribute allows the user to generate and manipulate smoke at will.

Additional Condition

Smoke Magic allows you to put the blinded condition in a spell that already has a condition. Additionally, if a spell created by you only has the blinded condition, you don't need to spend additional mana to add the condition.

Damage Type

Smoke Magic's damage type is poison damage.

Strengths and Weaknesses

Stealth is a fundamental to Smoke Magic, hiding from enemies within your smoke. It’s also good at effectively depriving people of oxygen.

Weaknesses. Smoke Magic is considered weak against the following attributes: Wind
Special Effect

Smoke Magic allows you to not only hinder the vision of those who are caught inside it, but also to hinder their breathing capacity. Any creatures of your choice inside the radius one of your Smoke Magic spells are Heavily Obscured and must start holding their breath until they manage to leave the area. Additionally, any Summons you create cause the blinded condition on hit.

Finally, the attributes derived from Wind naturally give birth to users with an enhanced mana sense. You gain the improved Mana Sensing mana skill early, alongside any benefits previous required skills would give.

Snow[edit]

This magic attribute allows the user to generate and manipulate snow at will.

Additional Condition

Snow Magic allows you to put the Chilled condition in a spell that already has a condition. Additionally, if a spell created by you only has the Chilled condition, you don't need to spend mana to add the Chilled condition.

Damage Type

Snow Magic's damage type is cold damage.

Resistances and Vulnerabilities

The Snow Attribute grants resistance to cold damage and vulnerability to fire damage.

Strengths and Weaknesses

Snow Magic excels at covering areas in snow, however it easily succumbs to anything regarding heat.

Weaknesses. Snow Magic is considered weak against the Fire attribute.
Special Effect

Snow Magic truly chills those who face off against it. If a creature doesn’t have advantage or immunity against Extreme Cold and has a Magic Power below your own, they have disadvantage on any saves caused by your spells.

You received a progressive Magic Attribute, the more skilled you become with snow the closer you get to perfecting it. If you have a Magic Power of 4, you can now add the Frozen condition in a spell that already has a condition. Additionally, if a spell created by you only has the Frozen condition, you don't need to spend mana to add the Frozen condition.

Song[edit]

This magic attribute allows the user to cast various spells through their singing.

Additional Condition

Song Magic allows you to put the deafened condition in a spell that already has a condition. Additionally, if a spell created by you only has the deafened condition, you don't need to spend additional mana to add the condition.

Damage Type

Song Magic's damage type is psychic and thunder damage.

Special Effect

Song Magic only needs one’s voice for it to show its wonders, though that can also be its greatest weakness. You cannot add Somatic Components to your Spells, remove Vocal Components, or make them touch ranged, however their mana cost is reduced by half your proficiency bonus (to a minimum of 1), and your Spell Point amount for creating spells is increased by the same amount.

Soul Corpse[edit]

This magic attribute allows the user to infuse their mana into corpses, allowing the user to reanimate and control them.

Damage Type

Soul Corpse Magic's damage type depends solely on the corpse revived by your magic.

Special Effect

Soul Corpse Magic is a vile Magic Attribute, only gaining power from the dead. As an action while touching a corpse, you can spend an amount of Mana equal to the corpse’s Magic Power added twice. If you have enough Mana, they become part of your corpse army.

The corpse is brought back to life, regaining all hit points including body hit points but not regaining any removed body parts. They are under the following:

  • Their creature type is changed to undead.
  • They cannot speak in any intelligible way, although they can still cast spells.
  • They become charmed by you, and will follow your orders even if it kills them.
  • They cannot regain hit points at the end of a short or long rest, however they can be healed.
  • They are killed outright if they are reduced to 0 hit points.

Corpses that do use magic use the following rules:

  • They lose access to their grimoire and all the spells in it.
  • They can use any cantrips or grimoire-less spells.
  • Any spell that costs the corpses proficiency bonus added thrice now becomes a grimoire-less spell.
  • They cannot gain or learn new spells.

You can only have a number of corpses in your army equal to your mana amount. Any corpse that dies is no longer part of your army.

Soul[edit]

This magic attribute allows the user to manipulate the souls of themselves and others. Because a person's soul is the root of their life, spirit, and magic power, by altering the soul, the user can affect any of these aspects of the person.

Damage Type

Soul Magic's damage type is necrotic damage.

Resistances and Immunities

The Soul Attribute grants resistance to all damage types.

Strengths and Weaknesses
Weakness Soul magic spells cannot have a range longer than touch.

Sound[edit]

This magic allows the user to generate and manipulate sound.

Additional Condition

Sound Magic allows you to put the deafened condition in a spell that already has a condition. Additionally, if a spell created by you only has the deafened condition, you don't need to spend additional mana to add the condition.

Damage Type

Sound magic’s damage type is thunder damage.

Strengths and Weaknesses

Sound magic can easily break any sound-susceptible structure, object or creature.

Strengths. Sound magic is strong against the following attributes: Glass and Mirror.
Special Effect

Sound Magic is at its highest when you have something to increase its power. If you are holding an instrument before casting a Sound Magic spell, you may choose to play it to enhance the spell. When you do so, the spell’s action cost is increased by one (to a maximum of Full Turn Action), however it's DC or attack roll (your choice) receives a bonus equal to half your proficiency bonus (rounded down).

Spatial[edit]

This rare magic attribute allows the user to manipulate the fabric of Space.

Damage Type

Spatial Magic’s damage type is force damage.

Strengths and Weaknesses

Spatial Magic may be all powerful, but facing off against itself or attributes that bend space itself are a bad match.

Weaknesses. Spatial Magic is weak to other Spatial Magic.
Special Effect

Spatial Magic’s main utility for mages is its mobility, being able to teleport to other places helps tremendously in almost any task. When creating a spell whose only purpose is to teleport you or other creatures to another place, its range is now calculated by miles instead of feet. If you teleport to a place you do not have been before, your GM rolls a d100 and follows the rules stated at the Teleport spell.

Portal Creation. Spatial Magic allows you to create portals, which work similarly to creation magic but are actually different. You follow the rules stated below:
  • To create a portal you use an action, unless its a 5 foot radius portal, which then only costs a bonus action.
  • You use the Range rules when creating the size of a portal, only spending mana after they overcome your natural range.
  • They stay in place for 1 minute, or until you are knocked unconscious or choose to close it at will (no action required).
  • They have an AC equal to your Spellcasting DC and 1 hit point.
  • They cannot be harmed by any spells except those coming from attributes they are weak against.
Offensive Spatial Magic. You have learned how to use offensive spatial magic, being able to erase things from existence. If you have aptitude in Offensive Magic, the damage type of your Spatial Magic becomes typeless. It cannot be reduced or absorbed in any way except if caused by attributes it is weak against, and it ignores temporary hit points.
Additionally, for the purposes of features or feats that require damage types, Spatial Magic’s damage type is still considered force damage.
Finally, when you win a Spell Clash your spell’s damage isn’t reduced by the opposing spell.

Spike[edit]

This magic attribute allows the user to generate and manipulate metallic tendrils covered in spikes.

Additional Condition

Spike Magic allows you to put the restrained condition on a spell that already has a condition. Additionally, if a spell created by you only has the restrained condition, you don't need to spend additional mana to add the condition.

Damage Type

Spike Magic’s damage type is piercing.

Resistances and Vulnerabilities

The Spike Attribute grants resistance to bludgeoning and poison damage, and vulnerability to fire damage.

Strengths and Weaknesses

Spike Magic is effective at controlling the battlefield with hazards, but fire might burn right though.

Strengths. The Spike Attribute is strong against the following attributes: Skin, Bubble, Cotton.
Weaknesses. The Spike Attribute is weak against the following attributes: Fire, Sun.
Special Effect

The spikes of your Magic cause great harm to those it touches. Creatures that start their turn grappled or restrained by one of your Spike Magic spells take magical piercing damage equal to your Magic Power die.

Additionally, you received a progressive Magic Attribute, the more skilled you become with spikes the closer you get to perfecting it. If you have a Magic Power of 4, you can now add the Bleeding condition in a spell that already has a condition. Additionally, if a spell created by you only has the Bleeding condition, you don't need to spend mana to add the Bleeding condition.

Star[edit]

This magic attribute allows the user to generate and manipulate stars at will, which appear as spiky clusters with the potential of subtle distortion of time and space and the ability to produce starlight.

Cantrips

With Star Magic, you can create Creation Spells when creating cantrips, however you can only make objects.

Damage Type

Star Magic's damage type is radiant damage.

Resistances and Vulnerabilities

The Star Attribute grants resistance against radiant and necrotic damage.

Strengths and Weaknesses

Star Magic’s effectiveness lies solely in the stars, using them as beams of light or connecting multiple stars to form a constellation for greater power. However, if the stars conjured are destroyed with enough force it means they can’t be used at all.

Strengths. Star Magic is considered strong against the following attributes: Moonlight, Shadow & Time.
Weaknesses. Star Magic is considered weak against the following attributes: Gel, Glass, Mercury, Mirror & Spatial.
Special Effect

Star Magic needs the clusters for its spells, which work similarly to creation magic but use different rules. Use the following rules below:

  • Stars cost 1 mana each.
  • For no action required, you can summon a number of stars equal to your Spellcasting modifier. You can have a maximum amount of stars out at a time equal to your Spellcasting modifier + proficiency bonus.
  • Stars have an amount of hit points equal to double your Constitution modifier.
  • Stars have an AC equal to your Spellcasting DC.
  • Stars sizes are small.
  • You may choose where your stars are summoned within your natural range, and as a free action you can individually move all your stars up to double your base movement speed in your natural range.
  • They persist for 1 minute individually, or until you are knocked unconscious or choose to end them at will (no action required).

These rules can be altered through the use of spells, such as increasing the range stars may be, or summoning stars as part of a spell. However, the mana and/or spell point cost is determined by the GM.

Starry Night. Once you have a Magic Power of 4 or more, you now add your level to the total number of stars you can have active at once. Once you have a Magic Power of 8 or more, you no longer have a limit on the amount of stars you can have out at once.

The main power of Star Magic is realised when stars come together and form constellations. A constellation is more referred to several stars coming together, connected by starlight for increased power. While each spell needs a minimum of two stars to use, you can spend an additional 3 mana to add two more stars to the attack to add a +1 to either the damage and attack roll or the DC of the spell. You can have a number of increases on a spell up to your proficiency bonus, paying the additional 3 mana per instance.

Stars and anything created via a Creation Spell shines bright light in 5 times your Spellcasting modifier feet and dim light in 10 times your Spellcasting modifier feet.

Steel[edit]

This magic attribute allows the user to generate and manipulate steel at will.

Cantrips

With Steel Magic, you can create Creation Spells when creating cantrips, but may only create objects.

Damage Type

Steel Magic's damage type is bludgeoning damage.

Resistances and Immunities

The Steel Attribute grants resistance against bludgeoning, slashing and piercing damage.

Strengths and Weaknesses

Even with Steel Magic’s great defensive capabilities, it will melt if met with great enough heat.

Weaknesses. Steel Magic is considered weak against the following attribute: Fire.
Special Effect

Steel Magic is specially durable, being able to handle almost any attack. Any object, structure or summon you create via a Creation spell has a natural damage threshold equal to your Spellcasting modifier added twice.

Steel Magic is also a versitile attribute, being easily melded into a multitude of forms with little skill. Any object, structure or summon you create via a Creation spell gains a +1 to their natural abilities.

Stone[edit]

This magic attribute allows the user to generate and manipulate stone at will.

Damage Type

Stone Magic's damage type is bludgeoning damage.

Resistances and Vulnerabilities

The Stone Attribute grants resistance against bludgeoning damage.

Special Effect

Stone Magic is especially strong to use against others because of its blunt force. Whenever you score a critical hit with a Stone Magic spell or a weapon created with Stone Magic, the creature becomes Confused until the end of their next turn.

This also applies to critical hits scored by your summons.

Storage[edit]

This magic attribute allows the user to store mana-less objects and creatures inside other objects. This allows the user to carry large amounts of stuff without a worry of weight, size, or shape.

Cantrips

With Storage Magic, you can create Seal Spells when creating cantrips.

Damage Type

Storage Magic's damage type is bludgeoning damage.

Special Effect

Storage Magic is extremely convenient, allowing its user to store objects inside containers despite their size. While wielding a non-magical object, you can put it inside another object no matter its size. That object now becomes a “container”. You can have a number of objects inside a “container” equal to your Spellcasting modifier, however you may have an unlimited number of containers.

These objects cannot be removed from the containers via normal means, such as by hitting them with Anti Magic or via a spell that breaks seals.

Sun[edit]

This magic attribute allows the user to manifest and control sunlight and similar radiant energies.

Additional Condition

Sun Magic allows you to put the Burned or blinded conditions in a spell that already has a condition. Additionally, if a spell created by you only has the Burned or blinded condition, you don't need to spend additional mana to add one of the conditions.

Damage Type

Sun Magic's damage type is radiant damage.

Resistances and Vulnerabilities

The Sun Attribute grants resistance against Radiant and Fire damage.

Strengths and Weaknesses

Sun magic is effective at overpowering other hot attributes or attributes that represent the absence of the sun, but suffers against those that destroy the light of the sun.

Strengths. Sun Magic is considered strong against the following attributes: Fire, Light, Shadow, Moon, Moonlight.
Weaknesses. Sun Magic is considered weak against the following attributes: Dark.
Special Effect

The power of the sun is on your side, the light of a new dawn shall always guide your goals. While in direct contact with sunlight, you receive a +2 to all rolls that use Charisma outside of Spellcasting.

In addition, anything you create via a Creation Spell shines bright light in 5 times your Spellcasting modifier feet and dim light in 10 times your Spellcasting modifier feet.

Switching[edit]

This magic attribute allows the user to swap the positions of anything or anyone they have touched.

Additional Condition

Switching Magic allows you to put the Confused condition in a spell that already has a condition. Additionally, if a spell created by you only has the confused condition, the mana cost is increased by half as much when adding the condition.

Damage Type

Switching Magic's damage type is force.

Special Effect

Switching Magic is effective at controlling the positioning of those fighting, maybe even making them hit themselves, however its effects only happen if you can touch the target. You cannot cast any Switching Magic spells with a range greater than touch on a creature if you haven’t touched them.

Sword[edit]

This magic allows the user to generate swords with various effects.

Damage Type

Sword magic’s damage type is slashing or piercing damage (your choice).

Special Effect

Sword Magic is unique in the fact that you can absorb swords through your grimoire, granting them special effects. While wielding a “sword” (what is considered a sword is up to the GM), you may use an action to absorb it through your grimoire. After absorbing it, the sword is stored. You may summon one of your stored swords as a free action, as long as you can use your grimoire. You can have a number of stored swords equal to your level.

Once you absorb a sword, you must create a special effect for it using the Spell Creation system, and must choose if it is a passive or active effect. Passive effects are always active, either when you hit a creature with the sword or when wielding the sword. These effects don’t spend mana, however they make summoning the sword cost a certain amount of mana.

Active effects need to be activated, not making the sword cost anything when summoned but needing mana to fuel their effects.

Thread[edit]

This magic attribute allows the user to generate and manipulate threads at will.

Damage Type

Thread Magic's damage type is slashing damage.

Special Effect

Thread Magic has special threads that are so small they become invisible to the human eye and impossible to detect with mana. Creatures cannot detect your Thread Magic spells (outside of summons) with Mana Sensing. In addition, creatures with a Magic Power that’s 5 or more below your own have disadvantage on Dexterity saves caused by your Thread Magic, and you have advantage on spell attack rolls against them.

Time[edit]

This magic attribute allows the user to steal and store time from others and then use that time to accelerate, decelerate, stop, or even reverse the flow of time.

Additional Condition

Time Magic allows you to put the stunned condition in a spell that already has a condition. Additionally, if a spell created by you only has the stunned condition, you spend half as much mana to add the condition.

Damage Type

Time Magic's damage type is necrotic damage.

Strengths and Weaknesses

Time magic is seen as above all, but even it may struggle to catch up to the speed of light

Weaknesses. Time Magic is considered weak against the following attributes: Light.
Special Effect

Mana isn’t the only necessary fuel for Time Magic, you use the actual time of others hence taking away people’s future. Whenever you kill a creature, you gain an amount of years equal to half of their total mana, you use an amount of stored years equal to the mana cost of one of your Time-related spells. If you are out of time, you cannot use any of your time spells until you have stored more time.

Time Magic gives the user the blessing to view into possible futures, or perhaps a curse. Once per long rest, you may spend 10 minutes in focused trance to receive a vision of possible futures. The DM will present the visions as clear but short scenes involving a character, place, or object relevant to your current story arc. You receive a number of visions equal to your proficiency bonus.

The visions are not guaranteed to be true—they represent a potential future, and actions taken by the party or others may avert or fulfill it.

Tongue[edit]

This magic attribute allows the user to manipulate their tongue, allowing them to enlarge, lengthen, and harden it at will.

Additional Condition

Tongue Magic allows you to put the restrained condition in a spell that already has a condition. Additionally, if a spell created by you only has the restrained condition, you don't need to spend additional mana to add the condition.

Damage Type

Tongue Magic’s damage type is bludgeoning damage.

Special Effect

Thanks to your Tongue Magic, your Tongue is naturally flexible, and can be used to attack others. You can make unarmed strikes with your tongue, with them having a reach of 10 feet and dealing bludgeoning damage. In addition, you can use your tongue to grapple creatures, doing so with advantage against creatures your size or smaller. Finally, you have advantage on Wisdom (Perception) checks related to taste when using your tongue.

Transmutation[edit]

This magic attribute allows a user to disassemble one substance, physical or magical, and reassemble it into another substance.

Damage Type

Transmutation magic’s damage type is up to your choice, it only depends on what you are transmuting.

Cantrips

Transmutation Magic can make transformation spells when making cantrips.

Special Effect

Transmutation is the ultimate form of Transformation magic, not just pretending to alter but actually altering things at a molecular level. When using Transformation Magic spells, you ignore any limitations they have outside of size related ones.

Tree[edit]

This magic attribute allows the user to generate and manipulate trees.

Additional Condition

Tree Magic allows you to put the restrained condition in a spell that already has a condition. Additionally, if a spell created by you only has the restrained condition, you don't need to spend additional mana to add the condition.

Cantrips

With Tree Magic, you can create creation spells when making cantrips.

Damage Type

Tree Magic’s damage type is bludgeoning damage.

Resistances and Vulnerabilities

The Tree Magic's Attribute grants vulnerability to fire damage and poison damage.

Strengths and Weaknesses

Tree magic is effective dealing with some of nature, but has a multitude of weaknesses.

Strengths. Tree Magic is considered strong against the following attributes: Earth, Water.
Weaknesses. Tree Magic is considered weak against the following attributes: Acid, Gravity, Fire, Ice, Ice Wedge, Lightning, Poison, Poison Plant, Slash, Steel, Sword, Sun.
Special Effect

With the power of nature by your side, your Tree Magic excels at creating gigantic forests. When creating an object with creation magic, the amount the mana is increased by is reduced by your proficiency bonus.

Vine[edit]

This magic attribute allows the user to generate and manipulate vines at will.

Additional Condition

Tree Magic allows you to put the restrained condition in a spell that already has a condition. Additionally, if a spell created by you only has the restrained condition, you don't need to spend additional mana to add the condition.

Damage Type

Vine Magic's damage type is slashing or piercing damage.

Resistances and Vulnerabilities

The Vine Attribute grants vulnerability against fire and poison damage.

Strengths and Weaknesses

Vine Magic, like any other plant based magic, struggles against heat and poison.

Weaknesses. Vine Magic is considered weak against the following attributes: Fire, Poison and Poison Plant.
Special Effect

Your Vine Magic can drain mana from your targets. You can put the Mana Draining effect on any of your spells without spending spell points or increasing its mana cost.

Vortex[edit]

This magic attribute allows the user to generate and manipulate magical whirlwinds. The swirling mana deflects and dissipates other magic, and can penetrate Mana Skin.

If you pick this attribute, you gain the improved Mana Sensing mana skill early, alongside any benefits previous required skills would give.

Additional Condition

Vortex Magic allows you to put the prone condition in a spell that already has a condition. Additionally, if a spell created by you only has the prone condition, you don't need to spend additional mana to add the condition.

Damage Type

Vortex Magic’s main damage type is slashing or bludgeoning, your choice.

Strengths and Weaknesses

The Main strength of Vortex Magic is its ability to deflect and dissipate Magic, making it naturally powerful against most attributes.

Strengths. Vortex Magic is considered strong against all Attributes. Magic attributes that are being enhanced by Forbidden Magic, Spirit Magic or by the Mana Method do not suffer from this.
Special Effect

Your magic can dissipate any magic with ease, even attributeless things such as Mana Skills. Vortex Spells ignore the effects of any Mana Skill that requires Mana Reinforcement and its variations outside of Mana Zone.

Water[edit]

This magic attribute allows the user to generate and manipulate water at will.

Additional Condition

Water Magic allows you to put the Chilled condition in a spell that already has a condition. Additionally, if a spell created by you only has the Chilled condition, you don't need to spend additional mana to add the condition.

Damage Type

Water Magic's damage type is cold damage.

Resistances and Vulnerabilities

The Water Attribute grants you resistance against cold and fire damage.

Strengths and Weaknesses

Water magic is great against fire, but suffers against electricity and effects that absorb water.

Strengths. Water Magic is considered strong against the Fire Attribute.
Weaknesses. Water Magic is considered weak against the following attributes: Tree and Lightning.
Special Effect

Water Magic has made you closer to water itself, like a creature of the sea. You can hold your breath for twice as long underwater, and automatically succeed in any checks related to swimming in non-magical waters.

Wind[edit]

This magic attribute allows the user to generate and manipulate wind at will.

Additional Condition

Wind magic allows you to put the prone (if the spell deals bludgeoning damage) or Bleeding condition (if the spell deals slashing damage) in a spell that already has a condition. Additionally, if a spell created by you only has one of these conditions, you don't need to spend additional mana to add the condition.

Damage Type

Wind Magic's damage type is bludgeoning and slashing.

Resistances and Vulnerabilities

The Wind Attribute grants resistance against thunder damage.

Strengths and Weaknesses

Wind Magic is effective with dealing other attributes that don’t hold a strong foundation, but may struggle against those all about structure.

Strengths. Wind Magic is considered strong against the following attributes: Ash, Bubble, Cherry Blossom, Feather, Fire, Mist, Paper, Sand, Smoke, Snow, Thread, Wing.
Weaknesses. Wind Magic is considered weak against the following attributes: Earth, Ice, Ice Wedge, Lightning.
Special Effect

The Wind attribute grants you naturally enhanced mana senses. You gain the improved Mana Sensing mana skill early, alongside any benefits previous required skills would give.

Due to the nature of winds, anything in its course shall be blown away. Whenever a spell causes a saving throw, if a target fails the save then they are knocked back a number of feet equal to 5 times your Spellcasting modifier. If they succeed the save, they aren’t pushed back and you may choose for this feature not to be applied to a spell. In addition, any unprotected flames not made with Fire Magic and any obscurances like fog, smoke, etc, within an area of a spell either gets snuffed out or blown away from the area that spell occupied.

Finally, you don’t need to have an object to use the Magic Flight feature.

Wing[edit]

This magic attribute allows the user to create magical angel-like wings at will.

Cantrip

With Wing Magic, you can create Creation Spells when creating cantrips, however you may only create armor.

Damage Type

Wing Magic's damage type is bludgeoning damage.

Special Effect

Your Wing Magic grants you beautiful wings for any and all situations. Whenever you create Armor with a Creation Spell, they automatically have flying speed.

World Tree[edit]

This magic attribute allows the user to generate and manipulate gigantic world trees at will.

Additional Condition

World Tree Magic allows you to put the restrained condition in a spell that already has a condition. Additionally, if a spell created by you only has the restrained condition, you don't need to spend additional mana to add the condition.

Cantrips

With World Tree Magic, you can create Creation Spells when creating cantrips.

Damage Type

World Tree Magic's damage type is bludgeoning or piercing damage.

Resistances and Vulnerabilities

The World Tree Attribute grants vulnerability to slashing, fire and poison damage.

Strengths and Weaknesses

World Tree Magic has a great, almost almighty power, however it still holds the weaknesses of trees.

Strengths. World Tree Magic is considered strong against the following attributes: Earth, Water.
Weaknesses. World Tree Magic is considered weak against the following attributes: Acid, Gravity, Fire, Ice, Ice Wedge, Lightning, Poison, Poison Plant, Slash, Steel, Sword, Sun.
Special Effect

Your world tree naturally absorbs surrounding mana to help them grow. You can put the Mana Draining effect on any of your spells without spending spell points or increasing its mana cost. In addition, when you cast a World Tree spell with this property you may reduce its mana cost by the total Mana stolen, using it to feed the World Tree.

Additionally, your trees are the biggest known in the world. When using creation magic, you are allowed to select the gargantuan option without being a Creator, however, the mana cost for it is doubled.

Finally, your magic is like a tree, it has the potential to grow much stronger than when it started out. Depending on your Magic Power, World Tree Magic gains certain benefits:

Hardened Trees. Once you have a Magic Power of 2 or more, the exterior of your trees start to harden. World Tree Magic is no longer weak to either Acid or Sword Magic. Additionally, this attribute gains resistance to non-magical piercing and bludgeoning damage.
Adaptive Trees. Once you have a Magic Power of 4 or more, your trees have experienced the world and now have adapted to one of its weaknesses. You must choose one of the following, World Tree Magic is no longer weak to Ice and Ice Wedge Magic OR it is no longer weak to Steel Magic and loses its vulnerability to slashing damage.
Stronger Trees. Once you have a Magic Power of 6 or more, your trees become even more durable. World Tree Magic is no longer weak to Lightning Magic. Additionally, any creations made with this attribute gain a damage reduction equal to your Spellcasting modifier + your Proficiency bonus.
Pinnacle of Trees. Once you have a Magic Power of 8 or more, your trees have become one of the hardest magics to break through. You must choose one of the following, World Tree Magic is no longer weak to Poison and Poison Plant Magic and loses its vulnerability to poison damage OR it is no longer weak to Fire Magic and loses its vulnerability to fire damage. Additionally, the damage reduction now becomes your level instead of Spellcasting modifier + Proficiency bonus.

Any of World Tree Magic’s weaknesses ignores the damage reduction.

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