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 free 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.

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.

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 (Except World Tree Magic).
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.

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

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.

Damage Type

Air Magic's damage type is force damage.

Resistances and Vulnerabilities

The Air Attribute grants resistance to fire and thunder damage.

Strengths and Weaknesses

Air magic excels against Fire magic.

Strengths. Air Magic is considered strong against the Fire Attribute.
Special Effect

Air Magic has the innate advantage of being invisible, being extremely difficult to dodge. Creatures with a Magic Power that’s 5 or more below your own have disadvantage on Dexterity saves caused by your Air Magic, and you have advantage on spell attack rolls against them.

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, 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.

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 lacks superiority over other magic types, but has many weaknesses against attributes that have the capability to change or manipulate momentum or direction.

Weaknesses. Compass Magic is considered weak against the following attributes: Gravity, Spatial.
Special Effect

Due to its very nature, Compass Magic has an inherent advantage against other Magic Types when it comes to clashing. When clashing spells, your damage dice amount is increased by half your Spellcasting modifier (rounded up).

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, Moonlight, Spatial, and Sun.
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 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 ignore any benefits a Spell might have from Forbidden Magic.

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 force damage.

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 this world.

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.

Additional Condition

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

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: Glass, Crystal, Water.
Weaknesses. Eye Magic is considered weak against the following attributes: Mirror, Darkness.

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.

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 bright spells.

Weaknesses. Eyeball Magic is considered weak against the Light Attribute.

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.

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: Ice, Plant, Mercury.
Weaknesses. Fire Magic is considered weak against the following attributes: Air, Water.
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.

In addition, 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.

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: Food, Plant, Vine, Body.
Weaknesses. Fungus Magic is considered weak against the following attributes: Snow, Ice, Ice Wedge, Fire.

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.

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 and 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.

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.

Resistances and Vulnerabilities

The Ice Wedge Attribute grants resistance to cold damage.

Strengths and Weaknesses

Ice Wedge Magic excels against liquid based magic and even boasts durability to handle the strongest of fire magic.

Strengths. Ice Wedge Magic is considered strong against the Water Attribute.

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.

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.

Legion[edit]

This magic allows the user to generate and manipulate soldiers.

Damage Type

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

Cantrips

Legion Magic can make creation spells when making cantrips.

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 through all shadows, however it is so strong that it can be used to beat itself.

Strengths. Light is considered strong against the Shadow and Time attributes.
Weaknesses. Light is considered weak against the following attributes: Dark and Mirror.

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.

Damage Type

Lightning’s damage type is lightning damage.

Strengths and Weaknesses

Lightning can electrify liquid magic 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 and Water.
Weaknesses. Lightning is weak against the Earth attribute.
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.

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 Mirror 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.

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.

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.

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 water.

Strengths. Sand is strong against the Fire attribute.
Weaknesses. Sand is weak against the Water attribute.

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 fire damage.

Strengths and Weaknesses

Sandstone is great to nullify flames or interrupt water.

Strengths. Sandstone is strong against the following attributes: Fire and Water.

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

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.

Damage Type

Scribble Magic's damage type is up to your choice, it only depends on what type of drawing you wish to create with said spell. It cannot recreate fire or cold damage.

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. Every drawing 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.

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.

Cantrips

Sealing Magic can make sealing spells when making cantrips.

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.

Weaknesses. Shadow is weak against the Light attribute.
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, while in a lightly or more obscured area you ignore difficult terrain and can take the dash action as a bonus action.

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).

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.

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

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

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 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.

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

Due to the nature of Spatial Magic, its damage type is inherently typeless, which cannot be changed. It cannot be reduced or absorbed in any way except if caused by attributes it is weak against.

For the purposes of features or feats that require damage types, Spatial Magic’s damage type is considered 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 against the following attributes: Dark and Spatial.
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.

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
  • 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.

Finally, when you win a Spell Clash your spell’s damage isn’t reduced by the opposing spell.

Star[edit]

This magic attribute allows the user to generate and manipulate stars at will, which appear as spiky clusters.

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 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.

Weaknesses. Star Magic is considered weak against the following attribute: Mirror.
Special Effect

Your stars won’t fade, not now, not ever. They shall keep shining, illuminating their path.

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.

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.

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.

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.

Cantrips

With Thread Magic, you can create Restraining Spells when creating cantrips.

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 has a multitude of weaknesses.

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

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.

In addition, 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.

Damage Type

World Tree Magic's damage type is bludgeoning damage.

Resistances and Vulnerabilities

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

Strengths and Weaknesses

World Tree Magic has a great, almost almighty power, however it's still a plant based magic with its weaknesses.

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

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