Spell Creation (Black Clover Supplement)
Spell Creation[edit]
A Mage is nothing without their spells, mastering spells is the difference between an average mage vs a experienced mage.
Creating Spells[edit]
There are many things to consider when creating spells, as it is a very complicated art.
Learning Spells[edit]
After creating a spell through the Spell Creation Process, you must then learn it. For no action required, you may make an Intelligence (Arcana) check against a DC of 10 or the amount of Spell Points spent (whichever is higher).
On a success, you learn the spell. On a failure, you don’t learn the spell and must wait until you take a short or long rest to try to learn the same spell again.
If you learn a spell while in battle, you can cast it as part of learning it (still not requiring an action).
Life or Death Learning. When a Mage's life is at risk, spells are naturally created to aid them. Whenever you are under ⅓ of your maximum hit points while in a combat where your life is at risk, you add your proficiency bonus to the Arcana check, even if you already added it before. Once you learn a spell this way, you can't do so again until you complete a long rest.
Spell Points[edit]
A mage's capability to create a spell is limited by his or her own knowledge, the higher the experience the more powerful the spell.
Spell points are used to "buy" certain attributes and characteristics for your spells. You have a number of Spell Points equal to your class level + your Spellcasting modifier. If you are an Spellmaster, you add your Spellcasting modifier twice instead of once.
Each spell has their own spell point pool, and these are not shared between spells.
The characteristics that are available for choosing are described lower in the page.
Attack Rolls and Saving Throws[edit]
Buffing or nonharmful spells don't call for saving throws, they generally only need consent. By contrast, almost every single harmful spell either requires an attack roll to have any effect or allows a saving throw to negate or mitigate the effect. The following sections list each type of attack roll or saving throw; for your harmful spell consider which of these best suits the spell you are creating.
It is important to keep in mind that; any spell with an attack roll (as opposed to a saving throw) can normally score a critical hit, potentially doubling the damage it deals. Finally, spells with attack rolls cannot apply conditions unless it's the prone condition or the condition is granted by your Mana Attribute. However, on a hit a creature must make an appropriate save (decided by you and the GM) against your Spell Save DC, and the condition lasts only until the end of their next turn if Average danger and below, or until the start of their next turn if Major danger or above.
- Melee Spell Attack
If you touch the target or hit it, the bad stuff happens. It doesn't matter how willful or resilient the target is. It will pretty much have the same effect as a goblin and an ancient red dragon. A minority of spells use this, and those that do usually imitate magic weapons or are directly damaging spells.
- Ranged Spell Attack
Most often these spells involve sending a visible ray, orb, bolt, or another projectile to hit the target from a distance. Like melee spell attacks, spells in this category primarily deal damage. If the projectile explodes or otherwise covers an area, it would probably be a Dexterity saving throw instead.
- Strength Saving Throw
Obviously enough, if they can mitigate the effect primarily by being strong or stalwart, this is your go-to. Strength saves are made primarily to avoid being physically knocked prone, avoid being grappled, and avoid being flung across the battlefield. If an effect is instead mitigated by the strength of one's internal composition, such as mitigating a poison or avoiding fatigue, a Constitution save might be better.
Generally, Strength is used for opposing a force that would physically move or bind you.
- Dexterity Saving Throw
More often than not, a Dexterity save represents an explosion of fire, lightning, cold, or other magic that bursts in a wide area that no one in that area could realistically avoid. Succeeding on a Dexterity save in this instance represents covering one's face, hiding behind a shield, or taking as much cover as possible. Fittingly, a successful Dexterity save only halves the damage, and anyone who fails it takes the full damage.
Of course, Dexterity saves can also be imposed from spells that agility or a quick reflex could mitigate. Although a Strength save is made to avoid being physically shoved prone, a Dexterity save could be used to navigate slippery terrain without falling prone.
- Constitution Saving Throw
Usually any spell that can only be overcome with fortitude, a strong immune system, a healthy body, or just pure gusto will be a Constitution save. Spells which deal cold damage, poison damage, or to a lesser extent necrotic damage often impose this kind of saving throw. Debilitating physical conditions such as poison, blindness, deafness, other mitigated senses, or restricted body parts often rely on a successful Constitution save to end them.
An important consideration is how much the spell affects a creature made of stone or a mindless but sturdy creature like a cockroach. If these kinds of creatures seem like they might be particularly resistant to the spell, then a Constitution save is probably your best bet. Otherwise, you may want to consider a Wisdom saving throw, or possibly a Dexterity saving throw.
At its core, Constitution saving throws are used for enduring a disease, poison, or other hazards that saps vitality.
- Intelligence Saving Throw
Psychic effects could call for this kind of save, as could any effect that relies on intelligence as opposed to willpower.
Since Intelligence is a numerical value of a creature's intellect, it should generally be used for disbelieving certain illusions and resisting mental assaults that can be refuted with logic, sharp memory, or both. It should also be used whenever an effect can mess with how a creature's brain works.
- Wisdom Saving Throw
Spells which affect the mind or consciousness almost always call for a Wisdom save. It is one of the most common types of saves from spells.
Wisdom is used for, resisting effects that charm, frighten, or otherwise assault your willpower.
- Charisma Saving Throw
Any spell dealing with interplanar travel, whether it is forcing it or restricting it, usually calls for a Charisma save. Anything which primarily limits or restricts a creature's capability to express itself (including Deception or Intimidation) likely calls for a Charisma save.
Charisma saving throws are used for withstanding effects, such as possession, that would subsume your personality or hurl you to another plane of existence.
Potency[edit]
A spell’s potency is defined by its raw power, be it destructive or not. To find the potency of a spell, you must find out its amount of dice. This category only applies for healing and damaging spells.
Natural Potency. The spells a mage creates are naturally more potent depending on their skill level with magic. When creating a new spell, you only start spending Mana and Spell points on potency after it has a number of dice equal to your Magic Power.
- If you're a Innate Mage you gain a +1 bonus to your Natural Potency.
Enhanced Potency. For every 1 die added to the dice amount of a spell, you must spend 1 spell point and the mana cost is increased by 1. Once you've reached 5 dice, for every additional die you add the Mana cost is increased by 2. This Mana cost increase becomes 3 at 10 dice, and it becomes 5 once it reaches 20 dice.
Potency Limit. There is a limit of how powerful a spell can be via potency, with many inexperienced mages not being able to break through said limit. The Spell's type of attack also affects this.
Mage Level | Maximum Dice Allowed (Attack Rolls) | Maximum Dice Allowed (Saves) |
---|---|---|
1st to 2nd | 2 dice | 3 dice |
3rd to 4th | 3 dice | 5 dice |
5th to 6th | 4 dice | 7 dice |
7th to 8th | 5 dice | 10 dice |
9th to 10th | 6 dice | 12 dice |
11th to 12th | 8 dice | 15 dice |
13th to 14th | 9 dice | 17 dice |
15th to 16th | 10 dice | 20 dice |
17th to 18th | 13 dice | 25 dice |
19th to 20th | 15 dice | 30 dice |
Quality. Beyond just raw power, the quality of a spell affects its potency. You can choose any die tier when creating a spell, however if you put certain conditions the maximum tier you can achieve may be reduced.
Somatic Components[edit]
Mages can decrease the burden on their reserves by using hand gestures or signs in their spells. When making a spell you can make it so you have to do a certain handsign or hand gestures to use the spell, making its mana cost reduced by half of your proficiency bonus. You can instead make the spell be casted by using both of your hands in handsigns or gestures to make the reduction equal to your full proficiency bonus.
Effect[edit]
A spell’s effect is the detriment or benefits said spell gives, ranging from mere slowed movement to high level curses.
Condition. The conditions a spell grants increase its Mana cost and must be bought via spending Spell points, with the cost increase and Spell points required being defined by the condition's danger level. In addition, the more dangerous the condition the lower is the damage die tier a spell can achieve.
You can only put one condition at a time on a spell, unless your Mana Attribute says otherwise.
Danger Level | Condition | Mana and Spell points Cost | Maximum Damage Die Tier |
---|---|---|---|
Minor Danger | Burned, deafened, frightened, Hallucinating, prone, poisoned. | 2 Mana and 1 Spell point. | None |
Average Danger | Berserk, blinded, Bloodlusted, charmed, Confused, restrained. | 10 Mana and 3 Spell points. | D10 |
Major Danger | Bleeding, Chilled, Envenomed, stunned | 20 Mana and 4 Spell points. | D8 |
Extreme Danger | exhaustion, Frozen, paralyzed, petrified, unconscious. | 30 Mana and 5 Spell points. | D6 |
Magical Effect. There are endless effects a spell could achieve once its cast, with them increasing the Mana and skill required to cast a spell. Down below there's a list of magical effects your spell can have.
Effect | Description | Mana and Spell point cost |
---|---|---|
Siege Spell | The spell deals twice as much damage to objects and structures. | 1 Mana and 0 Spell points. |
Concealing | The spell turns a certain target invisible. You can spend twice as much Mana and Spell points to also hide Mana with the spell, therefore becoming immune to Mana Sense. | 4 Mana and 1 Spell point. |
Mana Draining | The spell drains the Mana from a creature, be it overtime or instantaneously. When creating this type of spell, the Mana drain cannot be higher than your level if it is instantenous, and cannot be higher than your proficiency bonus if its continous. | 6 Mana and 2 Spell points. |
Special Effect | While this list tries to cover a great part of spell effects shown by mages, it was not made for and cannot be used as the only metric for creating spells, as that would hinder creativity. You can create an effect alongside your GM, with both reaching an agreement about how it functions. | Mana and Spell point cost determined by GM. |
Distance[edit]
The longer the spell can cross the more Mana and skill it takes. The minimum range for a spell is touch.
Short Distance. Extremely short range spells are extremely detrimental to most mages, as getting close to an enemy mage generally means death. However, due to their shorter range these spells can be more complex. When creating a touch or 5 feet range spell, you gain an additional amount of Spell Points equal to your proficiency bonus for the creation of said spell.
Natural Distance. The distance of a spell is not only defined by Mana, but also by skill. When creating a new spell, you only start spending Mana and Spell points on potency after it has a number of feet equal to your Spellcasting modifier times 20.
Long Distance. For every 20 feet you add to the total range of a spell, the Mana cost is increased by 1 and you must spend 1 Spell point. Once you've reached 120 feet, for every additional 20 feet you add the Mana cost is increased by 2. This Mana cost increase becomes 3 at 240 feet, and it becomes 4 once it reaches 480 feet.
Distance Limitations. The more distant the spell, the less complex you can make it. Once your created spell has a range greater than 120 feet, you can no longer apply conditions to it unless if they were granted by your Mana Attribute.
Range[edit]
The width and area spells cover help mages have better control over the battlefield, potentially turning the tides of battle.
Natural Range. The greater the wisdom of a mage is with spell creation, the greater the area they can effortlessly make their spells cover. When creating a spell, you only start spending Mana and Spell points on range after its radius covers more than 5 times your Spellcasting modifier. This natural range does not count for cylinders, and a line's width.
Long Range. To determine the range of a spell, you must first determine what type of area of effect it is. The areas of effect availables are available right below.
- Circle. For every 10 foot you add to your circle radius, the Mana cost is increased by 2 and you must spend 1 Spell point. Once you've reached 30 foot-radius, for every additional 10 foot you add the Mana cost is increased by 4. This Mana cost increase becomes 6 at 60 foot-radius, and it becomes 8 once it reaches 90 foot-radius.
- Cone. For every 10 feet you add to the total range of a spell, the Mana cost is increased by 2 and you must spend 1 Spell point. Once you've reached 15 feet, for every additional 20 feet you add the Mana cost is increased by 4. This Mana cost increase becomes 6 at 30 feet, and it becomes 8 once it reaches 60 feet.
- Cube For every 10 foot you add to your square radius, the Mana cost is increased by 2 and you must spend 1 Spell point. Once you've reached 25 foot-radius, for every additional 10 foot you add the Mana cost is increased by 4. This Mana cost increase becomes 6 at 50 foot-radius, and it becomes 8 once it reaches 75 foot-radius.
- Cylinder. For every 10 feet you add to the height of your cylinder, the mana cost is increased by 2 and you must spend 1 Spell Point, and you add 5 feet to its width. Once you've reached 60 feet in its height, for every additional 10 feet you add the Mana cost is increased by 4. This Mana cost increase becomes 6 at 120 feet high, and it becomes 8 once it reaches 180 feet high.
- Line. For every 20 feet you add to the total range of a spell, the Mana cost is increased by 1 and you must spend 1 Spell point. Once you've reached 60 feet, for every additional 20 feet you add the Mana cost is increased by 2. This Mana cost increase becomes 3 at 120 feet, and it becomes 4 once it reaches 240 feet.
- Your line starts with a width of 5. For every 5 feet you add to this width, the Mana cost is increased by 2. Once you've reached a width of 15 feet, for every 5 additional feet you add to the spell the mana cost is increased by 4. This Mana cost increase becomes 6 at 30 feet, and it becomes 8 once it reaches 45 feet.
- Radius. For every 5 foot you add to your square radius, the Mana cost is increased by 4 and you must spend 1 Spell point. Once you've reached 20 foot-radius, for every additional 10 foot you add the Mana cost is increased by 6. This Mana cost increase becomes 8 at 40 foot-radius, and it becomes 10 once it reaches 60 foot-radius.
Duration[edit]
The duration of a spell is of extreme importance for a mage, being pivotal that one takes good care in this regard.
- Natural Duration. The natural duration for spells doesn’t depend on skill, it depends on the magic type of said spell. Down below are the natural durations for each magic type, with spells without a magic type having a natural duration of “instantaneous”.
Duration Table Magic Type Natural Duration Barrier Magic 1 minute Communication Magic Indefinite Creation Magic 1 minute Curse Magic 1 minute Healing Magic Instantaneous Reinforcement Magic 1 minute Restraining Magic 1 minute Seal Magic Indefinite Transformation Magic Indefinite Trap Magic Instantaneous Weakening Magic 1 minute
- Enhanced Duration. You can enhance the duration of Spells by increasing its cost. For every 2 rounds added to the spell, the mana cost of your spell increases by 2.
- Concentration. If you add Concentration to your spell, you only start spending mana to add rounds after you have added a number of rounds equal to 10 times your Spellcasting modifier.
Casting Time[edit]
The amount of time it takes to cast a spell will determine the power and the skill behind a spell, with the more time spent the higher the effectiveness of the spell. All spells by default are casted as an action, casting it as a lower action lowers the natural strength of a spell and requires more skill, while raising it increases the natural strength and takes less skill. Depending on the action type used, the spell will gain the following benefits:
Full Turn Action. The natural abilities of the spell is increased by 3, and its spell point cost is reduced by 2.
Rooting Action. The natural abilities of the spell is increased by 2, and its spell point cost is reduced by 1.
Distracting Action. The natural abilities of the spell is increased by 1, and its spell point cost is reduced by 1.
Lengthy Action. The natural abilities of the spell is increased by 1, and its spell point cost is reduced by 1.
Tiring Action. The natural abilities of the spell is increased by 1, and its spell point cost is reduced by 1.
Sub-Action. The natural abilities of the spell is increased by 1, and its spell point cost is reduced by 1.
Reaction. The natural abilities of the spell is decreased by 1, and its spell point cost is increased by 1.
Bonus action. The natural abilities of the spell is decreased by 2, and its spell point cost is increased by 2.
Free Action. The natural abilities of the spell is decreased by 3, and its spell point cost is increased by 2.
A spell’s natural abilities cannot drop below 0.
Magic Types[edit]
Spells are generally typeless, with their function being simply to cause damage to enemy mages. However, spells with more complex mechanisms can be assembled into Magic Types.
When creating a spell, you may choose for it to count as one of the Magic Types described below. If you have aptitude in a Magic Type, such as Healing Magic for example, when creating Healing Magic spells you can choose a second Magic Type to add to the spell, essentially making the spell have two functions.
Barrier Magic[edit]
Mages use barriers to protect themselves and protect allies from incoming attacks. Whether it be a dome or wall, barriers are made to be tough and durable, enduring as much damage as possible.
- Durability
When creating a Barrier, it’ll automatically have maximum hit points equal to 5 times your class level.
- Natural Durability. The barriers a mage creates are naturally more durable depending on their skill with magic. When creating a barrier magic spell, you only start spending Mana and Spell points on adding hit points when you have added more than 5 times your Spellcasting modifier to their hit point maximum.
- Enhanced Durability. When creating your barrier during spell creation, for every 5 hit points added the mana cost is increased by 2 and you must spend 1 Spell point. This mana cost increase becomes 3 once it reaches 30 hit points above their maximum, it becomes 4 once it reaches 65 hit points above their maximum, and it becomes 5 once it reaches 130 hit points above their maximum.
- You cannot add more than 10 times your proficiency bonus added twice in maximum hit points.
- Resistances and Vulnerabilities. When creating barriers for a Barrier magic spell, it automatically has any resistances and/or vulnerabilities based on your Mana Attribute. You can also add resistances during spell creation to make your barrier more durable and vulnerabilities to make your barrier more mana efficient.
- Resistance Addition/Removal. You can empower the resistance of your barrier by adding properties to the spell. For 2 Spell Points and 3 Mana, you can give your barrier resistance to non-magical Bludgeoning, Slashing, or Piercing damage (spending the mana and spell points for each). In addition, for 3 Spell points and 6 Mana, you can give your barrier resistance to a different damage type not mentioned previously. You cannot give barriers resistance to a damage they have a vulnerability to due to your Magic attribute.
- When creating the Barrier spell, you may remove one or more resistances they have, receiving 3 Spell Points for creating the spell per resistance removed.
- Immunities. If your barrier already has resistance against something, you can bring it a step above in search of an even stronger defence. When adding a resistance, you might choose to add the same resistance your barrier already has, spending twice as much mana and Spell Points in exchange of transforming that resistance into an immunity. Barriers can’t have more than one immunity.
- Vulnerability Addition. By granting a weakness to your barrier, it can make creating it take less skill. When creating a barrier, you may choose to give it a vulnerability, you receive 2 Spell Points. If you give your barrier vulnerability to a damage type they are naturally resistant to due to your Magic Attribute, you instead receive 4 Spell Points.
- Size
The size of a barrier also defines its usefulness in certain situations.
- Natural size. The natural size of a barrier is all up to the mage's skill. You only start spending mana and spell points on barrier spells when their width and height are over 5 times your spellcasting modifier feet.
- Enhanced size. For every 10ft you add to the barriers width or height the mana cost will increase by 2 and you must spend 1 spell point. Once you've reached 30 feet, for every additional 20 feet you add the Mana cost is increased by 4. This Mana cost increase becomes 6 at 60 feet, and it becomes 8 once it reaches 120 feet.
- Dome. Some mage’s create domes instead of walls for their barrier spells for better all around protection. For 5 mana and 2 spell points you can change your barrier spell from a wall to a dome. The natural radius for this dome has the same calculation as the natural size for the wall.
- Enhanced Dome Radius. For every 5 feet you add to your Dome radius, the Mana cost is increased by 3 and you must spend 1 Spell point. Once you've reached 20 foot-radius, for every additional 10 feet you add the Mana cost is increased by 4. This Mana cost increase becomes 6 at 40 foot-radius, and it becomes 8 once it reaches 60 foot-radius.
- Armor Class
All barriers have their own armor class that someone has to beat to do damage to the barrier.
- Natural Armor Class. When creating a barrier during spell creation, it’ll naturally have an armor class equal to your spellcasting DC.
- Enhanced Armor Class. You can choose to make your barrier tougher for the cost of more mana. You can increase the AC of your barrier by a +1 by increasing the mana cost by 5 and spending 3 spell points. You can do this as many times as half your proficiency bonus (rounded down).
- Threshold
Some mage’s can make barriers so tough that weak spells can’t even penetrate its defenses. By increasing the mana cost by 6 and spending 3 spell points, the barrier gains a damage threshold of 10. You can do this as many times as equal to half your proficiency bonus (rounded down).
Communication Magic[edit]
This form of magic allows the user to transmit and project auditory and visual information.
Harming Communication[edit]
While uncommon, some mages utilize communication for harmful purposes.
Limitations. Harming communication magic has strict limitations, due to its effects needing extreme concentration and effort.
- Distance. Harmful communication spells can only cover short distances. Your spell cannot cover a higher range than your natural distance.
- Saves. Communication spells cannot force creatures to make Strength, Dexterity or Constitution saving throws.
Non-harming Communication[edit]
Most communication spells are utilized to simply pass a message, nothing above that.
Increased Distance. When determining the distance of a Non-harming Communication spell, you only spend Spell points and increase the mana cost for every 40 feet instead of 20.
Limitations. Even though Non-harming Communication magic spells are more permissive than their more invasive counterpart, they still have their limits. The limits are stated down below.
- Distance. Even if your spell can cover great distances, you cannot reach places never marked by you. Your communication magic spells cannot go farther than your natural distance added twice, unless you have a creature or place marked in the area.
- Marking. You can mark a place or willing creature you can touch as an action. You can have a number of places and creatures (both share the same counter) marked by your spellcasting score.
- Detection. If you can’t detect a place or creature within the range of your communication spell (such as by using a Transformation magic spell to change appearance and mana), you cannot reach them.
Creation Magic[edit]
This form of magic is focused on shaping various entities with Mana, from creatures to objects. The types or shapes that can be created are limitless, thus making it very versatile.
Creation Magic is also affected by one’s Elemental Affinity, with the creations reflecting the users’ affinity.
Objects[edit]
The main usage of creation magic most of the time is to create objects, which are generally used to create sharp weapons to pierce foes from afar.
Each and all objects created function exactly the same as their counterparts, unless otherwise stated by the rules or in the spell.
- Size
When creating an object, its size is one of the main factors to contribute to its cost in mana. You must spend additional mana on a spell depending on the size of an object, as shown below at the objects table.
Only Creators can create objects that are Gargantuan sized.
Size | Mana Cost Increase |
---|---|
Tiny | None |
Small | 2 |
Medium | 4 |
Large | 6 |
Huge | 8 |
Gargantuan | 10 |
- Weapons
Creating weapons with creation magic is probably its most common usage.
You can only create non-magical weapons, you’re considered proficient with any weapons you create and their damage is considered magical.
- Weapon Potency. A weapon created through a creation spell has the same damage die it had as a non-magical weapon. However, you may use your Spellcasting modifier for its attack and damage rolls.
- After 5th level, any weapon created by creation magic gains a bonus to their damage die tier equal to half your proficiency bonus.
- Weapon Quality. A weapon created through a creation spell deals the damage type it would normally deal, or the damage type of your Mana Attribute. You cannot change this once chosen during spell creation.
- Size. The size of a weapon can affect not only its potency, but also its properties. See the Weapon Size table below.
Weapon Size Table Size Damage changes Property Changes Tiny Damage die decreases by two tiers. Loses the Heavy or Two-Handed properties if it had it, and gains the Finesse and Light properties. Small Damage die decreases by one tier. Loses the Heavy or Two-Handed properties if it had it, and gains the Finesse and Light properties. Medium No changes No changes Large Damage die increases by one tier. Creatures that aren’t Large or larger cannot benefit from the Finesse or Light properties if the weapon would normally have it. If the weapon had the two-handed property, it gains the Heavy property. Medium or smaller creatures can’t wield this weapon. Huge Damage die increases by two tiers. Creatures that aren’t Huge or larger cannot benefit from the Finesse or Light properties if the weapon would normally have it. If the weapon had the two-handed property, it gains the Heavy property. Medium or smaller creatures can’t wield this weapon. Gargantuan Damage die increases by three tiers. Creatures that aren’t Gargantuan or larger cannot benefit from the Finesse or Light properties if the weapon would normally have it. If the weapon had the two-handed property, it gains the Heavy property. Medium or smaller creatures can’t wield this weapon.
- Property Addition. You can add properties to your weapon, modifying it. For every property added, you must spend 1 Spell Point and increase the mana cost by 2.
- Special Property. When adding a special property, instead of adding an already existing property you create an additional property yourself. The Spell Point cost and mana increase are decided by the GM.
Armor[edit]
Many mages use their creation magic to make armor to protect them in battle. This gives consistent protection over your body no matter how much you move, unlike a wall or dome.
- Durability
Armor creation spells give you an amount of temporary hit points defined by the power you put into its creation. When these hit points run out, your armor shatters and is unable to protect you any longer.
- Natural Durability. The armor durability of a mage is naturally more durable depending on their skill with magic. When creating armor for a creation magic spell, you only start spending Mana and Spell points on adding temporary hit points when you have added more than 5 times your Spellcasting modifier temporary hit points.
- If you're an Innate Mage you may add +1 to your spellcasting modifier when calculating the Natural Durability of your Creation Armor.
- Enhanced Durability. When creating your spell, for every 5 temporary hit points added the mana cost is increased by 2 and you must spend 1 Spell point. This mana cost increase becomes 3 once it reaches 25 temporary hit points, it becomes 4 once it reaches 50 temporary hit points, and it becomes 5 once it reaches 100 temporary hit points.
- You cannot add more than 10 times your proficiency bonus added twice in temporary hit points.
- Resistances and Vulnerabilities. When creating armor for a creation magic spell, it automatically has any resistances and/or vulnerabilities based on your Mana Attribute. You can also add resistances during spell creation to make your armor more durable and vulnerabilities to make your armor more mana efficient.
- Resistance Addition/Removal. You can empower the resistance of your armor by adding properties to the spell. For 2 Spell Points and 3 Mana, you can give your armor resistance to non-magical Bludgeoning, Slashing, or Piercing damage (spending the mana and spell points for each). In addition, for 3 Spell points and 6 Mana, you can give your armor resistance to a different damage type not mentioned previously. You cannot give armor resistance to a damage they have a vulnerability to due to your Magic attribute.
- When creating the Armor spell, you may remove one or more resistances they have, receiving 3 Spell Points for creating the spell per resistance removed.
- Immunities. If your armor already has resistance against something, you can bring it a step above in search of an even stronger defence. When adding a resistance, you might choose to add the same resistance your armor already has, spending twice as much mana and Spell Points in exchange of transforming that resistance into an immunity. Armor can’t have more than one immunity.
- Vulnerability Addition. By granting a weakness to your armor, it can make creating it take less skill. When creating armor, you may choose to give it a vulnerability, you receive 2 Spell Points. If you give armor vulnerability to a damage type they are naturally resistant to due to your Magic Attribute, you instead receive 4 Spell Points.
- Armor Properties
When creating armor, mages generally grant their armor special properties which enhance their capabilities.
- Magical Properties. There are endless properties your armor could have once the Spell’s complete, with them increasing the skill required to cast a spell. Down below there's a list of magical properties your armor can have, with them automatically starting with Magic Weapons.
Property Table Property Description Mana Increase Spell point cost Speed Increase The armor increases your speed by 5 feet. You can pick this trait multiple times, but only spends Spell Points again whenever you reach 30 movement speed (30, 60, 90, etc). You cannot add more movement speed to your armor than 10 times your proficiency bonus added twice. 3 Mana 1 Spell Point Speed Addition Choose one of the following: Burrowing Speed, Climbing Speed, Flying Speed, Swimming Speed. You gain the chosen movement type when wearing the armor. You can pick this property up to 4 times, choosing a different property every time. This speed is equal to your movement speed. 4 Mana 2 Spell Points Damage Reduction Your armor gains a damage reduction of 2. You can pick this property multiple times, however your reduction cannot exceed your level added twice. 2 Mana 2 Spell Points Armor Class Your AC increases by +1 while wearing the armor. You can pick this property a number of times equal to half your proficiency bonus (rounded down). 5 Mana 3 Spell Points Special Properties While this list tries to cover a great part of properties shown by armor, it was not made for and cannot be used as the only metric for creating spells, as that would hinder creativity. You can create a trait alongside your GM, with both reaching an agreement about how it functions. Mana increase determined by the GM. Spell point cost determined by GM.
Summons[edit]
One of the most common types of creation magic is creating artificial beings, being them elementals, golems, etc. They can aid a mage in battle, granting the numerical advantage.
You choose the creature type of the summon during its creation, being completely up to you.
- Durability
The durability of your creations are of extreme importance, as they are what keeps them standing even after taking a beating.
When creating a summon, they’ll automatically have maximum hit points equal to 5 times your class level.
- Natural Durability. The mana creations of a mage are naturally more durable depending on their skill with magic. When creating a summon for a creation magic spell, you only start spending Mana and Spell points on adding hit points when you have added more than 5 times your Spellcasting modifier to their hit point maximum.
- Enhanced Durability. When creating your spell, for every 5 hit points added the mana cost is increased by 2 and you must spend 1 Spell point. This mana cost increase becomes 3 once it reaches 30 hit points above their maximum, it becomes 4 once it reaches 65 hit points above their maximum, and it becomes 5 once it reaches 130 hit points above their maximum.
- You cannot add more than 10 times your proficiency bonus added twice in maximum hit points.
- Resistances and Vulnerabilities. When creating a summon for a creation magic spell, it automatically has any resistances and/or vulnerabilities based on your Mana Attribute. you can also add resistances during spell creation to make your summons more durable and vulnerabilities to make your summons more mana efficient.
- Resistance Addition/Removal. You can empower the resistance of your summons by adding properties to the spell. For 2 Spell Points and 3 Mana, you can give your summon resistance to non-magical Bludgeoning, Slashing, or Piercing damage (spending the mana and spell points for each). In addition, for 3 Spell points and 6 Mana, you can give your summon resistance to a different damage type not mentioned previously. You cannot give a summon resistance to a damage they have a vulnerability to due to your Magic attribute.
- When creating a summon, you may remove one or more resistances they have, receiving 3 Spell Points for creating the spell per resistance removed.
- Immunities. If your summon already has resistance against something, you can bring it a step above in search of an even stronger defence. When adding a resistance, you might choose to add the same resistance your summon already has, spending twice as much mana and Spell Points in exchange of transforming that resistance into an immunity. Summons can’t have more than two immunities.
- Vulnerability Addition. By granting a weakness to your spells, it can make casting them take less skill. When creating a spell, you may choose to give it a vulnerability, you receive 2 Spell Points. If you give a summon vulnerability to a damage type they are naturally resistant to due to your Magic Attribute, you instead receive 4 Spell Points.
- Statistics
When creating a construct or magical summon using creation magic, the strength of the summon will contribute to its mana cost.
- Natural Statistics. Each creature made using a creation spell will start out with a 4 in each of its scores. A mage has a number of points to distribute across the creature’s stats equal to their spellcasting score.
- Enhanced Statistics. When creating the stats for your creation, each singular stat point will cost 1 spell point and varying amounts of mana depending on the score of the stat that is being increased according to the following chart:
Stat Increase Cost Stat Score Mana Cost 4 - 10 1 Mana 11 - 14 2 Mana 15 - 18 4 Mana 19 - 22 6 Mana 23 - 26 8 Mana 27 - 30 10 Mana
- Strength Limitation. The creation’s scores cannot go past 22 while in creation. This limit is increased to 24 at 5th level, to 26 at 11th, and to 28 at 18th level.
- Proficiencies
A summon’s proficiencies are basic yet reliable skills they must have to survive.
Your summon’s proficiency bonus is equal to your own.
- Save Proficiencies. You can give your Summon two common saving throw proficiencies or one common saving throw and one uncommon saving throw proficiency during the spell’s creation. See them down below.
- Common Proficiencies. Strength, Dexterity, Constitution.
- Uncommon Proficiencies. Intelligence, Wisdom, Charisma.
- Skill Proficiencies. You can give your Summon proficiency in two skills of your choice. For every 2 Mana and 3 Spell Points spent, you can give the creature one additional skill proficiency.
- A summon cannot have more than your proficiency bonus in skill proficiencies, not counting the first two they receive.
- Skill Expertise. Skillful mages can make their summons as skilled in something as they are in magic. For every 4 mana and 5 Spell Points spent, one of the skills your Summon is proficient with becomes an expertise instead.
- A summon cannot have more than half your proficiency (rounded down) in expertises.
- Size
The size of one of your creations is of extreme importance, since that could help turn the tides against the right opponents.
- Size. When determining the size of a creature created via a creation spell, the size of the creature takes a toll on the spell’s creator, with larger creations needing much higher experience and talent. The size and its effects are shown down below.
- Tiny. The Spell Point cost of the spell is reduced by 2.
- Small. The Spell Point cost of the spell is reduced by 1.
- Medium. The Spell Point cost of the spell stays the same.
- Large. The Spell Point cost of the spell is increased by 1.
- Huge. The Spell Point cost of the spell is increased by 2. Additionally, the creature’s melee attacks reach increases to 10 feet.
- Gargantuan. The Spell Point cost of the spell is increased by 3. Additionally, the creature’s melee attacks reach increases to 15 feet.
- Speed
The speed of your creature aids them with their movements.
- Natural Speed. When deciding the speed of a creature, you only start spending Mana and Spell points after its speed grows beyond 10 times your Spellcasting modifier.
- Enhanced Speed. For every 5 feets you add to the speed of your creature, you must spend 1 Mana and Spell point. Once you’ve reached a speed of 60 feet, the Mana cost is increased to 2 Mana points, with this cost increasing again to 3 at 90 feet, and once more to 4 at 120 feet.
- Movement Type. All creatures naturally have walking speed equal to the amount of movement you put out for them. However, a mage may add more movements to the creature to better suit their needs. You must transfer part of your creature’s walking speed during creation to other speed types.
- Burrowing Speed. For every 5 feet of walking speed transferred, your creature gains 10 feets of Burrowing Speed.
- Climbing Speed. For every 5 feet of walking speed transferred, your creature gains 10 feets of Climbing Speed.
- Flying Speed. For every 10 feets of walking speed transferred, your creature gains 5 feet of Flying Speed.
- Swimming Speed. For every 5 feet of walking speed transferred, your creature gains 10 feet of Swimming Speed.
- Traits
The traits a summon may have are very important to them as a whole, increasing their power and uniqueness in comparisson to others.
- Magical Traits. There are endless traits a summon could have once the Spell’s complete, with them increasing the skill required to cast a spell. Down below there's a list of magical traits your summon can have, with them automatically starting with Magic Weapons.
Trait Table Trait Description Spell point cost Magic Weapons The summon’s attacks count as magical. None Ambusher In the first round of combat, the summon has advantage on attack rolls against any creatures it has surprised. 1 Spell Point Amphibian The summon can breath both air and water. 1 Spell Point Keen Senses The summon has advantage on Wisdom (Perception checks related to one of the following: Hearing, smell, sight. This trait can be taken up to three times, all of which you must choose a different sense. 1 Spell Point Illumination The summon magically sheds bright light in a X-foot radius and dim light for an additional X feet (with X being your proficiency bonus times 10). 1 Spell Point Hold Breath The summon can hold its breath for a number of hours equal to its Constitution modifier (minimum of 1). 2 Spell Points Rampage When the summon reduces a creature to 0 hit points, it can use its bonus action to move up to half its movement speed and make an attack against a creature within range. 2 Spell Points Siege Monster The summon deals twice as much damage to objects and structures 2 Spell Points Aggressive As a bonus action, the summon can move up to its speed toward a hostile creature it can see. 3 Spell Points Amorphous The summon can move through a space as narrow as 1 inch wide without squeezing. Only Elementals or Ooze type creatures can receive this trait. 3 Spell Points Charge If the summon moves at least 20 feet straight toward a target and then hits it with a melee attack, it deals an extra Xd8 damage (with X being your proficiency bonus) equal to the attack’s damage type. 3 Spell Points Flyby The summon doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. 3 Spell Points Damage Absorption You choose one of the summon’s immunities. Whenever they are subjected to that damage type, it takes no damage and instead regains hit points equal to the amount of damage it would have taken. 4 Spell Points Pact Tactics The summon has advantage on attack rolls as long as one of its allies is within 5 feet of it, and that ally isn’t incapacitated. 4 Spell Points Special Trait While this list tries to cover a great part of traits shown by summons, it was not made for and cannot be used as the only metric for creating spells, as that would hinder creativity. You can create a trait alongside your GM, with both reaching an agreement about how it functions. Spell point cost determined by GM.
- Attacks
The attacks of a creature are very important, with their type also mattering.
- Attack Potency. A summon’s attack power depends on the skill of its creator. When creating a summon, they can only deal 1 dice of damage per attack, of any tier you so which.
- At 9th level, this damage increases to 2 dice, with it becoming 3 dice at 17th level.
- Attack’s Quality. Due to ingenious creators, some summons have special properties once they attack. This however, reduces the quality of said attack. Following the Conditions table at the Effects section, the damage die tier of your summon cannot overcome the limits imposed if the conditions match. For example, if you create a Poison Wolf which on a successful Bite attack grants the Bleeding condition, their bite could not have a damage die tier above a D8.
- Attack Amount. Your summons can make one or more attacks during combat, all depending on how you create them. Summons created by you can make one attack during their attack action. This increases to two at 9th level, to three at 13th, and to four at 17th level.
- Power Over Quantity. When making your creation spell, you can choose to increase the power of the strikes of your summon in exchange for them lacking the ability to attack multiple times. You can reduce the amount of attacks by any number (to a minimum of one attack), increasing the damage die by one tier per reduction.
- Attack Range. When creating the attack of a summon, you must choose what is its range. You must choose if it is a melee or ranged attack.
- Melee Attack. If its a melee attack, its maximum range is 5 feet. The only way this can be increased is by increasing the summon’s size or giving it special abilities.
- Ranged Attack. If its a ranged attack, you must set a maximum range as if you were creating a spell with the rules described in the Distance section. However, you don’t spend spell points during its creation.
- Damage Type. Your summons can deal varying types of damage. When creating an attack for your summon, you must choose its damage type. You can choose between bludgeoning, slashing or piercing damage, or the damage type of your Magic Attribute.
- If a summon has multiple attacks, they can have multiple damage types.
- Special Ability
The main power of summons is the many tricks they may have up their sleeve, all carefully decided by its master.
- Special Ability. When creating a summon, you can add 10 additional mana and spend 5 Spell Points to add a special ability to it. When creating a special ability this way, you treat it as if you’re creating a new spell that only the summon can use. However, the spell creation rules work slightly different, as it is affected by the following:
- The Mana cost does not increase.
- The Spell Points available for usage are halved (rounded up).
- The amount of dice the creature can reach with the spell is halved (rounded down).
- The creature can only use the spell a number of times equal to your proficiency bonus before it needs to take a short or long rest, however it doesn’t spend mana to do it so.
Transportation[edit]
Mages tend to create vehicles with creation magic to reach speeds higher than they would with a broom.
The total weight your transport can carry is equal to your Spellcasting modifier (minimum of +1) added twice times 100 lb, and has a base speed of 30 feet. The weight it can carry doubles for every size it is above large.
- Durability
When creating a summon, they’ll automatically have maximum hit points equal to 5 times your class level.
- Natural Durability. The mana creations of a mage are naturally more durable depending on their skill with magic. When creating a summon for a creation magic spell, you only start spending Mana and Spell points on adding hit points when you have added more than 5 times your Spellcasting modifier to their hit point maximum.
- Enhanced Durability. When creating your vehicle during spell creation, for every 5 hit points added the mana cost is increased by 2 and you must spend 1 Spell point. This mana cost increase becomes 3 once it reaches 30 hit points above their maximum, it becomes 4 once it reaches 65 hit points above their maximum, and it becomes 5 once it reaches 130 hit points above their maximum.
- You cannot add more than 10 times your proficiency bonus added twice in maximum hit points.
- Size
When creating a vehicle, its size is one of the main factors contributing to its cost in mana, but also extremely important for the amount of creatures it can carry. You must spend additional mana on a spell depending on the size of a vehicle, as shown below at the objects table.
Size | Mana Cost Increase | Carrying Capacity |
---|---|---|
Large | 5 | Four Medium or smaller creatures can stay inside comfortably. |
Huge | 10 | Eight Medium or smaller creatures can stay inside comfortably. |
Gargantuan | 15 | Sixteen Medium or smaller creatures can stay inside comfortably. |
- Velocity
The movement of your vehicle is of extreme importance, as it is the main definer to its usefulness in battle.
- Natural Speed. The speed of your transportation is naturally increased by your ability as a mage. Your vehicle’s base speed is increased by 10 times your Spellcasting modifier.
- Enhanced Speed. Though it takes more from the user, enhancing a vehicle’s speed is of extreme importance. For every 5 feets you add to the speed of your vehicle, you must spend 1 Spell point and increase the mana cost by the same amount. Once you’ve reached a speed of 120 feet, the Mana cost is increased to 2 Mana points, with this cost increasing again to 3 at 180 feet, and once more to 4 at 240 feet.
- Speed Types. When creating a vehicle, you must choose one of the following speeds for it: Burrowing, Climbing, Flying, Swimming. This speed will be the speed your vehicle can utilize. You can add more movement speeds to your vehicle, increasing the mana cost by 5 and spending 1 Spell Point per additional speed.
Curse Magic[edit]
This form of magic is focused on including additional lasting effects to spells. The effects can vary from dulled senses to debilitating sickness and even death.
Curses placed on a creature do not affect any other souls inhabiting their bodies via reincarnation.
- Curse Application
A mage’s spells with the most dangerous effects are immediately classified as Curse Magic. Whenever you create a spell that causes an Extreme Danger condition or a disease, they are classified as Curse Magic. Spells with conditions granted by Mana Attributes do not follow this rule.
- Ability Reduction
With Curse Magic, you can reduce the ability of a mage by a significant amount.
- Reduction. When creating a Curse Magic spell that reduces a roll, they must follow some rules. The roll is reduced by a 1d4, and you cannot affect more than one type of roll at once. Using things like “all rolls affecting Strength are reduced by 1d4” is allowed.
- Reduction Enhancement. You can increase the die tier of a Curse Magic spell, increasing the Mana Cost by 5 and spending 2 Spell Points per tier increase.
- The die tier cannot go higher than 1d6. This maximum is increased to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
- Debilitating Effects
You can utilize extremely powerful debilitating effects via Curse Magic, generally being enough to incapacitate the target.
When creating a Curse Magic spell, you may choose one of the following effects to add:
Effect | Description | Mana Increase | Spell point cost |
---|---|---|---|
Speed Decrease | You decrease the target’s speed by 5 feet. You can pick this trait multiple times, but only spend Spell Points again whenever you reach 15 movement speed (15, 30, 45, etc). You cannot reduce more movement speed below 5 times your proficiency bonus added twice. | 4 Mana | 1 Spell point |
Vulnerability | You grant the target vulnerability to one damage type of your choice. If the target is resistant to that damage type, they only lose the resistance for the spell’s duration. If the vulnerability is to bludgeoning, slashing or piercing damage, the mana increase and spell point cost are doubled. | 4 Mana | 2 Spell points |
Armor Class | You reduce the target’s AC by -1. You can pick this effect a number of times equal to half your proficiency bonus (rounded down). | 7 Mana | 3 Spell points |
Special Effect | While this list tries to cover a great part of debilitation effects shown by mages, it was not made for and cannot be used as the only metric for creating spells, as that would hinder creativity. You can create an effect alongside your GM, with both reaching an agreement about how it functions. | Mana cost increase determined by GM. | Spell point cost determined by GM. |
Forbidden Magic[edit]
This form of magic is focused on fueling spells with Dark Mana instead of regular Mana, making spells much stronger than their normal counterparts and ignoring the limits of normal magic. For example, Curse Magic becomes more difficult or even impossible to break. Healing Magic could regenerate whole upper bodies, whereas a standard variation couldn’t even regenerate lost limbs.
Those who have used Dark Mana or have absorbed it have their souls and magic permanently tainted. This may cause certain spells to be less effective on those tainted, while other tainteds may use regular spells more effectively on magic and inhabitants of the underworld. Since Devils are from the underworld, their spells can be naturally classified as Forbidden Magic.
Healing Magic[edit]
This form of magic is focused on channeling mana into one’s own or others’ regenerative process. The higher the spell, the higher is the healing potency.
Regenerating limbs is beyond the power of normal healing magic, but connecting severed limbs is possible for skilled mages.
Healing Magic can be enhanced by one’s element attribute, granting it special properties.
- Condition Healing
Some of the most prominent healing spells are able to heal the mind, flush poisons from your body, or heal the nervous system from being shell shocked. Healing a set of conditions increases a spells mana cost and must be bought spending Spell points, with the cost increase and Spell points required being defined by the condition's danger level. When you increase mana and spend spell points on a spell for this feature, you may heal the whole danger level you spend it on and the ones lower then it. The more dangerous the conditions that can be healed the lower the healing dice tier will be.
You can't heal the prone, restrained, and grappled conditions with healing magic and you can only heal one level of exhaustion at a time with healing magic.
- Distance Limits
Your healing power is reduced depending on the range of your spell.
The tier of your healing die is reduced depending on the range of your spell, as shown in the table below.
Range | Maximum Damage Die Tier |
---|---|
30 feet or lower | None |
40 feet or higher | D10 |
60 feet or higher | D8 |
90 feet or higher | D6 |
- Healing Target
The amount of creatures you can heal at once affect the potency of your healing spells.
- Single Target Healing. If your Healing Spell targets a single creature, you use the potency from the Saves table.
- Multiple Target Healing. If your Healing Spell targets multiple creatures, you use the potency from the Attack Rolls table.
- Limb Healing
Spells that can heal limbs, while not rare, come in handy many times. When creating a Healing spell, you can increase its mana cost by 2 and spend 1 Spell Point. The spell now makes one limb of your choice of the targeted creature to regain half as much hit points.
- You can spend this amount additional times to make it so you can target multiple limbs at once, though you cannot spend this amount more than your proficiency bonus amount of time.
- If a limb is removed, you can only heal it if you have the severed limb and connect it to the rest of the body, because not even the most advanced Healing Magic can’t regenerate limbs.
Reincarnation Magic[edit]
This form of magic is focused on reviving the souls of the dead within new bodies, however this takes a considerable amount of mana and is considered a form of forbidden magic. Whenever someone is to be reincarnated, they can either be forced into the body of a person who resembles them or a vessel may be born within or after an amount of time, determined by the nature of the spell. The way someone is reincarnated is either after a certain amount of time has passed or a condition is met, however during that time the vessel may live its own separate life.
Typically, the body possessed by the reincarnated soul will begin to look like their original race if they were a different one. They will also use their original mana reserves and grimoire, unless the body's mana is higher or the following grimoire already shares the same or similar attribute.
Whenever someone is reincarnated, they receive a red mark on their face to symbolize that the reincarnated souls are in control. The more solidified a mark is determines how complete their reincarnation is, with these marking disappearing if the owner of the original body reclaims control. The original soul is put to sleep while the reincarnated soul takes control, it stays that way until they regain control or the reincarnated soul implements itself permanently.
Reincarnated souls are afflicted with a wicked heart, which magnifies their most prominent negative emotions. In the case of a Pure Elf, they must make a Wisdom save against their own Spell save DC not to become a Dark Elf when pushed to the edge. A soul who has gone under two reincarnation spells retains control of a soulless body, even if the magic is dispelled.
Reinforcement Magic[edit]
This form of magic is focused on increasing others or the user’s physical abilities like strength and speed. Most high ranking mages know at least one of these types of spells due to Mana Skin.
Ability Increase[edit]
With Reinforcement Magic, you can constantly increase the ability of a mage by a significant amount, giving them just the spark needed to perform an action.
- Increase. When creating a Reinforcement Magic spell that adds to a roll, they must follow some rules. The roll is increased by a 1d4, and you cannot affect more than one type of roll at once. Using things like “all rolls affecting Strength are increased by 1d4” is allowed. This can’t be applied to damage rolls.
- Increase Enhancement. You can increase the die tier of a Reinforcement Magic spell, increasing the Mana Cost by 4 and spending 2 Spell Points per tier increase.
- The die tier cannot go higher than 1d6. This maximum is increased to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
Enhancement[edit]
You can utilize reinforcement magic to strengthen your allies or your own power.
- Ability Enhancement
The most common enhancements is to increase an ally’s ability to do something.
- Advantage. By enhancing the ability of someone, they can easily succeed tasks that once we’re extremely difficult. When creating a spell, making it grant advantage on checks or saves increases the Mana cost by 4 and costs 1 Spell point. You cannot give more than one advantage in the same spell.
- Disadvantage. You can make it so others have a hard time against the creature when it comes to fighting. When creating a reinforcement spell, you can choose one roll which creatures have disadvantage on when used against the target of the spell. You cannot give more than one disadvantage on the same spell.
- Body Enhancement
Increasing one’s body can change the ties of battle.
- Score Increase. Increasing the raw physical or mental capabilities of a creature is greatly beneficial. For every +1 your spell increases in Strength, Dexterity, or Constitution you must spend 2 Spell Points and increase the Mana cost by 4, or 3 spell points per +1 if your spell affects Intelligence, Wisdom, or Charisma.
- Score Limitations. When creating a spell, you cannot increase more than 2 scores at once unless you are a Combatant Mage, which increases it to three.
- The score increase caused by the spell cannot be higher than your proficiency, and cannot go above 20. This increases to 22 at 5th level, to 24 at 11th level, and to 26 at 17th level.
Smite[edit]
The most common usage of reinforcement magic is to increase the power of one’s physical attacks.
- Affected Weapon
When creating a Smite Spell, it can only affect weapons or unarmed strikes, not other spells. Weapons created by spells can still be enhanced.
- Weapon Type. You must choose a weapon type to be affected by your smite spell. Choose between melee and ranged. The chosen type will be the weapons your spell works on. In addition, melee works with unarmed strikes as well.
- Potency
The potency of a smite spell is fully dependent on the capabilities behind the mage utilizing it.
When creating a smite spell, you must spend 1 Spell Point and increase the mana cost by 2 per dice added. A smite spell cannot have more than dice than half your proficiency bonus (rounded down). This is increased to your proficiency bonus if you are a Combatant Mage.
- Effects
Like normal spells, you can add effects to your enhanced attacks.
- Condition. Adding conditions to a smite spell works mostly the same as adding it to a normal spell, however the damage die tier reduction for each danger level is increased by one. In addition, a creature can be forced to make a save against the same smite spell only once per round.
- Magical Effect. It works in the same manner as in normal spell creation. It is reccomended that GMs don’t allow complicated effects to exist in smite spells, as that could snowball into a disaster.
Restraining Magic[edit]
This form of magic is focused on binding and restricting an opponent’s movements. Those caught in a Restraining Spell cannot use their grimoire spells.
The form a Restraining Spell takes varies from user to user, with their Mana Attribute also effecting the final product.
Restraining Spell. When creating a spell that doesn’t deal damage, doesn’t already has another Magic Type attributed to itself and gives one or more of the following conditions: restrained, stunned, paralyzed, grappled, or incapacitated, you can increase the mana cost by 5 and spend 4 Spell points to turn it into a Restraining Magic spell. While under the effects of the spell, the targeted creature cannot cast spells via their Grimoire.
Power Increase. When creating a Restraining spell, you can increase its power, making it harder to escape from or make it deal constant damage to the target stuck. You can choose one of the following to apply to your Restraining spell.
- Constant Damage. You can increase the mana cost of a Restraining spell by 3 and spend 1 Spell Point to make it deal one die of damage at the start of the creature’s turn. This die is affected by the die tier reduction found in conditions.
- At 10th level, you can increase the mana cost and spend a Spell Point again, making it 2 dice. At 17th level, you can do the same process once more, making it 3 dice.
- Firm Grip. You can increase the mana cost of a Restraining spell by 3 mana and spend 1 Spell Point to increase the DC to escape the spell by a +1. This means the DC to be affected remains the same, however when a creature is affected the DC to escape is higher than normal.
- At 10th level, you can increase the mana cost and spend a Spell Point again, making it +2 increase to the DC. At 17th level, you can do the same process once more, making it a +3 to DC.
Seal Magic[edit]
This form of magic allows the user to place seals on mana itself and things containing Mana.
Seal Magic requires great ability from the mage. When creating a Seal Magic spell, the mana cost is increased by 5 and you must spend an equal amount of Spell Points.
Creature Seals[edit]
The more common usage of Seal Magic, it is to crystalise one’s mana in turn trapping the target. However, there may be cases where someone can seal an aspect of a person instead of the creature as a whole.
- Sealing
When you cast a Seal Magic spell, the creature is forced to make a saving throw. On a failure, they are restrained for 1 hour and cannot access any features using Mana. Any ongoing effects may persist however, depending on the nature of the spell. On a success, nothing happens and they become immune to your Seal Magic spells until the end of your next turn.
Once the duration passes, a creature is sealed, making them unconscious for a number of years equal to your Spellcasting score times your proficiency bonus added twice.
- Seal Breaking. To break out of a seal, a creature must repeat the save at the end of every minute. If unable to break out before 5 minutes passes then the DC is reduced by 1, continuing to be reduced by 1 after every 5 minutes. Once they are fully sealed, they can’t break out by themselves.
- Seal Radius. The crystallised mana takes an amount of space. The mana covers the target’s body, occupying its space. Unless someone has an item or spell that breaks seals or transports them away, the target is considered a part of the terrain being both unmovable by natural means, and having immunity to all damage.
- Seal Duration
Experienced mages can reduce the duration of a Seal Magic spell, therefore sealing their intended target faster.
- Natural Duration. The duration may naturally be reduced by an amount of minutes equal to your Spellcasting modifier added twice.
- Enhanced Duration. By enhancing the spell with mana, seals can operate much faster. You may increase the mana cost by 2 and spend 1 Spell point to add your Spellcasting modifier to the reduction again.
- Seal Limits
There are a few limitations to Seal spells, which can affect their power and effectiveness.
- Concentration. All Seal Magic spells require great effort from the mage’s part. Any Seal Magic spell you make counts as concentration.
- Magic Power. Sometimes there is a difference in power that reduces the effectiveness of seals. If the target has a higher Magic power than your own, then they make all saves with advantage. However, if their Magic Power is 5 or less below your own, then they make all saves with disadvantage.
- Range. Seal Magic spells cannot have a range higher than 5 times your Spellcasting modifier.
- Aspect Seals
These spells tend to focus more on key points of a person that is sealed, rather than sealing that person as a whole.
You must spend additional Spell points on this type of Seal Magic spell, as shown below at the aspects table. Any of these spells still require a target to make a save.
Trait | Description | Spell point cost |
---|---|---|
Mental Sealing | You are able to seal away a mental aspect of a target. This can include either an emotion, an alter ego, Impulsive thoughts, etc. This type of spell lasts a number of days equal to your proficiency bonus, requiring you to spend the mana cost once more to keep it active for another number of days equal to your proficiency bonus. Only one of these seals can be placed on one target at a time. | 3 Spell Points |
Physical Sealing | You can seal one of the physical aspects of a target. Choose a Limb the target has that’s not the torso, jaw or skull. The target cannot use this Limb for the spell’s duration. This type of spell lasts a number of days equal to your proficiency bonus, requiring you to spend the mana cost once more to keep it active for another number of days equal to your proficiency bonus. Only one of these seals can be placed on one target at a time. | 3 Spell Points |
Mana Buildup | You may seal your Mana away into a creature, which includes yourself, opening the seal later for usage. You can spend a number of mana up to half your Man maximum, sealing it into a willing creature. The creature may at will open the seal, gaining a number of mana equal to the amount stored which can bypass their maximum. The gained mana is lost at the end of a short or long rest, however without opening it the seal lasts a number of days equal to your Spellcasting modifier. | 5 Spell Points |
Special Seal | While this list tries to cover a great part of seals shown by mages, it was not made for and cannot be used as the only metric for creating spells, as that would hinder creativity. You can create your own aspect seal alongside your GM, with both reaching an agreement about how it functions. | Spell point cost determined by GM. |
Object Seals[edit]
Seal Magic placed on objects can either strengthen its power or hinder its potential, all depending on the mage’s desire.
- Duration
Object Seals last for much less than seals utilized in creatures, following normal Spell Creation duration rules.
- Magic Tools
When placing a seal on an object that already has mana, you may either choose to hinder the tool or outright strip it of its power. During the spell creation, you may pick either option but cannot change it after chosen.
- Hindrance. When casting a spell of this nature on a magic tool, you may choose to either seal away an aspect of the tool or the mana itself. Sealing the mana of the object takes away any special interactions/abilities it contained, and becomes a non-magical object. Sealing an aspect may allow mana to keep flowing through it but if it had access to a special ability, then it will not be able to cast it until the seal breaks.
- Benefit. You may instead increase the potential of a magic tool by sealing a part of your attribute into it. The Magic Tool now deals your Attribute’s damage type on a hit. Otherwise, you may instead increase the mana inside the item.
- Magic Tool Creation
You may seal your mana into an item to make them magical. A tool's quality and power is dependent on your Magic Power with DM discretion. Additionally, its capabilities are limited by your attribute, whether it be what type of magic it can use or what damage it can deal. An example of this would be sealing a spell into an item, with a condition to release the spell.
- Special Effect. Depending on the power of your magic or your attribute, you may be able to give a magic tool a special property/effect. Work with your DM to work out the effect and cost.
Spirit Magic[edit]
(Work in progress)
Transformation Magic[edit]
This form of magic is focused on changing the appearance of the self, of other creatures or of objects. The magic can alter the user into another creature of any age, body type, and gender of their choosing.
Creature Transformation[edit]
The most common usage for transformation is mainly to disguise oneself via magic, with some attributes granting their forms special effects beyond just the appearance.
- Creature Limitations. There are some limitations when it comes to altering the appearance of creatures with a spell. They’re all detailed below:
- You cannot use Transformation magic on creatures created by spells.
- The creature’s mana is different from before, however Ki and True sight can still see through your spell.
- You can make the creature appear as a member of another race, though none of their statistics change.
- You can increase the creature’s height with a transformation spell, however they cannot grow to a size larger than their own.
- Their basic shape remains the same even if they change into a creature structured differently; if they’re bipedal, transformation spells can’t make them become quadrupedal, for instance.
Object Transformation[edit]
Although rare, some mages use transformation magic to transform objects into other things.
- Object Limitations. There are some limitations to object transformation, as shown below:
- You cannot use transformation magic into magic objects.
- Even if you change an object, they cannot perform the function of their new form.
- The object’s new form cannot be larger than it is.
Trap Magic[edit]
This form of magic is focused on creating and setting magical traps. For the magic to work, the user must draw a magical circle and pour mana into it. The more complicated a trap is, the more time it takes to draw. They are often placed on surfaces such as floors and walls, but they can also be placed mid air or on other creatures.
- Drawing Traps. The amount of time it takes to draw a Trap Magic Spell depends on the amount of mana the spell requires, with every 2 mana put into the spell increasing the amount of turns required to draw the trap spell by 1. The initial casting of a trap spell will cost the Full Action of the caster, after that the caster may use their action to continue drawing in the following turns up to the required amount of turns for the trap to be complete. The casting mage must maintain concentration on drawing, if concentration is broken the mage cannot continue to draw the trap spell. The spell loses potency for every missing turn that is not done drawing.
When the magic circles are drawn and placed, they are invisible to everyone but the user. Magic sensors can locate them, and traps’ locations can be magically shared with allies.
Traps can have a variety of effects, reacting to direct contact or proximity. Three basic types would be Binding, which deal little damage and focus on restraining targets, Pitfall, focusing on creating an obstacle of some sort by using creation or transformation magic, and Landmine traps, which focus on purely injuring whatever makes contact with it.
There are also Counter Traps, which absorb incoming spells, copies them, and sends the spells back with twice the power and speed. The copy even duplicates the attribute and special properties of said spell.
A spell of significant power could overwhelm and break a Counter Trap.
- Counter Trap Limits. When drawing a Counter Trap, the mage must spend at least 1 mana per turn drawing, due to its complexity and intricate nature. The maximum amount of mana that can be put into a counter trap spell is equal to the mages level, and the mage is able to put up to their proficiency bonus in mana into the counter trap spell per turn. When a spell hits a counter trap, or has an area of effect that completely covers the counter trap, if the spell has a mana cost less than the amount of mana put into the counter trap, the spell’s effects are doubled and redirected back to the user. If the spell has an area of effect other than a line it will be recentered to the point where the counter trap spell was placed.
Once a trap spell is activated, it is destroyed.
Weakening Magic[edit]
This form of magic is focused on weakening your opponents by debilitating their physical abilities.
- Ability Weakening
The most common weakening type is to decrease an enemy’s ability to perform an actvity.
- Disadvantage. By weakening the ability of someone, they can fail tasks that once we’re extremely easy to perform. When creating a Weakening spell, making it grant disadvantave on checks or saves increases the Mana cost by 4 and costs 2 Spell points. You cannot give more than one disadvantage in the same spell.
- Advantage. You can make it so others have an easy time against the creature when it comes to fighting by granting others a direction when they attack. When creating a Weakening spell, you can choose one roll which creatures have advantage on when used against the target of the spell. You cannot give more than one advantage on the same spell.
- Body Weakening
Weakening the capacity of one’s body can change the ties of battle.
- Score Decrease. Decreasing the raw physical or mental capabilities of a creature can be extremely detrimental for them, but beneficial for the caster. For every +1 your spell decreases in Strength, Dexterity, or Constitution you must spend 2 Spell Points and increase the Mana cost by 4, or 3 spell points per -1 if your spell is affecting Intelligence, Wisdom, or Charisma.
- Score Limitations. When creating a spell, you cannot Decrease more than 2 scores at once.
- The score decrease caused by the spell cannot be higher than your proficiency bonus, and cannot go below 8. This decreases to 6 at 5th level, to 4 at 11th level, and to 1 at 17th level.
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