Kastorix
TTRPG Overview
Kastorix is the name of both the TTRPG and the world it's set in. It's D20 based system heavily inspired by Pathfinder 2e.
In Kastorix magic is commonplace and mages are one of the main sources of power for nations. There are no classes, instead options come from feats and spells. In a sense, everyone is a mage, though there is considerable difference between different mages from the feats chosen. To start making a character players pick their species, then pick up feats and spells
The world and magic of Kastorix is inspired by magitech worlds like Eberron, Ravnica, Runeterra and Avishkar, as well as progression fantasy worlds and stories like Arcane Ascension, Mother of Learning and the Journals of Evander Tailor.
By design all powerful characters are magic users and rely on their auras instead of superhuman durability, though they need not be exactly traditional mages. There is room to build tinkering artificers, heavily armored magic knights and rogues with magical tricks
Actions
Kastorix words on a 3 actions system similar to Pathfinder 2e. On each turn players (and creatures) have three actions which they can spend on whatever they want to do. Common actions include Stride, Step, and Strike, but there are many more. There are some activities that cost more than one action such as spellcasting, with many spells costing 2 or 3 actions. The quickened and slowed status effects increase and reduce the amount of actions players start their turn with respectively.These symbols show how many actions an activity takes.
Creatures also have one reaction per round which they can use on other players turn
Stats
There are 4 (yes only four) primary stats in the game which are designed to all be useful to all characters in some way.- Physique (PHY). Handles both what would be Strength and Constitution in other RPG's, as strength is not very useful in a game about mages. How much health you have, how good are you at resisting things that can’t be dodged, how hard you hit and how much stuff you can carry.
- Dexterity (DEX). Reflex saving throws are the most common type, and are your defence at most normal attacks and spells. Your Spellshaping modifier and Initiative are also based on DEX
- Intelligence (INT). How many spells and skills you know, and your spellshaping modifier. Many skills are based on INT. Additionally many Feats scale based on INT, and provide more bonuses the higher you have.
- Will (WIL). How much mana and aura you have, how quickly you can recover it. Attuned mages use their WIL instead of INT to cast Attuned spells
Skills
Skills work similar to Pathfinder 2e, with the proficiency without levels variant. Proficiency bonus is +2 for trained, +4 for expert, +6 for master, 8 for legendary.
- Acrobatics, DEX - Jumps, flips, gymnastics, walking on edges
- Arcana, INT - Theoretical knowledge of magic and magical creatures
- Athletics, PHY- Pushing, pulling, carrying, holding. Interacting with heavy things.
- Brawling, PHY - Grappling, shoving, tripping. Athletics against people
- Crafting, INT - Making things, artifice, technology
- Deception, WIL - Lying, omitting the truth
- History, INT - Knowledge of the past
- Insight, WIL - Reading people.
- Intimidation, PHY - Scaring people
- Medicine, INT - Recognizing diseases and treating them. Fixing wounds. Anatomy
- Mana Sensing, WIL - Sensing Mana, Auras and Magical Creatures and objects
- Nature, INT - Knowledge of plants and creatures
- Perception, INT - Seeing, detecting, not missing things
- Performance, DEX - Dancing, performing, singing
- Persuasion, WIL - Debating, haggling, passing on the blame
- Society, INT - Reading and making maps. Knowledge of current cultures and events
- Sleight of Hand, DEX - Stealing things, but also delicate touches
- Stealth, DEX - Hiding, sneaking
- Survival, WIL - Finding tracks, not getting lost, "Applied Nature"
Character building/Progression
There are up to 20 levels, divided in the five ranks of magic users. Apprentice, Adept, Magus, Grand Magus and Archmage. Each level provides a small increase in mana (and therefore aura), as well as two feats and some other benefits. There are four types of feats: Arcane, Ancestry and General feats, as well as Advantages.
- Arcane feats come from your practice and learning of magic. You can pick one new arcane feat each level.
- General feats come from your combat and general life experience. You can pick one new combat feat each level.
- Ancestry feats come from your species, and you can pick one new ancestry feat every fifth level.
- Advantages are powerful feats that shape your character. You can pick one new advantage every fourth level.
Arcane feats are generally the main way of learning new spells, but spells can also be learned during downtime. Additionally when a character reaches a new mage rank they also learn spells of that rank equaling to their INT
Level One
At level one players pick their species, which provides their base mana and health, some stat increases and a few special abilities. They then pick their base stats from the standard array (3, 2, 0, -1).
- Pick a Background, which provides some skill proficiencies and a few special abilities
- Pick an Advantages, which provides a special ability
- Pick two Arcane Feats
- Pick one General Feats
- Pick one Ancestry Feat
They become proficient in a number of skills based on their INT.
Finally they learn extra spells based on their INT, losing spells if their int is negative.
Mana
Mana exists in all living things and is necessary for life. Creatures absorb mana from their surroundings, into their Mana Wells. Larger and more magical creatures generally have larger Mana Wells. Magical creatures use mana to fuel their magical abilities, like a dragon's breath or a coatls flight. Mages are simply those who use the mana in their Mana Wells to cast spells. As mana is used, the Mana Well depletes, and must be refilled by absorbing more mana. Doing this will over time grow the Mana Well, allowing more mana to be stored. However if a Mana Wells runs out of mana, the creature will quickly die.
There are no spell slots in Kastorix, Mana is the resource used to cast all spells. Casting spells costs mana depending on their rank and traits. Mages can cast spells beyond their natural mana limit, but doing so risks mana poisoning and possibly death.
The rate of mana regeneration is based on the Mana Density of the location, but can be increased by certain feats and actions. Mages can generally recover all their mana during a long rest, but in low mana density areas this can take longer. You can read more about mana here
Auras
Just as we breathe out carbon, mana not used by the soul is also expelled. This forms what's known as an aura, clinging to the creature like breath on a cold day. Auras are invisible to most, but mages can learn to see them, and some creatures can naturally see them. They provide a weak magical shield around the creature, protecting them from harm. As mana wells grow, so do auras, becoming stronger and more protective. Mages can also learn to manipulate their auras, shaping them and using them for magical effects.
All creatures have an Aura Health with a max equal to their Max Mana. Whenever they take damage, half of that is absorbed by their aura, which can be restored far easier than normal health. When the Aura Health reaches zero, the creature takes full damage until the Aura Health is restored. Vital damage bypasses auras, as do ingested and contact poisons (but not effects like poison clouds).
Mages can spend three actions to raise or lower their aura. While down it won't protect them, but it also can't be detected by mana sensing. They also have the Aura Block reaction and the reinforce aura action.
Aura Block.
when you would partially block damage with your aura. Block the force of the attack with your Aura, making it take all of the damage. If it breaks your aura, you take the remaining damage.
Reinforce Aura.
Spend mana up to (your level + your Wil (min 1)) * 2, and restore aura health by that amount.
Spellcasting
Spells are the tools of mages, allowing them to manipulate the world around them. Spells are learned through study and practice, and can be modified and changed by the mage. Spells are cast by expending mana, shaping it into the desired effect. Spells can be cast quickly in the heat of battle, or prepared ahead of time for more complex effects. Some spells are simple and straightforward, while others are complex and require careful planning. Spells are invented, refined, and recorded by spellcasters around the world, resulting in thousands of spells and variants. Many spells have been independently invented by different cultures and individuals across Kastorix.
To cast any spell in Kastorix you need to make a spellshaping check to see if you succeed. The difficulty of the check depends on the complexity and rank of the spell you are casting and the characters may have many bonuses and penalties to the roll. In general spellcasting checks are designed so that you succeed most of the time.
Spells have a vocal and somatic component, which adds INT and DEX to the spellcasting check respectively. Attempting to cast a spell while silenced or restrained means casting without that component.
The result of the spellcasting check also serves as the "Spell Save DC" of other systems, meaning that spellcasting works via opposed rolls, (both parties roll dice). You can read more about spellcasting here
Focus Points
Focus points are the main non-magical resource in Kastorix. Players gain a new one every four levels, and recover spent ones by simply taking a 10 minute rest. By default they can only be used to gain advantage on Death Saving Throws, but feats and advantages unlock new ways to spend them such as combat manoeuvres and other abilities, as well as empowering other actions. Certain feats also provide new ways to recover or gain temporary focus points.
Opposed Rolls
Kastorix works based on opposed rolls, meaning for every action both combatants roll dice. So there is no more "do I roll a dice? no its a spell so I roll against your saving throw". Every spell cast requires a spellshaping check and their targets roll against it to dodge/resist/shield against them.
Basic attacks also use opposed rolls. Instead of having an armor class, characters make Reflex saves against attack rolls. Attacks hit if the attacker rolls higher than the defender. Armor instead provides resistance to different types of damage, making it easier to survive hits and allowing armored characters to shrug off weak attacks.
Targeted Attacks
When making attacks or casting spells with the Targeting trait, attackers can choose to target a specific part of the body. This can inflict special conditions, like blinding or slowing the target, but makes the attack harder to hit.
Creatures gain a bonus to their Reflex saves based on the part of the body being targeted. Attacks with a weapon or spell with the Precision trait reduce this bonus by 2. Some creatures have special body parts that can be targeted, like a dragon's wings or Losungi's venom fangs. But there are some common weak points on most sapient creatures:
- Head +6 to Reflex saves. If hit the creature is dazed 2.
- Arms +3 to Reflex saves. If hit the creature has -2 penalty to attacks and actions with that arm next turn
- Legs +3 to Reflex saves. If hit the creature has -1 tile move speed next turn
- Eyes +10 to Reflex saves. If hit the creature is blinded next turn