Spells
List of all spells and spell traits
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.
Extends the duration of a spell that you are sustaining by 1 turn When you sustain a spell make a spellshaping roll as if you were casting the spell. You cannot fail the spell when sustaining it, but the DC changes to the new spellshaping result Some spells have effects that happen when you sustain such as moving the spell. You cannot sustain a spell more than once per turn, but you can sustain multiple spells in the same turn using multiple sustain actions
Make a spellshaping check (Int + Dex + Proficiency) compared to the difficulty of the spell. On a success the spell is cast and the result of spellshaping check is used for the DC of any saving throws imposed by the spell
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. Attuned creatures can use their WIL instead of INT when casting spells of their attuned aspect as they channeling it innately instead of using their knowledge of magic
Many spells can be sustained to maintain them. This is done via the Sustain action. Spells can be modified with metamagics, which changes the spellshaping DC and adds extra effects to spell. By default you can only use one metamagic per spell, but feats and abilities may allow you to use more. You can read more about spellcasting here
Spell traits
Spells have traits that describe them and provide effects. Mages can focus on one type of spell or have a diverse repertoire of spells.
| Name | Direct Effect | Flavor |
|---|---|---|
| Area | - | Area spells affects multiple tiles in a area |
| Complex | The spellshaping DC increase by 3 | Complex spells are are harder to cast, requiring cunning and deftness |
| Draining | Increase the spells mana cost, see table below. | Draining spells require a lot of mana |
| Enchantment | - | The spell temporarily improves the caster or target, or gives them new abilities |
| Manipulation | - | Manipulation spells modifies or shapes matter. They are generally not cast in combat |
| Precision | When targeting weak points the penalty is 2 lower than normal (to a minimum of 1) | These spells are very precise, allowing you to target creature weak points easier |
| Targeting | Counts as an attack for the purposes of your multiple attack penalty | Targeting spells fire one or multiple projectiles |
| Sensing | - | The spell helps the caster detect things |
Spell Ranks
Spells are split into five ranks after the five tiers of mages, going from Apprentice to Archmage.
The complexity and mana cost increase with their rank.
| Rank | Spellshaping DC | DC (Complex) | Mana Cost | Mana Cost Draining |
|---|---|---|---|---|
| Apprentice (1) | 12 | 15 | 3 | 4 |
| Adept (2) | 14 | 17 | 6 | 8 |
| Magus (3) | 16 | 18 | 12 | 16 |
| Grand Magus (4) | 18 | 21 | 24 | 32 |
| Archmage (5) | 20 | 23 | 48 | 64 |
Spell List