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.

Sustain Spell 1 Action
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
Cast a spell
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
To cast any spell in Kastorix you need to pay the mana cost and 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. The result of the spellcasting check also serves as the "Spell Save DC" of other systems.
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