Open Hero Odyssey

Proper practice prevails!

Chapter 7 - Magic

Magic is the effect produced from Mana, a powerful force that infuses the universe with its energy. There are some who are able to channel its power and use it to bring to bear powerful magical effects. These magical effects are classified into the various Manifestations, but for these purposes they are also known as Trees. The Manifestations (or Trees) work just like proficiency trees, as the individual spell effects work just like specializations, when it comes to purchasing upgrades using proficiency points.

The common folk typically regard Magic as truly arcane knowledge, as the proper use of Magic is a rare thing to be seen indeed. Most times, when it is heard that someone is using Magic, it is usually a dark, withered necromancer working to summon an undead army; or a power-mad warlock whose ambitions have threatened to open a portal to an invasion from Hell; or an evil cult attempting to resurrect an even more evil lich; or a plethora of other rumor-inspired half-truths, with just as many real truth-founded stories as falsehoods, and none too trustworthy to distinguish the difference. Some even are so skilled at magic one would never know they were a practitioner. Magical schools, if any, teach and practice in secret, guarded against outside, prying eyes. Fewer still are the clergypeople who exhibit any true magical healing ability, most are only blindly devoted to their faith, charging outrageous "tithes" for low-quality healing potions, made by the high priest who may or may not have any real power or ability... the true holders of divine power are the aristocrats who run the massive temples in the big cities, established centuries ago, where even there most lesser priests are not allowed real connection with the gods. Some orders of monks exhibit some ability to channel and control magic, but after months and in some case, years of training to master, and use it to Enhance their speed or strength, or sometimes even Evocations of the elements, to some dark orders who have mastered some Curses through use of meditation on Dark Arts. Not untold are the legends of holy paladins or zealous arcane knights who imbue their weapons with Magic and then Smite their foes.

The 8 Manifestations of Magic (Mana)

Abjuration - Magic effects meant to protect, to defeat and to undo other magic and non-natural forces and beings. Exists to check magic.

Conjuration - These magic effects bring things into being. Things, materials, other people, at higher levels, yourself.

Divination - Magic dealing with seeing and knowing what normally can't be seen or known.

Enchantment - Magic that assails the mind of the subject.

Evocation - Raw power of elements brought to bear.

Illusion - Magic that allows its user to fool the senses.

Necromancy - Magic that assails the body of the subject, and can target the soul.

Transmutation - Changing one material to another, or altering properties about a given material.

How it works - Mana

Mana, in essence, is raw magic, likened to the live current of electricity. The Mana ability attribute represents the ability to channel raw magical energy from the cosmos and store it inside your body. Holding this mana in your body comes with its own benefits and drawbacks. Remember that of all the abilities, Mana is the only one that starts at 0, while the rest start with 1 during hero creation. Starting play with at least one level in Mana grants the following (Mana Proficiencies):

Detect Magic: A normal action, provokes attacks of opportunity; Your hero can detect the use of Mana. Just like a Perception check, your GM will tell you what magical effects your hero senses, and you are able to Concentrate on the action, gaining a bonus to the roll, and possibly more effects.

Use Magic Device: Some magical devices require charging with Mana to use, others require mana attunement, but this roll will suffice to meet any requirements for magic items.

Mana Pool: Your hero's Mana Pool has a maximum limit, equal to 1 plus your hero's ranks in Pool, the total of which is multiplied by your hero's Mana attribute.

Thaumaturgy: Determines your hero's ability to utilize mana stored. Governs your base ability to manifest mana effects, your hero's range, duration, and area of effect. These work as increments for effects that include range and targets or area. Upgrading Thaumaturgy upgrades these base abilities.
Your hero regains 1 mana plus 1 for every rank in Thaumaturgy every hour while not over-exerting. Your hero can also meditate or concentrate on channeling more mana, spending 1 minute and making a Thaumaturgy roll. However, this action can be shortened to up to a round. Divide the roll by 6 and then multiply by the number of rounds (Experience is granted by the total roll). The roll is made at the end of the duration. Exceeding your total pool results in Overchanneled. See below for more on this condition.
Further, as a normal action that provokes attacks of opportunity, your hero can perform simple magical tricks to improve the efficacy of some of their proficiencies. You can spend Mana from your hero's Pool to gain a bonus to certain proficiency checks. The applicable skills are: Acrobatics, Athletics, Stamina, Streetwise, Investigate, Focus, Artistry, Interact, and Perform. This bonus applies to the next immediate action performed; it cannot be "held on to" or "stacked".
Taking a rank in Thaumaturgy grants your hero access to Cantrips. Cantrips can be purchased as Fluencies under the Thaumaturgy proficiency. Cantrips cost zero mana to cast; as long as your hero has mana in their pool, you can cast a Cantrip. To cast a Cantrip, make a Thaumaturgy check as an Action. This number serves as the attack roll or the CR against which the target saves, whichever is applicable. Cantrips can only be augmented a number of times equal to the number of ranks in Thaumatrugy. Cantrips are described under the magic spell effects.The values noted in parenthesis, (), is the spell roll divided by 5, or 4 once the cantrip is upgraded.
Your hero can, at first, only manifest magic in their space, or upon those they touch. Taking fluencies in Thaumaturgy will give your hero other ways to manifest.

Mana Pool, Detect Magic, Thaumaturgy, and Use Magic Device can all be upgraded as proficiencies under the Mana ability attribute.


Overchannelled: Because mana is raw unfiltered magical power running through your hero's body, they can only hold so much. If they become Overchannelled, the difference between your roll and pool is the amount of mana overcharged. Consult the table 7-a to see the effects of being Overchannelled.

Backlash: Mishandling mana can be dangerous. Consult table 7-b to see the effects of Backlash.

Table 7-a, Effects of Overchannelled

Overchannelled has different meanings depending on your hero's ranks in Mana(Pool).

Ranks I II III
01-19% Disorienting pain
20-39%
40-59% Nonlethal Fort saves vs. Amount in Mana Pool
60-79% Body shines bright from within, aura gives off light
80-99% Fortitude saves vs. Amount in Mana Pool ---
100%+ Explosive death ---
150%+ ---
200%+ ---

Table 7-b, Effects of Backlash

How it works - Spellcraft

Spellcraft is a special ability used for crafting spell effects powered by mana, which must first be channeled for use. As such, the Thaumaturgy prerequisite acts as the gate to each rank of Spellcraft, in that before another rank can be purchased for Spellcraft that many ranks must be present in Thaumaturgy.

When you spend one proficiency point to purchase the Spellcraft special ability, you choose one of the manifestations of magic, the prereq of which is the Cantrip for that manifestation. Your hero is granted proficiency with that manifestation, along with a specialization in the base spell for that manifestation. For example, let's say you chose Abjuration as a Cantrip; this would serve as the prereq for the Abjuration manifestation proficiency.

Casting a spell:

The spell effects listed here are the broad categorizations of what can be done with magic. The true magic, as it were, comes in augmenting the basic spell effects. Your hero can only augment a spell a number of times equal to your tier plus your ranks in Spellcraft. The following table describes how to determine the mana cost for a spell effect you wish your hero to cast:

Spell tier Mana Cost CR Augment Range/Area Augment Spell/Duration/Casting Time
Base, I 1 10 +1mp, +4 CR +1mp, +6 CR
II 2 16 +2mp, +6 CR +2mp, +10 CR
2nd tier, I 2 16 +2mp, +6 CR +2mp, +10 CR
II 4 26 +4mp, +10 CR +4mp, +16 CR
3rd tier, I 4 26 +4mp, +10 CR +4mp, +16 CR
II 8 42 +8mp, +16 CR +8mp, +26 CR
4th tier, I 8 42 +8mp, +16 CR +8mp, +26 CR
II 16 68 +16mp, +26 CR +16mp, +42 CR

The Spell Effects

Abjuration


Cantrip:

    Abjure:
  • Passive - Half damage from magic.
  • Magic Circle - As an action, you cause a magical circle of runes to appear on either a(n) Object,Creature, or Surface(wall, floor, or ceiling).
    Those affected by the circle (if placed on a surface, it designates an area that affects all who enter and extends 5 feet from the center of the circle) gain either a (Bonus) to their next save, or the next amount of damage the affected creature or object would take is reduced by (Amount).
    If placed on an Object, you may choose to instead magically lock it, only to be unlocked by you, or up to one other designated by you; alternatively, you may set a command word. Objects like chests, books, lockets, doors, and drawers won't open, a wheel won't roll, a lever won't flip, etc. These all can be forced with a successful STR check.
  • If placed on a Surface, you may choose to set entry restrictions. The circle will be 5 feet in diameter, and will act as the boundary for the spell.
When you gain the Abjure cantrip, you take half damage from magical effects.


When you gain the Abjuration proficiency, you take half damage from projectiles.

    Deflect - Your spell roll serves as your defense roll for all incoming projectiles for the duration.
    Duration: Instantaneous or Concentration.

  • I -
  • II - If your defense roll with this spell succeeds, you may cause the projectile to reflect back to its source. Your spell roll serves as the attack roll for this attack.

    Dispel - This spell effect is for defeating or supressing other magical effects. Simply roll higher than the opposing effect. Some effects require concentration to dispel completely.
    Duration: Instantaneous or Concentration.
    Prereqs: Barrier I

  • I -
  • II - You gain a bonus to your roll equal to your Mana score.

    Banish - The reverse of Summon, sends summoned creatures to their home plane.
    Duration: Instantaneous.
    Prereqs: Dispel I

  • I - Sends Summoned creatures that fail their WPW saves back to their origin.
  • II - Powerful enough to send Called creatures that fail their WPW saves back to their origin.

    Anti-Magic - A more powerful Dispel, this spell effect negates other magic in its area. Spell effects that are weaker than the spellcraft roll of this spell are no more.
    Duration: Instantaneous or Concentration.
    Prereqs: Dispel II

  • I -
  • II -

    Turn - Typically for cowing undead, also works for any opposing alignment or element. Only accessible via Channel Divinity.
    Duration: Instantaneous
    Prereqs: Channel Divinity I

  • I -
  • II -

    Atonement - Offers heroes who have gone off their alignment path absolution of their deviance. Only accessible via Channel Divinity.
    Duration: Instantaneous
    Prereqs: Channel Divinity II, Turn II

  • I -
  • II -

Conjuration


Cantrips:

  • Summon Familiar: {CR <= (Bonus)-(5 - Hero Tier)}
  • Summon Steed: {CR <= (Bonus)-(6 - Hero Tier)}, stays for a number of hours equal to ranks in Thaumaturgy
  • Elemental Orb: Projectile that deals (Damage)
  • Conjure: Calls small {up to [(Bonus)-4] lbs}, unattended objects {within range} to the hero. If the calculated number is less than 1, only objects less than a pound may be targeted with this ability.

    Create - Conjure materials or items.
    Duration: Instantaneous or set rounds

  • I - Conjure (Bonus) gold pieces worth of simple material: wood, stone, crude iron, dirt. Candlelight's worth of fire, a cup of water, a breath of air.
  • II - Conjure double (Bonus) gold pieces, also finer and higher grade metals, gold and silver. Higher cost material adds penalty to roll.

    Summon - Bring creatures into being to fight for you. Creatures summoned remain up to their duration.
    Duration: Set rounds
    Prereqs: Create I

  • I - Earthly creatures, weak otherworldly creatures.
  • II - Stronger otherworldly creatures.

    Call - A stronger Summon, this will bring more powerful otherworldly beings to be bartered with for service. Creatures called in this way remain as long as the service terms specify.
    Duration: Instantaneous
    Prereqs: Summon II

  • I - The call reaches only so far, or rather, only certain creatures will respond, limiting the CR of the creature able to be called.
  • II - The call goes farther and louder, driving more creatures to respond.

    Teleport - This spell moves the target of the spell at range instantaneously. More mana to increase range.
    Duration: Instantaneous
    Prereqs: Summon II

  • I - Personal range is tripled for this spell.
  • II - Range is tripled again.

    Gate - Opens a gateway between two locations. More mana to increase range.
    Duration: Set rounds
    Prereqs: Teleport II

  • I - Range is that of Teleport
  • II - Range is triple that of Teleport

    Cure - Restorative magic that removes hits or injuries.
    Duration: Instantaneous or set rounds
    Prereqs: Channel Divinity I, Life or Nature domain.

  • I - Remove hits
  • II - Removes injuries

    Regenerate - Restorative magic that removes injuries and some status conditions.
    Duration: Instantaneous or set rounds
    Prereqs: Cure II, Channel Divinity II, Life or Nature domain.

  • I - Remove injuries
  • II - Removes all injuries and most status effects.

    Resurrect - Restores a dead hero (or creature) to life.
    Duration: Instantaneous
    Prereqs: Regenerate II

  • I - Penalty to ressurectee
  • II - No penalty

Divination


Cantrip:

  • Glimpse: (Bonus) to target's next action

    Commune - This spell reveals bits of the near future to the caster.
    Duration: Instantaneous or Concentration.

  • I - Grants 1d6 to actions and saves.
  • II - Grants 2d6 to actions and saves.

    Prophecy - This spell reveals chunks of the far future to the caster.
    Duration: Instantaneous or Concentration.
    Prereqs: Commune II

  • I - Predict events in the coming weeks
  • II - " " months/years

    Scry - This spell reveals information far removed from typical access.
    Duration: Instantaneous or Concentration.
    Prereqs: Commune I

  • I - Range is tripled for this spell effect.
  • II - Range is tripled again.

    Telepathy - This spell allows communication via minds.
    Duration: Instantaneous or Concentration.
    Prereqs: Scry II

  • I - Allows access to surface thoughts of the subject, who must be capable of thought.
  • II - Allows deeper access to mind of subject, including memories.

Enchantments


Cantrip:

  • : (Bonus) to social actions
  • : (Penalty) to next action

    Charm - Improves the target's demeanor regarding the caster
    Duration: Instantaneous or Concentration.

  • I - Target moves one degree closer to friendly.
  • II - Target moves two degrees closer to friendly.

    Compel - Plants a suggestion in the target that they are more apt to follow.
    Duration: Instantaneous or Concentration.
    Prereqs: Charm II

  • I -
  • II -

    Dominate - Control of the target is granted to caster.
    Duration: Instantaneous or Concentration.
    Prereqs: Compel II

  • I - Target is allowed a save every round to negate the effect.
  • II - Target is allowed a save every hour to negate.

    Psychomancy - Allows the effective rewriting of one's personality and/or memories.
    Duration: Instantaneous or Concentration.
    Prereqs: Compel II

  • I -
  • II -

    Stun - Reduces ATG of target to zero. A stunned target can take no actions.
    Duration: Instantaneous or set rounds.
    Prereqs: Charm I

  • I - Up to one round at a time
  • II - Up to 1d4 rounds. Only one round on a save.

    Sleep - Causes target to be sleepy, lulling them into unconsciousness.
    Duration: Instantaneous or Concentration.
    Prereqs: Charm I

  • I - Adds a level of fatigue, up to 5.
  • II - Adds two levels of fatigue, up to 5. Only one on a save.

    Confuse - Target is confused, taking random actions on their turn.
    Duration: Instantaneous or Concentration.
    Prereqs: Charm I

  • I - Up to one round at a time
  • II - Up to 1d4 rounds. Only one round on a save.

Evocations


Cantrip:

  • (Damage) a target

    Eldritch - Non-typed magical damage.
    Duration: Instantaneous or Concentration.

  • I - 1d8 damage
  • II - 3d6 damage.

    Fire -
    Duration: Instantaneous or Concentration.
    Prereqs: Eldritch I

  • I - 1d10 damage
  • II - 3d8 damage.

    Lightning -
    Duration: Instantaneous or Concentration.
    Prereqs: Eldritch I

  • I - 1d10 damage
  • II - 3d8 damage.

    Water -
    Duration: Instantaneous or Concentration.
    Prereqs: Eldritch I

  • I - 1d10 damage
  • II - 3d8 damage.

    Acid -
    Duration: Instantaneous or Concentration.
    Prereqs: Eldritch I

  • I - 1d10 damage
  • II - 3d8 damage.

    Earth -
    Duration: Instantaneous or Concentration.
    Prereqs: Eldritch I

  • I - 1d10 damage
  • II - 3d8 damage.

    Air -
    Duration: Instantaneous or Concentration.
    Prereqs: Eldritch I

  • I - 1d10 damage
  • II - 3d8 damage.

    Cold -
    Duration: Instantaneous or Concentration.
    Prereqs: Eldritch I

  • I - 1d10 damage
  • II - 3d8 damage.

    Force -
    Duration: Instantaneous or Concentration.
    Prereqs: Eldritch I

  • I - 1d10 damage
  • II - 3d8 damage.

    Sonic -
    Duration: Instantaneous or Concentration.
    Prereqs: Eldritch I

  • I - 1d10 damage
  • II - 3d8 damage.

    Light -
    Duration: Instantaneous or Concentration.
    Prereqs: Eldritch I

  • I - 1d10 damage
  • II - 3d8 damage.

    Good/Evil/Chaos/Law -
    Duration: Instantaneous or Concentration.
    Prereqs: Channel Divinity I, Patron alignment must match

  • I - 1d10 damage
  • II - 3d8 damage.

Illusions


Cantrip:

  • (Bonus) to Stealth or Disguise
  • "Minor Illusion/Ghost Sound"

    Figment - Makes an illusory image or sound within range.
    Duration: Instantaneous or Concentration.

  • I -
  • II -

    Nethermancy - Makes illusory images or sounds that are more real, as they are infused with shadow. More mana for more realism.
    Duration: Instantaneous or Concentration.
    Prereqs: Figment II

  • I - Effects are 30% real. Access to Shadow Conjuration Create, Shadow Conjuration Summon, and Shadow Evocation
  • II - Effects are 50% real. Access to Shadow Conjuration Teleport.

    Pattern - Makes mind-affecting patterns to give status effects.
    Duration: Instantaneous or Concentration.
    Prereqs: Figment I

  • I - Blinded, Deafened, Confused, Charm
  • II - Compel, Stun

    Hypnosis - Stonger mind-affecting magic that directly affects the target.
    Duration: Instantaneous or Concentration.
    Prereqs: Pattern II

  • I - Compelled, Stunned
  • II - Dominated

    Glamer - This spell targets an area or person, giving a bonus to Hide, Move Silently, or Disguise checks.
    Duration: Instantaneous or Concentration.
    Prereqs: Figment I

  • I - +4
  • II - +10

    Phantasm - Stronger Glamer that can harm or kill the target that fails their INT save.
    Duration: Instantaneous or Concentration.
    Prereqs: Glamer II

  • I -
  • II -

Necromancy(Curses)


Cantrip:

  • Necrotic (Damage)
  • "Speak with Dead"

    Afflict - A simple curse spell. Caster selects condition that applies.
    Duration: Instantaneous or Concentration.

  • I - Target that fails their save is Blinded, Deafened, Poisoned, or Cursed.
  • II - Target that fails their save is Fatigued or Frightened.

    Fear - This spell causes escalating fear in the target that fails their WPW save.
    Duration: Instantaneous or set rounds.
    Prereqs: Afflict II

  • I - Target that fails their save is Panicked.
  • II - Target that fails their save is Paralyzed. On a save, only Frightened.

    Harm - Deals necrotic damage to the target that fails their save.
    Duration: Instantaneous or Concentration
    Prereqs: Afflict I

  • I - Deals 1d10 necrotic damage.
  • II - Deals 3d8 necrotic damage. Half damage on a successful save.

    Leech - Deals no damage, but adds hits to reduce those on the caster if target fails their FRT save.
    Duration: Instantaneous or Concentration
    Prereqs: Harm II

  • I - 1d2 hits
  • II - 1d6 hits, can transfer injuries.

    Drain - Deals no damage, as Leech, but can temporarily increase caster's attributes at a cost of the target's attribute points.
    Duration: Instantaneous or Concentration
    Prereqs: Leech II

  • I - Drain 1 point
  • II - Drain 1d4 points

    Death - Kills the target that fails their save. Deals damage if save.
    Duration: Instantaneous or Concentration
    Prereqs: Harm II

  • I - 1d8 necrotic damage if save
  • II - 3d6 necrotic damage if save

    Pain - This spell inflicts pain on the target. The target that fails their save is injured.
    Duration: Instantaneous or Concentration
    Prereqs: Afflict I

  • I - Inflict an injury
  • II - Injury and fatigue. Save, only fatigue.

    Undeath - This spell takes power from a dead creature's soul and binds it to an undead creature.
    Duration: Instantaneous
    Prereqs: Afflict I

  • I - Can raise skeletons, zombies, ghouls, and ghosts.
  • II - Access to higher orders of undead, such as vampires, wights, mummies, shades, and more. Some applications of the spell require certain components and/or preparations.

Transmutation


Cantrip:

  • Affect small {up to (Bonus)lbs}, unattended objects

    Transmute - Change properties of materials from one to another. Mend damage to objects, Enhance/degrade properties, raise attributes. Cannot affect flesh
    Duration: Instantaneous or set rounds.

  • I - +1d6 to attribute, or -/+0.6 to quality of an object.
  • II - +3d6 to attribute, or -/+2.8 to quality of an object.

    Polymorph - Can affect flesh.
    Duration: Instantaneous or set rounds.
    Prereqs: Transmute II

  • I -
  • II -

    Animate - Give a faux semblance of life to objects.
    Duration: Instantaneous or set rounds.
    Prereqs: Transmute I

  • I -
  • II -

    Celerity - Add extra time or remove time from the target's ATG.
    Duration: Instantaneous or set rounds.
    Prereqs: Transmute I

  • I - +/- 1 to ATG
  • II - +/- 3 to ATG

    Pause - Gain a number of additional turns. Cannot affect others during this time.
    Duration: Instantaneous or set rounds.
    Prereqs: Celerity II

  • I - Gain one extra turn
  • II - Gain 1d4 extra turns

    Levitate - Cause target to float.
    Duration: Instantaneous or set rounds.
    Prereqs: Transmute I

  • I -
  • II -

    Fly - Give target a fly speed.
    Duration: Instantaneous or set rounds.
    Prereqs: Levitate II

  • I - Fly speed equal to half the target's normal movement speed.
  • II - Fly speed equal to the target's normal movement speed.

    Telekinesis - Move things with one's mind.
    Duration: Instantaneous or set rounds.
    Prereqs: Fly II

  • I -
  • II -

Fluencies

Many fluencies exist to grant free augmentations, and to grant more mana and such.

  • Thaumaturgy
  • Longcaster - The first augmentation for range does not increase the CR of the spell.
  • Widecaster - The first augmentation for area does not increase the CR of the spell.
  • Pool
  • Wellspring - Your hero's mana pool is (Mana attribute)*(2 + Ranks in Pool + Tier)
  • Detect Magic
  • Mana Sensitive - + Tier to Detect Magic checks.
  • Magic Device
  • Attuned - + Tier to Magic Device checks.

Mana Special Abilities

The following special abilities all rely on the Mana ability to function, and either enhance your hero's use of Mana or will provide different methods for utilization of channeled Mana. Besides the prereqs listed, all these special abilities also require at least Thaumaturgy 1, (Spellcraft requires 2) and no ranks in these special abilities can exceed the number of ranks in Thaumaturgy.

  • Channel Divinity - Prereqs: Religion 1
  • Smite - Weapons or Unarmed 1
  • Spellcraft - Knowledge 1
  • Qi Power - Focus 1
  • Wildshape - Nature 1

Many of these special abilities have more requirements before gaining another rank. For example, the Arcana specialization is required in Knowledge before being able to gain a second rank in spellcraft. Channel Divinity requires that the ranks in religion exceed or equal the ranks in Channel Divinity.

Channel Divinity

Heroes with Channel Divinity are granted power based on the domain they select from their deity. Each domain has a "Main Manifestation", "CD Ability", and "CD Passive". A domain grants a bonus equal to the number of ranks in Channel Divinity to all spells of the Main Manifestation, to all checks using the CD Ability, and grants the first augmentation for free of the CD Passive. Further, your hero obtains a "granted power", usually a special ability of some sort, received from their chosen god.

Once you have the Religion proficiency and have established your patron deity, you can spend two proficiency points on Channel Divinity and receive access to one of your hero's god's domains. The domains are as follows:

  • Nature

    Main Manifestation: Transmutation

    CD Ability: Nature

    CD Passive: Range

    Granted Power: Animalspeak

  • Magic

    Main Manifestation: Abjuration

    CD Ability: Thaumaturgy

    CD Passive: Casting Time

    Granted Power:

  • Knowledge

    Main Manifestation: Divination

    CD Ability: Knowledge

    CD Passive: Duration

    Granted Power:

  • Destruction

    Main Manifestation: Evocation

    CD Ability: Grapple

    CD Passive: Damage

    Granted Power:

  • Life

    Main Manifestation: Conjuration

    CD Ability: Focus

    CD Passive: Duration

    Granted Power: Healing Hands

  • Death

    Main Manifestation: Necromancy

    CD Ability: Stamina

    CD Passive: Duration

    Granted Power:

  • Light

    Main Manifestation: Divination

    CD Ability: Perception

    CD Passive: Range

    Granted Power:

  • Darkness

    Main Manifestation: Illusion

    CD Ability: Stealth

    CD Passive: Duration

    Granted Power:

  • Good

    Main Manifestation: Abjuration

    CD Ability: Focus

    CD Passive: Duration

    Granted Power:

  • Evil

    Main Manifestation: Necromancy

    CD Ability: Investigate

    CD Passive: Range

    Granted Power:

  • Law

    Main Manifestation: Enchantment

    CD Ability: Detect Magic

    CD Passive: Duration

    Granted Power:

  • Chaos

    Main Manifestation: Conjuration

    CD Ability: Interact

    CD Passive: Range

    Granted Power:

  • Fire

    Main Manifestation: Evocation

    CD Ability: Athletics

    CD Passive: Casting Time

    Granted Power:

  • Water

    Main Manifestation: Transmutation

    CD Ability: Acrobatics

    CD Passive: Casting Time

    Granted Power:

  • Air

    Main Manifestation: Illusion

    CD Ability: Dodge

    CD Passive: Casting Time

    Granted Power:

  • Earth

    Main Manifestation: Enchantment

    CD Ability: Stamina

    CD Passive: Casting Time

    Granted Power:

Smite

As part of your attack action, you may spend an amount of mana up to your tier times your ranks in Thaumaturgy, or two, whichever is bigger. If you hit, you deal an additional amount of damage, according to the table.

Mana Spent: Smite I II III
1
2
3
4
5
6 x
7 x
8 x
9 x
10 x
11 x x

Qi

Wildshape

Spellcraft Components and Implements:

The use of components and implements add to the power of spells cast. They either pay for mana costs or can reduce the CR of the spell. Material components are consumed during the casting of the spell. Verbal components, such as "magic words" only lower the CR, and vary by their complexity. Somatic gestures have similar functionality. Certain components and implements have more effectiveness with different manifestations of magic. Implements can naturally and automatically modify Cantrips. Whether to deal more damage or to increase the range, these items can be crafted or found in the world.