Core Rules: Magic and Techniques
Techniques
Characters develop signature techniques tied to their ability scores. These include spells, actions, criticals, or personalized combat styles (attacks).
Technique Proficiency
- These are specializations you’ve mastered and perform efficiently.
- However, you only add proficiency to known techniques if proficient in the related ability score.
Technique Capacity
For each ability:
- You may know a number of techniques equal to your modifier.
If proficient in the ability:
- You may know Modifier + Proficiency techniques.
Example:
Strength 16 (+3), not proficient → 3 techniques
Wisdom 17 (+3), Proficiency +3 → 6 techniques
Technique Reassignment
- Reassign techniques when proficiency increases
- Or every 5 levels beyond level 20
Critical Techniques
Expand tactical options and count against total known techniques.
1. Acquisition
- All critical techniques count toward your known technique limit.
2. Application
Banking Crit Damage
- When you land a melee or spell hit, you may bank crit damage = proficiency (before damage applies)
Example: At level 1, you can bank +2 damage on a hit
Spending from the Critical Damage Bank (CDB)
- Spend crit damage after successfully applying damage (post-defenses)
- Only apply a known critical techniques
- Techniques are chosen from the Critical Effects Table
3. Defense
Critical Mitigation
- If you Block or Parry a hit with a crit effect, spend from your own crit bank to cancel it
- You must match the full cost
- Cannot mitigate a natural 20
See also: Natural Crit, Critical Table, Melee/Spell Criticals
Sunder
A special critical technique available to all (does not need to be known).
- Higher-tier items can sunder lower-tier ones
- Mythic items cannot be sundered
Knowing Sunder lowers damage thresholds by 1
Sunder Effects
Damage Spent | Effect | Notes |
---|---|---|
10 | Damaged | –2 to checks/rolls using item |
15 | Dysfunctional | –6 to checks/rolls using item |
20 | Destroyed | Item is broken (ritual may be required for magical items) |
Spellcasting
Anyone can cast spells using Influence, Knowledge, or Wisdom.
- Add proficiency only if you’re proficient in that spellcasting ability
Spell Difficulty
- Spells add their level to the DC
- Cantrips are level 0
Example: When you cast a 3rd level spell, the DC is increased by +3
Casting Requirements
- Requires verbal/somatic components unless using a spell focus
- Costs:
- 1 Core Action
- SD = spell level (or equivalent cost like movement)
- Exceeding proficiency cap by level = strained spell
Example: Casting a 3rd-level spell with Proficiency +2 → DC increases by +4
(+3 for spell level, +1 for Strain)
- Only spells of a level (1-9) count toward the proficiency cap
- Spells do not level up (a level 1 spell is always level 1) —they scale via SD
Base Spell Damage
Spell Damage = Spellcasting Modifier + Proficiency (if proficient) + SD cost
Examples:
- Cantrip: Modifier + Proficiency
- 3rd Level Spell: +4 (Mod) +2 (Prof) +3SD (roll damage)
Scaling Spells
You may spend extra SD to:
- Increase damage (damage pool)
- Increase area/range
- Add targets (1 per SD)
SD used to scale = increased counter cost
Exceeding your cap = strained check (+1 DC per missing SD)
Cantrips may scale as well
Spell Costs
Spells may cost:
- Core Action
- Source Dice
- Movement
- Or a mix
Base movement (50ft + 10ft × Agility Mod) can be converted
Bonus movement cannot be converted
Spell Resolution
- Commit SD before rolling
- On fail: all SD lost
- On success:
Total Damage = SD Roll + Spellcasting Modifier + Proficiency
Spell Targeting
Targeting follows all normal rules:
- Check is made against the target's relevant ability score
- If multiple targets: use highest relevant score
- If not targeting a creature (e.g., objects, location): DC = 30 – your spellcasting score
Concentration Spells
- Duration = until concentration is broken
- You may concentrate on multiple spells, but with penalties:
# of Spells | Penalty |
---|---|
2+ | –20ft movement/round per extra spell |
- Movement cannot be negative
- If a spell would do so: it fails
Ending extra spells removes the penalties
Movement returns at start of next turn
Concentration & Damage
If hit while concentrating:
- Drop the spell(s), or
- Make a stressed Constitution check:
DC = (30 + 1 per expended SD) – Constitution score
Fail = all concentration ends
Success = continue uninterrupted
Learning Spells
All spells gained after character creation must be learned. You do not have to learn the spells your character starts with.
Learning Requirements
- Pass check:
DC = 30 – Spellcasting Score + Spell Level
- Spend 1 Core Action + SD equal to the spell level
Example:
Wisdom 17, learning level 2 spell → DC 15, 1CA, 2SD
Failed Attempts
- Subsequent attempts become stressed
- You may retry unstressed after full Source recovery
- Once you know a spell, it is permanently known.
Note: Spells do not level—use scaling rules
Channeled Abilities
Unlike spells, these draw from discipline or inner force.
- No verbal/somatic components
- No spellcasting check required
Channeled Ability Rules
- Not spells
- No concentration required
- No casting penalties (e.g., can use while raging)
- Pay SD on activation
Most have persistent effects for rounds or until cancelled
Empowerment (Buff Spells)
- All empowerment spells require concentration
Scaling & Costs
- +1 to ability = +1 SD
- Requires Proficiency ≥ bonus granted
- Lasts until concentration is broken
Example:
+6 Strength → 6 SD, must have Proficiency +6
Difficulty Check (DC) = new total score (e.g., Strength 18 = DC 18)
Technique Crafting
Create custom spells, moves, or actions using SD system.
Designing a Technique
- Name – Creative title
- Trigger – Core Action, reaction, combo?
- Ability – What activates it
- Target & Type – Who it affects, what ability it targets
- Effect – Damage, condition, etc.
- Cost – CA or CA + SD
SD cost based on power, condition, and scaling
Examples
Fight Dirty
Throw sand into an opponent’s eyes
Blind for 1 round
Agility vs Agility
1CA, 2SD, or 20ft / 10ft + 1SD
Scaling: +1 SD per extra target
Lock Pick
Gain lockpicking as a technique
Agility-based
DC = 30 – Agility
1CA, 2SD, or 20ft / 10ft + 1SD
No scaling