Magic traits
Progress
When it comes to magic traits, they are not actions in themselves but rather talents for unique magical elements used in spells. Depending on your guild, you start with an advantage in certain elements. To progress in an element and gain more power within it, you must use that specific element in a spell. The element that consumes the most mana in the spell is the one you will advance in.
Progression follows the same principles as other traits: rolling a natural one or twenty during spellcasting earns you a star.
As you collect 5 stars, you can choose one of the following benefits: a 1% discount on the most frequently used element in the spell you just cast (If you had 75% in discount you now have 76%), a 1% increase in your total mana (If you had 100 mana you now have 101 mana), or advancing one step to the right on the aiming table for spells.
To create a spell, you’ll combine different elements, much like assembling pieces of a puzzle. Alternatively, you can craft a simple spell using just a single element from the list provided below.
This list serves a dual purpose: to guide you in exploring the elements and selecting a guild that aligns with your playstyle, and to offer detailed information for crafting spells.
The step-by-step process for creating spells can be found here.
STONE
METAL
ICE
HEALING
ANIMAL
PLANT
WATER
AIR
POISON
ACID
FIRE
ELECTRICITY
PORTAL
TELEKINESIS
MENTAL
LIGHT
TYPES
Each element can manifest in various types upon creation. These types—solid, liquid, dust, gas, and force—determine how the spell is ultimately utilized. Choosing the “force” form results in the absence of the element’s physical material, producing only its impact on the immediate surroundings. While the force effect is weaker compared to the material forms, it can be advantageous in situations where the material might become an obstacle later or when maintaining discretion is essential.
STATE
When shaping your element during spell creation, it’s crucial to understand its original form or state as it appears upon creation. You can choose to retain the original form, summoning it from thin air, which is the least costly option aside from the “force” form. If the original form doesn’t suit your needs, you can Transform it into a nearby material or Convert it into something more distant from the original element. However, as you move further from the original state, the cost increases.
FORCE
If you choose to use only the force of the element, it will impact the opponent differently based on the element’s nature and form. The effects may range from pressure, gravity, cutting, slicing, to piercing. While the ultimate damage dealt remains the same, the specific impact on armor, shields, or potential future blood loss can vary significantly. Additionally, you can enhance the spell’s effects by using the Shape component—Rough, Intermediate, or Detailed—to achieve your desired tactical outcome.
IMPACT
The impact of the spell on the opponent depends on its state. Most elements deliver a focused effect from one direction, like a punch. As the state becomes more flexible, it can strike from multiple directions, increasing its ability to surround the enemy. One waydelivers a single-point impact like a punch; Two ways covers a quarter of a circumference; Three ways creates a 180-degree arc; and Four ways forms a full spherical attack. This versatility lets you adapt the spell’s effects to suit various strategies.
SAVING THROW
As the target of a spell, you often have the opportunity to defend yourself with a saving throw, as different elements correspond to different types of saving throws. When planning your strategies, it’s essential to consider the opportunities your opponent might have to interrupt your spell. Take into account the type of saving throw your chosen element may trigger and anticipate how your opponent could respond. By thinking ahead and predicting the outcomes of your spell, you can adjust your approach to ensure your strategy.
DAMAGE
When damage is calculated, the amount is subtracted from the target’s armor and, eventually, its hit points. The effectiveness of the armor depends on the type of damage—such as pressure, cutting, or piercing—providing varying levels of protection.. Refer to the item list for detailed information. In more complex combat systems, you may want to ask your GM if the shape or area of the spell has any additional effects on the target, as these could influence the outcome of the encounter.
INFUSION
When creating a spell, you do so during “Temple Time,” a trance-like state. The process takes eight uninterrupted hours, during which you must not be disturbed. The simplest method is to store it directly in your mind, but this comes with limitations—once your mind is filled with other spells, you’ll need to undergo Temple Time again to reuse it. A more efficient option is to write it in your spellbook, allowing you to relearn it in just one hour. For permanent storage, you can inscribe it in your Temple Book, though longer-term storage requires more mana.
SCROLLS & POTION
You can also store a spell in a scroll or potion, where the mana is directly infused into theitem. When a spell is placed in your mind or inscribed in a book, the mana is not consumed until the spell is cast. However, for scrolls or potions, the mana is transferred to them in real-time during the process, specifically while you are within Temple Time. Ensure you have full mana available when creating these items, as the mana required for the spell will be consumed during the creation. Once Temple Time concludes, you must replenish the mana expended during the process.
MIXED MANA
If you don’t have enough mana, you can seek assistance either from arcanite, if you have some, or from a friend, during the creation of your spell in Temple Time. If you use arcanite, it must be in direct contact with you throughout the spell’s creation. The specific piece of arcanite you use becomes uniquely bound to that spell, meaning you cannot substitute it with someone else’s arcanite. It must be in direct contact with you throughout the spell casting as well.
If you use the same arcanite for multiple spells and attempt to cast one while the arcanite hasn’t fully recharged, the spell will fizzle, and the arcanite will be drained completely, requiring time to recharge before it can be used again.
If you rely on a teammate to help create the spell, they must also be in Temple Time with you. Furthermore, when you cast the spell, you must maintain physical contact with that person for the spell to activate successfully.
STONE
Types: Solid, dust
State: Plain solid granite rock
Force: Pressure, gravity, cut, Piercing
Impact: One way
Saving throw: Acrobatics – to avoid, Block – to protect
Damage: Blunt, cut, piercing
Infusion: HEAD, SCROLL, POTION, ITEM, SPELLBOOK, TEMPELBOOK
The stone element allows you to shape and manipulate stone in various forms, controlling its distance and speed. By expending additional mana, you can transform the spell to switch between different types of stone. You can also use easily accessible local materials at a reduced mana cost. However, attempting to extract stone from a larger, solid object negates the reduced cost and instead increases mana usage, often exceeding the cost of creating the stone from thin air.
If you choose to forgo the physical stone material, you can harness its potential impact as a pure “empty” force. For example, simulating the weight of a stone block equal to a person’s mass—without the actual stone—creates the sensation of doubled gravity on them, lasting for the duration of the spell.
The mana cost remains consistent whether you use the physical stone or the empty force. However, their applications differ: the empty force can be locked onto an object, while using the physical material provides tangible properties, such as allowing the stone to roll or interact directly with the environment.
The structure of the rock you create is naturally random, resembling raw ore, making it unsuitable for producing rubies, diamonds, or other precious crystals and gemstones.
Although glass originates from sand, it cannot be created without an additional mana cost due to the intense heat required to transform sand into glass.
To the top
METAL
Types: Solid
State: Iron
Force: Pressure, gravity, cut, piercing, burn
Impact: One way
Saving throw: Acrobatics – to avoid, Block – to protect
Damage: Blunt, cut, piercing, burn
Infusion: HEAD, SCROLL, POTION, ITEM, SPELLBOOK, TEMPELBOOK
The metal element shares many general properties with the stone element but differs in several key aspects, primarily due to the nature of the material itself. Unlike stone, which is brittle and unsuitable for crafting functional arrows, metal can be shaped into weapons such as arrows and spears of workable quality. Additionally, while stone does not conduct electricity, metal does.
Creating melted metal incurs the same additional mana cost as transforming stone into glass. Similarly, the use of local materials and the application of empty force follow the same principles as those of the stone element.
Metal manipulation allows you to craft items such as metal arrows or spears, which can be thrown at your enemies. However, keep in mind that the mana cost for creating and throwing disposable projectiles may outweigh their usefulness in prolonged combat. For greater efficiency, consider creating durable structures, such as a reusable metal barrier, which can provide consistent value during battle.
To the top
ICE
Types: Solid, dust
State: Snow
Force: Pressure, Gravity, cut, piercing, freeze
Impact: Two ways
Saving throw: Constitution – Cold, Acrobatics – to avoid, Block – to protect
Damage: Blunt, cut, piercing, Cold
Infusion: HEAD, SCROLL, POTION, ITEM, SPELLBOOK, TEMPELBOOK
The ice element is highly versatile—not for its durability but for its low mana cost, especially given the volume it can produce. Snow, in particular, is extremely cost-effective, making it useful for building shelters or obstructing visibility during an escape.
Ice, on the other hand, resembles a middle ground between stone and metal. It is brittle but can be shaped into arrows, though these deal less damage compared to their metal counterparts. Creating highly cooled ice incurs a similar additional mana cost to that of glass or melted metal. However, in its supercooled state, it can utilize the force to unleash freezing effects, functioning as a freeze spell or a cone of cold.
In combat, ice can also serve as an effective material for constructing barriers, offering protection and strategic advantages despite its fragility.
To the top
HEALING
Types: –
State: None
Force: Healing, necrotic healing, resurrection, create undead
Impact: Four ways
Saving throw: Constitution helps healing
Infusion: HEAD, SCROLL, POTION, ITEM, SPELLBOOK, TEMPELBOOK
The healing element is a powerful and highly sought-after ability for many players. While it may lack the versatility of combination spells, its effectiveness depends on the amount of mana used and the distance the spell travels.
You can also create spells that are bound to objects or weapons. Depending on your choice, healing can be inverted into a negative force, resulting in necrotic healing. This type of magic damages the living but restores the undead, with the opposite effect also being possible. However, it’s worth noting that necrotic magic comes with a higher mana cost compared to standard healing.
When dealing with the undead, necrotic healing works effectively right away (negative HP). However, if you aim to resurrect someone by giving negative HP, you’ll need the expertise of a dread druid and the element of animals.
To the top
ANIMAL
Types: Solid
State: Animal/undead
Force: Command, Attack
Impact: Two ways
Saving throw: Semi intelligent animals saves – mental resist, Acrobatics – to avoid, Block – to protect
Damage: Through animal attacks or personally tailored animal attacks.
Infusion: HEAD, SCROLL, POTION, ITEM, SPELLBOOK, TEMPELBOOK
The animal element is a fascinating and unique force, commonly utilized by dread druids. It grants the caster the ability to create animals, with the size and power of the creature depending on the mana spent. Once created, the animal is not under the caster’s control and will behave and excist according to its natural instincts until the spell’s duration ends.
To gain control over the animal, you can cast a follow-up command spell, which uses the residual energy of the original spell. This command spell can also be used on existing animals, allowing you to influence their behavior. From insects to dragons, any animal can be created or commanded, though the creature will make a mental saving throw to resist the command.
The animal element can also be learned as a negative spell, where its default state involves undead creatures. In this form, only undead animals can be created, and living animals cannot be summoned. Similarly, the command spell in this version works exclusively on undead animals.
As a pure force, you can cast a spell that replicates the effects of a typical animal without actually summoning the animal. This uses the same mana cost but harnesses the animal’s abilities, such as slashing claws or a venomous bite. Targets affected by venom will make a Constitution saving throw to resist its effects, while wound healing is determined using the resilience tables.
Many animals , such as snakes, contain toxins. By harnessing the attack mechanism of the animal, you can effectively create a poison spell while reducing mana usage through the incorporation of the animal element.
To the top
PLANT
Types: Solid
State: Plant
Empty Force: Command, Attack
Impact: Two ways
Saving throw: Acrobatics – to avoid, Block – to protect
Damage: Through plant attacks or personally tailored plant attacks.
Infusion: HEAD, SCROLL, POTION, ITEM, SPELLBOOK, TEMPELBOOK
Working with the plant element is highly versatile, especially for crafting. Using natural components like wood for bows and arrows can result in weapons with superior aim and damage. For detailed instructions, refer to the crafting section.
The process for creating plants and trees is similar to summoning animals, with mana costs varying based on the size of the creation. Plants, like animals, can also be commanded, though the complexity of commands must remain simple, such as “hit,” “run,” or “jump.” This limits the caster to one command at a time, which may occupy their attention during combat. However, it’s extremely useful for tasks like creating a vine ladder to climb a tree.
The strength of a plant-based attack matches the force of the physical equivalent, such as wielding a vine, branch, or tree club, dealing damage consistent with that weapon’s properties.
Many plants, such as poison ivy, contain toxins. By harnessing the attack mechanism of the plant, you can effectively create a poison spell while reducing mana usage through the incorporation of the plant element.
To the top
WATER
Types: Liquid, Gas
State: Water , steam
Force: Pressure, lift, Breathing, Swimming, suffucate
Impact: Four ways
Saving throw: Aquatics
Damage: Blunt, fall, suffucation
Infusion: HEAD, SCROLL, POTION, ITEM, SPELLBOOK, TEMPELBOOK
You might think the water element is limited to flowing streams or falling rain. While that’s true, it can also be wielded as a weapon. For instance, you could unleash a scorching steam ray or create a drowning trap by forming a water bubble around an enemy’s head. On the flip side, water magic can extract oxygen from the water, allowing someone to breathe underwater.
Swimming itself isn’t directly enhanced by the water element, but you can use its force to propel yourself, similar to how other elements with “push” effects can assist. Water, being essential for survival, becomes incredibly valuable when you can conjure it out of thin air, offering not just tactical advantages but also life-saving utility.
To the top
AIR
Types: Gas
State: Air, vacuum
Force: Pressure, Lift, Suffucate
Impact: Four ways
Saving throw: Attack – Acrobatics – to avoid
Damage: Blunt, suffucation
Infusion: HEAD, SCROLL, POTION, ITEM, SPELLBOOK, TEMPELBOOK
The air element is more versatile than you might imagine. You could, of course, be the hero of the day by conjuring a powerful hurricane or cyclone. However, more subtle uses include applying air pressure to shift heavy stone blocks or guiding people to safety. You might even redirect an arrow mid-flight to alter its course.
On the darker side, you could deprive an enemy of air, causing them to suffocate. Conversely, you can create breathable air underwater to save your allies. Enhancing flames with air can make them burn brighter, but you could just as easily extinguish a fireball by removing the surrounding air. The air element is a tool of incredible creativity and power.
To the top
POISON
Types: Solid, liquid, gas
State: Poison, venom, antidote
Force: –
Impact: Four ways
Saving throw: Constitution
Damage: Cold, disease, necrotic, death
Infusion: HEAD, SCROLL, POTION, ITEM, SPELLBOOK, TEMPELBOOK
The poison element is remarkably versatile, wielding pure power Even though this element can’t be used with force alone. When you conjure the poison from thin air, you can apply it to or infuse it into an object, provided the object is not too hard to be penetrated by a metal syringe.
As you strategize for your team or plot against your enemies, you’ll find a vast arsenal of toxins and venoms at your disposal. Explore the list below to uncover your options.
SLEEP
Induces deep, uncontrollable slumber within moments of contact.
ILLUSION
Distorts the victim’s perception, creating vivid hallucinations and false realities.
FREEZ
Slows the victim’s bodily functions, leaving them immobilized in an icy paralysis.
DISEASE
Infects the victim with debilitating sickness, causing fever, weakness, and spreading ailments.
NECRO
Corrupts the victim’s life force, spreading a deadly, necrotic energy through their body.
DEATH
Instantly shuts down vital systems, leading to sudden and irreversible death.
When a target is affected by any poison, they must make a Constitution saving throw. If they fail, the poison’s effects will take hold. The specific effects and damage are determined at the time of the spell’s creation. The outcome is influenced by the mana invested and the size of the target.
To counteract the poison, you can create a spell with an opposite effect. The target will only be affected while the spell is active, and the effects of the poison will cease once the spell ends. Therefore, having a reverse spell prepared can be crucial to mitigate any impending damage from the poison. It’s beneficial to extend the duration of these spells since they inflict damage over time. Additionally, it’s worth noting that the reversed spell is also effective against undead.
To the top
ACID
Types: Liquid
State: Acid
Force: –
Impact: Three ways
Saving throw: Attack – Acrobatics – to avoid
Damage: Biological breakdown
Infusion: HEAD, SCROLL, POTION, ITEM, SPELLBOOK, TEMPELBOOK
Acid spells are highly versatile, primarily due to their corrosive effects. While they deal damage to plants and animals similarly to fire or swords, they are significantly more effective against defenses. For instance, metal armor, which holds up well against fire or physical attacks, is gradually broken down by acid, weakening its protective properties over time.
This dual-effect nature—damaging both creatures and defenses—makes acid particularly practical. Additionally, acid can be used for utility purposes, such as corroding locks, breaking chains, or dissolving barricaded doors, making it a valuable tool both in combat and for overcoming obstacles.
Transforming standard materials incurs an additional mana cost.
STONE
Designed to erode rock, glass, and crystals, and to weaken for example stone-based structures over time.
PLANT
This acid dissolves roots, foliage, and wooden materials, making it effective against plant-based entities.
METAL
To corrode and weaken metal, this acid is ideal for breaking armor, weapons, and mechanical constructs.
ANIMAL
This type is tailored to harm living creatures, breaking down biological tissue for maximum damage.
The intensity of the damage or corrosion effect is determined when the spell is created. For materials that do not fall within the four categories mentioned above, the Game Master will decide which group they belong to.
To the top
FIRE
Types: Gas
State: Fire
Force: Heat, fire, burn
Impact: Two ways
Saving throw: Attack – Acrobatics – to avoid
Damage: Burn
Infusion: HEAD, SCROLL, POTION, ITEM, SPELLBOOK, TEMPELBOOK
The fire element is inherently destructive and capable of causing widespread havoc. It is crucial to carefully consider the consequences before igniting anything. Fire can be harnessed and delivered from a distance, inflicting significant damage. For more precise or tactical use, a smaller, less intense flame may be more effective—such as setting an enemy’s clothing alight or creating a protective firewall.
When wielded without actual flames, fire manifests as extremely hot air, capable of blistering skin. There is no saving throw against fire; if the aim is accurate and the fire or heat makes contact, only counter-spells or strong protective measures can mitigate its effects.
For mor information on protective armor se armor
To the top
ELECTRICITY
Types: Gas
State: Electricity
Force: Heat, burn
Impact: One way
Saving throw: Attack – Acrobatics – to avoid
Damage: Plasma burn
Infusion: HEAD, SCROLL, POTION, ITEM, SPELLBOOK, TEMPELBOOK
Electricity as a spell is a stunning visual spectacle, impossible to ignore. It can be a powerful tool for intimidation, striking fear into the hearts of your enemies. Beyond its primary effect of dealing damage, it can also induce seizures, unconsciousness, and paralysis.
For a subtler approach, a gentle touch to someone’s forehead can channel a controlled surge of electrical energy, using the element’s power to induce temporary paralysis. This can be particularly useful for bypassing guards or immobilizing a target with precision.
On the positive side, the spell can also be a lifesaving tool. It may be used to revive allies who have drowned or suffered similar life-threatening conditions, demonstrating its versatility beyond combat.
To the top
PORTAL
Types: –
State: Portal, Anti-Portal, Transportation
Force: –
Impact: One way
Saving throw: –
Infusion: HEAD, SCROLL, POTION, ITEM, SPELLBOOK, TEMPELBOOK
The portal element is a remarkable phenomenon, not for its flexibility or variety of forms, but for the exact opposite—its stark simplicity. Portal embodies the concept of emptiness, acting as a gateway or door that connects two distinct locations. The distance between the portal’s origin and destination determines the mana cost required to sustain it, as well as the amount of material or individuals that can pass through.
Due to these mana constraints, traversing vast distances such as between continents or universes is beyond the realm of possibility, even for the most powerful sentinels. The largest feats typically involve smaller distances or lighter payloads. The size of the portal also directly influences its duration; larger portals drain mana faster, limiting their operational time.
There are two primary methods to disrupt or neutralize a portal: either incapacitate the portal user, rendering them unable to sustain it, or generate a negative portal by matching the mana used. This “anti-portal” effectively cancels out the original, closing it instantaneously.To succeed, your portal must exceed the mana cost of the one you are trying to negate.
To the top
TELEKINESIS
Types: –
State: Pressure, Lift, Pull
Force: Lift, pressure, Pull
Impact: One way
Saving throw: Attack – Acrobatics – to avoid
Damage: Blunt
Infusion: HEAD, SCROLL, POTION, ITEM, SPELLBOOK, TEMPELBOOK
This element, like all sentinel spells, lacks a physical form and exists solely as a manifestation of force. Its purpose is straightforward: to move objects in any direction. The mana cost for telekinetic manipulation depends on the weight of the object and the distance it is moved. Additional mana is required when moving objects against gravity (upward) or across surfaces with high friction.
The spell can be countered by opposing forces, whether through physical means or magic, making it susceptible to interference. While it may not seem flashy, this element is exceptionally practical. For example, pushing an opponent during combat can easily throw off their aim, potentially causing them to miss their attack. If pushed, the target must succeed in a reflex saving throw to maintain their balance or recover. If struck with the spell’s full force, you may also be required to make a saving throw for Athletics or Acrobatics.
To the top
MENTAL
Types: –
State: Thought, feelings, command
Force: Thought, feelings, command
Impact: –
Saving throw: Mental resist
Damage: –
Infusion: HEAD, SCROLL, POTION, ITEM, SPELLBOOK, TEMPELBOOK
The mental element is incredibly powerful and capable of causing significant harm. While it might seem underwhelming at first glance—especially if you’re a fast-paced, action-oriented player who prefers brute force—underestimating a mind breaker can leave you at a severe disadvantage.
The key to mastering this element lies in strategic planning. Once you create your spells, their commands become fixed and cannot be altered during execution. However, your targets aren’t entirely defenseless; they have a chance to resist the effects by succeeding on a saving throw for mental resistance.
To the top
LIGHT
Types:–
State: Light, illusion
Force: Light, illusion
Impact: One way
Saving throw: Magic resist
Damage: –
Infusion: HEAD, SCROLL, POTION, ITEM, SPELLBOOK, TEMPELBOOK
Light may appear harmless, but when concentrated on a specific point, it can cause blindness. In a dark environment, most companions would welcome the presence of light. However, if faced with an intense burst of light, you might instinctively try to avoid it by quickly looking away or making a reflexive throw. If you fail to react in time and are blinded, the effect will last for the full duration of the spell.
Light can also be manipulated to create illusions, serving as a disguise or introducing objects into the environment that don’t actually exist. To discern an illusion for what it truly is, you’ll need to succeed on an Arcana saving throw.
To the top