D1001-magic
The Nature of Magic
Arcane Magic
Mana
Casting Spells
To cast a spell, choose an amount of Mana to pour into the effect and then roll that many d6. To determine the effects of the spell, several aspects of the roll may be important: - *\[Highest\]* - The face showing on the highest *single die* rolled - *\[Dice\]* - The total amount of Mana used to cast the spell, ie the number of dice rolled for the magical effect - *\[Total\]* - The total of all the dice rolled, added up
After the spell effects are determined, look at the values showing on each die. Each die that rolled 1, 2 or 3 are returned to the caster's Mana Pool to be used again for further spellcasting. Those showing 4, 5 or 6 are lost for the day.
Magic Missile Target: Any creatures or objects*, Range: Medium (up to 60'), Duration: Instantaneous Create magical rays that deal \[Dice] + \[Highest] Direct Damage split in any way you desire among any number of Targets. These rays always hit their Target. No Save.
Casting a spell as a **Cantrip** is much simpler. If the spell in question would be applicable to an Action Roll, simply add +1 to the roll to represent the assitance due to magic. For instance, if a wizard did not want to cast a full-fledged *Invisibility* spell and instead just wanted to quickly cloak themselves while attempting to walk through a bazaar unnoticed, the spell could be used as a Cantrip to give a flat +1 to the Action Roll to sneak
- Mishaps
In addition to determining the potency of a spell cast, the dice rolled will also decide if any **Mishaps** occur during casting. If any of the dice rolled show Doubles, then there is a Spell Surge. This represents the Mage losing their hold on the massive power they are attempting to control. Make a Reaction Roll on the Spell Surge table for the type of Mage casting the spell to determine the exact effect. If, however, Triples are rolled, then the Mage is corrupted in some way appropriate to their magical tradition. These corruptions are generally permanent effects and build over time, destroying the Mage from the inside out. Of course, if a wizard chooses to never put more than one point of Mana into a spell, all of these effects could be avoided - but that doesn't seem nearly as fun.
- Filth
In addition to Mana dice, a Mage with Filth dice in their Mana Pool will have to keep track of additional information when casting spells. For each point of Filth contaminating their Mana, the Mage must roll a Filth die \(use a different color\) with every spell cast - regardless of the amount of Mana imbued into the spell. For instance, if a Mage chooses to cast Magic Missile with 2 Mana while they have 4 Filth in their Mana Pool, they must roll all 4 of those Filth even though they're using only 2 Mana. These dice do not contribute to \[Highest\], \[Total\] or even \[Dice\]. Instead, they *only* count for calculating **Mishaps**
- Example of Spellcasting
A Mage wants to cast Magic Missile, imbuing two Mana into the spell. They will then roll 2d6 (one die for each point of Mana), resulting in a 2 and a 4. For this spell, the \[Dice] value is 2 as this was the amount of Mana invested and therefore Mana dice rolled. The value of \[Highest] is 4 as this was the highest single die's value. Finally, \[Total] is 6, as this is the sum of all the Mana dice rolled. What this means for Magic Missile is that 2 \(\[Dice]) magical rays, each dealing 6 \(\[Dice]+\[Highest]) Direct Damage launch from the caster to their targets. One of these points of Mana will return to the caster's Mana Pool after casting while the other is lost for the day \(one die rolled a 2 and the other rolled a 4)
If the same mage had 3 Filth at the time and cast the same spell the same way, they would need to roll an additional 3 dice \(regardless of the amount of Mana invested) to cast the spell. Assuming those Filth dice came up as 3,4 and 5, the effects of the spell would be completely unchanged. The three Filth would all be retained after casting and the high rolling Mana die would still be lost for the day. The only difference in outcome would be that due to the Filth die that came up a 4, there would be a Spell Surge to roll for due to the double 4s rolled during casting.
- Divine Magic
- Fervor
- Verses
- Casting Spells
- Rituals
- Divine Magic