Crossroads MVP

- Magical

Casting Magic

Casting Magic usually requires the character to have a free hand and/or to be able to speak. If a caster is bound, they are not able to cast magic, though some GMs may allow Unstable Magic.

Most magic is performed at the whim of higher beings and so effort should be made to retain favour from these beings. These powers may be temporarily or even permenently revoked under certain circumstances, though this should only be agreed upon by all players.

Spells in Combat

In Combat, casting spells is treated as an Attack, using a Double Action, though a Quick Attack Action may also be used with the d1 penalty on the cast roll.

If a spell is cast targeting the caster (Self), there is no d1 penalty on the cast roll for a Quick Attack.

Focus Charm

Casters usually require a Focus Charm. A Focus Charm is the device that the caster uses to focus the mana into a spell. This may take many forms, though it is usually a small trinket such as an amulet or a ring. Each school of magic would require its own focus, so a caster may have many charms. Most spells are cast from either the caster’s hands or Focus Charm. If a focus is lost or stolen, a new one can be made with the correct supplies and a large amount of time in order to attune the item.

In gameplay terms, this rarely comes into effect unless the Focus Charm is lost or stolen. Focus Charms will usually be taken from Casters any time that Weapons would be taken, such as when captured or meeting important individuals. Certain spells or items may be used to detect Focus Charms.

Concentration

Certain spells require Concentration or Total Concentration. Casters must spend some or all of their turn to maintain concentration, and certain actions may interrupt or break concentration.

See for more information.

"Does X count as Y?"

Many spells affect certain materials or targets. If there is ever any doubt as to whether a certain target is affected, this should be agreed upon by all players. or can affect other liquids, but whether it affects a specific liquid is up to the GM. Similarly, may or may not affect certain stones or stone-like materials.

These magical effects are all based upon the whims of higher beings and so this is not fully under the realm of science and real-world logic.

As always, should always be followed first.

— Trivial Magic

Sometimes, a character may want to use magic in a way that's not detailed here. For example, they may wish to summon magic to intimidate, or use magic to assist them with another task.

In these situations, you may treat this Action as a using [w]. As with most rules, this should be agreed upon with the GM and other players.

If a character wishes to do something simple but thematic out of combat, such as using Light Magic to summon a light or Path of Flame to light a candle, this need not require a roll.

Range and Duration

Range

All ranges will be given in rough approximations. These are defined below, though these may be changed if you wish. A rough rule is that each range is double the previous range.

Targeted spells may sometimes be used outside of their regular range, though they receive d1. For each range they exceed, the difficulty increases exponentially. (d1, d2, d4 etc.)

Duration

All durations will be given in rough approximations. These are defined below, though these may be changed if you wish. You may also allow certain factors such as environment or character attributes such as [w] affect the duration.

Certain spells or abilities may be refreshed in order to last longer, or require Concentration instead of being given a set duration. For many spells the duration is not important and may be automatically refreshed, and the duration will represent how long the spell will last without any attention.

Duration
Short until end of encounter
Medium until end of scene (about 10 minutes)
Long about an hour
Day until the following dawn
Night until dawn
Daytime until dusk

Magical Skills

Light Magic

Arcane Magic

Shadow Magic

Nature Magic

Primal Magic

On realism of Elements:

Although each element is magic, they are not “magic” in that they no longer obey the laws of physics. These elements are summoned through the use of magic but otherwise act normally through the laws of physics. This means that air, electricity, or fire cannot be used underwater, and that ice and water magic require the use of existing water. Earth also requires the use of earth, sand, clay, stone, or another similar substance in the appropriate quantities.

These rules are optional however, and may be overruled by the if you so wish.

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