Skip to main content

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 SpentEffectNotes
10Damaged–2 to checks/rolls using item
15Dysfunctional–6 to checks/rolls using item
20DestroyedItem 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 SpellsPenalty
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:

  1. Drop the spell(s), or
  2. 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

  1. Pass check:

DC = 30 – Spellcasting Score + Spell Level

  1. 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