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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


Targeted Area of Effect Spells (AoE Spells)

  • Targeted AoE Spells target a number of creatures equal to your proficiency.
  • When targeting creatures with an AoE spell, you must pass a check against the highest ability score among the chosen targets.

i.e At level one, with a proficiency of +2, an Area of Effect spell may target two creatures within an area.

Untargeted Area of Effect Spells

  • When targeting an Area with a spell instead of creatures, make an Untargeted check (30 minus your spellcasting ability)
  • If you succeed on the check, the area becomes hazardous.
  • Creatures in the area during the effects of the spell must succeed an Untargeted check to bypass the spell effects (30 minus the affected ability score)

i.e If a fire spell targets the area, targets within the area must succeed against DC = 30 minus their Agility score.


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. Spend 1 Core Action + SD equal to the spell level

  2. Pass check:

DC = 30 – Spellcasting Score + 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