Magic

The Emergence of Magic

Magic is new to the galaxy. Before the apocalypse, it didn't exist — or if it did, technology suppressed or replaced it. The cascading catastrophes that destroyed civilization cracked reality itself, allowing strange energies to seep into the material plane.

Timeline of Magic:

  • Year 0 (Apocalypse): Reality fractures during final catastrophic events
  • Years 1-20: First inexplicable phenomena — objects moving without cause, impossible healing, spontaneous fires
  • Years 21-40: First "magic users" emerge — mostly accidental, often deadly
  • Years 41-60: Trial and error produces first consistent techniques (cantrips)
  • Years 61-Present: Magic is still being systematized — no formal schools exist, each caster learns differently

Cultural Impact:

  • Most settlements fear magic — it's unpredictable and dangerous
  • Some worship it as divine power returned
  • Tech-focused factions see it as a threat to rebuilding
  • Magic users are valuable but often ostracized

There are no ancient grimoires. Spellcasters are pioneers, discovering effects through trial and error.


Spell Slots and Rarity

Spell Slots are RARE.

In Ashfall, magic is scarce and costly:

  • Cantrips: Repeatable minor effects, require Magical Talent trait
  • Leveled Spells: Limited by spell slots, which regenerate slowly
  • Ritual Casting: Bypass slots by investing significant time

Spell Save DC and Attack Modifier

Spell Save DC: 8 + proficiency bonus + spellcasting attribute modifier (INT for Mystics, WIS for Channelers and Medics)

Spell Attack Modifier: Proficiency bonus + spellcasting attribute modifier

Full Caster Spell Slots (Mystic)

Maximum spell level: 7th (not 9th). 8th-9th level spells are reserved for mythic tier.

Level Cantrips 1st 2nd 3rd 4th 5th 6th 7th
1 3 2 - - - - - -
2 3 3 - - - - - -
3 3 3 2 - - - - -
4 4 4 3 - - - - -
5 4 4 3 2 - - - -
6 4 4 3 3 - - - -
7 4 4 3 3 1 - - -
8 4 4 3 3 2 - - -
9 5 4 3 3 2 1 - -
10 5 4 3 3 3 2 - -
11 5 4 3 3 3 2 1 -
12 5 4 3 3 3 2 1 -
13 5 4 3 3 3 2 1 1
14 5 4 3 3 3 2 1 1
15 5 4 3 3 3 2 1 1

Notes:

  • Spell slots are very limited (gritty = scarce magic)
  • Ritual casting is essential for utility spells
  • Full casters start with 3 cantrips at level 1

Half Caster Spell Slots (Channeler, Medic)

Level Cantrips 1st 2nd 3rd 4th 5th
1 2 1 - - - -
2 2 2 - - - -
3 2 2 1 - - -
4 2 3 2 - - -
5 3 3 2 1 - -
6 3 3 3 1 - -
7 3 3 3 2 - -
8 3 3 3 2 1 -
9 3 3 3 2 1 -
10 3 3 3 2 2 1

Note: Medics use the half-caster table but are restricted to healing and support spells only.

Progression for Other Archetypes

  • Warrior: No spell slots (unless multiclassing)
  • Technician: No spell slots (tech abilities instead)
  • Gunslinger, Operative, Diplomat: No spell slots (unless multiclassing)

Regaining Spell Slots

  • Short Rest (8 hours): Recover 1 spell slot of 3rd level or lower
  • Long Rest (1 week): Recover all spell slots
  • Emergency Recovery: Spend 1 hour meditating + make WIS check DC 15 to regain 1d3 levels of slots (once per day)

Spell Slots and Humanity

Augmentations reduce magical capacity. Your current Humanity score affects maximum spell slots.

Humanity Spell Slot Multiplier Effect
10 x1.0 Full capacity
9 x0.9 -10% slots (round down)
8 x0.8 -20% slots
7 x0.7 -30% slots
6 x0.6 -40% slots
5 x0.5 Half slots
4 x0.4 -60% slots
3 x0.3 -70% slots
2 x0.2 -80% slots
1 x0.1 Cantrips only, 1 slot per level

Example: Level 10 Wasteland Mage with Humanity 7 (3 augments):

  • Normal: 3/3/3/2/2 spell slots
  • At 70%: 2/2/2/1/1 spell slots (each reduced by 30%, round down)

Spell Crafting System (Modular Magic)

Spells are built from three components:

  1. Base Cantrip (the fundamental energy/concept)
  2. Delivery Shape (how it manifests)
  3. Effect Modifiers (what it does)

Formula:

Base Cantrip + Delivery Shape + Effect Modifiers = Final Spell Level

Spell level determines:

  • Spell slot required to cast
  • Crafting time (1 hour per spell level)
  • Crafting cost (100 credits x spell level squared)
  • Burnout risk if overcasting

Creating New Spells

Requirements:

  • Minimum Level: Must be able to cast spells of desired level
  • Time: 1 week of research per spell level
  • Cost: 1,000 credits x (spell level squared)
  • Skill Check: Arcana or Science check DC = 15 + spell level

Process:

  1. Design: Work with DM to define spell effect, referencing similar existing spells
  2. Research: Spend time and gold experimenting
  3. Check: Roll Arcana/Science check
    • Success: Spell is learned, added to your repertoire
    • Failure by <5: Spell not learned, but 50% of time/cost can be reclaimed for retry
    • Failure by 5+: Spell creation fails, Twilight Event occurs (see Burnout)

Design Guidelines (for DMs): Compare new spell to existing spells of same level:

  • Damage: Should match or be slightly lower than existing damage spells
  • Duration: Longer duration = reduce potency
  • Range: Increased range = reduce damage/effect
  • Area: Larger area = reduce damage per target
  • Utility: Compare to similar utility effects

Base Cantrips

These are the fundamental forces magic users learn to manipulate. All are unlimited use, 0-level.

Pyros (Fire)

  • Effect: Ignite flammable objects, light torches
  • Damage Type: Fire
  • Range: Touch or 30 feet (minor flame)
  • Utility: Start fires, light sources

Cryo (Cold)

  • Effect: Freeze small amounts of water, chill objects
  • Damage Type: Cold
  • Range: Touch or 30 feet
  • Utility: Preserve food, cool drinks, create ice

Volta (Electric)

  • Effect: Minor shock, power small devices temporarily
  • Damage Type: Electric
  • Range: Touch
  • Utility: Jump-start electronics, minor shock

Vitae (Life)

  • Effect: Stabilize dying creatures (auto-success on DC 10 Medicine)
  • Damage Type: Radiant (vs undead)
  • Range: Touch
  • Utility: Emergency stabilization, detect life

Mortis (Death)

  • Effect: Cause minor necrotic decay, spoil food
  • Damage Type: Necrotic
  • Range: Touch or 30 feet
  • Utility: Intimidation, corpse preservation

Kinesis (Force)

  • Effect: Move objects up to 5 lbs, push/pull
  • Damage Type: Force
  • Range: 30 feet
  • Utility: Retrieve items, open doors, minor telekinesis

Mentis (Mind)

  • Effect: Send simple emotions or one-word concepts
  • Damage Type: Psychic
  • Range: 60 feet
  • Utility: Silent communication, sense emotions

Materia (Matter)

  • Effect: Temporarily alter small object's appearance or texture
  • Damage Type: None
  • Range: Touch
  • Utility: Disguise objects, minor transmutation

Cantrip Scaling

  • Damage cantrips: 1d6 at level 1, +1d6 at levels 5, 11, 17
  • Utility cantrips: Range/effect increases at DM discretion

Cantrip Acquisition

  • Full Caster (Mystic): Start with 3, gain additional cantrips per the full caster spell slot table (see above)
  • Half Caster (Channeler, Medic): Start with 2, gain additional cantrips per the half-caster spell slot table (see above)
  • Other Archetypes: Can spend AP to learn cantrips (15 AP for non-casters, 12 AP for Diplomats, 10 AP for half-casters; see character creation for details)

Additional Cantrips

The following cantrips represent common learned techniques beyond the eight base forces.

Spark (Attack Cantrip)

  • Casting Time: 1 action
  • Range: 60 feet
  • Effect: Hurl bolt of energy. Make ranged spell attack (1d20 + INT or WIS + proficiency) vs target's DV. On hit: 1d8 energy damage.
  • Scaling: Damage increases by 1d8 at levels 5, 11, 17

Mend (Utility Cantrip)

  • Casting Time: 1 action
  • Range: Touch
  • Effect: Repair small tears, breaks, or damage to object (up to 1 square foot). Can restore 1d4 HP to constructs/synthetics.

Sense Magic (Detection Cantrip)

  • Casting Time: 1 action
  • Range: Self
  • Effect: For 1 minute, sense presence of magic within 30 feet (but not specific location or type). Can concentrate to narrow focus.

Prestidigitation (Versatile Cantrip)

  • Casting Time: 1 action
  • Range: 10 feet
  • Effect: Create minor sensory effects: light a candle, chill/warm small object, clean item, create harmless illusions (hand-sized), etc. DM discretion on applications.

Shield (Defensive Cantrip)

  • Casting Time: Reaction (when hit)
  • Range: Self
  • Effect: Add +3 to your DV against one attack. Can declare use after seeing attack roll.

Delivery Shapes

Delivery shapes modify the spell level of a crafted spell.

Touch (+0 levels)

  • Range: Touch (5 feet with reach weapon)
  • Target: Single creature or object
  • Attack: Melee spell attack
  • Note: Base delivery, no modifier

Ray (+0 levels)

  • Range: 60 feet (120 feet at +1 level)
  • Target: Single creature or object
  • Attack: Ranged spell attack
  • Note: Standard ranged spell

Cone (+1 level)

  • Range: 15-foot cone (30 feet at +1 additional level)
  • Target: All creatures in area
  • Save: Reflex save for half damage or negates
  • Note: Close-range area effect

Line (+1 level)

  • Range: 30-foot line, 5 feet wide (60 feet at +1 additional level)
  • Target: All creatures in line
  • Save: Reflex save for half or negates
  • Note: Penetrating area effect

Burst/Sphere (+2 levels)

  • Range: 20-foot radius sphere within 60 feet (120 feet at +1 additional level)
  • Target: All creatures in area
  • Save: Reflex or appropriate save
  • Note: Most versatile area effect, highest cost

Self Only (-1 level, minimum 1st level)

  • Range: Self
  • Target: Caster only
  • Note: Buffs, transformations, personal effects only

Aura (+2 levels)

  • Range: 10-foot radius around caster (20 feet at +1 additional level)
  • Target: All allies or all enemies (choose when crafting)
  • Duration: Concentration, up to 1 minute per spell level
  • Note: Moving buff/debuff field

Effect Modifiers

Effect modifiers add to the final spell level.

Damage Scaling

  • +1d6 damage: +1 spell level (max 10d6 at 10th level)
  • +1d8 damage: +1.5 spell levels (round up)
  • +1d10 damage: +2 spell levels

Duration

  • Instantaneous: +0 levels (default)
  • 1 round: +0 levels
  • Concentration, up to 1 minute: +1 level
  • Concentration, up to 10 minutes: +2 levels
  • 1 hour (no concentration): +2 levels
  • 8 hours (no concentration): +3 levels
  • 24 hours (no concentration): +4 levels
  • Permanent: +5 levels (DM approval required)

Conditions

Save negates; duration = 1 round unless increased.

  • Minor (Prone, Slowed -10 ft): +1 level
  • Moderate (Blinded, Deafened, Poisoned): +2 levels
  • Severe (Stunned, Paralyzed, Petrified): +3 levels
  • Extreme (Unconscious, Incapacitated): +4 levels

Buffs/Debuffs

  • +/-1 to attack/DV/saves: +1 level per bonus
  • +/-2: +2 levels per bonus
  • +/-3: +4 levels per bonus
  • Advantage/Disadvantage on specific checks: +2 levels
  • Resistance to damage type: +3 levels
  • Immunity to damage type: +5 levels

Healing

  • 1d8 HP: +1 level
  • 2d8 HP: +2 levels
  • 3d8 HP: +3 levels
  • Additional +1d8: +1 level each

Utility Effects

  • Teleport (short, 30 feet): +2 levels
  • Teleport (medium, 100 feet): +3 levels
  • Teleport (long, 500 feet): +5 levels
  • Invisibility: +3 levels
  • Flight (10 min): +3 levels
  • See Invisibility: +2 levels
  • Detect Magic: +1 level
  • Dispel Magic (same level or lower): +3 levels

Targets

  • Single target: +0 levels (default)
  • 2 targets: +1 level
  • 3-5 targets: +2 levels
  • 6-10 targets: +3 levels
  • All allies in range: +3 levels

Crafted Spell Examples

Tier 1 Spells (1st-2nd Level)

Fire Ray

  • Components: Pyros (cantrip) + Ray (+0) + 2d6 fire damage (+2)
  • Level: 2nd
  • Casting Time: 1 action
  • Range: 60 feet
  • Duration: Instantaneous
  • Effect: Ranged spell attack. On hit: 2d6 fire damage. Ignites flammable objects.
  • Crafting: 2 hours, 400 credits

Frost Touch

  • Components: Cryo (cantrip) + Touch (+0) + 1d6 cold damage (+1) + Slowed (-10 ft, 1 round) (+1)
  • Level: 2nd
  • Casting Time: 1 action
  • Range: Touch
  • Duration: Instantaneous (slow lasts 1 round)
  • Effect: Melee spell attack. On hit: 1d6 cold damage, target's speed reduced by 10 feet until end of their next turn.
  • Save: None (attack roll)
  • Crafting: 2 hours, 400 credits

Shocking Grasp

  • Components: Volta (cantrip) + Touch (+0) + 2d8 electric damage (+2) + Target can't take reactions (+1)
  • Level: 3rd
  • Casting Time: 1 action
  • Range: Touch
  • Duration: Instantaneous (reaction loss until end of target's next turn)
  • Effect: Melee spell attack with advantage if target is wearing metal armor. On hit: 2d8 electric damage, target cannot take reactions until end of its next turn.
  • Crafting: 3 hours, 900 credits

Healing Touch

  • Components: Vitae (cantrip) + Touch (+0) + 1d8 HP healing (+1)
  • Level: 1st
  • Casting Time: 1 action
  • Range: Touch
  • Duration: Instantaneous
  • Effect: Touch a creature to restore 1d8 + WIS modifier HP. Cannot heal constructs or undead.
  • Crafting: 1 hour, 100 credits

Necrotic Bolt

  • Components: Mortis (cantrip) + Ray (+0) + 1d6 necrotic damage (+1) + Temp HP to caster (+1)
  • Level: 2nd
  • Casting Time: 1 action
  • Range: 60 feet
  • Duration: Instantaneous
  • Effect: Ranged spell attack. On hit: 1d6 necrotic damage. Caster gains temporary HP equal to half damage dealt.
  • Crafting: 2 hours, 400 credits

Force Push

  • Components: Kinesis (cantrip) + Cone (+1) + Push 15 feet (+1) + Prone on failed save (+1)
  • Level: 3rd
  • Casting Time: 1 action
  • Range: 15-foot cone
  • Duration: Instantaneous
  • Effect: All creatures in cone make MIG save DC (spell DC). On failure: Pushed 15 feet away and knocked prone.
  • Crafting: 3 hours, 900 credits

Mental Link

  • Components: Mentis (cantrip) + Ray (+0) + Two-way communication (+1) + 10 minutes duration (+2)
  • Level: 3rd
  • Casting Time: 1 action
  • Range: 60 feet
  • Duration: 10 minutes (concentration)
  • Effect: Establish telepathic link with willing target. Both can communicate mentally regardless of language. Range unlimited once established.
  • Crafting: 3 hours, 900 credits

Disguise Object

  • Components: Materia (cantrip) + Touch (+0) + Illusory appearance (+1) + 1 hour duration (+2)
  • Level: 3rd
  • Casting Time: 1 minute
  • Range: Touch
  • Duration: 1 hour
  • Effect: Make object appear as different object of similar size/shape. Investigation check vs spell DC to detect illusion.
  • Crafting: 3 hours, 900 credits

Tier 2 Spells (3rd-5th Level)

Fireball

  • Components: Pyros + Burst (+2) + 3d6 fire damage (+3)
  • Level: 5th
  • Casting Time: 1 action
  • Range: 60 feet (20-foot radius)
  • Duration: Instantaneous
  • Effect: All creatures in area make Reflex save. Failure: 3d6 fire damage. Success: Half damage. Ignites flammable objects.
  • Upcast: +1d6 per spell level above 5th
  • Crafting: 5 hours, 2,500 credits

Ice Storm

  • Components: Cryo + Burst (+2) + 2d6 cold (+2) + Difficult terrain (+1)
  • Level: 5th
  • Casting Time: 1 action
  • Range: 60 feet (20-foot radius)
  • Duration: Instantaneous (terrain lasts 1 minute)
  • Effect: All creatures in area make Reflex save. Failure: 2d6 cold damage. Area becomes difficult terrain (icy).
  • Crafting: 5 hours, 2,500 credits

Lightning Line

  • Components: Volta + Line (+1) + 4d6 electric damage (+4)
  • Level: 5th
  • Casting Time: 1 action
  • Range: 60-foot line, 5 feet wide
  • Duration: Instantaneous
  • Effect: All creatures in line make Reflex save. Failure: 4d6 electric damage. Success: Half damage. Arcs to metal objects.
  • Crafting: 5 hours, 2,500 credits

Mass Healing

  • Components: Vitae + Burst (+2) + 2d8 HP (+2)
  • Level: 4th (affects all in range by default with Burst)
  • Casting Time: 1 action
  • Range: 60 feet (20-foot radius)
  • Duration: Instantaneous
  • Effect: All allies in area regain 2d8 + WIS modifier HP.
  • Crafting: 4 hours, 1,600 credits

Animate Dead (Temporary)

  • Components: Mortis + Touch (+0) + Reanimate corpse (+3) + 1 hour duration (+2)
  • Level: 5th
  • Casting Time: 1 minute
  • Range: Touch (corpse)
  • Duration: 1 hour
  • Effect: Reanimate one humanoid corpse as zombie or skeleton under your control. Uses standard stat block (CR 1/4). Obeys simple commands. Crumbles to dust when duration ends.
  • Crafting: 5 hours, 2,500 credits

Telekinetic Storm

  • Components: Kinesis + Burst (+2) + 2d6 force (+2) + Knock prone (+1)
  • Level: 5th
  • Casting Time: 1 action
  • Range: 60 feet (20-foot radius)
  • Duration: Instantaneous
  • Effect: Whirling vortex of force. All creatures make MIG save. Failure: 2d6 force damage and knocked prone.
  • Crafting: 5 hours, 2,500 credits

Mind Blast

  • Components: Mentis + Cone (+1) + 2d6 psychic (+2) + Stunned 1 round (+3)
  • Level: 6th
  • Casting Time: 1 action
  • Range: 30-foot cone
  • Duration: Instantaneous (stun lasts until end of target's next turn)
  • Effect: All creatures in cone make a Will save. Failure: 2d6 psychic damage and stunned until end of their next turn. Success: Half damage, not stunned.
  • Crafting: 6 hours, 3,600 credits

Transmute Flesh to Stone

  • Components: Materia + Touch (+0) + Restrained (+2) + Concentration 1 min (+1), then Petrified if still restrained (+2)
  • Level: 5th
  • Casting Time: 1 action
  • Range: Touch
  • Duration: Concentration, up to 1 minute
  • Effect: Target makes END save or becomes restrained as body stiffens. At end of each turn, repeats save. Three failures = petrified (permanent). Three successes = spell ends.
  • Crafting: 5 hours, 2,500 credits

Tier 3 Spells (6th-7th Level)

Falling Stars

  • Components: Pyros + Burst (+2) + 4d6 fire (+4)
  • Level: 6th
  • Casting Time: 1 action
  • Range: 120 feet (four 10-foot radius bursts)
  • Duration: Instantaneous
  • Effect: Choose four points within range. Each becomes 10-foot radius explosion. Creatures in area make Reflex save. Failure: 4d6 fire damage. Success: Half.
  • Crafting: 6 hours, 3,600 credits

Absolute Zero

  • Components: Cryo + Burst (+2) + 4d6 cold (+4) + Slowed (-20 ft) (+1)
  • Level: 7th
  • Casting Time: 1 action
  • Range: 60 feet (20-foot radius)
  • Duration: Instantaneous (slow lasts 1 round)
  • Effect: Temperature plummets to near absolute zero. All creatures in area make END save. Failure: 4d6 cold damage and speed reduced by 20 feet for 1 round. Success: Half damage, no slow.
  • Crafting: 7 hours, 4,900 credits

Chain Lightning

  • Components: Volta + Ray (+0) + 5d6 electric (+5) + Arcs to 3 additional targets (+2)
  • Level: 7th
  • Casting Time: 1 action
  • Range: 60 feet (primary), 30 feet (secondary arcs)
  • Duration: Instantaneous
  • Effect: Ranged spell attack vs primary target. On hit: 5d6 electric damage. Lightning arcs to up to 3 other targets within 30 feet of primary (your choice). Each makes Reflex save or takes 3d6 electric damage.
  • Crafting: 7 hours, 4,900 credits

Revive

  • Components: Vitae + Touch (+0) + Restore life (10 days dead) (+4) + 1 hour casting (+2)
  • Level: 6th
  • Casting Time: 1 hour
  • Range: Touch
  • Duration: Instantaneous
  • Effect: Return creature dead 10 days or fewer to life with 1 HP. Target loses 1 point from random attribute permanently. Requires 5,000 credits in materials (consumed).
  • Crafting: 6 hours, 3,600 credits + materials

Finger of Death

  • Components: Mortis + Ray (+0) + 5d6 necrotic (+5) + Raise as zombie if killed (+1)
  • Level: 6th
  • Casting Time: 1 action
  • Range: 60 feet
  • Duration: Instantaneous (zombie permanent until destroyed)
  • Effect: Ranged spell attack. On hit: 5d6 necrotic damage. If this reduces target to 0 HP, target dies and rises as zombie under your control at start of your next turn.
  • Crafting: 6 hours, 3,600 credits

Disintegration Beam

  • Components: Materia + Ray (+0) + 5d6 force (+5)
  • Level: 5th
  • Casting Time: 1 action
  • Range: 60 feet
  • Duration: Instantaneous
  • Effect: Ranged spell attack. On hit: 5d6 force damage. Target must make END save or have objects they're wearing/carrying damaged (DM discretion).
  • Crafting: 5 hours, 2,500 credits

True Disintegrate

  • Components: Materia + Ray (+0) + 6d6 force (+6) + Disintegrate on 0 HP (+1)
  • Level: 7th
  • Casting Time: 1 action
  • Range: 60 feet
  • Duration: Instantaneous
  • Effect: Ranged spell attack. On hit: 6d6 force damage. If this reduces target to 0 HP, target and everything it's wearing/carrying (except magic items) disintegrate into fine gray dust.
  • Crafting: 7 hours, 4,900 credits

Teleport (Long Range)

  • Components: Materia + Touch + Teleport 100 miles (+5) + Up to 3 willing creatures (+2)
  • Level: 7th
  • Casting Time: 1 action
  • Range: Touch
  • Duration: Instantaneous
  • Effect: You and up to 3 willing creatures teleport to known location within 100 miles. Must have seen location before (scrying, picture, or visit). Unfamiliar locations: roll d100. 01-25: Arrive off-target. 26-50: Arrive in dangerous location nearby. 51-100: Success.
  • Crafting: 7 hours, 4,900 credits

Common Spells

These are common pre-built spells available to all spellcasters. Players using the spell crafting system may design custom spells with GM approval, following the crafting rules in this chapter.

Cantrips (At-Will)

Fire Bolt

  • Casting Time: 1 action
  • Range: 60 ft
  • Effect: Ranged spell attack. On hit: 1d10 fire damage.
  • Scaling: +1d10 at levels 5, 11, 17.

Ray of Frost

  • Casting Time: 1 action
  • Range: 60 ft
  • Effect: Ranged spell attack. On hit: 1d8 cold damage, target's speed reduced by 10 ft until start of your next turn.
  • Scaling: +1d8 at levels 5, 11, 17.

Shock

  • Casting Time: 1 action
  • Range: Touch
  • Effect: Melee spell attack. On hit: 1d8 electric damage, target can't take reactions until start of their next turn.
  • Scaling: +1d8 at levels 5, 11, 17.

Mend

  • Casting Time: 1 minute
  • Range: Touch
  • Effect: Repair a single break or tear in an object (not magical damage).

Guidance

  • Casting Time: 1 action
  • Range: Touch
  • Duration: Concentration, up to 1 minute
  • Effect: Target gains +1d4 to next ability check within 1 minute.

Light

  • Casting Time: 1 action
  • Range: Touch
  • Duration: 1 hour
  • Effect: Touch an object; it sheds bright light 20 ft and dim light 20 ft beyond that.

Minor Heal (Healing casters only)

  • Casting Time: 1 action
  • Range: Touch
  • Effect: Restore 1d4 HP.
  • Scaling: +1d4 at levels 5, 11, 17.

Telekinetic Shove

  • Casting Time: 1 action
  • Range: 30 ft
  • Effect: Force target to make Reflex save or be pushed 5 ft. No damage.

1st-Level Spells

Healing Touch (Healing casters only)

  • Casting Time: 1 action
  • Range: Touch
  • Effect: Restore 1d8 + WIS modifier HP.

Arcane Shield

  • Casting Time: 1 action (reaction trigger: being attacked)
  • Range: Self
  • Effect: +5 DV against the triggering attack. Lasts until start of your next turn.

Burning Hands

  • Casting Time: 2 actions
  • Range: 15-ft cone
  • Effect: Each creature in area makes Reflex save. 3d6 fire damage (half on save).

Thunderwave

  • Casting Time: 2 actions
  • Range: 15-ft cube from self
  • Effect: Each creature in area makes Fortitude save. 2d8 sonic damage and pushed 10 ft (half damage and not pushed on save).

Fog Cloud

  • Casting Time: 1 action
  • Range: 120 ft
  • Duration: Concentration, up to 10 minutes
  • Effect: 20-ft radius sphere; area is heavily obscured.

Mage Armor

  • Casting Time: 1 action
  • Range: Touch
  • Duration: 8 hours (no concentration)
  • Effect: Target's base DV becomes 13 + AGI modifier (no armor).

Detect Magic

  • Casting Time: 1 action
  • Range: Self
  • Duration: Concentration, up to 10 minutes
  • Effect: Sense magic within 30 ft.

2nd-Level Spells

Bind Wounds (Healing casters only)

  • Casting Time: 1 action
  • Range: Touch
  • Effect: Restore 2d8 + WIS modifier HP.

Scorching Ray

  • Casting Time: 2 actions
  • Range: 120 ft
  • Effect: Create 3 rays of fire. Each makes a ranged spell attack for 2d6 fire damage per ray. Can target same or different creatures.

Shatter

  • Casting Time: 2 actions
  • Range: 60 ft
  • Effect: 10-ft radius sphere. 3d8 sonic damage, Fortitude save for half. Damages objects.

Hold Person

  • Casting Time: 1 action
  • Range: 60 ft
  • Duration: Concentration, up to 1 minute
  • Effect: Target humanoid must make Will save or be paralyzed. Target repeats save at end of each turn.

Invisibility

  • Casting Time: 1 action
  • Range: Touch
  • Duration: Concentration, up to 1 hour
  • Effect: Target becomes invisible. Ends if target attacks or casts a spell.

3rd-Level Spells

Mass Healing Word (Healing casters only)

  • Casting Time: 1 action
  • Range: 60 ft
  • Effect: Up to 3 creatures regain 1d8 + WIS modifier HP.

Fireball

  • Casting Time: 2 actions
  • Range: 150 ft
  • Effect: 20-ft radius sphere. 8d6 fire damage, Reflex save for half.

Lightning Bolt

  • Casting Time: 2 actions
  • Range: 100-ft line, 5 ft wide
  • Effect: 8d6 electric damage, Reflex save for half.

Counterspell

  • Casting Time: Reaction (trigger: creature within 60 ft casts a spell)
  • Range: 60 ft
  • Effect: Make a spellcasting check (DC 10 + spell level). Success: spell fails. Automatic for spells of 3rd level or lower.

Dispel Magic

  • Casting Time: 1 action
  • Range: 120 ft
  • Effect: End one spell effect. Automatic for 3rd level or lower; spellcasting check (DC 10 + level) for higher.

4th-Level Spells

Revitalize (Healing casters only)

  • Casting Time: 1 action
  • Range: 60 ft
  • Effect: One creature regains 4d8 + WIS modifier HP and is cured of one condition.

Wall of Fire

  • Casting Time: 2 actions
  • Range: 120 ft
  • Duration: Concentration, up to 1 minute
  • Effect: Create a wall of fire up to 60 ft long/20 ft high. Creatures within 10 ft of one side take 5d8 fire damage (Reflex half).

Banishment

  • Casting Time: 1 action
  • Range: 60 ft
  • Duration: Concentration, up to 1 minute
  • Effect: Will save or target is banished to a harmless demiplane.

5th-Level Spells

Mass Healing (Healing casters only)

  • Casting Time: 1 action
  • Range: 30 ft radius
  • Effect: All allies regain 5d8 + WIS modifier HP.

Cone of Cold

  • Casting Time: 2 actions
  • Range: 60-ft cone
  • Effect: 8d8 cold damage, Reflex save for half.

Concentration

You can concentrate on only one spell at a time. Casting another concentration spell ends the first.

Concentration Check: When you take damage while concentrating, make a Will save. DC = 10 or half the damage taken, whichever is higher. On failure, the spell ends.

Sustain vs Concentration: Some spells require you to Sustain them (costs 1 action per turn to maintain). Sustained spells are NOT the same as concentration -- you can sustain a spell while concentrating on another, but sustaining costs an action each turn.

You lose concentration if you are incapacitated, killed, or voluntarily end it (free action).

You can voluntarily end concentration as a free action at any time.


Ritual Casting

Cast any spell you know without expending a spell slot by investing time and materials. Ritual casting time: 10 minutes + 10 minutes per spell level.

Ritual Requirements

  • Time: 10 minutes + 10 minutes per spell level
  • Materials: 100 credits x (spell level) squared worth of components (consumed)
  • Skill Check: WIS or INT + Proficiency vs DC 10 + (spell level x 2)
  • Location: Relatively safe area (no active combat)

A ritual requires the caster's full attention and cannot be done while traveling or in combat. Material components are still consumed.

Ritual Casting Process

  1. Declare spell being cast as ritual
  2. Spend required time and materials
  3. Roll skill check at end of ritual
  4. Success: Spell cast normally
  5. Failure (miss DC by <5): Spell fails, materials wasted, no Burnout
  6. Critical Failure (miss DC by 5+): Spell fails, materials wasted, gain 1 Burnout Point

Ritual Benefits

  • No spell slot expended
  • Can cast spells above available slots (risky!)
  • Allows non-casters to attempt magic with instruction (DC +10, requires teacher)

Ritual Limitations

  • Cannot cast in combat
  • Requires focus (any damage interrupts, must restart)
  • Expensive and time-consuming
  • Risk of Burnout on failure

Material Component Costs

Spell Level Component Cost
Cantrip None
1st 1 x Tier 1 token worth of materials
2nd 2 x Tier 1 tokens
3rd 1 x Tier 2 token
4th 2 x Tier 2 tokens
5th 3 x Tier 2 tokens
6th 1 x Tier 3 token
7th 2 x Tier 3 tokens

Multi-Caster Rituals

Multiple magic users can collaborate on a ritual:

  • Lead Caster: Determines spell effect, makes casting check if needed
  • Assistants: Up to (spell level) assistants can help
  • Benefit: Each assistant reduces casting time by 10 minutes (minimum 10 minutes total) OR adds +1 to casting check

Example Ritual Spells

Detect Thoughts (2nd-level Ritual)

  • Time: 30 minutes
  • Components: Incense, quiet focus
  • Effect: For next 10 minutes, sense surface thoughts of creatures within 30 feet. Can focus on one creature to probe deeper (Will save to resist).

Identify Magic (1st-level Ritual)

  • Time: 20 minutes
  • Components: Pearl dust (100 credits worth)
  • Effect: Learn properties and activation of one magical item

Sending (3rd-level Ritual)

  • Time: 40 minutes
  • Components: Copper wire, personal item from recipient
  • Effect: Send 25-word message to creature you know. They can reply with 25 words. Works across any distance on same plane.

Burnout Mechanics

Pushing beyond your limits is dangerous. Burnout Points (BP) track magical exhaustion from overuse.

Gaining Burnout

  • Overcasting: Cast spell without available slot (gain BP = spell level)
  • Critical Ritual Failure: Miss ritual DC by 5+ (gain 1 BP)
  • Twilight Event Consequence: Some reality-warping failures cause BP

Burnout Effects

BP Total Effects
1-2 Minor magical fatigue. Disadvantage on next spell attack or spell save DC reduced by 2 (choose when gained).
3-5 Moderate burnout. Disadvantage on all spell attacks and spell save DC reduced by 2.
6-8 Severe burnout. Above effects + cannot cast spells of 4th level or higher.
9-11 Critical burnout. Can only cast cantrips. Gain 1 level of Exhaustion.
12+ Magical collapse. Unconscious for 1d4 hours. Gain 2 levels of Exhaustion. All BP reset to 0 after waking.

Removing Burnout

  • Short Rest (8 hours): Remove 1 level of Burnout
  • Long Rest (7 days): Remove all Burnout levels
  • Greater Restoration (5th-level spell): Remove 1d4 BP
  • Wish/Miracle (9th-level): Remove all BP (if such spells exist at 25+)

Burnout is tracked separately from Exhaustion; they can stack but are removed independently. A Medic cannot heal Burnout with class features; it requires rest.

Permanent Burnout

If you ever reach Burnout 20+, make a Will save DC 20:

  • Success: Reduce to Burnout 15, gain permanent -1 to spell casting
  • Failure: Permanently lose the ability to cast magic

Overcasting Procedure

  1. Declare Overcast: State you're casting without a spell slot
  2. Gain Burnout Points: Gain Burnout equal to spell level
  3. Casting Check: Roll d20 + WIS modifier vs DC (10 + spell level + current Burnout)
  4. Results:
    • Success: Spell is cast normally
    • Failure (by <5): Spell is cast, but you gain 1 Exhaustion level
    • Failure (by 5-9): Spell fizzles, gain 2 Exhaustion levels
    • Failure (by 10+): Twilight Event occurs

Twilight Events (Critical Overcasting Failures)

When you critically fail an overcasting check, roll 1d10:

d10 Event
1-2 Wild Surge — Random spell effect within 60 feet (DM choice)
3-4 Backlash — Take 2d10 psychic damage, knocked prone
5-6 Reality Tear — 10-foot radius rift opens, strange energy spills out (1d6 force damage to all nearby, lasts 1 minute)
7-8 Magical Burn — Gain 2d4 Burnout immediately, permanent -1 HP
9 Essence Drain — Permanently lose 1 Humanity
10 Twilight Transformation — Roll on Mutation table (permanent change)

Example Twilight Mutations

  • Eyes glow with unnatural light
  • Hair becomes ethereal, moves without wind
  • One hand constantly emits faint sparks
  • Casting spells causes brief bleeding from eyes
  • Shadow doesn't match your movements

Example Custom Spell

Electromagnetic Pulse (3rd-level Evocation)

  • Created by comparing to: Fireball (damage), Dispel Magic (anti-tech effect)
  • Casting Time: 1 action
  • Range: 60 feet
  • Effect: 20-foot radius burst. All electronic devices in area must save (DC = 8 + caster INT + proficiency) or shut down for 1 minute. Deals 6d6 damage to Synthetics and tech-heavy creatures (half on save).
  • Research Cost: 9,000 credits, 3 weeks

Multiclass Spellcasting

Multiclass Spellcasting: When multiclassing between two spellcasting classes, spell slots do not stack. Use the higher of your two spell slot tables. You can use spell slots from either class to cast spells from either class's spell list. Cantrips known from each class are tracked separately.