Magic

Magic comes in many different forms across the Multiverse. One spellcaster could be radically different from another spellcaster, leading to a near endless project to study magic and its true properties.

When casting a spell to affect an enemy, it will list what type of Defense it will go against (Fortitude, Reflex, or Will). When it lists this, you make an attack roll using your casting stat and other miscellaneous modifiers which may apply. This formula works as follows:

1d20 + Attack Bonus + Casting Stat (Int, Wis, or Cha) + Miscellaneous

Casters receive a number of "casts per day" they expend on casting spells. These casts per day function as a massive pool which every spell uses energy from that the spell caster taps into in order to cast. Characters recover all of their MP back after 8 hours of rest.

Magic Pool: 10 + Double Casting Stat

By spending 1 EXP, the caster can increase their Magic Pool by 1 (to a maximum of double their base Magic Pool).

One of the main forms of defense against magic is Spell Resistance which represents a target number the mage must roll above. This roll is made as if it were a spell attack except it doesn't include Attack Bonus and is used as if they were targeting one of their foes' three Defenses. If this target number isn't overcome, the spell doesn't affect the target creature (if it's an Area of Effect instead of a single target, it affects everyone else individually, but that creature is unaffected).

Note: Classes which don't receive Spellcasting as a bonus feat (such as Soldier or Rogue) can only gain up to 8 EXP spells like Factotums.

Cost: Spells cost a number of MP to cast equal to (1/4 the EXP cost rounded down) + 1. Spells enhanced by EXP (such as Force Lightning and Energy Sword) still use their original cost.

    • EXP Cost: 1 | MP Cost: 1

    • EXP Cost: 4 | MP Cost: 2

    • EXP Cost: 8 | MP Cost: 3

    • EXP Cost: 12 | MP Cost: 4

    • EXP Cost: 16 | MP Cost: 5

    • EXP Cost: 20 | MP Cost: 6

The Elements & Oppositions

One of the things which comes up commonly is elements. These aren't just limited to the arcane - divine magic, and even psychic attacks have "elements". This list will give information on each element and elements which oppose it.

Arcane Elements

Fire: Burning and roaring, fire is regarded as the most naturally aggressive of the arcane elements. Its opposite is water.

Water: Flowing and serene, water is regarded as the arcane element of life giving and peace. Its opposite is fire.

Earth: Sturdy and steady, earth is regarded as the arcane element of physical and mental might. Its opposite is wind.

Wind: Flowing like water yet steady like earth, wind is regarded as the arcane element of offense and defense. Its opposite is earth.

Sonic: Loud and bombastic, sonic is regarded as the arcane element of energy and excitement. It has no opposite. It deals double damage to creatures with "glass" in their name, or a weakness to sound-based attacks.

Arcana: Pure and unadulterated arcane energy. It has no opposite. It deals double damage to creatures with a weakness to arcane magic, or magic in general.

Corruption: As evil as unholy energy, corruption prides itself on its ability to destroy, and leave nothing in its path. Unlike fire, the element of corruptions burns, corrodes, and tears apart everything in its way with no remorse and leaves nothing behind. Fire leaves ash, corruption leaves emptiness behind. It has no opposite.

Divine Elements

Holy: Purifying light. Holy energy is the energy of angels and other divine beings on the "Holy" alignment spectrum.

Unholy: Snuffing darkness. Unholy energy is the energy of demons and other vile beings on the "Unholy" alignment spectrum.

Note: Anything that deals "holy damage" can heal creatures healed by holy, and vice versa unless otherwise stated. In addition, holy and unholy spells must be stated whenever they're being used to heal or harm before use. This goes for more than just holy/unholy spells.

Psychic Elements

Psychokinesis: The element of control over other people's minds, this is energy is used when directly attacking the brain of an opposing creature. It deals double damage to creatures with a weakness to mind affecting effects and/or psychokinesis damage.

The Big Three

The three most common types of magic are Arcane, Psychic, and Divine. These are often regarded as universal forms of magic understood by most if not all cultures. The Mage class can select Arcane or Psychic for his starting Spellcasting feat, but not Priest. The Priest must select Divine as their starting Spellcasting feat.

Arcane magic is also known as arcana, elementalism, or anima masters. This magic focuses on not only bending the elements, but also altering the world around you. Arcane magic is seen as the most 'general' type of magic because of this.

Divine magic is also known as divinity, being blessed, or being touched. This magic focuses on using a deities' or divine power's innate power and resonating it within your body, then releasing the energy as a divine spell.

Psychic magic is also known as preternaturalism, supernaturalism, or occultism. This magic focuses on using one's mind to adversely affect other creature's minds, or enhance your own body through your mental magic.

Less Common Magic

These less common forms of magic are either utilized by few practitioners, are specifically tied to specific universes, or are merely just uncommon forms of magic compared to the big three. These choices are sometimes subsets of existing magic types, or involve aspects of existing types. Mages can select these less common forms as their starting Spellcasting feat.

Rune magic is also known as Rún Fróðleikr. This form of magic involves carving intricate runes into materials in order to enhance them. This is also used as tattoos on living creatures to enhance their bodies, minds, and spirits.

The Force is a form of magic the Jedi tap into, commanding over the world around them. This is rarely seen used outside of the galaxy which the Jedi inhabit, however with the emergence of the Multiverse the talent has been spreading out wide.

Nature magic (also known by its Latin name: De Natura Omnes, meaning The Nature of All) derives its energy from nature and its energy. This magic is typically tied to druids who do not wish to study the arcane or the divine. Nature magic tends to blend aspects of both aforementioned types.

Summoning magic (also known by its Japanese name: Jumon, meaning an Incantation) has the caster open a portal to another realm, and pull a creature from said realm to do their bidding.