Magic is wide and varied, and so are the spells that go along with it.
Attack spells function like weapons for the purpose of targeting body parts and spells that deal physical damage (bludgeoning, piercing, or slashing) factor against a set of armor’s Deflection. Otherwise it factors against a character’s energy resistance.
Unless otherwise specified, spells cannot be parried. Spells which summon weapons or weapon-like constructs can be however.
The spell levels go as follows:
Spell Attacks
Damage
(Magic) k (½ Magic) + Misc.
((Base Rolled Dice) + ½ Magic) k ((Base Kept) + ¼ Magic) + Misc.
Spells that apply the same effect (like a penalty) do not stack.
The following are tags that will be seen on spells. These tags may determine how the spell applies against weaknesses or resistances, or determines what kind of magic feat can apply to that spell.
MP Cost by Spell Level:
“0th level spells” are any flavor-based spell which doesn’t affect combat or social situations in any mechanical way. If a check is called on by the GM to cast this, it’s a DC 10 Spellcraft.
Spells add Magic as if it were Strength to damage unless otherwise specified.
Magic is broken up into different spellcasting types. Arcane, Divine, and Psychic are the primary three with numerous different deviations existing (but few being documented or practiced). Spells are cast differently depending on the magic type.
Every spellcasting class has Magic Points (MP for short) which are spent on casting a spell. Point costs are low for lower level spells and abilities while being expensive for more intricate and powerful spells.
If a spellcaster’s MP is somehow exhausted below 0, they are knocked unconscious for 1 hour per point below 0.
Magic Points: Class’ MP (based on level) + caster’s Resistance
Casting a spell is typically a standard action unless otherwise mentioned by the spell.
Spells provoke attacks of opportunity when cast if proper measures (see below) aren’t taken, and thus if the caster is attacked and ends up taking damage, they’ll require a concentration check to maintain the spell.
The DC of the check is 10 + Spell Level + Damage Dealt. On a failed test, the spell is lost and wasted.
Concentration Checks: If a caster is within an enemies’ provoking range and casting a spell would provoke an attack of opportunity, the caster can make a concentration check to avoid being attacked. The DC of this is 10 + Spell Level and on a failed concentration check, the spell is lost (but the caster still doesn’t provoke).
Concentration checks are made at (½ Magic) + (½ Resistance) k (¼ Magic) + (¼ Resistance). For example a Mage with 4 in both Magic and Resistance has a concentration check of 4k2 {(2 + 2) k (1 + 1)}
Spells that deal a bonus or penalty to the same thing (such as two spells that deal a -2 Defense) do not stack unless otherwise specified, only the highest bonus or penalty is applied.
Attack Locations and Called Shots: Some spells can use effects such as called shots while others cannot. This all depends on the spell’s application and use. The spell being cast cannot be a radius centered on you or an emanation. Cones, lines, bursts, and so on can all be used on called shots for similar effects (however they do not rely on the random Attack Location roll as with normal weapons, instead always defaulting to the body unless aimed).
Single target spells function like weapons, and use Attack Locations and Called Shots.
Each type of magic has ties to the elements - some of which are specific to the types of magic being used, others . Each 'element' has its purposes, the styles associated with them, and social reactions to the types of magic being used. These may not apply in all circles of thinking, however these are general overviews of each element and descriptions for how they work, look, and feel in the hands of magic users.
Arcane magic is associated with the natural elements that are present in the every day world. It holds similarities to Nature magic in its usage of the natural elements but also possesses some more unorthodox spells associated with traditional mages such as illusions, mind tricks, necromancy, and transmutation.
Fire
Fire destroys - the flames consume and disintegrate what it touches. It brings what it can to ash. Though it is destructive, the element of fire does not necessarily mean the users are evil or otherwise dangerous individuals. Pyromaniac mages (or simply Pyromages) who seek to blow up and destroy all they can are just as common as mages using fire as a tool - not as a catch-all solution to every problem.
Fire magic is also sought for its medicinal uses, cauterizing wounds and burning out harmful parasites. When used in this way it grants a +5 bonus on Heal checks so long as the user has Spellcraft trained and is using their Magic on Heal instead of Smarts.
Common Personality Traits: Pyromages tend to be aggressive, impulsive, energetic, and good spirited.
Water
Fluid and ever-changing, water is commonly associated with the liquid form which makes up the lakes and oceans of worlds, and living beings use as a source of hydration. Hydromages are noted as having flowing styles of magic which involve almost dance-like motions and moving one's body like a current of water. Particularly destructive Hydromages use darker arts like Blood Splinter in order to affect a foe's blood, splintering it from their body.
Water magic is particularly useful when using Fortitude to ignore thirst by conjuring a small amount of water - not enough to sustain yourself but enough to fool your body for a time. When using this for Fortitude to ignore thirst, gain a +5 bonus on the check.
Common Personality Traits: Hydromages tend to be serene, relaxed, inquisitive, and selfless.
Ice
The solid form of water - or other elements (such as ammonia and methane), ice is created when such liquids reach a low enough temperature and freeze solid. Cryomages typically are able to create ice which is not as easily melted by flames and heat due to their magical nature. This ice magic can be used as weapons, or even used as a construction material to repair buildings, or even to create whole buildings. Ice can be used to make a place harder to grip, especially for those attempting to climb.
When used this way it a square must be targeted - when targeted anybody attempting to climb on this terrain must succeed at an Acrobatics check DC 15 + your Magic, or if there is already a check DC they need to make (such as if they don't have a climb speed), increase it by your Magic. Doing this is a standard action, and you must have Spellcraft trained.
Common Personality Traits: Cryomages tend to be cold, distant, quiet, and practical.
Acid
Corrosive to the touch, acid is often used to destroy various things - flesh, metal, or even the scales of some monsters. Its usage is often for combat purposes as opposed to non-combat purposes.
Common Personality Traits: Serqemages tend to be slimy, suspicious, chuntering, and shifty.
Earth
The element of the earth is made up of stone, mud, and gravel. Its usage is common among mages, being often used for defensive needs such as creating barriers or other physical objects out of shifting rocks.
Common Personality Traits: Geomages tend to be tough, intimidating, hardheaded, and simple.
Wind
The element of air is often used for the benefit of the user as opposed to being used for combat, however its usage in combat isn't unheard of. Those who use magic to fly often use wind to control their flight.
Common Personality Traits: Aeromages tend to be flighty, air-headed, whimsical, and carefree.
Electricity
The element of electricity are often used for combat, but also being able to be used to power technological objects such as TVs and radios.
Common Personality Traits: Electromages tend to be spontaneous, quick to action, relaxed, and charismatic.
Sonic
Sonic is the element of sound, and said sound can be turned into a dangerous weapon in the right hands. Deaf beings are unable to hear (and thus, be affected by) sonic damage.
Common Personality Traits: Sonomages tend to be spontaneous, quick to action, relaxed, and charismatic.