
Using your mind to control the light of the world.
Magic
How Magic Works
Magic is all about your intentions, you command the light of the world around you to change and do your bidding. It’s all about your belief, have such a strong enough will over the world that your thoughts become reality. Though it is never simple, only the most powerful of mages can just think to make something happen. Most mages use a collective agreed upon way to cast a spell drawing runes, hand symbols or chants. Most spells tend to copy powers of champions.
Magic can be seen as harmful to the environment when weaker spell casters are wasteful with the light around them, using too much to do too little. This wastes the light of the environment that had not yet been unified and changes it into something that wasn't needed or damages the environment around it.
As you get better in magic you will get better at using the light around you properly.
What Magic gives you
When you invest in magic you gain one spell from your devotion, a focus you use to cast your spells, and as many spells equal to your small magic modifier. Runes equal to half your modifier rounded down, You also start with 10 charges, every small modifier you have in magic is 2 extra charges.
Casting Spells
The first thing you learn in magic is how to cast spells. To cast a spell is to put an intention into the world around you and have the light of the environment mimic what that intention is. To achieve this intention, you might choose one of the three basic ways of casting: Channeling, Somatic and Verbal.
If you are unable to achieve your way of spell casting, you will be casting with plenty. You must make a magic save against a 10 + how much resource is poured into the spell. If you fail, your spell doesn't go off but you lose your resources. If you succeed, you only do the indirect result of the spell. Spell’s that can be upcasted can only be upcasted as much as your Magic. (Check Resources Rules). The spells you can cast are broken into basic 1-3 resource cost, moderate 4 - 6 resource cost, Advanced 7 - 9 and rituals, which are 10 resource cost. A normal mage can’t perform rituals on their own; they will instead need to go on a journey for ingredients for the ritual so that it can be performed. You don’t need to add rituals to spells you know.
Since magic requires a little more thought than using divine, you can’t use spells as a reaction; if you want to, you must spend an action to do so.
You have a number of spells equal to your Magic modifier, spells are chosen from gods ability lists that you have access to a starting mage has access to the following lists: Air, Earth, Fire, Frigid, Lightning, Metal, Moon, Purity, Protector, Sky, Soul, Sun, Volcano & Water.
You also gain one spell from your devotion even if you don’t have access to that list.
Channeling
Channeling is pouring your intentions through an item to perform your spells; these items tend to take up one of your hands. If you are disarmed of your channeling item you count as casting spells with penalties.
Somatic
This way of casting is about symbols; you make symbols with your hands that carry your intentions. If you are restricted you count as casting with penalties.
Verbal
This way of casting spells is through your words. It doesn’t require the use of your hands but if you are silenced, your mouth is covered, you count as casting with spell penalties.
Magical Items
There are other ways to cast spells that tend to come from items that can be found within the world, these can be good rewards to give out to your mage characters or use as plot points in running your own God Marked game.
Scrolls
Scrolls are made by other magic users, they allow anyone who has the scroll to cast the specific spell the scroll was made for. Once the spell is casted the scroll disappears.
Tomes
Tomes an instructions on how to cast a spell, mages can read tomes to learn new spells.
Crystals
Crystals are made when a being with a lot of light inside of them dies, after hundreds of years crystals can form around their corpse that contain large amounts of light. Crystals can also be found mining and are used in many machines.
Crystals have their own set of charges that don’t come back, you can use a Crystal to perform certain spells of the light the Crystal mimics.
Runes
While magic tends to mimic powers, runes allow spellcasters change their spells having more control over them. You gain a number runes equal to half your Magic modifier. You also gain one when you reach Magic modifier of + 15. You can add as many runes as you like to a spell as long as it isn’t the same one.
Camouflage Rune
You can hide your runes on things that will go off when triggered, which affects the person who sets off the trigger. The trigger is determined by you, for the spell to go off the person must be within your sphere range of the rune. Someone would have to either roll Perception or Arcana over your stealth or magic save to find these runes.
Carved Rune
During rests you can make magical items and imbue them with your charges and spells it can do. The amount of charges you put into the item is the amount it can use. Anyone can use these items.
Friend Rune
Spending an extra action, all your allies are immune to the ability.
Handy Rune
Spending an extra action, you can use a melee ability anywhere within your range.
Powerful Rune
You spend an extra action to double the amount of resources spent on an ability. This doesn't take away double the resource though.
React Rune
During a rest you spend at least 3 charges to set a rune on yourself to go off as a reaction. Until you rest again you may use this spell anytime you wish to react without any more cost. The spell must be a Reaction ability.
Switch Rune
With this rune added to a spell, you can change its attack & or damage type to another of a spell you also know.
Discount Rune
Spending an extra action allows you to make any basic spell; only cost a single charge, moderate spells only 3 charges, advanced spells only cost 6 and Ritual spells only cost six.
Enlarging Rune
You can spend an action to double the size of an ability. As long as the ability has a space, sphere, cone or line size.
Helpful Rune
This allows you to help another mage with their spells even if it’s not one you know as long as they are within your range. You can add your charages to the casting of another's spell for an action. This also allows you to use runes on others.
Prepared Rune
During your rests you can prepare spells on your body or willing allies. When a trigger you set is met, the spell will go off without requiring you to spend an action. You pour your charges into it during your rest.
Sharing Rune
You can spend an extra action to use an ability that affects willing targets on an additional target.
Longshot Rune
When using any ability that is ranged you can times the range of that ability by 5 by spending an extra action.
Gift Rune
Spending an extra action, you can use a self spell on a willing Type within your range.
Twinned Rune
When using an ability that has a Type of range you can spend an extra action to Type an additional entity.