Magic Systems

Magic is usually powerful, sometimes unreliable, and often dangerous. There are three known sources of learning magic in The Skeld.

Divine Magic (Power)

Divine magic is sourced from powerful godlike entities, and the caster is merely a conduit for these powers. Without the divinity, the caster has no power.

Characteristics

Divine Sacraments Feat

Druidic Magic (Power)

The most common magic in The Skeld, coming from the power of the land and working best in harmony with nature.

Characteristics

Nature's Call Feat

Pick an element: water (cold/poison), earth (bludgeoning/necrotic), wind (thunder/lightning), or fire (acid/fire)

Mercurial Magic (Art)

Wizards defy gods and land with their hubris, making deals with demons or harvesting power from creatures against their will.

Characteristics

Corruption Risk

When learning a Mercurial spell, roll 1d20:

  • 1-5: Minor corruption - physical quirk
  • 6-10: Moderate corruption - -1 to random ability
  • 11-15: Major corruption - supernatural compulsion/phobia
  • 16-19: Severe corruption - age 1d4 years or lose 1d4 HP permanently
  • 20: Catastrophic corruption - madness, curses, etc.

First-year Demonology Feat

Magic Preparation

It is very dangerous to practice magic without first preparing your mind, body, and soul. Before learning spells, you should train a MAGIC PREPARATION feat.

Spell Components

Environmental Effects

Magic in Play

Magic users must balance power with risk. Divine casters need to maintain their deity's favor, druids must respect nature, and wizards risk corruption with every spell learned. The choice of magical tradition significantly impacts character development and roleplay opportunities.

View the complete spell list →