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
- Requires serving a powerful entity
- Gods are usually jealous - can only serve one or few at a time
- Involves an exchange: service for power
- Gods don't care about mortal lives and demand more than prayers
- Powers can be revoked if you offend your deity
Divine Sacraments Feat
- I. Prayer: Gain Bless for 1h. Spend 10m verbally praising deity
- II. Sacrifice: Gain Bless for 8h. Spend 1h praying with appropriate sacrifice
- III. Atonement: Regain lost Divine Spell by praying 10m. Learn 1 Divine Cantrip
- IV. Wrath: Bane 1d4 creatures for 1 hour as Reaction
- V. Communion: Bless affects all PCs. Can learn Level 1 Divine Spells
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
- Draws power from the land and nature spirits
- Stronger in wild places, weaker in civilized areas
- Many druids and shamans available as teachers
- The Thorngrove serves as the main druidic enclave
- Safe magic that doesn't cause corruption
Nature's Call Feat
Pick an element: water (cold/poison), earth (bludgeoning/necrotic), wind (thunder/lightning), or fire (acid/fire)
- I. Feeling: Gain Inspiration 1/day by spending 1 hour in wild area
- II. Connection: +1 Nature checks; restore 4hp 1/day resting in wild
- III. Guidance: Druid teaches you 1 Druid Cantrip
- IV. Seiðstafr: Craft elemental staff. +2 elemental damage. Train Level 1 Druid Spells
- V. Harmony: Establish sanctuary at 3+ element interface. Elemental damage becomes 1d6+1
Mercurial Magic (Art)
Wizards defy gods and land with their hubris, making deals with demons or harvesting power from creatures against their will.
Characteristics
- Very powerful but dangerous and unpredictable
- Learning spells requires rolling for manifestation and corruption
- Worst case: horrible things happen when you cast
- Best case: minimal corruption to body or mind
- Most powerful casters among mortals
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
- 101. Research: Learn Thaumaturgy cantrip, name of 1 Demon. +1 Corruption
- 102. Preparation: Learn Wizard Cantrip: Voorish Sign
- 103. Summoning: Demon teaches 1 Wizard Cantrip. +1 Corruption
- 104. Bargains: Make pact with demon. Can study Wizard spells
- 105. Control: Roll twice on Mercurial Magic Table, pick one. +2 Corruption
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.
- "Safe magic" is druidic or divine - less powerful but no corruption
- "Risky magic" is mercurial - powerful but violates natural law
Spell Components
- Divine Spells: Holy symbols, prayer, offerings to deities
- Druidic Spells: Natural components (sand, bones, plants, water)
- Mercurial Spells: Exotic materials (demon blood, cursed items, sacrifices)
Environmental Effects
- In The Skeld: All spells function normally
- Deep Desert: Fire spells +1 damage, water spells -1 damage
- In Oases: Druidic spells +1 to spell attack and save DC
- Ancient Ruins: Mercurial spells +10% corruption chance
- During Sandstorms: All spells require concentration checks
- At Night: Divine spells from moon/star deities +1 damage
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.