Mana

Mana

Those with the Mana Attribute have more mana then they know what to do with. They tend to be less skilled than properly trained mages, instead relying on simpler spells that they can either cast more often, or with more power than those with more modest mana. 

Pick a primal elemental sorcery (Light, Fire, Air, Water, Earth, or Dark) as your starting Chapter for your spellbook and choose two mortal abilities from it. These are added to your spell list. You learn the apprentice casting method where you may cast mortal tier spells by taking a Spirit wound and burning effort in addition to paying all costs for them as if they were not improvised abilities. You may change out any number of spells you have learned with a months downtime. If you lose your spellbook your spells keep working for a week before the weave changes too much for them to still be used. You can write a new spellbook for yourself with a month of downtime. 

Those with mana gain +2 to Spirit (this bonus doesn’t stack with others) an extra spirit wound slot they may only use for casting mortal spells without any special casting methods, and may set their Charisma to 16, or 18 if that stat is already 16.

Mortal

Rapid RechargeConstant

When you take a long rest in addition to healing a wound you may also heal all spirit wounds not linked to an attribute.

Expanded Magical Reserve Constant

You gain an extra spirit wound slot that you can only be used for taking damage from mortal level spells cast without any special casting method. This increases to three spirit wound slots if you have a heroic Gift, seven if you have an epic gift and fifteen if you have a divine gift. 

Overchannel Supplemental

When you cast a mortal tier spell without a special casting method you may take an additional spirit wound. Doing so doubles either the attacks range, or the attacks radius and causes the attack to automatically hit. 


Expanded Elemental UnderstandingConstant

You may add another two primal elemental sorceries (Light, Fire, Air, Water, Earth, or Dark) as chapters to your spellbook.

More Magical CantripsConstant

You may add two more mortal spells to your spell list from any chapters you have access to.

Expanded Effect Supplemental

Choose up to one of the following riders for each mortal tier spell you have in your spellbook:

  • Gain advantage to hit

  • Impose disadvantage on a save of your choice

  • Gain advantage on a skill check the spell requires

  • Impose disadvantage on a skill check the spell requires

You may change the rider on any number of spells during a long rest. This ability stacks with all similar abilities.

Heroic

Elemental MasteryConstant

You may add another three primal elemental sorceries (Light, Fire, Air, Water, Earth, or Dark) as chapters to your spellbook.

Scholar of Minor MagicConstant

You may add four more Mortal spells to your spell list from any chapters you have access to.

Instinctual Mana OverchargeConstant

Whenever you use the apprentice casting method to cast a spell that is an instant action, if that spell would give you advantage on a save, you auto succeed on the save instead. If you would auto succeed on a save, you instead auto succeed on all saves. If you would impose disadvantage on the attack roll, the attack automatically misses instead. 

False SpeedConstant

Whenever you cast a mortal spell using the default casting method, for any part of that ability that uses your movement speed, your speed instead counts as 120 feet. If you have an epic gift this increases to 200 yards. If you have a Divine gift this increases to a half mile. 


Optional Overcharge Supplemental

You have better control over your mana and may choose to expend less mana when casting a spell. When casting a spell using the Apprentice Casting Method you may choose to have no riders on the spell and instead only exert effort to cast the spell instead of burning it. Choose up to one of the following riders for each mortal tier spell you have in your spellbook:

  • The spell automatically hits

  • Impose disadvantage on all saves

  • The spell gains the text ‘Move to a location you have direct line of sight to in movement range’

  • If the spell is not an area spell and is targeted it becomes a cylindrical area effect spell with a radius of 5’ and the same range of the original ability instead.  

When you cast that mortal spell with the apprentice casting method that rider is added to that attack. You may change the rider on any number of spells during a long rest. This ability stacks with all similar abilities.

Variable Draw Supplemental

When casting a mortal tier spell using the apprentice casting method you may choose to instead burn effort instead of taking a spirit wound, or may instead take a spirit wound in a slot not linked to an attribute instead of burning effort.

Epic

Elementally Charged ManaConstant

You’re mana flows from you with a natural elemental charge. Choose one of the six primal elements to infuse your mana with.

When you cast a spell from the same element your mana is infused with, and you use the apprentice casting method you don’t take a spirit wound, or need to burn, or exert effort. Despite this you may choose if your spell uses additional riders or not. You may change your element with a long rest.

Elemental TransportSupplemental

Choose an element you can move by. Exert effort when you take a move action. If you chose earth you move 60 feet through the earth, if you chose air you fly a 100 yards, if you chose fire you teleport to a fire that you have direct line of sight to, or if you chose water you may teleport while touching water to another location that is connected to that place by water. You may change your choice with a long rest.

Overcharged Magic Type

While not relying on tools you may use massive mana to overcharge all spells you cast and instinctively use it to shield yourself from damage. When unarmed you have a weapon damage and defence of 5. 

Magical BlastAction

Exert effort to choose an elemental chapter you have and make an attack with it at all targets you choose within your movement distance. This counts as a spell that has been cast with the apprentice casting method.  

Master of Mortal PowerConstant

You may add eight more Mortal spells to your spell list from any sorcery you have access to.

Personalized SpellSupplemental

Choose up to one of the following riders for each mortal tier spell you have in your spellbook:

  • It affects all targets within your movement distance

  • It has a range of line of sight.

  • Automatically fail one type of save

  • On a hit deal a spirit wound to the target

When you cast that mortal spell with the apprentice casting method that rider is added to that attack. You may change the rider on any number of spells during a long rest. This ability stacks with all similar abilities.

Divine

Personal Fount Constant

Choose one of the six primal elements that you have as a chapter in your spell book. You count as a pure magical fount of that element and you may draw on that to make changes and may connect it to any other founts you control to make a change. This fount is only a replica based on your massive mana, and lacks the spiritual nature to allow other abilities that require a fount to use this as one. 

Ultimate Magical Control Constant

You may add four Heroic spells to your spell list from any chapters you have access to. These four count as mortal spells.

Unlimited Casting PowerConstant

Choose four mortal tier spells. You may cast them using the apprentice casting method but you don’t take a spirit wound, or need to burn, or exert effort. Additionally if the ability would require you to exert, or burn effort, you do not need to use the ability. You may change your choice with 30 days downtime.


Unbroken Barrier Constant

You weave a barrier of mana around yourself to protect from long range attacks. If someone would attack you from over a mile away their attack cannot automatically hit, and automatically misses you. In addition you learn their location. 

Bottomless WellConstant

Whenever you or an ally that is within their movement rate of you casts a spell that requires that they take spiritual damage you may choose to take a spirit wound not linked to an attribute (like the one from your intrinsic) instead of them. If they would take spiritual stress from casting a spell you may choose to take the spiritual stress instead of them. 

Double Cast Supplemental

You may cast additional spells using the Apprentice Casting Method. Each spell cast this way requires you to take an additional spirit wound for each spell cast before it this round. This cost can not be negated by other abilities.

In Depth Explanation for casting Spells

Whenever you cast a spell your casting method lays out the additional costs you must pay before for casting the spell, that being time, effort, taking wounds, or even taking stress. Each casting method also explains if you cast the spell as an improvised or non improvised ability. 

When using a spell as if it were a non improvised ability you pay all costs in the casting method, then when you use the ability you pay the effort cost to use it as if it was an ability that was on your sheet with the following change: Constant abilities require effort committed as long as you want the ability to remain active and affecting you, though you can’t maintain it over a long rest.

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