Spellcasting Rules

Stationary Casting

  • A caster must remain completely focused on their spell, and must chant as required. The caster may step in place, hop, or jump while casting, but they may not move away from the position where they began the spell, until the chant is complete.

  • If the caster moves voluntarily (walking, dodging, repositioning from their beginning position) or is forced to move (to block a hit, struck by an opponent, pushed or displaced), the spell immediately fails.

  • The caster must immediately stop chanting, and the spell attempt is wasted. If the spell has a per round casting limit, this attempt still counts toward that limit even though the spell was not successfully cast.

  • Most magic spells (see Spell Interruptions) have additional consequences when a spell is interrupted.

Chanting & Spell Timing

  • All spells must be cast using a slow-count chant.

  • The caster must say the spell’s name between each number (e.g., “1 Heal, 2 Heal, 3 Heal”).

  • This chant lets others recognize the spell and respond appropriately.

Spell Round Definition

For spells with a per round limit, they may be cast up to the amount allowed by the spell each round until that limit is reached.

During weekly games, a round starts when a game or encounter begins and ends when the game is called or reset.

For longer format games, there will be set reset times when spell limits refresh. These reset points will be clearly defined in the Player Handbook for those events and may vary depending on the event structure.

Spell book Requirement

  • Every player who wishes to be a caster must carry a physical Spell book during the game.

  • Spellbooks must accurately list the spells the player has selected for their character.

  • A marshal may request to see your Spellbook at any time.

  • No Spellbook = No Spellcasting, even if your class has spell access.

Physical Representations & Buff Limits

  • Lasting magical effects (e.g., enchanted weapons and shields, mage armor, blessings ) must be visibly marked with colored bands of cloth.

  • Buffs do not stack:

    • Only one magical headband effect may be worn at a time.

    • A weapon may have only one magical effect buff active.

    • You may use two buffed weapons if each is enchanted separately.

Buff Spells

  • A caster may cast a buff spell, such as Arcane Weapon or Blessed Weapon, on as many weapons as their level allows.

  • They may cast these spells on weapons they are not holding and leave the blessed weapons in their side’s starting area to be collected by other players.

  • Once a weapon has been picked up and carried out of the starting area, or once it is used in combat, the blessing becomes bound to that user.

  • If the user discards the weapon or is killed, the blessing ends.

  • This rule also applies to holy and arcane wards placed on shields.

Types of Magic

Divine Magic

  • Used by: Clerics, Druids, Prophets, Bards, Paladins, Barbarians, Savage Archers, Fighters, and Rangers.

  • Granted by divine or spiritual sources.

  • Focused on healing, protection, and guidance.

Arcane Magic

  • Used by: Wizards, Sorcerers, Battle Mages, Shamans, and Arcane Assassins.

  • Drawn from natural forces, universal energy, or raw magical power.

  • Focused on offense, control, and manipulation.

Spell Interruptions

Divine Magic

  • If interrupted:

    • The spell fails.

    • An interrupted spell counts towards a spells per round casting limit.

    • The caster takes 1 HP of backlash damage, in addition to any physical damage (see below). This represents the caster being deeply focused on channeling divine power into the spell, with the sudden severing of their connection to their deity causing a psychic shock.

  • Voluntarily stopping a spell also causes 1 HP of backlash damage.

  • If struck while casting:

    • Apply full normal damage from the attack plus 1 HP backlash.

  • There are two exceptions to this rule: Resurrection and Heal. If either of these spells are interrupted, no backlash damage is taken. If the caster is physically struck while casting, only the normal damage from the attack applies.

Arcane Magic

Arcane magic follows the same structure but with harsher consequences

  • If interrupted:

    • The spell fails.

    • An interrupted spell counts towards a spells per round casting limit.

    • The caster takes 2 HP of backlash damage, in addition to any physical damage. This reflects the caster channeling raw elemental power, with that unstable energy escaping through them before it can be shaped into a controlled spell.

  • Voluntarily stopping a spell also causes 2 HP of backlash damage.

  • If struck while casting:

    • Apply full normal damage from the attack plus 2 HP backlash.

Arcane magic is riskier and more volatile than Divine magic, but is faster and often more powerful.

Selecting Spells

Spell Points

At character creation, players receive a number of Spell Points based on their class. These points are used to select spells for the character.

Some races also grant additional known spells, these may be increased in level by spending additional spell points.

  • Spell Points must be spent during character creation.

  • Unused points are lost, including any leftover points that are not enough to purchase another spell.

  • Each spell has a required Spell Point cost.

  • Some spells may have prerequisites that must be fulfilled before they can be selected.

Spell Types

Progressive Spells (Scaling Power)

  • These spells grow more powerful as additional points are invested.

  • Each level must be unlocked in order, starting from Level 1.

  • A caster may only use the highest level of the spell they have unlocked.

Example – Arcane Bolt

  • Level 1: Costs 1 Spell Point

  • Level 2: Costs +1 Point (Total 2 Points)

  • Level 3: Costs +1 Point (Total 3 Points)

To cast Arcane Bolt at Level 3, the player must spend 3 Spell Points on it.

Fixed-Cost Spells (Prerequisite Required)

  • These spells have a fixed cost and do not scale.

  • Some require a lower powered spell to be learned first.

Example – Full Heal

  • Prerequisite: Must know "Heal"

Spell Selection Rules

  • Players may mix and match Progressive and Fixed-Cost spells freely.

  • All prerequisites must be met.

  • The total cost of selected spells must not exceed the character’s available Spell Points.

  • Chosen spells must recorded in a players spell book.