Sancturi Magic System¶
Rules system: homebrew, the skill-based Sancturi system (2016-2022 documents; nine attributes, skill levels, spell orders and spell points).
Lore: the magical traditions these rules model are described under Magic, and the theory behind them on Nature of Magic.
Legacy design material, not canon for play. This is the core of the system written for the Sancturi campaign: the Focus and Spellcraft feats from The Nature of Magic (S208), the general spells every caster shares (S206), how each focus gathers spell points (S207), the level, skill and point worksheet with its tier ladder and a list of spell ideas (S204), and a blank NPC stat template (S111). The treatise half of S208 (Ether and Nether, the Binding Rule, the colleges, realms and domains, and magic through the ages) is lore and lives on the Magic and Cosmology pages. The tradition-specific spell lists are on the pages below.
| Page | Contents |
|---|---|
| Advanced Spellcasting Draft | The 2026 revision: Sources, spell construction, nine major and twenty minor Spheres |
| Arcane Colleges | Arcane college spell lists |
| Alchemy and Witchcraft | Alchemical rubrics, reagents and the three witchcrafts |
| Fae Shaman Spells | Primal shaman spells by Fae realm |
| Spellfury Spell Paths | Spellfury tier-and-path tables |
| Elder Magus Spell Paths | Blade and Blood Magus progressions |
| Confessor Spells | Psychic Confession spells |
| Hollowcasting and Hollowing Rules | Hollowcasting feats, possession stages, the Hollowing scale |
| Khardic Runecasting | Khardic runesmith and runepriest forms |
| Namakan Runecasting | Namakan rune forms |
| Runic Inks | Ink ratings and the ink table |
| Constructs and Automata | Construct frames, mounts and compartments |
Focus and Spellcraft¶
S208 names four origins of magical energy that can be harnessed on Terrun: Alchemistry, Arcane, Faerie and Ethereal magic (Elder, Demonic, Divine and Psionic magic are its Ethereal branches). How a caster accesses an origin's energy is their Focus; the ability "to construct and control magic and turn them into spells, actions and rituals is known as Spellcraft."
- A spellcaster needs at least one Focus Feat to gather energy and another Spellcraft Feat to form spells and effects from it.
- Alchemy is the exception: "The reagents provide both focus (power) and spellcraft (effects), so only a single feat is required to learn it."
- Feats are listed with their two governing attributes. "??" marks an attribute pair the source leaves undecided.
- In the source the Ages are numbered; this page names them instead. The source places Hollowcasting and the corruption of Mithis in a "Sixth Age", which is the Fifth Age.
Alchemy¶
Alchemy "deals with the creation of magical effects from the combination and reactions between physical reagents and their properties." S208 files the three witchcrafts here as Alchemy Focus Feats.
| Feat | Attributes | Description |
|---|---|---|
| Aegic Witchcraft | WIL / ING | The mastery of the creation of magical effects from Abyssal (demonic) reagents, this type of alchemy focuses on circles, talismans, drams and wards. Skills: Circles, Wards & Talismans and Familiars. |
| Alchemy-Corporeal | REA / ING | The mastery of the creation of magical spells from physical reagents. Corporeal Alchemy covers the Terrestrial expression of Magic. The concoctions act as both spell and power source and no additional magical focus is necessary. Skills: Potions, Mixtures & Coats, Salves & Tonics |
| Alchemy-Empyrean | REA / ING | The mastery of the creation of magical spells from physical reagents. Empyrean Alchemy covers the Celestial expression of Magic. The concoctions act as both spell and power source and no additional magical focus is necessary. Skills: Elixirs, Brews, Vapors |
| Malefica Witchcraft | ?? | The Maleficus witch is a master with curses, totems and summoning. They are also able to bond themselves with dark spirits. This feat requires the ability to understand, speak and read/write Abyssal. Skills: Spirit Bond, Summoning, Curses • Effigies, Totems, Hexes and Curses • Summoning - The ability to summon and contain/bargain with Devils and Demons. • Spirit Bond - levels up your bonded spirit(s) with new abilities and powers. |
| Aphotic Witchcraft | ?? | The Aphotic witch is a practitioner of Black magic that can produce dark concoctions and trades with demons for magical spells. They can infuse themselves with an extra sensory perception known as The Sight. Skills: Black Magic, The Sight, Sacrificial Magic • Sacrificial Magic - Trade blood, lifeforce with Devils and Demons for magical enchantments and spells. • Black Magic - combines Alchemy or Artificing with Blood Magic to produce dark concoctions, poisons, elixirs and charms. • The Sight - levels up your abilities/capabilities with the sight. Witches' Sight is unique because they are both from the Material and the Hollow and so their sight works in both places. Devils and Demons may also have the sight, but it will be limited to the Hollow/Abyss. |
Artificer¶
"An artificer is a specialized sort of alchemist that combines an external power source, known spellcraft and strong crafting skills to produce magical items." The tradition is described on Artificers.
| Feat | Attributes | Description |
|---|---|---|
| Artificer | REA / DEX | An Artificer is a creator of magical objects and permanent enchantments. To be an artificer requires the following prerequisite feats: Spellcraft Feat - a knowledge of a particular kind of spellcraft that will be used to shape the magical effects for the items. The spellcraft will determine which type of power source(s) will work with the object (Mithis, Fae or Ethereal). Crafting Specialization Feat - a master's knowledge for crafting the item. The combination of these 2 feats and the Artificer Feat allows the development of the Artificer skill specific to the Spellcraft+Craft. Note that this Artificer Feat only needs to be taken once to grant every Artificer skill based on Spellcraft+Crafting Feats that the artificer learns. |
Arcane¶
Arcane Magic users "gather and control Mithis Energy with equations and algorithms." Arcane spells "need to be constructed and solved ahead of time. This requires spells to be memorized if they are to be used on demand." A caster can cast any mastered spell at any time with their spellbook and "considerable time to construct and solve the equations for the spell." Arcane magic is divided into twelve colleges, six Terrestrial (Water, Air, Light, Fire, Earth, Darkness) and six Celestial (Spirit, Astral, Animus, Shadow, Nether, Decay).
Arcane Focus Feats
| Feat | Attributes | Description |
|---|---|---|
| Blood of the Lothim | REA / CHA | As a descendant of the original owners and caretakers of the Worldstone (Anthu'Mithis), the ability to harness Mithis energy is in their blood. Arcane magic is gathered from the surrounding Mithis field, which is generated from Mithis particles which permeate the material plane and some mithis-concentrated objects. All beings of Lothim (High Elven) descent (including Half-Elves) have this trait. In the Fifth Age (the source's Sixth Age), most creatures with this trait have been consumed by the Hollowing or are in service to the Archdemon Asmodeus. |
| Wizardry | REA / WIL | Their energy comes from a Mithis power source in their possession. Predating the Shattering, the first wizards were the Archwizards whose staves allowed them direct access to the vast magical reserves of the Worldstone. Now a rarity, Wizards were once governed by the Wizard's Covenant, before the fall of the Council of Wizards. A Wizard's primary advantage is relatively easy access to large quantities of energy. Their biggest disadvantage is their reliance on a source of power which they can be separated from. Also, in the Fifth Age (the source's Sixth Age), Mithis Power sources generate the Hollowing. |
| Hollowcaster | CHA / WIL | An Arcane caster that gathers raw Mithis energies from Hollows (in the Fifth Age; the source says Sixth Age). They are only able to gather energy in Hollows. The are unable to hold the Mithis for long for fear of corruption (Hollowing). It all must be depleted shortly after gathering it. For this reason, most Hollowcasters are sedentary and live in close proximity to a Hollow. |
Arcane Spellcraft Feats
| Feat | Attributes | Description |
|---|---|---|
| Conjurer | REA / WIL | Conjurers focus on the manipulation of elemental forces using Arcane formulas and algorithms. Available Colleges : Air, Earth, Fire and Water Memorized Orders : Highest College Skill Level ^ 2 |
| Enchanter | REA / CHA | Enchanters manipulate celestial forces using arcane formulas and algorithms. Available Colleges : Animus, Astral, Decay, Nether, Shadow, Spirit Memorized Orders : Highest College Skill Level ^ 2 |
| Evoker | REA / WIL | Evokers manipulate raw energies using arcane formulas and algorithms. Invented by the Nexa-Vinian Mage Coransitius in the Age of Magic (the source's "5th Age") after his groundbreaking discovery of the unifying theory of energy (outlining the common natural laws governing both the terrestrial and celestial energy domains). Available Colleges : Animus, Decay, Light, Dark Memorized Orders : Highest College Skill Level ^ 2 |
| Incanter | REA / CHA | Arcane Conjunction focuses on the manipulation of extra-planar forces using Arcane formulas and algorithms. Available Colleges : Astral, Nether, Shadow, Spirit Memorized Orders : Highest College Skill Level ^ 2 |
| Magician | REA / WIL | Magicians manipulate terrestrial forces using arcane formulas and algorithms. They are some of the most common Arcane magic users. Historically, the Order of Wizards, as well as the Acadian, Nexa-Vinian and White-Fire Orders are all composed of significant numbers of Magicians. Available Colleges : Air, Darkness, Earth, Fire, Light, Water Memorized Orders : Highest College Skill Level ^ 2 |
| Spellbreaker | REA / WIL | An extremely rare and widely outlawed form of Arcane Spellcraft. Annulment spells manipulate Mithis into a negative state (Mithi'Nulias) which results in complete destruction on contact with normally charged Mithis particles. This leads to the permanent depletion of Mithis energy. A Spellbreaker can use these negative properties of Mithis to create Anti-magic fields, barriers and other magic disruption and destroying effects. Originally employed during the Spell Wars, they have since been outlawed by every magical order. Only the Dwarves and Dark Elves are known to train them. Available Colleges : Annulment Spell Orders : College Skill Level * 5 |
Memorization and multiple feats. "Memorization does not stack with multiple feats. The highest is used."
Hollowcasting Spellcraft Feats. Hollowcasting "is a derivative of Arcane Magic that is required to abide by some additional restrictions" in the Fifth Age (the source's Sixth Age), "due to the Mithis plane being largely controlled by the Archdemon Asmodeus." The fuller Hollowcasting feats are on Hollowcasting and Hollowing Rules.
| Feat | Attributes | Description |
|---|---|---|
| Hollowlock | CHA / WIL | Hollowlocks are very different Arcane casters in that they know nothing of memorization, formulas or algorithms. They have more in common with primal Fae casters in that they just feel the energies of the Hollow and shape and form them into spells out of sheer will. This means that Hollowlocks have many fewer spells and they tend to be simple and raw in nature. Available Colleges : A Single College Special : Grants Arcane Specialization x1 Spell Orders : Hollowlock College Skill Level * 5 |
| Hollowmage | varies | Hollowmages are exactly like Arcane casters except that they have to deal with the Hollowing. Special : Grants an Arcane Spellcraft Feat |
Other Arcane Feats. "Generalized feats that have a direct impact on Arcane Magic use and are useful to most Arcane casters." The last four have no rules yet beyond their descriptions; their headings name the class each suits.
| Feat | Attributes | Description |
|---|---|---|
| Arcane Specialization | — | Arcane Spells are particularly College-specific, which makes it much more efficient to focus your efforts on colleges which share common features. • Spells in a Specialized College act as 1 spell order lower in all regards (cost, memorization and availability). • This feat can be taken up to 3 times on the same College. |
| Arcane Knowledge | — | By focusing your studies, you find that you can memorize and learn more spells. • +50% Spell memorization capacity. |
| Arcane Battle Spellcraft (requires Inscription, or Inscription to install) - Battle Magus | — | Arcane battle mages cover their skin with Arcane formulas. It provides them with the best of the benefits of inscription and memorization. However, because the formulas can only 2 dimensional, complex spells cannot be easily modelled in this way. |
| Arcane Magecraft | — | A deeper study of the mysteries of magic improves an Arcane magic-users ability to identify, counter and dispel it. |
| Arcane Conclave Spellcraft - Cabalist | — | In order to cast very large ritual spells, groups of Arcane casters can gather and combine their minds to form a Conclave. The Conclave can then combine their energies and their calculation capacities to form much larger, more complex spells. |
| Arcane Inscription - Read Spellcraft - Magus | — | Many Arcane magic-users rely entirely on their Spellbook for casting. These casters are also masters of writing and inscribing magic. |
Fae¶
Fae Magic is restricted to Fae creatures, Elementals, Titans and Gods. S208 divides it into realms, each a pairing of two of the six elemental forces (Air, Darkness, Earth, Fire, Light, Water); it says "16 realms" and, two lines later, "18 realms", and its table lists eighteen. The realms are described on Fae Realms.
Fae Focus Feats
| Feat | Attributes | Description |
|---|---|---|
| Blood Pact | WIL / VIT | A being make make a pact with a Faerie creature (such as an Elemental, Faerie, Titan or Dragon) in order to gain access to their magical energy. In rare circumstances, this pact may be entered into forcibly by one party or the other. |
| Elemental | WIL / VIT | One of the ancient beings who originally inhabited this plane, they are tied up in the very existence of the material plane. They can tap into their own Fae lifeforce as an energy source. |
| Faerie | WIL / ING | As a descendant of faerie creatures, they exist in symbiance with their terrestrial environment. They can harness and gather Fae energy from their terrestrial surroundings. Gnomes and Goblins are natural descendants of Faerie creatures. |
| Titans & Dragons | WIL / VIT | Dragons were formed by the gods to fight the demons from ancient Titans, who in turn were given dominion over the Elements. A Dragon or Titan may therefore tap into their own Fae lifeforce as an energy source. This includes Draconians. |
Primal Spellcraft Feats. Primal Spellcraft "is a form of raw casting that relies mostly on willpower and skill. Primal casters shape and act as conduits for energies that they don't necessarily understand."
| Feat | Attributes | Description |
|---|---|---|
| Orphic | CHA / ING | Often known as Bards or Spellweavers, these primal spellcasters are masters of emotion and weaving it with sensory effects such as music. Commonly referred to as bards and sometimes as spellweavers. Their spells are usually simplistic but with a long duration and often build to a powerful crescendo. |
| Primal | WIL / REA | Often known as Shaman, these spellcasters have turned Primal Spellcraft into a science, cataloging totems and powers and measuring results. Their mastery and discipline allows them to construct and manage more complex spells than most other Primal casters. |
| Spellfury | WIL / DEX | Often known as Spellbaldes, Spellfists or Spellarrows, these primal spellcasters focus their energies as an extension of themselves, their weapons and emotions. |
| Shapechanger | WIL / ING | Innate. These beings can use their primal magic to change forms, often initially uncontrollably. With practice and discipline, Shapechangers can learn to control their shifting and eventually change into different forms. This ability should not be confused with the Fae plague known as Lycanthropy. |
Elder¶
Elder Magic, the Ethereal magic of gods, demigods and greater demons, "is divided into 4 domains which overlap with the Terrestrial and Celestial Realms of Arcane Magic + the Creation Domain which is unique to Elder": Planar (Nether, Astral, Earth), Kinetic (Fire, Water, Air), Mystic (Shadow, Spirit, Darkness), Somatic (Animus, Decay, Light) and Creation. "A being's ability to wield Elder Magic is directly dependent on it's intelligence, willpower and the amount of ethereal energy available to it."
Elder Focus Feats
| Feat | Attributes | Description |
|---|---|---|
| Elder Covenant | CHA / REA | A being granted power through the ownership/dominion of an Astral Shard. A God, Ascendant or Eldritch. |
| Sorcery | WIL / VIT | A being which gets its power from consuming its own lifeforce (and sometimes others over which it has Dominion). |
| Soul Pact | VIT / CHA | A being which gets its power from a pact with an extra-planar being such as a Angel, Demon, Cthul, Void-Beast, etc. |
Elder Spellcraft Feats
| Feat | Attributes | Description |
|---|---|---|
| Magus | ?? | All Ages. Elder, Magus - Magi, Magus, Spellweaver. Manipulates ethereal magic through preparation, discipline and patience. All of their magics must be prepared beforehand using elaborate constructions. These spells excel in degrees of complexity beyond the imagination of many other types of Spellcraft. This was the most popular form of spellcraft for the Eldritch before their fall. It is one of a very few types of Elder Spellcraft to survive. |
| Druid? | ?? | All Ages. Elder, Invocation - Druid. Manipulates ethereal magic through ancient incantations and mystic rituals. The Druids were originally an order of Eldritch which had developed their own form of Spellcraft separate from the other Eldritch Magi. Many such unique forms of Eldritch Spellcraft were lost when the Gods struck down the Eldritch. However, Druidism survived and was spread to the younger races. Spellcasting Druids are exceptionally rare, however, and many so-called Druids are mere caretakers of a legacy they are not truly able to practice themselves (they lack an Ethereal Focus). Druids do not worship the gods and reject them as operating against the best interest of the mortal races at worst and being apathetic to their plight at best. |
| Immortal? | ?? | Elder, Transcendence - Immortal. Manipulates ethereal magic through one-ness with it. |
Demonic¶
Demonic Incantations are the demons' own derivative of Ethereal magic, fashioned in a Mortiquery and stored in an incantation for later release; see Demonic Magic. The Spellcraft feats are placeholders.
Demonic Focus Feats
| Feat | Attributes | Description |
|---|---|---|
| Demonic Pact | WIL / CHA | A being which gets its power from a pact with a Demon and it's Mortiquery. |
| Souleater | WIL / VIT | From the Age of Demons onward (the source's "Third Age+"). A being granted power through the consumption of captured souls in their Demonic Mortiquery(s). The only known creatures capable of this are Demons. |
Demonic Spellcraft Feats
| Feat | Attributes | Description |
|---|---|---|
| Morph? | ?? | All Ages. ??. |
| Defilement | ?? | All Ages. Defiler |
| Soul? | ?? | All Ages. ?? |
Divine¶
Divine Magic is Ethereal magic drawn from an Astral Shard under Astral Law. Its casters "have smaller energy pools, but generally gain energy very quickly and easily compared to other casters", are usually bound to their patron's domains, and "can only have a single patron Deity except under extraordinary circumstances." A Sanctified Object provides the bond with the shard until the caster is Anointed into the priesthood. The Spellcraft feats name only the class each suits.
Divine Focus Feats
| Feat | Attributes | Description |
|---|---|---|
| Ordained | WIL / CHA | All Ages. A being granted power through a covenant with an Astral Shard holder. Requires a Sanctified object or Anointment. |
Divine Spellcraft Feats
| Feat | Attributes | Description |
|---|---|---|
| Communion | ?? | All Ages. Monk. |
| Consecration | ?? | All Ages. Paladin |
| Divination | ?? | All Ages. Prophet, Seer, Chanter |
| Ministration | ?? | All Ages. Priest |
| Runecraft | ?? | All Ages. Runecaster |
Psionic¶
Psions are creatures whose minds "are fashioned in such a way that they can naturally perform Ethereal Magic without really understanding how they do it."
Psionic Focus Feats
| Feat | Attributes | Description |
|---|---|---|
| Psionic | WIL / CHA | All Ages. It is believed that every race capable of being a Psion was engineered that way. For example, Cthuls were clearly engineered by their creator with this ability. |
Psionic Spellcraft Feats
| Feat | Attributes | Description |
|---|---|---|
| Telepath | WIL / REA | All Ages. Known as Telepaths and Mindbenders, this discipline focuses on mind to mind interactions and has no sway on the physical world. |
| Kinetics | WIL / VIT | All Ages. Known as Telekinetics and Mentalists, the kinetic discipline focuses on mind over matter interactions. |
| Metaphysics | WIL / CHA | All Ages. Knows as Seers and Augurs, The metaphysical discipline focuses on extraplanar and spiritual interactions. |
General spellcasting¶
The spell line every caster shares, from the to-do draft General Spellcasting (S206). Each spell works with the caster's own class of magic (Arcane, Divine, Fae or Elder). Spells are listed by Spell Order.
1st Order¶
Sense Magic¶
Magic 1
| Casting Time | Interruption | Area | Duration |
|---|---|---|---|
| 1 standard action | -4 check | 10' radius | concentration, max 10 turn |
| Save/Resist | Attack | Range | Empower |
|---|---|---|---|
| none | -- | 0 | special |
You can sense the location of magical objects and enchantments of your class of magic within the area (Arcane, Divine, Fae or Elder). 1 object/enchantment can be located per turn. Empowerment provides one of the following per empowerment: 1) Sense power (Order) 2) Increase radius +10' 3) +1 object/turn
2nd Order¶
Identify Magic¶
Magic 2
| Casting Time | Interruption | Area | Duration |
|---|---|---|---|
| 1 standard action | -8 check | self | 1 enchantment |
| Save/Resist | Attack | Range | Empower |
|---|---|---|---|
| none | -- | 0 | +1 duration, +1 bonus |
Grants a +5 bonus to your Identify Magic skill checks with your class of magic (Arcane, Divine, Fae or Elder).
3rd Order¶
(unnamed)¶
Magic 3
| Casting Time | Interruption | Area | Duration |
|---|---|---|---|
| 1 minor action | -4 check | 60' radius | concentration, max 10 turn |
| Save/Resist | Attack | Range | Empower |
|---|---|---|---|
| none | -- | 0 | +1 object/turn |
You ??
4th Order¶
Expel Magic¶
Magic 4
| Casting Time | Interruption | Area | Duration |
|---|---|---|---|
| 1 standard action | -0 check | A single magical effect | instant |
| Save/Resist | Attack | Range | Empower |
|---|---|---|---|
| see below | -- | 30' | +1 effective demesne level. |
This removes short duration magical effects. Any magical effect with a duration less than 10 rounds + your demesne level is removed immediately with no check. Effects which lasts less than 20 hours + 1 hour per you demesne level may be removed on a check: your demesne level vs the demesne level of the caster. Both roll d6, add demesne levels. On a tie, the expeller wins.
6th Order¶
Dispel Magic - removed long duration and weak enchantments. (Planned; no card.)
7th Order¶
Siphon Magic - drains magical energy and grants it to you. (Planned; no card.)
8th Order¶
Disenchant Magic - removes permanent enchantments. (Planned; no card.)
The 3rd Order card is unfinished: no name, and its description reads only "You ??". The 5th and 9th Orders are empty.
Spell points by focus¶
How each focus gathers spell points, from the to-do note Magic.SpellPoints (S207).
| Focus | Spell points |
|---|---|
| Fae Bond | Provides [Skill Level] Spell Points every long rest. Spell points are independent for each Bond. |
| Ordained Power | You can cast spells without cost up to 1/5 of your Ordained Skill, by praying and casting 1 turn per 1 Spell Point. Up to 1 + [⅕ Skill] times per day, you can gather [Skill Level / 2] Spell Points by spending 5 seconds (1 turn) per spell point in prayer. |
| Liturgy | Materialize Power Ritual: provides [Skill Level] Spell Points every long rest when you spend 1 hour in prayer or meditation. You can only hold up to [Skill Level] Spell Points at a time. |
| Holy Word | 1 Holy Word per devotional pilgrimage (you must visit a holy site and spend ½ hour per charge). Depending on the holiness of the site, the DM can adjust the number of charges from ½ to 3×. You can only hold Holy Word charges up to what you gained on your last pilgrimage. Holy Words enable "Miracle" level spells, which are available at every Spell Order. |
"Spell Costs are usually roughly 1/3 of their skill level (Every 3 Skill Levels is a 'Spell Order'). There are occasional exceptions, usually with Rituals being either cheaper or more expensive."
Levels, skills and points¶
The level worksheet from the note _Notes (S204). Ord is the Spell Order reached, Skl the skill level, Pts the points to reach that level, and TPt four times Pts. The source does not say what row F counts.
| Skl | Ord | Pts | TPt | F |
|---|---|---|---|---|
| 1 | 0 | 1 | 4 | — |
| 2 | 1 | 3 | 12 | — |
| 3 | 1 | 6 | 24 | 20 |
| 4 | 2 | 10 | 40 | 40 |
| 5 | 2 | 15 | 60 | — |
| 6 | 3 | 21 | 84 | 80 |
| 7 | 3 | 28 | 112 | — |
| 8 | 4 | 36 | 144 | 140 |
| 9 | 4 | 45 | 180 | — |
| 10 | 5 | 55 | 220 | 220 |
| 11 | 5 | 66 | 264 | — |
| 12 | 6 | 78 | 312 | 300 |
| 13 | 6 | 91 | 364 | — |
| 14 | 7 | 105 | 420 | 400 |
| 15 | 7 | 120 | 480 | — |
| 16 | 8 | 136 | 544 | 520 |
| 17 | 8 | 153 | 612 | — |
| 18 | 9 | 171 | 684 | 660 |
| 19 | 9 | 190 | 760 | — |
| 20 | 10 | 210 | 840 | 820 |
The tier ladder that follows it:
| Skill levels | Tier | Classic equivalent |
|---|---|---|
| 1-4 | Apprentice, Beginner | levels 1-2 |
| 5-8 | Adept, Experienced | levels 3-4 |
| 9-12 | Master | levels 5-6 |
| 13-16 | Archmaster | levels 7-9 |
| 16-19 | Demigod, Ascendant, Archwizard, etc. | — |
| 20+ | God, etc. | — |
The source overlaps the Archmaster and Demigod tiers at skill 16.
Arcana spell ideas¶
S204 closes with a list of unpriced spell ideas headed Arcana Spells, mostly soul magic. They are ideas, not finished spells, and are listed as written.
- Warp spear: long range attack, two fissures appear before the caster and target, and a bolt of soaking darkness blinks through, hitting the target.
- Chronotrigger: a chromatic ray which triggers time fluxes. Affects the user's brain and body separately, speeding up the targets brain process, and slows down motor functions. Effectively trapping the target in their own body. Causes light ongoing psychic damage, and slows down enemies turns to one every two turns. (Note in the source: "affected by time shift?")
- Accelerated Tumor: Using chronomancy and biomorphology, an advanced tumor is grown inside the target, bursting, and causing bleeding.
- Chaos Portal: a link to the sea of (frost, fire, acid?) in the abyss is opened, and spews forth. Area of effect?
- Mournful Coat: Using soul energy, an allies weapon is coated with necrotic energies. Deals damage appropriate to soul level.
- Soul Arrows: Homing magic missiles that seek out a targets specific spiritual signature. Deals d8 damage per missile. Missile limit is equal to proficiency in Aether, and is increased by using souls.
- Binding: Binds a spirit to an associated object, can be used to enchant items with the spirits most prominent abilities. (E.I, Drake soul imbues element specific damage).
- Soul Chain: Causes damage to be evenly spread across the link. Damage to secondary targets are spiritual damage.
- Spirit Bomb: Saps energy from surrounding spirits, and turns it into a lobable attack. Caster can choose whom is targeted to gather energy from. Unwilling targets have a dc save to resist. Grace, Resolve
- Soul Arc: Similar to chain lightning, builds energy as targets fail saves. Damage stops growing when first person makes a successful save. The energy is gathered back to the caster.
- Soul Mass: using soul energy, the user unleashes souls as wisps above the casters head. They will stay there for X amount of turns, or until the caster has targeted someone. The souls scream terrifyingly as they rush toward their target, dealing massive necrotic damage, in a short radius. Has chance of causing fear.
- Soul drain: beam of enveloping darkness shoots out from the user. Steals the targets life force for soul energy. Channelable, but broken upon concentration loss. Improved version of Soul Siphon.
- Caress: Part of the caster's own soul is used to create a coalescing blanket around the caster. The substance of the soul is shown in the appearance, I.E an evil person's soul will be black and red. Acts as block/cover/dodge until released, and causes Xd8 damage to all enemies within 30 ft, before returning to the caster.
- Sorrow: The targets spirit is filled with overwhelming sadness, and loses the will to fight. As effect persists, the target will attempt to harm oneself (DC's stop this).
- Soul Anchor: The targets soul is rooted in place, and any attempt to move out of the radius, will result in being violently snapped back.
- Epitaph: a necrotic sphere is lobbed and seeps into the target. Using a soul, the spirit is enveloped and deals light DOT necrotic damage. Upon the targets death, the soul is transported into the caster's Soul Vessel.
Appendix: NPC template¶
The blank NPC stat block of S111, repeated three times on its page, records:
| Block | Fields |
|---|---|
| Identity | Name; Race/Class/Level |
| Attributes | Str, Agi, Dex; Vit, Lck, Cha; Wil, Ing, Rea |
| Vitals | Health; Move; Initiative; Special |
| Resistances | Crush, Pierce, Slash; Acid, Cold, Fire; Blight, Shock, Thunder; Necro, Psychic, Radiant |
| Avoidance | Parry, Block, Cover, Evade |
| Skills | A blank skills table |
| Specials & Equipment | Free space |
Earlier accounts¶
S204, S206 and S207 are 2018 to-do notes; S208 (2022) is the latest statement of the feat scheme. The 2026 revision on Advanced Spellcasting Draft replaces S208's twelve Arcane colleges with nine major and twenty minor Spheres and adds the requirement that every spell have a Source; it is kept separate because it is unfinished.