AedeloreWiki

PART 5: MAGIC

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5.1 Arcana (Magic Points)

Mage: Max Arcana 20, Starting Arcana 10
Druid: Max Arcana 16, Starting Arcana 8
Others: Max Arcana 0, Starting Arcana 0

Regeneration: +1 Arcana per round, +2 Arcana on rest, Rest longer than 12 hours restores arcana to full.

5.2 Casting Spells

Spell Check: Roll 1D20 + INT modifier vs spell DC. Each spell has its own DC based on power level: DC 8 (basic), DC 10 (standard), DC 13 (powerful), DC 16 (very powerful).

Spell Cost: Each spell costs Arcana. See the spells description.

Damage Calculation: See the spells description for damage formula.

Example - Ray of Frost: Arcana check to cast, on success: 1D6 damage x spells multiplier.

Critical Success (Natural 20) - DM decides effect, can be:

- Increased damage
- Extended duration
- Enhanced secondary effects

Failed Magic: Below DC = spell fizzles (Arcana still consumed). Natural 1 = backlash (DM decides consequence).

- Spell fizzles (no effect, Arcana consumed)
- Magical backlash (DM decides consequence)

5.3 Changing Spells

Mages and Druids can learn more spells than they can have active.

Rules:

- Changes can only be made in safe areas (town, village)
- Not in wilderness or small camps
- Old spells are not forgotten - they become inactive
- Requires time and concentration (DM decides)