PART 5: MAGIC
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)