Trace: magic

Magic

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Magic

For the basic magic moves Cast and Enscrollment see basic moves.

Spellcasting in Kamisekai is intended for players already familiar with the system (or willing to learn). It offers more flexibility than moves at the cost of being more difficult to use.

Spells come in a few different schools. A magic's school determines which disciplines can cast them.

  • Shared - Simple spells that all schools of magic can use. Everyone starts with these.
  • Creation - Spells that concern light, creation of materials, and healing.
  • Destruction - Spells that concern darkness, death, and elemental forces.
  • Natural - Spells that concern flora, fauna, environment, and navigation.
  • Technical - Spells that concern slight of hand, trickery, and society.

Disciplines are moves which take up a move slot in your character sheet. You may only have one discipline at a time. Disciplines describe how the magic is cast and what to roll to cast it. There is a basic move named Cast which everyone can use, but is not very likely to succeed without aid or other support.

Grade describes a spell's power level. Higher grade spells are often harder to cast,

Spells

Spells are written like this:

Spell Name (<School>/<Grade>/<Duration>)
What the spell does to things. Probably rolling a damage or something.

Schools are abbreviated to a single letter for brevity, and duration is measured in turns. A duration of - means the spell is ongoing or instant.

Casting

There are three ways magic can be cast. Refer to the move you'r using to cast the spell for specific details. For some spells, you may need to name a target before casting.

  • From a weapon
    • Casts immediately and cannot be interrupted.
    • Usually gains a success bonus when casting (depending on school.)
    • Cannot be prevented when Silenced.
    • Can be prevented by being Muted
    • Can be interrupted by being stunned or taking mortal damage.
  • With your hands
    • Casts after the enemy attack occurs.
    • Can be interrupted by being stunned, pinned, silenced or mortal damage.
  • From a consumable or item
    • Casts immediately and cannot be interrupted.

If the spell is cast, the GM controls the effects unless the spell says otherwise.

1e/magic.txt · Last modified: 2021/07/30 13:51
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