Magicrafting
Magicrafting is the ancient art of magical creation. An art passed down throughout history from the entity known as “The Prophet.” The Prophet wanted to ensure that every mortal had the ability to utilize magic in a way that suited them. When utilizing magic, the user actively uses the ancient language of Valian, the official name of the Draconic Language. The Valian language is a mostly forgotten language that was used during Year Zero, a time of wonder which only ended with the creation of Mortals.
While the majority of the language has been lost over thousands of years, mortals have discovered components of the language. These geometric forms of the language can be used in singular or in combination to establish and use magical energies. Valian possesses innate energy that can be tapped into when executed flawlessly by an individual who understands the power that is contained within these scripts. This power can be used to craft Spells and Runes.
Runic Magic
Because of the power within runes, there is a limit to how many runes may be placed on armor, weapons, or similar objects before they risk being destroyed. If you apply more runes than a selected item permits, there is a 20% chance that the item will be disintegrated from the overload for each rune applied extra. Once an item is created, a d100 must be rolled, and if an 81-100 is rolled, the item disintegrates. Runes cannot be applied to magical objects; doing so simply causes the rune to vanish. These rune limits are broken down as follows:
Runic Limit Table - Weapons: 2
Runic Limit Table - Armor and Accessories: 1
Spells
While runes are one way a spellcaster can flex their magical strength. Spellcasters can also create spells. With time and patience, a spellcaster can reflavor an already existing spell or create a brand new one if they’re feeling ambitious.
Magicrafting Conception
When creating a rune or spell, you must remember to constantly think of what you want to accomplish. You must ensure that you think about what you want specifically. Think about what you want to accomplish and how you want to do that. Players may utilize traits in the Magicrafting system, but traits will always be counted as Tier 3 in the process.
The magic in the World of Vala works in a tier system. Depending on the difficulty or skill necessary to perform a technique, they are ranked differently. There are six different ranks in techniques. Two different tables are utilized as the basis for both Runic and Spell creation. The tables indicate the starting off point for the Tier, MagiCrafting DC, and Mana to activate both Runes and Spells; once the components are added, the expected number will grow in number.
Runic Creation
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Description: Circle runes are the foundation upon which runes are built.
Magicrafting DC: +0
Mana to Activate: +1
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Description: Triangle runes consist of a triangle resting on top of a simple circle.
Magicrafting DC: +2
Mana to Activate: +1
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Description: Pentagon runes consist of a pentagon on top of a triangle on top of a circle.
Magicrafting DC: +3
Mana to Activate: +5
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Description: Hexagon runes consist of a hexagon on top of a pentagon on top of a triangle on top of a circle.
Magicrafting DC: +4
Mana to Activate: +10
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Description: Octagon runes consist of an Octagon on top of a hexagon on top of a pentagon on top of a triangle on top of a circle.
Magicrafting DC: +5
Mana to Activate: +15
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Description: Decagon runes consist of a Decagon on top of an Octagon on top of a hexagon on top of a pentagon on top of a triangle on top of a circle.
Magicrafting DC: +15
Mana to Activate: +25
Spell Creation
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Description: Circle runes are the foundation upon which runes are built.
Magicrafting DC: +0
Mana to Activate: +1
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Description: Entry-level spells that can be achieved by most magic users.
Magicrafting DC: +2
Mana to Activate: +5
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Description: Intermediate techniques can be created by magic users who have trained extensively.
Magicrafting DC: +3
Mana to Activate: +10
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Description: High-level techniques that require a high level of magic to use.
Magicrafting DC: +4
Mana to Activate: +15
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Description: Master level techniques. It requires a great control of one’s magic and may be forbidden.
Magicrafting DC: +5
Mana to Activate: +20
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Description: Secret extreme-level techniques are typically unique to a single user.
Magicrafting DC: +20
Mana to Activate: +50
Magicrafting Mishaps
When creating a rune/spell for the first time, you must make a successful Magical Creation Check. Players will roll a Wisdom(Arcana) to create spells and a Wisdom (Runes) to attempt to create a Rune. As you create your rune/spell, you will add up the points of the MagiCrafting DC. The final MagiCrafting DC determines the roll you must meet to create your rune/spell successfully. Once passed, the rune/spell is learned.
On a failed Magical Creation Check, the player cannot attempt the same spell until they take a long rest. Once a creation fails, a Magical Mishap occurs. Players will roll to see what Magical Mishap will occur. When a magical mishap occurs, the creation of the spell or rune is considered a failure. Players will not be able to attempt a new Creation Check until several hours have passed. The hours needed to pass are determined by the DC of the overall spell/rune.
Magical Mishap Runic: Die Results
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The rune is ruined, but nothing negative happens.
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The rune is ruined, and the effect is used once on the Rune Smith, carving the rune. If it is something that acts over time, apply the effects for one hour.
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The rune functions as normal, except the LM, chooses a new trigger to replace the original one.
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The rune functions as normal, except the LM, chooses a new target to replace the original one.
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The rune functions, however, numeric effects are reversed, damage heals, healing damages, debuffs buff, and buffs debuff (or any other things that fit with this). Reroll if the rune does not have numeric effects.
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The rune is ruined and explodes, dealing 8d6 damage to the user.
Magical Mishap Spells: Die Results
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The spell is ruined, but nothing negative happens.
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Take damage of an magical type most appropriate of the spell equal to the MagiCrafting DC.
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The spell is ruined and explodes in the user’s face. Dealing 4d6 x Tier of Spell.
Magicrafting Setup
The following is a list of components players may utilize to create their own spells and runes. Before the components are added, players must utilize the following tables to choose Triggers and Targets for their Runes and Spells.
Spell Magic Distance: For every additional 5 feet, players will add a +1 to the spells MagiCrafting DC.
Runic Magic Distance: A Rune’s effect is locked to the distance the Run is written on. If you want to ensure your rune is triggered, the player must use their speed to draw the rune out. For every additional 5 feet, players will add a +1 to the rune MagiCrafting DC.
MagiCrafting Time: Every additional 10 seconds of the spell or rune effect adds a +1 to MagiCrafting DC.
Spell Base: Players may utilize a spell or rune they already know as shorthand within the Magicrafting equation. While doing this, players will build their next spell or rune on top of the already known one. Players will add the base spells’ distance, time, mana cost, and tier to the composition of their new spell or rune. Once a player uses a spell base within the Magicrafting system, that spell automatically goes up a single tier. For example, if a Player is using a Tier 1 Spell as a base for Magicrafting, it will automatically be counted as a Tier 2 spell before any other magicrafting steps are taken.
Nested. Once a spell/rune is created, players may nest it twice. In this instance, nesting means to put the spell back into the system to quickly update it.
Magicrafting Triggers
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Description: Magic activates when a sentient entity enters or touches the rune.
Magicrafting DC: +0
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Description: Magic activates upon being touched or Struck.
Magicrafting DC: +0
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Description: Magic activates when the hit points of whatever it is reach zero.
Magicrafting DC: +5
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Description: After a set amount of time, the magic activates.
Magicrafting DC: +5
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Description: Magic activates when blood lands on the rune.
Magicrafting DC: +5
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Description: This magic activates when the object it is inscribed upon is destroyed.
Magicrafting DC: +5
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Description: Spells are cast through hand movements known as weaving. These hand movements are designed to aid people in properly summoning and molding the mana necessary to perform a spell. Players must spend a bonus action weaving the hand signs for the triggered spell. While weaving spellcasters utilize their body to shape the appropriate Magicrafting tier of each component of a spell.
Magicrafting DC: +0
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Description: The spell is triggered by saying the name of the spell. Allows the caster to trigger a spell as a bonus action.
Magicrafting DC: +10
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Description: The user is able to mold their mana to cast spells without having to weave their mana. They may cast their spell as a free action.
Magicrafting DC: +30
Magicrafting Targets
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Description: The magic targets whoever is in range of the rune, even the user.
Magicrafting DC: +0
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Description: The magic targets a specific creature.
Magicrafting DC: +0
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Description: The magic targets the user of the rune.
Magicrafting DC: +5
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Description: The magic targets the nearest object.
Magicrafting DC: +5
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Description: Magic targets a specific type of blood.
Magicrafting DC: +5
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Description: The magic targets a specified component.
Magicrafting DC: +5
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Description: The magic targets a specific creature.
Magicrafting DC: +0
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Description: The magic targets the user of the spell.
Magicrafting DC: +5
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Description: The magic targets the nearest object.
Magicrafting DC: +5
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Description: The magic targets a specified component.
Magicrafting DC: +5
Magicrafting Example: Mars wants to use Magicrafting to buff up one of her characters, Vega’s, fire spells. Her spell, Flame Whirlwind, is the base. She looks at the components she knows and figures it’d be safer to add a Tier 1 component to keep the MagiCrafting DC low. She decides to go with Blast to add a guaranteed 2 points of damage on a hit. Now that she has her components, she double-checks her DC. Flame Whirlwind is a Tier 2 spell that costs 10 mana. Tier 2 components add +10 to the DC. Blast is a Tier 1 component that adds +5 to the DC and will require +1 mana. The spell’s overall Tier goes by the highest component, which is Tier 2. Crafting a Tier 2 spell adds +2 DC and +5 mana to activate. So far her Magicrafting DC is 17, and the mana required to use the spell is 16. Vega gets a +3 to Intelligence (Arcana) rolls and a beast spirit that can assist her with an additional +2. Mars rolls 1d20 and gets an 11. With her modifiers, her total is a 16. She’s only 1 off! Before Mars rolls for her penalty, another player, Dirk, notices this and asks the LM if she can help her. The LM allows it. Dirk rolls 1d20 to help. He gets over 10, so he can add +2 to the roll. Vega successfully crafts the spell and because Dirk’s character, Batista, assisted, he also gets access to the spell, despite not knowing its components.