ARCANE MAGIC

Casters that harness a source of magic called Embra – a necessary and intrinsic force found in nearly everything – rely on the Arcane Tradition to complete their spells. All character from this tradition cast spontaneously, selecting from any spell they know when they need to cast it and can cast the same spell as many times per day as they have Embra to do so.

EMBRA, THE VEINLIGHT

Embra, also known by the evocative term Veinlight, is the shimmering essence that fuels all arcane magic, coursing through the very veins of those who practice the mystic arts. When a spellcaster channels Embra, their veins faintly glow, illuminating their skin with threads of light—a visible testament to the raw power flowing within. This visual display has earned Embra its nickname in some areas, Veinlight, and is said to be a glimpse of the deep reserves of magical potential within every adept.

Every arcane spellcaster has a reserve of spell points called Embra. Embra provides the magical power behind the caster’s spells: they spend a number of Embra points (shorthand: EP) appropriate to the spell’s level to cast the spell. Once spent, EP are expended until the caster has sufficient time for a long rest. Characters using arcane magic do not need to prepare spells in advance, and can cast the same spell repeatedly (though there is a cost – see Embral Dissonance and Embral Thresholds below). An arcane spellcaster can cast a spell as long as they have enough Embra to cover its cost, though eventually doing so takes a physical toll (see Fatigue and Exhaustion below). An arcane spellcaster must follow all other rules of spellcasting.

While Embra is found in nearly everything - and is an important construct in understanding the relationship between a person and their soul - only the Path of the Arcanist begins play with the guaranteed ability to leverage EP for spellcasting. Arcanist begins play with Embra equal to their LOG. Embra does not inherently grow as a caster gains levels, it must be developed with practice and dedication to the craft. As such, most arcane matters fall under the purview of Logic.

Unlike physical energy, Embra regenerates over time as the body and spirit naturally replenish their reserves, making it an ideal resource for continuous casting. Those who are skilled at channeling it can achieve a flexible casting style, able to pour more or less Embra into their spells based on the demands of the situation. Rather than preparing specific spells, an Arcane caster can draw on these points, amplifying the power of their spells when necessary or conserving them for a longer, sustained casting. This flexible approach allows for spontaneous and adaptive spellcasting—an invaluable advantage when faced with unpredictable threats.

Embra is recovered each day with a full night’s rest. If a character does not get eight hours of sleep, is apart from their soul, or suffers undue interruptions throughout the night (more than a single encounter), then they may recover little or no Embra that day. Your DM is the final arbiter on how much Embra can be recovered.

CHANNELING EMBRA

Each time you wish to cast a spell, you must first determine the cost of the spell in terms of EP. For any Tiered spell, the base cost can be found on the table below. If you heighten a spell, you pay the final tier of the spell’s cost (note that it is NOT mandatory to cast a spell at its highest level). If you affect a spell with Metamagic, the Metamagic cost (either an additive amount, or a multiplier) is applied to a spell last. Items and other abilities will list in their description in what order they impact your casting.

Spell TierEmbra CostSpell TierEmbral Cost
Cantrip1*6th11
1st17th13
2nd38th15
3rd59th17
4th710th20
5th9

Embra Spending Limit

You can only spend a maximum number of Embra Points equal to your Character Level at one time. This limitation includes EP spent on Spell Enhancements and other Features that require EP. This is called your Embra Spend Limit.

Cantrips

A cantrip is a special type of spell that's weaker than other spells but can be used with greater freedom and flexibility. The title of a cantrip's stat block says “Cantrip” instead of “Spell”, and the spell has the cantrip trait. Casting a cantrip always costs exactly 1 EP; you can cast a cantrip at will, any number of times per day.

A cantrip is always automatically heightened to the highest rank of spell you can cast.

Cantrip Sigilum (see below) are very rare, if not impossible in most circumstances to come by. There is simply not enough Embra channeled from their original design to experiment with creating permutations.

THE COSTS OF EMBRA

The ability to cast spontaneously and use magic on a whim does not come without its drawbacks. For channeling Embra, there are two factors to manage when executing a spell (feats and abilities can be gained to mitigate these in a variety of ways):

Embral Dissonance

Channeling Embra into the ritualistic formulas that make up spells isn’t as tidy or elegant a process as calling forth miracles from a deity or dropping magic into the flow of time. The energy from Embra tends to leave a residue in the aura of the spellcaster, creating a kind of mystic static or interference called “Embral dissonance.” For arcane spellcasters – who are dependent on focusing raw magic energy into specific spells with a careful implementation of mental state, gesture, and incantations – even a small hindrance in their auras can make creating a spell effect significantly more difficult.

Eldritch dissonance makes casting the same spell repeatedly increasingly difficult. This is because the dissonance is attuned specifically to the spell that created it, and the interference requires more spell energy to cut through and create the desired spell effect. As a result, each time after the first an arcane spellcaster casts the same spell since restoring their spell pool, it costs additional EP equal to the spell’s level. This is cumulative.

For example, Davor is a half-orc arcanist who knows fireball. As a 3rd level spell, the first time Davor casts fireball each day it costs 5 spell-points. If Davor decides to cast fireball again the next round, its cost increases to 8 EP (base 5, +3 for being a 3rd level spell). If he casts it a third time in another encounter later on the same day, it costs 11 (5 +3 +3) EP.

Embral Thresholds

As your Embra pool depletes, you’ll enter an Embered state (called Embral Fatigue), which comes with increasing levels of backlash. This condition is similar to a warrior becoming bloodied in battle, showing that you’re running low on magical reserves (and is detectable by some creatures that can peer into your aura):

  • At 75% Embra left: You’re lightly embered, which has no passive penalties (but some spells may function differently, per their spell descriptions).

  • At 50% Embra left: You’re moderately embered, causing your spells to lose a bit of power or potency. You become Exhausted 1.

  • At 25% Embra left: You’re severely embered, making it difficult to maintain concentration on complex spells. You become Exhausted 2.

  • At 0 Embra left: You become Embrashot, causing you to feel drained and unable to cast even simple spells (including Cantrips).

Unlike normal exhaustion, Embral Fatigue cannot be removed by magic, or at least, not by any low tier miracle or arcane spell. Magic abilities that would normally remove exhaustion instead suspend the effect for 5 minutes per spell tier.

When the arcane spellcaster regains their EP and their reserve pool is full, all exhaustion conditions gained by Embral Fatigue end.

Creatures immune to Exhaustion, such as Undead, have their Embra Points reduced by 50%.

Embra and the Soul

The intrinsic force behind life and magic is known as Embra. Nearly every character in the world has at least a small amount of it, while arcane casters fuel their spells and eventually gain a large reservoir to draw from.

Every living character also has a physical soul – a stone-shaped object usually the size of a fist that houses the subject’s lifeforce. Each soul stone is uniquely different, shaped and colored to match the personality of the host being. A skinny hateful man may have a thin black crystal while a charismatic loving mother may have a silver or golden glowing gem.

If your soul is taken from your body, you lose Embra at a rate of 1/day. If your Embra Pool is empty you take hit point damage when you otherwise would have taken Embra drain. While your soul is absent, you cannot regenerate Embra or heal damage from Embra drain.

SIGILUM

The records of arcane history and their applications are stored in bound writings called Sigilum. Sigilum is not the same thing as a scroll, which is a castable reproduction of a spell at a certain level, frozen with Embra and staged to unleash with an utterance. Rather, it contains the blueprints for how a spell is manifested in its entirety; a complete blueprint, or formula for a spell.

Take for example the well-known spell Magic Missile. This spell’s standard use is as follows:

Magic Missile

1st-level evocation

Cast 1 to 3 AP (somatic, verbal)

Range 120 feet

Targets 1 creature

You send a dart of force streaking toward a creature that you can see. It automatically hits and deals 1d4+1 force damage. For each additional AP you use when Casting the Spell, increase the number of missiles you shoot by one, to a maximum of three missiles for 3 AP. You choose the target for each missile individually. If you shoot more than one missile at the same target, combine the damage before applying bonuses or penalties to damage, resistances, weaknesses, and so forth.

Heightened When you cast this spell at 2nd level or higher, the spell creates one more dart for each level above 1st.


The elves believe in finesse and entwining magic and swordsmanship, and long ago made a different version of the spell to suit their needs and combat style. Their ancestral Sigilum is a “variant” magic missile that changes fundamental aspects of the base spell.

Magic Missile

1st-level evocation

Sigilum Elven Ancestry

Cast 1 Bonus Action

Adjustment You may only spend one AP on this spell, and doing so costs an additional 2 mana. The maximum number of missiles is reduced to two missiles (1 AP).

The full spell description would be changed as follows:

Magic Missile

1st-level evocation

Sigilum Elven Ancestry

Cast 1 Bonus or 1 AP (somatic, verbal)

Range 120 feet

Targets 1 creature

You send a dart of force streaking toward a creature that you can see. It automatically hits and deals 1d4+1 force damage. If you spend an additional AP when Casting the Spell, you must also spend 2 additional mana and increase the number of missiles you shoot by one, to a maximum of two missiles for 1 AP. You choose the target for each missile individually. If you shoot more than one missile at the same target, combine the damage before applying bonuses or penalties to damage, resistances, weaknesses, and so forth.

Heightened When you cast this spell at 2nd level or higher, the spell creates one more dart for each level above 1st.


Keeping with this example, Magic Missile may have many secrets to unlock. Rare Sigilum might allow missiles to be chained, or might add a duration to the spell to have the missiles released upon command later.

LEARNING SIGILUM

Learning Sigilum teaches a character a new way to cast a spell, and does not prevent the character from casting the original spell in any way. As such, there are less spells in the world, with near limitless iterations.

To learn a specific Sigilum, you must do the following:

  • Spend 1 hour per spell rank, during which you must remain in conversation with a person who knows the spell or have the magical writing in your possession.

  • Have materials with the Price indicated in the Learning a Spell table.

  • Attempt a skill check (DC determined by the DM, often close to the DC on the Learning a Spell Table). Uncommon or rare Sigilum have higher DCs.

    • Critical Success You expend half the materials and learn the spell.

    • Success You expend the materials and learn the spell.

    • Failure You fail to learn the spell but can try again later (after you gain a level or some other time limit imposed by the DM). The materials aren't expended.

    • Critical Failure As failure, except you expend half the materials.

Spell TierPriceTypical DC
0 or 1st2 gp1
2nd6 gp2
3rd16 gp3
4th36 gp4
5th70 gp5
6th140 gp6
7th300 gp7
8th650 gp8
9th1,500 gp9
10th7,000 gp10

CASTING SPELLS

When you cast a Spell, you must make a Spell Check to determine the Spell’s degree of success or failure. Your Spell Check is compared against the target’s Defense, the Spell’s DC, or the target’s Contested Check.

SPELL CHECKS

A creature can make a Spell Check when it takes the Spell Action to cast a Spell or uses a Feature that calls for one. When a creature makes a Spell Check, it rolls a d20 then adds its Primary Casting Attribute (in the case of Arcane spells) and Combat Mastery to determine the result.

Spell Check vs Defense

These Spell Checks are compared against the target’s Defense to determine whether or not the Attack hits the target. This type of Spell Check is called a Spell Attack. The type of damage dealt determines whether the Spell Check is made against the target’s Physical Defense or Mystical Defense. If the result of the Spell Check is equal to or greater than the target’s Defense, the attack hits. Depending on the Spell’s Hit Success statements, exceeding the target’s Defense by 5 or more can yield additional damage.

Spell Check vs DC

These Spell Checks are compared against the Spell’s own DC. Some Spells have a Spell DC you must meet in order to cast the Spell as intended. The Spell is still cast on a failure (except for a Critical Failure), but at a reduced effect. Depending on the Spell’s DC Success statements, exceeding the Spell DC by 5 or more may yield additional benefits.

Spell Check vs Save

These Spells impose an effect on their target (such as a Condition). The Spell Check is Contested against the target’s Save. If the result of the Spell Check is greater than the target’s Save, the target becomes subjected to the Spell’s effect. Depending on the Spell’s Save Failure statements, there may degrees of failure included.

Spell Check vs Dynamic Attack Save

When a Spell you cast initiates a Dynamic Attack Save against the target, you make a Spell Check against the target’s Defense (as shown above) and the target makes a Save against your Save DC. Your Spell Check determines if the Spell deals damage to the target. The target’s Save determines if they’re subjected to the effects of the Spell.

Natural 1’s

When you make a Spell Check and get a Natural 1 on the d20, the Spell fizzles and does not go off. You still spend the AP for the attempt, but you don’t spend any EP or other resources. This Spell Check counts as a Spell Check towards the Multiple Check Penalty as normal.

Targeting Multiple Creatures

If a Spell you cast targets more than 1 creature, or includes more than 1 in an Area of Effect (such as an Arc, Cone, Cylinder, Line, or Sphere), then you make 1 Spell Check against all creatures. Any Features you use to add extra damage only affect 1 target of your choice (not all of them).