Casting a Spell
Spell Tiers: Spells in Dunia are divided into "tiers" that go up in strength, from 1 to 9.
There are two major types of magic in Dunia: Slot-based and Mana-based. If your class ever has access to magical manipulation, it will explicitly state which type it is.
Slot-Based Magic: If your magic is slot-based, this means you can cast a maximum number of spells from each tier daily which depends on your level.
Start by preparing (choosing) a number of spells ahead of time which will be available to cast after you wake up tomorrow, equal to your current level + INT modifier.
When you want to cast a spell, you pick one from your pool of prepared spells, and spend a daily slot of the appropriate tier to start casting it. Additionally, some low-tier spells can be cast at a higher slot than listed to make them stronger.
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Extra Slots: Characters with a positive spellcasting modifier have access to extra spell slots in addition to the baseline slots listed above.
Bonus slots per attribute score |
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Mana-Based Magic: Mana casters have a resource pool that starts at half their INT or WIS rounded down and gains 2 points per level. Their maximum castable spell tier is the same as slot-based casters (one every odd level.)
Tier 1-5 spells consume their level in mana.
Tier 6-7 spells consume twice their level in mana.
Tier 8-9 spells consume three times their level in mana.
Overcasting: A mana caster may "overcast" a spell, meaning consume their health points as if they were mana to cast a spell beyond their capacity. This can result in unconsciousness and even death.
Actually Casting: Declare that your character began chanting at the start of the round regardless of initiative. You can't take any other action while chanting. If you are hit, roll a d20 + Concentration skill against DC 10 + the amount of damage taken or fizzle uselessly and lose the spell slot. Unless otherwise stated, once your turn arrives, the spell goes off in the same round it started.
Resisting a Spell: If you're the victim of a spell, it'll always state whether you have to roll d20 for WIS, AGI or CHA to try to halve its damage or avoid its effects entirely. This roll is done against a difficulty check equal to DC 10 + the spell's tier.