Magic reflects a character’s knowledge, control, and execution of supernatural effects. In Alacrity, all magical powers—whether spells, innate abilities, rituals, or mystical techniques—are governed by the Magic skill. From a monk’s ki strike to a paladin’s divine smite, all magical effects share a single resolution system.
When You Use It:
Magic applies when you:
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Cast spells or supernatural abilities
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Invoke innate powers granted by training, lineage, or nature
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Maintain or disrupt ongoing magical effects
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Channel rituals, blessings, curses, or planar forces
Stat Used:
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Always Mind, representing intellectual control and focus.
Learning Magic:
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Unlocking Magic requires 20 XP and narrative justification.
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The skill begins at your Mind % once unlocked.
Mechanical Effects:
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Activating Magical Effects:
Spend the effect’s Mana Point (MP) cost, then roll Magic %. -
Success:
The magical effect manifests as intended. -
Critical Success (01):
The effect is enhanced or perfected (GM discretion). -
Failure:
MP is spent, but nothing happens. -
Critical Failure (00):
MP is spent, and you suffer backlash—losing HP equal to the MP spent. -
Running Dry and Heroic Casting:
When MP is exhausted, casters may enter Heroic Casting mode and spend HP to fuel magical effects:-
Each HP spent below 0 reduces future Magic rolls by –10% per point.
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This continues until reaching negative Mind.
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See the Heroic Casting rules for full details.
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Mana Recovery:
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Regain MP after six uninterrupted hours of rest.
Concentration:
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Some magical effects require Concentration to maintain.
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Only one effect can be concentrated on at a time.
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Taking damage or major interruptions may require Concentration checks.
Learning New Effects:
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New magical effects must be discovered and inscribed.
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Each requires 5 XP to become usable.
Situational Modifiers:
Apply the Difficulty Ladder based on control, focus, and environment:
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+50%: Calm, prepared space, perfect focus
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+40%: Familiar effect, quiet environment
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+30%: Known effect, low-pressure situation
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+20%: Moderate complexity, minor distractions
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+10%: Typical adventuring conditions
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0%: Normal combat or travel
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–10%: Minor magical interference or mental strain
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–20%: Active threats or unstable magic nearby
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–30%: Chaotic environment or severe mental stress
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–40%: Direct magical suppression, heavy injury
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–50%: Dead magic zones, impossible conditions
Untrained Use:
Magic may not be used unless the skill is formally unlocked.
Narrative Examples:
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A monk channels inner energy to deliver a staggering Ki Strike.
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A paladin calls radiant judgment with Divine Smite, forcing a foe to kneel.
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A druid transforms into a wolf using Shapechange to scout ahead.
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A warlock mutters forbidden words, unleashing Chains of Shadow on a fleeing enemy.
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A sorcerer, driven to desperation, invokes Heroic Casting and sacrifices her lifeblood to ignite a devastating final spell.
Magic in Alacrity is unified. Whether casting traditional spells, invoking innate gifts, or channeling martial techniques, all magical effects use the same Magic skill. This simplifies gameplay, eliminates redundant subsystems, and keeps supernatural powers balanced. Players follow a single system: spend MP, roll Magic, and resolve. Magic should feel powerful but costly—backlash, exhaustion, and the need for discovery ensure it remains a vital but dangerous tool.
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File Created: 05/01/2025 Last Modified: 05/01/2025