Magic is divided into several schools. Each School covers a broad area of magic.

Each Mage starts knowing two schools of magic at first level. Every two levels they advance past the first (e.g. 1, 3, 5, 7, 9, etc.), they learn another school.

Mages can cast any spell within reason, provided they know the proper schools. Every time you cast a spell, you have to justify it to the GM, given the types of magic that your character knows.

These spells are not drawn from Pathfinder or Dungeons & Dragons and do not cost hit points to cast.

If a spell or special ability is successful, it does Mage Level x d8 in damage plus INT modifier of the caster with an additional bonus depending on the Mage’s level (+ 1 at first level, another + 1 for every 5 levels total).

If the effect of the spell can’t be quantified by damage, then the Spellcraft check becomes the save DC for whatever the spells’ effect is, such as resisting a sleep spell or entanglement by animated vines.

For spells that enhance attributes, use the Spellcraft check divided by 5, rounded down. Spells that enhance armor rating do so as total divided 10, again rounded down. Bonuses from magic spells do not stack — if a more powerful spell is cast, the higher bonus simply replaces the lower.

Summoned creatures have the Spellcraft check in hit points if they are under the caster’s control. If not, then they have double the check total, but are controlled by the GM instead (this can backfire if it’s a powerful summon). Other statistics and attacks are to be determined by the GM, as appropriate to whatever was summoned. The HP total can be broken up into multiple summoned creatures.

For anything else not covered, just set a target DC that feels right and run with it. For example, if a character wants to conjure up a wall of ice to block a passageway, tell them to beat DC 20 and if successful, there’s now a 2 foot thick wall of ice spanning the passageway and blocking the monsters’ path. The important thing is to not tie up the game and to keep things fun.

Spell duration are up to the GM, but can be assumed to last the entire combat. Spells which are meant to last longer than a single combat encounter must be invested with Magic Points. The default is equal to the level of the Mage. They last as long as the Mage dedicates those points towards the effect or item.

If the spell effects more than one target at a time, then it effects everything in a 10’ radius, but does half the damage or has a generally diminished effect.

The GM always has a right to veto spells, set appropriate DCs or penalties to exceed or otherwise determine how they work.


Spellcasters can cast one spell per combat per level. If they try to cast more, they take a – 1 penalty for each additional one, cumulative, until they can take a few minutes outside of combat to rest up.

Counter Magic

Schools of Magic

  • Abjuration: Spells of warding and protection, harming trespassers and banishing spirits from Beyond.
  • Conjuration: Summoning objects and creatures, transporting things instantly from one place to another, creating physical objects from thin air.
  • Divination: Learning long lost secrets, telling the future, seeing things that are far off and more.
  • Enchantment: Controlling the minds and actions of others.
  • Evocation: Manipulation and control of raw energy. Big flashy effects like lightning bolts and fireballs.
  • Illusion: Hiding things in plain sight, making things appear to exist that aren’t real.
  • Necromancy: Spells that call up the dead, communicate with the spirits and manipulate dark energy.
  • Transmutation: Changing the properties of objects and creatures.

Healing is a specific spell that works on living creatures — the total effect is equal to the number of hit points regained. You can heal multiple creatures, but the ending point value is halved.


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