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Combat Guide

Mana Computation System

1. Core Formula 

Mana (MP) is tied to a caster’s Soul stat (Including their racial bonuses)

Formula Example:

Max Mana=(Soul×10)+Rank Bonus

 

Soul: Governs raw magical energy.
 

  • *Rank Bonus: Scales with character growth (15 mana x rank).

  • Beginner Rank: (15x1 = 15) +15

  • Moderate Rank: (15x2=30) +30

  • Advanced Rank (15x3 = 45) +45
     

Example (Rank Beginner, Soul 5): (5x10) 50 + 15 = 65 Mana Points

Example (Rank Moderate, Soul 5): (5x10) 50 + 30 = 80 Mana Points

Example (Rank Advanced, Soul 5): (5x10) 50 + 45 = 95 Mana Points

 

Enchantments/curses/blessings (Once approved by Staff) will either increase, or decrease this number.

 

2. Spell Costs* and Damage

Each spell consumes progressively more mana.

  • Beginner: 5–15 MP (Can affect only one object/person per 5 Mana spent for a max of 3 targets. Each additional person/object affected requires an expenditure of 5 additional Mana). 

  • Damage = Soul + Skill (1d10 for each person affected) divided by the number of people/objects affected (1-3).
     

  • Moderate: 15–35 MP (Can affect only one object/person per additional 5 mana spent for a max of 4 targets. Each additional person/object affected requires an expenditure of 5 additional Mana).

  • Damage = Soul + Skill + 2  (1d10 for each person affected) divided by the number of people/objects affected (1-4)
     

  • Advanced: 40–65 MP (Can affect one object/person per additional 5 mana spent for a max of 5 targets.  Each additional person/object affected (Or additional damage dice added) requires an expenditure of 5 additional Mana. ).

  • Damage =Soul + Skill +5 (1d10 for each person affected) divided by the number of people/objects affected (1-5)
     

Notes: Spells cast out of combat, or with prearranged outcomes, do not require rolls to be made. REMEMBER: Dice are ONLY required when players cannot agree.

 

Counterplay:

  • Healing can undo Necromancy damage.

  • Psychic/Illusion can be blocked with Willpower or Light magic.

  • Summons can be banished (Enchantment/Light).

Spellcasting Rules

  • Mana Cost: Higher-tier spells consume more mana.
     

  • Casting Time:
     

    • Novice: Instant.
       

    • Adept: 1 Round.
       

    • Master: 2 rounds

       

  • Range: Melee → Ranged → Battlefield (by tier).
     

  • Save/Defense Check: Target resists with Willpower, Defense/Dodge +/- Enchantments/curses.

*Rituals/Enchantments bypass mana but take time + materials + risks and require Staff approval and determination of effects.

 

3. Regeneration ( You do not Regen mana higher than your max mana score)

  • Passive Regen per Rank per round:

  • Beginner: 3

  • Moderate: 6

  • Advanced: 12
     

  • Rest-Based: Short rest recovers half mana(at least 4 hours), long rest/full meditation (8 hours) restores all.

4. Overcasting (Risk System)

If a caster tries to spend mana they don’t have:

  • They burn HP to fuel the spell (Health Points → Mana Points).
     

5. Magic in Combat (Examples per School)

Healing

  • Beginner: Heal 1 ally (small HP restore).
     

  • Moderate: Heal multiple allies, cure poison mid-fight.
     

  • Advanced: Revive KO’d (but not dead) ally, battlefield-wide regen aura.
     

Psychic

  • Beginner: Distract or read surface thoughts (advantage/disadvantage).
     

  • Moderate: Suggestion (“drop your weapon”).
     

  • Advanced: Dominate an enemy (control them).
     

 

Divination

  • Beginner: Predict enemy’s next move.
     

  • Moderate: Reveal hidden foes (stealth/illusions).
     

  • Advanced: See incoming battlefield maneuvers.

     

Summoning

  • Beginner: Summon benign or good aligned creatures to lend aid.
     

  • Moderate: Summon benign or good aligned creatures to lend aid.
     

  • Advanced: Summon benign or good aligned creatures to lend aid. May summon mythical creatures.
     

Light/Dark

  • Beginner: Flash of light / shadow bolt.
     

  • Moderate: Blinding aura / shadow veil concealment.
     

  • Advanced: Radiant storm / command undead.
     

Elemental

  • Beginner: Fire spark, pebble toss.
     

  • Moderate: Fireball, ice spikes, wind blades.
     

  • Advanced: Earthquake, lightning storm.
     

Illusion

  • Beginner: Minor disguise, false sound.
     

  • Moderate: Full invisibility, battlefield mirage.
     

  • Advanced: Trap multiple foes in false reality.
     

Enchantment

  • Beginner: Minor buff to a weapon.
     

  • Moderate: Glyph traps, magical armor.
     

  • Advanced: Living weapon, battlefield ward.
     

Necromancy

  • Beginner: Summon a few undead minions to fight.
     

  • Moderate: Summon undead minions to fight or complete tasks..
     

  • Advanced: Summon undead minions to fight or complete tasks. Summon a demon.

Transformation

  • Beginner: Claws, eyes, minor animal shift.
     

  • Moderate: Full beast form
     

  • Advanced:   Polymorph enemies.

 

Combat Rules (Dice are not required for combat if ALL parties involved agree. Dice are ONLY used when a resolution cannot be obtained.)

 

Combat Flow

Turn-based.

  1. Initiative Roll / Speed Check – Establish order.
     

  2. Action Phase – Each turn, characters can:
     

    • Cast a Spell
        -Or-

    • Attack (physical)
       

    • Defend / Counterspell
       

    • Move / reposition
       

    • Use an Item
       

  3. Resolution – Effects apply, counters trigger, ongoing effects tick.


 

Initiative: Order of combat goes from highest to lowest.

1d10 + Body (Or Soul if using magic) + Enchantments - Curses

 

Non-Magical Combatant:

Attacker: Body points  +/- Enchantments/Curses + Skill score+ 1d10

Defender: Body +/- Enchantments/Curses + Skill score+ 1d10

 

The highest score (the total number when all die scores are added together) wins the roll.

 

Magical Combat:

Attacker: Soul +/- Enchantment/curses + Skill score+1d10

Defender: Soul/Body/Mind (Whichever applies)+/- Enchantments/curses +  Skill Score +1d10

 

The highest score wins the roll.

 

Damage Equals: (Body, +/- Enchantments/Curses) + Melee/Ranged score +1d10) -  Any defensive enchantments/bonuses the defender currently has on them.

 

Defender: Rolls  (Body/Mind) + Any defensive enchantments + Any relevant skill and subtracts that number from the damage done.

 

Magical Damage:

 

Each spell consumes progressively more mana.

  • Beginner: 5–15 MP (Can affect only one object/person per 5 Mana spent for a max of 3 targets. Each additional person/object affected requires an expenditure of 5 additional Mana). 

  • Damage = Soul + Skill (1d10 for each person affected) divided by the number of people/objects affected (1-3).
     

  • Moderate: 15–35 MP (Can affect only one object/person per additional 5 mana spent for a max of 4 targets. Each additional person/object affected requires an expenditure of 5 additional Mana).

  • Damage = Soul + Skill + 2  (1d10 for each person affected) divided by the number of people/objects affected (1-4)
     

  • Advanced: 40–65 MP (Can affect one object/person per additional 5 mana spent for a max of 5 targets.  Each additional person/object affected (Or additional damage dice added) requires an expenditure of 5 additional Mana. ).

  • Damage =Soul + Skill +5 (1d10 for each person affected) divided by the number of people/objects affected (1-5)
     

 Health Points do NOT Regenerate in combat (Unless one has Regeneration which grants 1d10 per round)

 

Out of combat, Health Points regenerate at a rate of 1 day without healing. 

 

REMEMBER: Rolls are only required when players cannot reach an accord.

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