06 The Magic System

In Apprentices, spells are not rigid, unchangeable actions. Instead, a spell is a complex architecture of mana canals that mages mould, push, and weave into existence. The act of casting is colloquially referred to as Shaping—a mage sensing the mana in the atmosphere and physically shaping it into a specific canal matrix to guide and transform the energy into an effect.

1. Unstructured vs. Structured Magic

Magic fundamentally exists in two forms: Unstructured (the raw expression of the soul) and Structured (the "divine limiter" system of spellcasting).

Unstructured Magic (Tier 0)

The oldest and simplest form of magic. A mage performs this by "shaping in the air"—clumsily forcing ambient mana to flow into a vague shape through pure visualization.

Tier 0 Examples by School

Core School Tier 0 Example (Unstructured)
Alteration Warming/cooling a cup of tea, slightly changing the color of a small object, mending a tiny tear in paper.
Projection Lighting a candle, creating a faint ball of reading light, producing a weak, harmless breeze.
Dimensionalism Making a coin hover briefly, causing the air to ripple slightly.
Divination Sensing if magic was used in a room recently, feeling a vague aura of heat/cold from an object.
Illusionism Producing a faint, ghostly whisper, making a small object look slightly blurry or distorted.
Animation Making a piece of paper twitch, causing a clockwork toy to take a single step.
Abjuration Creating a split-second energy barrier that dampens a minor impact, or snuffing out a tiny magical spark with a counter-pulse.
Soul Magic (Forbidden) Sensing whether a small, mundane object has been handled by someone recently dead (within a day), conveyed as a faint chill or oily sensation on the fingertips.

Structured Magic (Spells)

Because the chaotic nature of unstructured "air shaping" is too slow and inefficient for complex problems, mages use Structured Magic—rigid architectures of mana canals invoked via studied mental structures, chants, and gestures.


2. Core Schools & Specialisations

Magic is divided into 8 Core Schools. Players purchase dots (1 to 5) in these Schools using Study Points (SP). Because of the nature of Unstructured Magic, any mage can perform minor, harmless Tier 0 tricks associated with any school's core verb, even with 0 dots.
Highly advanced applications of magic are called Specializations. These represent a highly specific implementation of a Core School that has evolved into its own expansive subfield. For example, Abjuration focuses on active, immediate defense, while its Specialization, Ward, focuses on persistent, area-bound defensive magic.

Core School Core Verb Description Known Specializations
Alteration Restructure Changes the properties of existing matter: density, flexibility, composition. Medical Magic, Transformation, Blood Magic (Forbidden)
Projection Generate Creates energy from nothing: force, heat, light, electricity. Evocation, Combat Magic, Negation
Dimensionalism Displace Moves things through space: teleportation, portals, spatial locks. Summoning, Conjuration, Teleportation
Divination Perceive Gathers information: sensing, scrying, prediction. Pure observation — changes nothing. Scrying, Chronomancy
Illusionism Deceive Creates false sensory data: images, sounds, phantom sensations. Not physically real. Glamour, Mind Magic (Restricted, Requires Empath)
Animation Animate Infuses objects with a fragment of the caster's mind for autonomy. Golemancy, Necromancy (Forbidden)
Abjuration Defend Actively protects against harm, counters magic, and creates temporary barriers. Ward, Sealing
Soul Magic Violate Directly interacts with the soul, death, and the metaphysical self. Forbidden knowledge. Spirit Calling, Soul Carving

(Note: Alchemy and Spell Formula remain purely Support crafts. Alchemy uses Academics + Survival, while Spell Formula uses Calculation or Finesse + Academics to inscribe prepared spells).


2. Gaining Spells (Powers)

You do not automatically know every spell of a specific level. Instead, spells are treated as explicit Powers you select.


3. The Casting System

When you cast a spell, it works like any other mundane action roll, but fuelled by Mana.

The Casting Pool

Roll Attribute + School Proficiency. (Example: Casting a fireball is usually Willpower + Projection Class).

Success Threshold & Required Successes

The baseline Difficulty (Target Number) for structured magic is a static 6. Furthermore, the number of successes required to activate the spell is exactly equal to its Tier.

(Note: The GM can permanently adjust difficulties up or down on the fly due to a hostile environment, extreme situational pressure, or actively resisting enemies).

Flat Mana Cost

Every Spell (Power) has a flat Mana cost that is stated at the spell's description as per this formula.

Overcharge (Enhancements & Status Effects)

When you cast a Structured Spell and roll more successes than the spell’s Tier requirement, those remaining successes become Overcharge. You may spend Overcharge immediately to augment the spell or inflict a Status, provided the spell’s narrative description (School/Element/Flavour) supports it.

Note: You may spend Health via Mana Burn to intentionally buy Overcharge at a 1:1 ratio. The maximum Overcharge you can spend on a single spell is equal to your School Proficiency rating.

Universal Enhancements

Cost Enhancement Description
+1 Overcharge Duration Increase Step the duration up by one category (e.g., Instant → 1 Minute → Scene). Cannot exceed the 'Scene' duration without GM permission.
+1 Overcharge Scale Increase Step the Area of Effect or Targets up by one category (e.g., 1 Target → 2 Targets; Handful → Size of a person).
+1 Overcharge Potency Deal +1 raw damage, or increase the passive defense value of a ward/barrier by +1.

Universal Status Effects
Rather than referencing a massive table of elements, apply one of the following mechanical tags to your target. The narrative effect (Fire, Ice, Light, Gravity) determines how the target acts, but the math is standardized.

Cost Status Effect Examples Description
1 Overcharge Hindered Chilled, Blinded by flash, Deafened, Off-balance The target suffers a -2 dice penalty to all relevant actions on their next move.
2 Overcharge Lingering Harm On Fire, Acid, Severe Bleed The target takes 1 Physical Damage at the end of the scene or whenever they perform a strenuous action (e.g., attacking or sprinting), unless they first spend an action to clear the hazard (patting out flames, neutralizing acid).
3 Overcharge Restrained Frozen solid, Trapped in stone, Bound in heavy gravity The target cannot take physical actions until they succeed on a Might or Mobility roll against your spell's total rolled successes (minimum 3) to break free.

4. Failing a Cast (Mana Burn)

If you fail a casting roll (i.e., you do not meet the GM's Difficulty threshold), the spell fizzles and the Mana is still lost. However, desperate Students have a final option:


5. Spell Mastery (Muscle Memory)

A Mage can deeply internalise a specific spell configuration, turning it into pure muscle memory so they don't have to consciously calculate the canal geometry. Over time, these become a mage's signature spells.


6. Multitasking & Processing (Calculation)

Knowing a spell is one thing; processing the math to keep it active in the physical world is another. Your Calculation attribute acts as your mental RAM, dictating your ability to multitask and juggle complex spell matrices.