FAQ

Frequently Asked Questions (FAQ)

Quick Reference answers to the questions players actually ask about the mechanics, magic system, and (when Ersetu is on) the setting — plus edge cases.

The Magic System & Mechanics

Q: What is the difference between Unstructured Intent and Structured Spells?

A: Unstructured intent magic is raw, on-the-fly mana manipulation with no shaped matrix, handled by the Channel Unstructured Magic move. Harmless utility (warming tea, faint light, a gentle push) can be narrated freely. Anything with real stakes triggers the move, and major unstructured use (city-destroying scale, or brute force without geometry) demands explicit Wounds (Channel Strain) before you even roll. Structured Spells are specific geometric matrices built from Technique Glyphs; they cost 1 or more Ticks and trigger the Shape the Matrix move, carrying a risk of severe consequences on a mixed roll.

Q: Does casting larger or deadlier spells require a higher roll?

A: No, all spellcasting uses the same PbtA engine: roll + Finesse (for precision) or + Willpower (for raw force). There are no Target Numbers or success thresholds. Instead, pushing larger scale, more tags, or stacked glyphs costs more Ticks on your Mana Track and can put you Pushing the Matrix (beyond your Calculation), which invites hard 7-9 choices. If you attempt to cast highly unstable or catastrophic geometry far beyond your safe limits, the GM may inflict explicit Harm (Channel Strain) before you even roll.

Q: Can I use Trivial Spells (0 Ticks) to attack someone?

A: No. Trivial or unstructured magic can never be used to deal damage, inflict combat penalties, or bypass major obstacles. It is strictly for flavor, training, and harmless utility (warming tea, making a faint light).

Q: Can I use Trivial Spells to pick a lock?

A: It depends on the lock. Unstructured magic is too unrefined for solving complex problems quickly. A simple latch might be opened with a Trivial Alteration trick, given enough time and a low-stress environment. However, a complex mechanical or magical lock would require a proper structured Matrix roll.

Q: What happens if I fail to shape my Matrix correctly?

A: There is no "fizzle and lose mana." Failing to perfectly shape geometry causes a Matrix Collapse. On a 7-9 Mixed Success, the spell works but you suffer one of two consequences the GM offers (player picks one): Channel Strain (taking Wounds), Structural Bleed (collateral damage), leaving a dangerous environmental hazard, drawing dangerous attention, or being locked out of that glyph for the scene. On a Miss (6-), the geometry violently backfires based on its declared School + Glyph + Scale: fire consumes oxygen, space severs limbs, or force crushes you against the wall.

Q: Can Soul Magic be used to heal?

A: No. Soul Magic directly manipulates, violates, or damages the metaphysical soul: its glyph grammar (Hohl, Band, Kreis) has no healing function. Healing physical wounds or biological functions is strictly the domain of Medical Magic, an Alteration specialization (Faden + Kreis doctrine for precision healing and stabilization).

Q: Can Alteration create materials from nothing (like turning thin air into gold)?

A: No. Alteration only restructures existing matter (e.g., turning existing lead to iron, or making stone as flexible as rubber). Creating matter or energy from nothing requires Projection (force and elemental output via Stoss).

Q: How do Specializations work?

A: Specializations are Glyph Doctrines. Each doctrine is a pair of Technique Glyphs that defines the specialty's identity (e.g. Combat Magic = Stoss + Anker for pressure lanes and tempo control; Medical Magic = Faden + Kreis for precision healing). Unlocking a doctrine costs 1 IP and requires Level 3 in the parent Core School. A doctrine grants fictional permissions (what your specialty can and cannot do) and shapes how your glyphs behave. It does not grant stat bonuses or modifier bundles.

Q: What are Mastered Spells?

A: You can hold a maximum number of Mastered Spells in active recall equal to your Memory attribute. Mastered spells lower their Mana Track cost by 1 step (to a minimum of 1), are faster in the narrative, and are the spells you can use instantly as a Reaction (e.g. with the Deflect Magic move). You can swap your currently mastered spells from your larger known Grimoire whenever you are safe and out of combat. Mastery comes from filling a pattern's 4-segment Spell Clock.


World, Lore & Setting

Q: What exactly is Cyoria and why is it important to the campaign?

A: Cyoria is a massive magical metropolis in the Kingdom of Eldemar, built directly over "The Hole." It is the primary setting for the campaign. It houses the prestigious Cyorian Academy where the players study, and it is a magnet for mages all over the continent.

Q: What is "The Hole"?

A: The Hole is a massive circular chasm on the west side of Cyoria. It is both the most obvious entrance to The Dungeon and the only known Rank 9 Mana Well in the world. The sheer amount of mana bleeding from it powers Cyoria's magical infrastructure.

Q: What is The Dungeon?

A: The Dungeon is a planet-wide megastructure of tunnels beneath the surface of the world (Ersetu), teeming with monsters and ambient mana. It is the only place to mine Crystalized Mana, which the modern economy relies upon. Cyoria's Hole is one of the largest entrances to it.

Q: Are there "evil" or illegal magics? What happens if I use them?

A: Yes. Practices that disrupt the natural order, specifically Soul Magic, Blood Magic, and Necromancy, require Forbidden Knowledge. Practicing or researching these fields is a capital offense in Academy territory and will draw the wrath of magical law enforcement. Every single use of Soul Magic automatically forces a Resist Erosion Move: the human mind was not built to interact directly with souls.