Aiogara

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Tabletop Magic System

The magic system is vastly different, and perhaps the biggest change from more popular tabletop RPGs. Rather than having spell slots, MP, etc. Magic users have magic crystals they use to channel and cast magic. These crystals have a fixed number of charges, classed by rarity, multiplied by proficiency of the wielder, and can be replenished using crystal recharge items.

Crystals

Crystals are separated into three types, for the three varieties of magic in the world of Aiogara.

Earthly

Earthly magic is utilized by Humans and Sinistrals. It cannot be utilized by Elf races. Earthly magic crystals are relatively common and inexpensive, except for those of high purity. Three types of crystals are available for use.

Aetherial

Aetherial, or Elf, magic is not elemental in nature and comes from a fundamentally different source. As a result, the crystals are not compatible with Sinistral or Human users. Like earthly, it is diviided into three clases.

Divine

Divine crystals are incredibly rare, expensive and have a limited number of uses. They require a priest, troubadour, archpriest, shaman or archmage class to use and can perform miracles, such as resurrection, as well as powerful attacks that are the result of raw divine magical energy. They can also be sold for an incredible amount of money.

Calculation of Uses

There are four grades of Earthly and Aetherial crystals, their multipliers are shown after: These grades act as an indication of the quality of the crystal. Beyond this, magic users and support classes have a base proficiency in each crystal type.

Going Beyond these Uses

At the Game Master's discretion, they may permit an overdraw of a crystal. An overdraw has a 1d10 effect on the caster.
1 - The casting succeeds, but the crystal explodes violently, with potentially lethal damage.
2 - The casting succeeds, but the crystal cracks in two and is rendered useless.
3 - The crystal goes dormant after casting and cannot be used for 1d6 number of days.
4 - The casting fails and the crystal is unharmed.
5 - The casting succeeds, but any quantitative effect is halved.
6 - The casting proceeds as normal, but the crystal cannot be overdrawn again.
7 - The casting proceeds as normal.
8 - The casting succeeds, but knocks out the caster for 1d10 hours.
9 - The casting succeeds, but the caster suffers magical rebound and is injured for 1d10 points of damage.
10 - The casting succeeds, and the caster is incapacitated and suffers bleed out status due to internal hemorrhaging.

Buying, Selling and Trading Crystals

An arcane trader or shop can deal in crystals. General stores generally do not take crystals. It's common for the selection outside of urban areas to be limited.