Player's Handbook · Chapter 10

Magic Guide

Magic Guide

Magic in Root and Stem is powered by Magicules — the fundamental particles of creation and entropy. This guide explains how to cast spells effectively.

The Six Elements

ElementTypeDomain
FireCreationDestruction, warmth, passion
WindCreationSpeed, change, freedom
WaterCreationHealing, flow, adaptability
EarthCreationStability, strength, endurance
MagiculesNeutralThe source of all magic
EntropyEntropyDecay, death, transformation

Plus the Higher Elements: Mind, Body, Soul, Creation, Entropy, Time.

Casting Spells

Spellcasting Roll = INT + MGC_MOD + Arcana + PROF_MOD + Grace

Compute your SRC, pick the die, roll, and compare to the spell's required tier.

Spell Costs

Spells cost MP. Cantrips cost 0 MP. Higher tiers cost more:

  • Tier 1: 5 MP
  • Tier 2: 10 MP
  • Tier 3: 20 MP
  • Tier 4: 40 MP
  • Tier 5: 60 MP

Attunement

Attunement points determine your access to spells. You gain attunement through XP investment (1 XP per point). Each element has its own attunement track.

Baseline: 1 Creation + 1 Entropy + 1 Mind for casters.

Species bonuses: some species grant bonus attunement in specific elements (e.g., Elf +1 Wind, Dwarf +1 Earth).

Magical Combat

Spells deal damage based on tier (see Combat Guide). Area spells affect zones; single-target spells affect one creature.

Concentration: some spells require concentration. Only one concentration spell may be active at a time.

Casting in Melee: casting within 5 ft of a hostile creature risks an Opportunity Cast (free attack). Spend 3 MP to cast defensively.

Anti-Magic

Anti-magic zones suppress all spellcasting. Magical items lose properties. Summoned creatures are banished.

Tips for Casters

  1. Manage your MP. Casting Escalation increases costs within an encounter. Pace yourself.
  2. Use Cantrips between big casts. They're free and unaffected by escalation.
  3. Concentration matters. Only one concentration spell at a time. Choose wisely.
  4. Know your elements. Fire beats Earth; Water beats Fire; Wind beats Earth.
  5. Coordinate with martial allies. You deal damage; they absorb hits.
Manual updated Aug 29, 2026.