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
| Element | Type | Domain |
|---|---|---|
| Fire | Creation | Destruction, warmth, passion |
| Wind | Creation | Speed, change, freedom |
| Water | Creation | Healing, flow, adaptability |
| Earth | Creation | Stability, strength, endurance |
| Magicules | Neutral | The source of all magic |
| Entropy | Entropy | Decay, 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
- Manage your MP. Casting Escalation increases costs within an encounter. Pace yourself.
- Use Cantrips between big casts. They're free and unaffected by escalation.
- Concentration matters. Only one concentration spell at a time. Choose wisely.
- Know your elements. Fire beats Earth; Water beats Fire; Wind beats Earth.
- Coordinate with martial allies. You deal damage; they absorb hits.