Player's Handbook · Chapter 7

Magic & the Mana Level

The world's magic runs on its Mana Level — how much magic is in the air, the earth, and the things people carry. Like genre, it is declared before the casting starts, and like genre it bends your odds. Unlike genre, it is its own number: a world can be a brass-and-steam machine and still sing with wild magic.

The Mana Level scale

LevelNameMagic ModWhat it feels like
0Null-Magicmagic deadNo glow; spells simply don't happen
1Low Magic−4Rare sparks; a ritual a day; artifacts faint
2Fading Magic−2Magic leaving; crystals dim and artifacts weaken
3Balanced Magic0Standard; magic behaves
4High Magic+2Spells stronger; glowing streams; floating cities
5Surge Magic+4Wild surges; random effects; magic everywhere
6God Magic+6Divine presence; reality softens
7+Reality Forging+8The world reshapes to a wish

A rich Mana Level (+2 and up) makes your spells easier and hits harder. A thin one (− and down) makes every spell a gamble and weakens the blow. Null-Magic is absolute — no spell succeeds there, no matter how great you are.

Enchanted gear carries its own power

An item's enchantment sits on a scale of its own and stacks onto the world's mood:

RarityDamageAccuracyMana cost per use
Mundane000
Minor Enchantment+1+11
Major Enchantment+2+22
Powerful Magic+4+35
Artifact+6+410
Relic+8+520
Mythic+10++6+50+/special

That glowing dagger is a boon in a Balanced world and a prayer in one where magic is fading — but it is still yours, and it still draws on your Mana (MA) every time it bites.

Casting the spell

Rolls stay on the 4d6 engine, bent by the world:

[4d6: X+X+X+X = SUM] − (Mana Mod, when rich) + (Mana Mod, when thin)  vs  [IN]  →  [CAST / FAIL]

The Master sets a base difficulty and adjusts it by the Mana Level: Spell Difficulty = Base − Mana Mod. High Magic makes the DC drop; Low Magic makes it climb; Null-Magic means nothing to roll.

The two numbers that make a setting

Genre (see Genre & Tech Level) sets how hard steel hits and how well armor holds. Mana Level sets how magic flows and how bright enchantments burn. They are independent — pair a steampunk world with dense arch-magic, or a medieval kingdom losing the last of its spells. When both apply to one attack: base weapon damage + genre mod + mana mod + the item's own enchantment. The world's machinist tools and its wizard fire are two different levers, and a skilled mage learns which one is up.

Manual updated Oct 7, 2026.