Laws of Magic

Spell Fatigue

You can attempt to cast a spell that requires more magical energy than you currently possess. There is a significant chance that you will fail to cast the spell.

For every X points of magical energy the spell requires that you do not possess, there is X percent chance of failure. Roll a d100 to determine if you succeed or fail to cast the spell.

Regardless of the outcome (succeed/fail to cast the spell), you gain 1 rank of Spell Fatigue.

If you failed to cast the spell, roll a d100 again with the same X percent chance of failure. If you fail this roll, your current Spell Fatigue status (including the rank gained from this attempt) becomes Permanent Spell Fatigue of the same rank.

Status Description Effect Duration
Spell Fatigue 1 You have pushed yourself beyond your magical limit. -2 to Willpower 7 days
Spell Fatigue 2 You have pushed yourself beyond your magical limit. -4 to Willpower 14 days
Spell Fatigue 3 You have pushed yourself beyond your magical limit. -6 to Willpower 30 days
Spell Fatigue 4 You have pushed yourself beyond your magical limit. -8 to Willpower 60 days
Spell Fatigue 5 You have pushed yourself beyond your magical limit. -10 to Willpower 120 days
Permanent Spell Fatigue 1 You have pushed yourself beyond your magical limit. -2 to Willpower
Permanent Spell Fatigue 2 You have pushed yourself beyond your magical limit. -4 to Willpower
Permanent Spell Fatigue 3 You have pushed yourself beyond your magical limit. -6 to Willpower
Permanent Spell Fatigue 4 You have pushed yourself beyond your magical limit. -8 to Willpower
Permanent Spell Fatigue 5 You have pushed yourself beyond your magical limit. -10 to Willpower

School of Evocation

Novice Spells

Name Description Damage Damage Type Range
Fire Bolt You conjure a small bolt of fire that shoots toward your target. 1d6 Fire 40ft
Burning Touch You conjure a glove of fire around your hand and touch your target. 1d8 Fire 5ft
Flaming Shield You conjure a disc of fire with a diameter of 3ft that attempts to protect you from attacks. Apply +1 to your AC until the start of your next turn. Fire 5ft

Adept Spells

Expert Spells

Master Spells

Grandmaster Spells

School of Summoning

School of Transformation

School of Illusion

School of Divination

School of Necromancy