Elysian Court
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Magic System

Acquiring New Powers

Magic upgrades are exclusively acquired through story progression, at GM discretion, typically after the completion of a major story arc. Magic is awakened through stressful events that forced the user to adapt and evolve. The GM should not grant magical upgrades lightly, and can adjust the threshold of difficulty as characters grow in power.

When the GM grants a magic upgrade, players choose one of three options:

  • Gain 1 Chi Power (including all bundled sub-powers).
  • Gain 1 Sorcery Power (including all bundled sub-powers) from a sphere the character doesn't know yet.
  • Gain 2 Sorcery Powers (including all bundled sub-powers) from spheres the character already possesses.

Essence

Magical characters possess reservoirs of essence that fuel their spells and abilities, which are classified as Mana, Minor Chambers, and Major Chambers.

Refreshing Essence:

  • Mana refreshes at the start of any new short scene or encounter (~5 minutes).
  • Minor Chambers refresh at the start of any new scene (~30 minutes to an hour).
  • Major Chambers refresh once per day after a long rest.
  • A Minor Chamber can be spent to instantly refill all Mana.
  • A Major Chamber can be spent to instantly refill 1 Minor Chamber and all Mana.

Circuits

Circuits are a form of Essence that limits how many magical artifacts a character can actively wield. Certain artifacts require attunement to use, and users must have a Circuit available to attune. Users can attune or de-attune from an artifact with a short scene of concentration. Some localized enchantments may also allow attunement.

Attention

Some magic requires sustained attention, which uses 'Focus' or 'Concentration'. Only one 'Focus' or 'Concentration' ability can be sustained at a time.

Focus is a form of light attention that is sustained with casual effort. The user can function normally while focusing, even when attacking, casting spells, or performing complex stunts. Focus is only lost if the character falls unconscious, or if a new spell is cast that requires focus or concentration.

Concentration is a form of heavy attention. While concentrating, the user can only perform simple actions, such as walking or picking up items. They cannot attack, cast other spells, or perform complex maneuvers. They can only move at half speed, limiting them to a walk. If a character fails a save against a notable disruption, their concentration ends; e.g. if they're knocked backward, become afraid, fail to react to pocket sand, etc.