Beast Wills[edit]
Beast Will is a unique phenomenon that occurs when a Mana Beast reaches A Class or higher, obtaining the ability to pass on their 'will', or rather, ability, to be more precise, to a person.
Enhancements & Spells[edit]
The main way people use mana in this world is Enhancements and Spells.
Enhancements[edit]
Enhancements is internal magic that use mana to enhance the bodies (speed, durability, strength).
While the the difference between two Augmenters with different elements in the the beginning is small to nonexistent as they develop their Affinities it will grow bigger. Lightning aligned Augmenters will be better with speed еnhancements then Earth aligned ones and Earth will be better with durability then the Wind aligned.
Over doing with enhancements can have it's consequences. Going over board will cause extreme pain if they deplete their mana core and they can suffer permanent damage. If you exerting your self too much the enhancement can miss fire and damage you or create a permanent effect on your body or equipment.
Spells is external magic that use mana to created an effect (elemental attacks, barriers, control effects).
The difference between two Conjurers is apparent from the get go, knowledge of different spells and how their Affinities effect the said spells.
When spell casters casts a spell too difficult for them, they can over extend themselves. The magic back fires and cause damage to the Conjurer that if severe enough can be permanent. If the caster lacks control the spell can fail, target the wrong target or leave permanent marks on the world.
Ritual casting is slow but stable way to casts spells, you can cast any spell no mater the difficulty or the condition of the caster. Some Ritual castings requires careful preparation like materials and/or carving the spell runes.
To cast spells you need to chain runes one after another to create the desired effect. And remember all elements react differently with the same rune chain.
As for the runes:
Rune Symbol |
Rune Name |
Function |
MP Cost
|
✺ |
Release |
Expels mana outward and converts to the set element |
1+ MP
|
➤ |
Direct |
Direct mana’s path |
1+ MP
|
△ |
Expand |
Increases spell size |
1+ MP
|
⬥ |
Condense |
Increases mana density |
1+ MP
|
⬡(Object) |
Construct |
Forms a stable construct |
2+ MP
|
⟳ |
Sustain |
Keeps the effect active(Concentration) |
2+ MP per round
|
✦ |
Empower |
Boosts potency |
1+ MP
|
❂ |
Explode |
Creates an area burst |
2+ MP
|
∞X |
Loop |
Repeats the last X runes until mana is stopped |
Total MP of looped runes +1 per loop
|
⥤ |
Combine |
Merges spell chains into complex sequences |
1 MP
|
⧖ |
Delay |
Holds a spell for a set duration before activation |
1 MP per two round
|
⚝ |
Trigger |
Activates a delayed spell when a condition is met |
Varies
|
⨁ |
Mark |
Marks an enemy, allowing spells to track them |
3 MP per target
|
⚇ |
Collect |
Absorbs natural mana from surroundings to reduce MP cost |
1 MP
|
⬤ |
Store |
Stores raw mana or absorb energy from an attack |
2+ MP
|
⇢|> |
Pierce |
Increases penetration |
2 MP per penetration attempt
|
◇ |
Select |
Chooses an object of an element to manipulate |
2+ MP
|
|
Each use of a rune increases the difficulty of a spell by one!
Spell List
|
Enchanting[edit]
Enchanting is the process of giving an object magical power.
Enchanting is done in one of two ways. The Augmenters way fast, simple, cheap and effective and the Conjurers elegant, powerful but time consuming and expensive.
The Augmenters way is imbuing ones mana and element in a object to give it magical power. It is a simple magical effect like doing fire damage or higher durability.
The Conjurers way needs to carve rune in the object. It can be sub-divided in two, one time enchantments and permanent enchantments. They work like spells more precisely like carved ritual spells.
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