The Two Paths of Magic
Scholarly precision or Wild instinct — choose your relationship with the Veil
Magic came roaring into the world within living memory. Nobody fully understands it. Some study it with academic rigor, cataloguing incantations in leather-bound books. Others simply feel it — raw power flowing through them like a river they can barely steer. Both paths are dangerous. Both paths are necessary.
Magic is not a tool you pick up and put down. It is a conversation with something vast that does not think like you do. Every spell you cast, you are reaching through the Veil and asking the Aether to reshape reality on your behalf. Sometimes it listens. Sometimes it has its own ideas. Respect that, or it will teach you respect the hard way.
The Six Schools
Humanity has organized magic into six schools — broad domains of power that help casters understand and categorize what they can do. Nobody knows if the Aether actually works in six neat categories, but these are the boxes people have built, and they’re useful enough. For full spell listings, see The Grimoire.
- Aetheric Manipulation — raw force, energy, elemental power
- Vivimancy — life, body, biology
- Warding — protection, sealing, banishment
- Divination — perception, knowledge, detection
- Transmutation — altering matter and material properties
- Ley Weaving — manipulating magic itself
How Casting Works
Every spell has a fixed casting time — how many counts it occupies on the timing track. When your token resolves, you roll d100 against your casting target number. Roll equal to or under and the spell fires. Roll over and it misfires. How well it fires depends on your margin of success:
| Margin (Under Target) | Tier | What It Means |
|---|---|---|
| Over target | Misfire | The spell goes wrong. See Misfires. |
| 1–10 | Weak | It works, barely. Minimal effect. |
| 11–30 | Standard | The spell does what you'd expect. |
| 31–50 | Strong | Impressive. People notice. |
| 51+ | Spectacular | The magic roars through you. Devastating. |
Hard Caps
Your casting target number puts a ceiling on what's physically possible. No amount of luck gets a novice to Spectacular — the math won't allow it:
| Casting Target | Maximum Tier | Why |
|---|---|---|
| 30 or below | Standard | Best possible margin is 29 (rolling 01) |
| 31–50 | Strong | Can't roll 51+ under |
| 51+ | Spectacular | The full range opens up |
After the spell fires, three things happen: you pay exhaustion (which fills your exhaustion track), you check for backlash (the magic fighting back), and the area gains Aetheric accumulation (which starts degrading nearby technology).
Casting time is per-spell, not per-tier. Tier measures how much power you draw, not how long it takes. A Spectacular Force and a Weak Force both take 2 counts — but the Spectacular version costs far more exhaustion and is far more likely to burn you.
The Scholarly Path
You study magic like a science. You carry a spellbook. You prepare carefully, catalogue incantations, and impose structure on something fundamentally wild. When you cast, you know exactly what you're doing — and you decide exactly how much power to channel.
Casting roll: 1d100 (straight roll, no tricks).
Full tier control. When you qualify for a tier, you can freely choose that tier or any lower one. Rolled Strong but don't want to burn the exhaustion? Take Standard. Take Weak. Your call, every time, at any skill level.
Lower backlash. Training insulates you from the raw burn of magical energy. You use the base backlash rates (see Backlash).
Access to all six schools. Study opens every domain. You can learn spells from any school — Aetheric, Vivimancy, Warding, Divination, Transmutation, Ley Weaving. No door is closed to a disciplined mind.
The limitation: you can only cast spells you've specifically learned and recorded in your book. You know 7 + PW spells (minimum 1) and can buy more at 3 skill points each. Lose the book, lose your options. Study gives you breadth across schools but constrains you to your specific selection.
Kael's ally, a scholarly caster named Aldric, casts Mend on a wounded comrade. His casting target is 58. He rolls 19 — that's 39 under. Strong tier.
But Aldric only needs to close a knife wound, and Strong Mend costs 12 exhaustion. He chooses Standard instead — 2d6 HP restored for just 8 exhaustion. Clean, controlled, efficient. That's the scholarly advantage: you never waste power you don't need to spend.
Later, under pressure, Aldric tries to cast Shield on Kael. He rolls 72 against his target of 58. Over. Misfire. The shield inverts — instead of protecting Kael, it amplifies the next hit he takes by 1d4. Aldric doesn't know it failed until Kael gets hit and the damage is worse than it should be. He still pays 3 exhaustion for the attempt. Magic is never free, even when it goes wrong.
The Wild Path
You don't study. You channel. Magic flows through you like weather — you can aim it, sometimes steer it, but you never fully control it. You don't need a spellbook. You can cast any spell within your known schools. The magic is always there, waiting. The question is what happens when you let it in.
Casting roll: 2d100, take the result farther from your target.
Both dice are rolled. Whichever result lands farther from your casting target —
whether above or below — is the one that counts. This pushes your outcomes toward
extremes. Bigger successes. Bigger failures. You almost never land in the middle.
+10 casting target bonus. Wild casters are naturally attuned. You receive a flat +10 to your casting target number, separate from PW. This is your instinctive gift — you're not weaker than scholarly casters, you're differently powerful.
Tier Suppression
You can't freely choose your tier like a scholarly caster, but you're not completely at the mercy of the dice. As you grow in power, you learn to feel the magic and rein it in. The number of tiers you can step down from your rolled result depends on your casting target:
| Casting Target | Tiers You Can Suppress | What It Feels Like |
|---|---|---|
| 1–25 | 0 | You're locked to what you roll. The magic controls you. |
| 26–50 | 1 | You can throttle back one step. Learning. |
| 51–75 | 2 | Real control. You can rein in most surges. |
| 76+ | 2 (capped) | Even masters can't fully tame wild magic. |
That cap at 2 tiers is deliberate. A master wild caster has significant control — but the magic always has the last word. You can never squash Spectacular all the way down to Weak. The wild path always retains an element of unpredictability.
Higher backlash. Raw, uninsulated contact with the aether burns more often. Wild casters add +5% flat to every backlash tier (see Backlash).
Fewer schools, but complete access within them. You access a number of schools equal to your PW modifier (minimum 1). But within those schools, you can cast every spell — no spellbook, no memorization. Your connection is narrow but deep.
Sera is a wild caster with a casting target of 55 (45 base + 10 wild bonus). She casts Force at a thug. She rolls 2d100: a 38 and a 72.
Her target is 55. The 38 is 17 under. The 72 is 17 over. Equal distance — either counts, so let's say she takes the 38. That's 17 under: Standard tier.
Sera's target is 55, which means she can suppress up to 2 tiers. She could step Standard down to Weak — but Standard Force deals 2d6 damage and costs 4 exhaustion. She keeps it. The thug takes a concussive blast to the chest.
Backlash check: 15% chance for a wild caster at Standard. She rolls 67 — no backlash. But the area gains +2 Aetheric accumulation. The thugs' revolvers just got a little less reliable.
Now imagine she'd rolled a 3 and a 78. Her target is 55. The 3 is 52 under. The 78 is 23 over. The 3 is farther — she takes it. That's a margin of 52: Spectacular. She can suppress 2 tiers (her target is 55), bringing it down to Strong at best. Strong Force deals 3d8 damage and costs 6 exhaustion. She wanted a quick Standard blast. The magic had other plans. That's the wild path — sometimes you get more than you asked for, and you pay for every bit of it.
The Trade-Off at a Glance
| Aspect | Scholarly | Wild |
|---|---|---|
| Casting roll | 1d100 (straight) | 2d100, take farther from target |
| Casting target bonus | None | +10 (natural attunement) |
| Spells available | Learned spells only (7+PW base, spellbook) | Every spell in your schools |
| Tier selection | Choose freely at or below qualified | Suppress 0–2 tiers based on skill |
| Backlash risk | Base rates | +5% per tier |
| School access | All six schools | PW modifier schools (min 1) |
| Spell selection | Specific learned spells (breadth) | All spells in your schools (depth) |
| Power ceiling | Reliable but bounded | Unpredictable, swings to extremes |
Scholarly casters win you long operations — controlled, predictable, professional. Wild casters win you desperate moments — raw power when everything else has failed. I've worked with both. I sleep better when the scholarly caster is on the roster. I'm more grateful when the wild caster saves our lives.
Backlash
Magic is not tame. Every time you cast, there's a chance it bites back. Backlash is separate from misfire — a misfire means the spell went wrong, backlash means the raw energy burned you. You check for backlash on every cast, whether the spell succeeded or misfired. More power channeled means more risk.
After casting, roll d100 for backlash. The higher the tier you channeled, the greater the chance the magic bites back:
| Tier | Scholarly | Wild | Accumulation |
|---|---|---|---|
| Weak | 5% | 10% | +1 |
| Standard | 10% | 15% | +2 |
| Strong | 15% | 20% | +3 |
| Spectacular | 25% | 30% | +4 |
When backlash triggers, two things happen:
1. Physical burn (always): You take 1d4 physical HP damage. Not exhaustion — the magic is hurting your body. Armor doesn't help. It's internal, raw, and painful.
2. Wild effect (25% chance): Something strange happens. Roll d100 — on 25 or under, the GM rolls d10 on the Wild Effect table below.
The Wild Effect Table
Wild effects have three escalation tiers. Each effect leaves aetheric residue — a trace of the warping that lingers in your body after the visible effect fades. Residue clears only when you take an uninterrupted long rest after the effect has worn off. If you roll the same number on the Wild Effect table while residue from a previous instance is still present, the effect escalates. A third occurrence while residue is present makes the effect permanent.
| d10 | Effect | Base (1st) | Escalated (2nd) | Permanent (3rd) |
|---|---|---|---|---|
| 1 | Caster’s Mark | Eyes glow faintly for 1d4 hours | Eyes glow brightly for 1d4 days, visible in darkness | Eyes permanently luminous — always visibly marked as a caster |
| 2 | Thermal Flux | Temperature shifts sharply around you for several minutes | Extreme shift for 1d4 hours — frost forms or things smolder near you | Permanently radiate unnatural cold or heat — affects those nearby, can’t be hidden |
| 3 | Aetheric Ring | Sharp ringing sound emanates from you, everyone nearby notices | Ringing persists for 1d4 hours, −10% to Stealth | Faint persistent hum permanently — Stealth always at −10%, animals react to you |
| 4 | Poltergeist | Nearby small loose objects levitate briefly then drop | Objects within arm’s reach rattle and shift for 1d4 hours, −10% to Conceal and delicate work | Small objects always drift and shift around you — −10% to Conceal permanently |
| 5 | Sense Burn | Lose sense of taste and smell for 1d4 hours | Lose taste, smell, and touch sensitivity for 1d4 days, −10% to Awareness checks | One sense permanently dulled — AW reduced by 1 |
| 6 | Tremors | Hands tremble for 10 minutes, −10% to fine motor tasks | Hands tremble for 1d4 hours, −10% to all PC-based rolls | Permanent slight tremor — PC reduced by 1 |
| 7 | Veil Slip | Brief vivid hallucination — you see something that isn’t there (GM describes) | Hallucinations recur for 1d4 hours, −10% to AW checks | Permanently see things at the edge of vision — AW reduced by 1, but GM may occasionally feed genuine supernatural glimpses |
| 8 | Static Discharge | You shock the next person or metal object you touch — startling but harmless | Crackle with static for 1d4 hours — metal sparks, −10% to Social interactions, nearby tech glitches | Permanent low-level static field — tech in your hands always slightly unreliable, −10% to tech-related skill checks |
| 9 | Voice Shift | Voice changes pitch or timbre for 1d4 hours — unsettling to others | Voice deeply unnatural for 1d4 days — −10% to Persuasion and Social rolls | Voice permanently altered, recognizably inhuman — SP reduced by 1, but +10% to Interrogation |
| 10 | Bleed | Nosebleed — dramatic-looking, socially alarming | Bleeding from nose and ears for 1d4 hours, −10% to SP-based checks | Bleed unpredictably from small capillaries when stressed — BR reduced by 1 |
Residue tracking is per-effect. A caster can carry residue from multiple different effects simultaneously — a nosebleed and trembling hands are separate threats. Rolling different numbers gives separate base effects, not escalation. Only the same number escalates.
This table is designed for spell backlash, but it doubles as a toolkit for any situation where raw aetheric energy is warping the environment. High-accumulation zones, Veil-thin locations, unstable artifacts — roll on the Wild Effect table to give those areas immediate, tangible consequences. Adjust the severity tier to match the intensity: a mildly charged ruin might inflict base effects, while a ruptured Veil site could jump straight to escalated or permanent. Use it wherever you want magic to feel dangerous and unpredictable.
A nosebleed fades in seconds. The residue doesn’t. Until you take a long rest, every backlash check carries the threat of escalation. After one or two wild effects, casters start hesitating — and in a dungeon or on a long mission, rest may not come easily. That permanent stat reduction is always lurking. This is by design — a mixed party of casters and non-casters is the smart approach.
Sera casts Force at Standard tier. The spell fires. Now she checks for backlash.
Backlash roll: Standard for a wild caster is 15%. She rolls d100: 09. That’s under 15 — backlash. She takes 1d4 = 3 physical HP damage. The burn hurts, but now comes the second question.
Wild effect roll: She rolls d100: 18. That’s 25 or under — a wild effect triggers. The GM rolls d10: 10 — Bleed. Sera’s nose starts gushing. Dramatic, alarming, but mechanically harmless at base tier.
The nosebleed stops in seconds. But the residue doesn’t fade. Later that session, Sera casts again. Standard tier, 15% backlash — she rolls 11. Backlash again. 1d4 = 2 HP. Wild effect check: she rolls 03. Another wild effect. The GM rolls d10: 6 — Tremors. A different number from her first effect, so no escalation. Now she has residue from two separate effects.
If that second d10 had been another 10 — Bleed again, while residue was still present — it would have escalated. Bleeding from nose and ears for 1d4 hours, −10% to SP-based checks. And that residue would linger until she rests after it wears off. One more 10 and it goes permanent.
Spell Cancellation & Interruption
Voluntary Cancellation
You can abandon a spell mid-cast at any time before it resolves. The power was already flowing when you cut it off, so it's not free:
- Pay exhaustion equal to half the Weak tier's cost for that spell (rounded up)
- 10% chance of backlash (1d4 HP damage if triggered — burn only, no wild effect check)
Fixed cost, predictable, easy to remember. Sometimes aborting is the smart play — especially if the tactical situation shifted while you were casting.
Casting Interruption
Spells take time on the timing track. That means enemies can hit you while you're casting. If you take any damage between declaring a spell and its resolution, you must make a concentration check to hold it together:
Roll d100 under (PW + 4) × 10
| PW | Concentration Target | Odds |
|---|---|---|
| −3 | 10% | Nearly impossible |
| −2 | 20% | Hard |
| −1 | 30% | Difficult |
| 0 | 40% | Coin-flip minus |
| +1 | 50% | Even odds |
| +2 | 60% | Favored |
| +3 | 70% | Reliable |
Failure: the spell fizzles. Treat it as a cancellation — half Weak tier exhaustion, 10% backlash chance. The power dissipates. Wasted effort.
Voluntary abort: instead of rolling concentration, you can choose to just let the spell go. Same cancellation costs, but you don't risk a worse outcome.
If you can see an enemy caster begin casting at count 3 with resolution at count 7, you have a 4-count window to hit them and force a concentration check. Fast weapons — daggers, punches, pistols — become valuable for disrupting casters. Protecting your own caster while they cast is a real battlefield role. The swordsman standing between Sera and the thugs isn't just being brave — he's enabling her magic.
Exhaustion Overflow
Here's where it gets dark. When a spell's exhaustion cost exceeds your remaining Exhaustion Points, the spell still fires. Your EP drops to zero — you're mentally Incapacitated — and the overflow converts to physical HP damage at half rate. The magic is tearing your body apart to fuel itself.
Sera has 7 EP remaining. She casts Spectacular Mend — 18 exhaustion. She spends all 7 EP. Incapacitated on the exhaustion track. The remaining 11 overflows: 11 ÷ 2 = 5 physical HP damage (rounded down). The spell works. Her ally's bones snap back into place. Sera is on the floor.
This is a deliberate design choice: a desperate caster can always reach for one more spell. It will cost them dearly, but the option exists. Heroes sometimes need to burn themselves down to save someone else.
Misfires
Roll over your target and the spell doesn't just fail — it goes wrong. Every spell has a unique misfire effect. This isn't "nothing happens." The magic was flowing. You lost control. It has to go somewhere.
- Force rebounds on the caster — 1d6 damage, hurled backward
- Mend inverts and drains the target instead of healing them
- Reveal shows false things — doors that aren't there, threats that don't exist
- Barrier forms a cage around the caster, trapping them for 1d4 rounds
- Kinesis — you lose control of your own body, stumble, and scatter your belongings
A misfire still costs exhaustion — equal to the Weak tier cost of that spell. The power was spent. You just didn't get to aim it. You also still check for backlash — the energy flowed through you whether you controlled it or not.
The 2d100-take-farther mechanic pushes toward extremes in both directions. When you succeed, you succeed big. When you misfire, you misfire hard — the farther die is likely well over your target. The wild path giveth and the wild path taketh away.
Push It
After seeing your result, you can try to squeeze more power out of a successful cast. You rolled Standard but you need Strong. You grit your teeth, dig deeper, and push.
You can push your result up by one tier. It costs you:
- Exhaustion: half the tier you qualified for, plus the full cost of the tier you're pushing to
- Backlash: double the pushed tier's normal rate
- You can never push past your hard cap — if your casting target doesn't allow Spectacular, pushing won't get you there
- One push per cast. You can't push twice.
Sera casts Mend and qualifies for Standard (8 EP). Her ally is dying — she needs Strong. She pushes. Cost: half of Standard (4) + full Strong (12) = 16 exhaustion. Backlash at Strong is normally 20% for a wild caster — pushed, it's 40%. She's burning herself hollow to save someone. That's what Push It is for.
Pushing is a gamble. Sometimes it saves the day. Sometimes it puts you on the floor. Know your limits before you reach past them.
Ritual Spells
Some magic is too vast and complex for the timing track. These spells take minutes or hours to cast, require preparation and focus, and can't be used in combat:
| Spell | Time | What It Does |
|---|---|---|
| Scry | 10 minutes | See a distant place or person |
| Shape Flesh | 30 minutes | Transform living tissue |
| Circle | 30 minutes | Inscribe a bounded magical zone |
| Transmute | 1 hour | Change the substance of matter |
Ritual spells still require the casting roll, still cost exhaustion, and still risk backlash. They just can't be hurried. Some magic demands patience.
Learning New Magic
Your starting spells and schools are just the beginning. As the campaign unfolds, your caster will encounter magic they’ve never seen, meet practitioners of schools they’ve never studied, and face problems their current repertoire can’t solve. Both paths can grow — but they grow in fundamentally different ways, just as they do everything else.
Scholarly Casters — New Spells
A scholarly caster’s spellbook is never finished. New spells can be learned during play, but learning magic is an experience, not a transaction. You don’t just spend points and gain a spell. You find a teacher, earn their trust, spend weeks studying, pour real effort into the work, and then roll to see if the theory clicks into practice. Each new spell should feel like an achievement — a story the player remembers.
Four things are required:
A source. You need something to learn from. A mentor — a caster who knows the spell and is willing to teach you, which means building relationships, joining factions, or earning trust. Or research — access to a library, university, or private archive with magical texts, which means teaching yourself from written theory. Harder, but you can find spells nobody nearby knows how to cast. Or discovery — a scroll found in ruins, a spellbook fragment recovered from a dead caster’s pack, an inscription on a vault wall. You must decode it first, and misreading a formula can cause a misfire on your first cast attempt.
Downtime. Learning a spell takes roughly 1–2 weeks of focused study and practice. This can’t be compressed into a long rest. Learning from a patient mentor in a quiet library is different from deciphering a water-damaged scroll in a besieged city — the GM determines what’s reasonable given the story.
A Scholarly Casting check. Roll against your casting target. Success means the spell is learned and added to your spellbook. Failure means partial understanding — the theory is there but the practical execution isn’t clicking yet.
XP. The cost depends on familiarity with the school:
| Situation | Cost on Success | Cost on Failure |
|---|---|---|
| Spell in a school where you already know at least one spell | 2 XP | 1 XP |
| Spell in a completely new school | 3 XP | 1 XP |
On failure, the 1 XP isn’t wasted — you learned something, just not enough. You must find more downtime and try again, with continued access to your source or a new one.
Aldric wants to learn Barrier. He’s never cast a Warding spell before — this is a new school for him. He tracks down old Magister Holt, a retired Warder living above a bookshop in the Ashcroft district. It takes two sessions of roleplay to earn Holt’s trust. Then two weeks of in-game downtime, studying in Holt’s dusty parlour every morning.
Aldric rolls against his Scholarly Casting target of 58. He gets a 44 — success. He pays 3 XP (new school) and Barrier goes in the book. If he’d rolled a 71, he’d have failed, paid only 1 XP, and needed to find more study time before trying again. Either way, that spell has a story behind it.
Wild Casters — New Schools
Wild casters don’t learn individual spells — they already have access to every spell in their schools. Their mid-campaign growth comes from expanding which schools they can reach, and that kind of growth doesn’t come from a library. It comes from the Aether itself.
Gaining a new school costs 7 XP and requires a narrative quest — a profound magical experience that reshapes how the caster relates to the Aether. This isn’t something you can do in a tavern. The magic must be felt, viscerally and dangerously, in a moment that cracks open a new part of your awareness:
- Surviving a catastrophic Wild Zone storm
- Making direct contact with a ley line nexus
- Communion with a Veil entity — terrifying and not fully understood
- Channeling through an unknown magical phenomenon during a crisis
- A near-death experience while casting that opens something you didn’t know was closed
The adventure is part of the cost. PW determines how many schools you start with at character creation (minimum 1), but mid-campaign school acquisition is not gated by PW. A wild caster who plays long enough and seeks out the experiences can eventually access all six schools. At 7 XP per school, reaching all six from a single starting school takes 35 XP — a long campaign of dedicated investment, and it should feel like one.
The third school came to me in a storm on the Blackmere Ridge. Lightning hit the standing stones and the world went white. When I could see again, I could feel something I’d never felt before — a whole new way the Aether moved, like hearing a chord you’d only ever known one note of. I didn’t learn it. It just … arrived. The bruises and the nosebleed took a week to heal. The new school stayed.
No Path Switching
Scholarly and Wild cannot be switched. The two paths represent fundamentally different relationships with magic — one is discipline imposed on chaos, the other is instinct riding the current. You cannot unlearn how you feel the Aether. This choice is permanent and defining.
