Magic
There are four categories of magic, one for each origin of power.
Integral Magic
Heraldry
Summary
- All spells known are innate (no preparation)
- Access to all spells is granted at level 1 (no learning spells)
- Focus determines what Power of spells can be safely cast (overcasting is possible)
- Energy is used to cast spells
- Spells are limited in theme to the divine domain of the Herald
Spell List
The Herald spell list depends on the specific divine domain that the Herald is attuned to. For example, the spell list for a Herald of Winter is limited to spells related to cold, stillness, and apathy. Whereas the spell list for a Herald of Summer is limited to spells related to heat, movement, and passion.
Knowing Spells
Once a Herald is attuned to a Divine Talisman, they immediately know how to invoke all of the spells of their Grand Design. This means that Heralds know how to cast every spell in their spell list at first level.
Casting Spells
Heralds can cast any spell they know, so long as they can vocalize and freely move their arms and hands.
Hidden Form Magic
- Spells known must be prepared to be cast
- Spells must be learned through independent research and experimentation
- Focus determines what Power of spells can be learned
- Energy is used to cast spells
- Spells are not limited in theme
Fury Magic
Sorcery
Focus instead of mana
Void Magic
Shadow Magic
Strange Magic
Orisonry
PbtA style move with what you must include and what you can't include
(Blades in the Dark)
Occupancy
Artifact building mechanic using ritual / enchanting BitD mechanic
More items combine to make more powerful effects possible ("levelling up in power")