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Spellcasting

Spellcasting in Mundus Atrox requires all of the following:

  • Access to a spell (known or prepared)
  • The ability to channel the spell’s level
  • A valid power medium capable of expressing the spell

Spell Knowledge and Preparation

Classes access spells in different ways, but only spells that are known or prepared can be cast.

  • Artificers prepare spells via devices, infusions, and Mana Batteries (see [artificer.md]).
  • Bards and Sorcerers cast from a list of known spells.
  • Clerics and Druids prepare spells daily through their connection to divine or natural forces.
  • Warlocks use Pact Magic spell lists granted by otherworldly patrons.

Sources of Power

Inert Conduits (Artificers)

Artificers do not possess Mana internally. Instead, they rely on crafted items and Mana Batteries to collect and channel magical effects. Their spellcasting is enabled by technology and infusion rather than personal magical reserves.

An Artificer must be wielding, wearing, or actively operating a Mana Battery or infused device to cast spells. If separated from all such conduits, the Artificer cannot cast spells.

Living Resonance (Bards)

Bards attune to living creatures, emotions, voice, and presence. Their magic arises from resonance with life and culture, requiring connection to living beings to cast spells effectively.

To cast spells, a Bard must be able to speak, sing, or otherwise perform. If silenced, gagged, or unable to express performance, the Bard cannot cast spells.

Divine Power (Clerics)

Clerics act as conduits for divine power. Mana flows through them by virtue of their authority and favor granted by a deity or higher power, rather than being owned internally.

Clerics must be capable of prayer, invocation, or ritualized action appropriate to their faith. Effects that suppress divine influence or sever the Cleric from their deity may prevent spellcasting.

Ecological Power (Druids)

Druids require a living ecological field to channel magic. Their power depends on the vitality and balance of natural systems around them, making their spellcasting intimately tied to living environments.

Druids must be in contact with a living ecological field to cast spells. In sterile, dead, or fully collapsed environments, Druid spellcasting may be limited or impossible at the DM’s discretion.

Elemental Power (Sorcerers)

Sorcerers draw upon innate elemental Mana, an internal reservoir of raw magical energy tied to their bloodline and essence. This elemental Mana fuels their spellcasting directly.

Sorcerers must be conscious and capable of controlled exertion. Effects that suppress bodily control, breath, or elemental expression may prevent spellcasting.

Otherworldly Power (Warlocks)

Warlocks wield Pact Magic granted by external wills or entities. Their power is not derived from Mana but from the authority and contracts established with otherworldly patrons.

Warlock spellcasting requires the continued allowance of the patron’s will. Effects that block planar influence or patron contact may interfere with Pact Magic.

Attuned Casters

Some classes express magic through Essence attunement—a direct resonance between body, will, and instinct. This magic is neither Mana-driven nor externally granted.

Paladins and Rangers are Attuned Casters. Their magic is sustained internally and expressed through disciplined conviction or instinctive alignment.

Essence Attunement

Attuned spells are bound directly to the caster’s Essence. They do not consume Mana and are unaffected by Mana Burn. Attuned magic is suppressed only when the caster’s Essence is disrupted, such as through extreme exhaustion or effects that negate supernatural abilities entirely.

Paladins

Paladins wield magic as an oath-bound resonance, channeling the force of their convictions and sacred vows. Their spells and features—including divine smites—are attuned manifestations, not Mana-driven spells. Paladins do not use Mana and cannot interact with Mana Batteries; their power is sustained through their unwavering resolve and oath.

Rangers

Ranger magic arises from instinctive attunement to the land, prey, and the living world. Their spells are attuned techniques, not channeled through Mana. Rangers do not use Mana, and their magic is shaped by their ecological awareness and connection. Environmental conditions may affect them narratively, but not mechanically, unless otherwise specified.

Attuned Casters stand between mundane mastery and true Mana channeling. Their magic is reliable and limited, drawn from within and sustained by their own Essence rather than external sources.

Spell Level

The character must be capable of channeling magical power of the spell’s level to cast it.

Example: A 5th-level Cleric can channel spells up to 3rd level.

Mana

Mana is one of several power media used in Mundus Atrox spellcasting. Only Bards, Clerics, Druids, and Sorcerers draw upon Mana directly.

Artificers channel Mana exclusively through external devices, Warlocks rely on Pact Magic, and Attuned Casters express magic through Essence rather than Mana.

The risks of Mana use—such as Mana Burn and its ecological consequences—are described below and in Mana.

Environmental Effects

Environments can affect spellcasting differently depending on the caster’s source of power. Spells that use an Attack Roll normally generate Critical Hits on a roll of 20.

Certain spells have enhanced effects in specific environments, as follows:

A spell with a damage type matching the environment generates a Critical Hit on a 19 or 20 Attack Roll. Likewise, Saving Throws are at Disadvantage.

Damage TypeEnvironment
RadiantSummerday
NecroticWinternight
AcidAcid Rain
ColdBlizzard
LightningThunderstorm
ThunderThunderstorm
FireActive volcano
ForceThe Arch is visible

Example: A roll of 19 with a Javelin of Lightning during a Thunderstorm triggers a Critical Hit on the target for 2d6 Piercing + 8d6 Lightning. The creatures between the thrower and the target do not receive Critical Hits, but they make a Dexterity Save for half damage at Disadvantage.

Wild Magic Sorcerers trigger a Wild Magic Surge on a spellcasting Attack Roll of 20.

Example: A Wild Magic Sorcerer rolls a 20 to Critical Hit a target with a Ray of Enfeeblement during Winternight. He also triggers a Wild Magic Surge.

Consequences of Magic Use

Mana casters risk Mana Burn when exceeding the limits of safe channeling. Mana Burn represents cosmological strain placed on the caster and the surrounding world by forcing Mana beyond sustainable bounds.

Mana Burn applies only to Mana casters:

  • Bards
  • Clerics
  • Druids
  • Sorcerers

Artificers (who rely on Mana Batteries), Warlocks, and Attuned Casters do not suffer Mana Burn.

Triggers

Mana Burn is triggered when a Mana caster:

  • Casts a spell leaving 0 Mana remaining
  • Casts a second spell of 6th level or higher without completing a Long Rest
  • Casts spells repeatedly in a Blighted or Corrupted area (at the DM’s discretion)

Mana Burn Save

When Mana Burn is triggered, the caster must make a Constitution saving throw with a DC equal to:

10 + the spell’s level

Results

  • Success: The spell resolves normally. The caster shows visible signs of strain (narrative effect only).

  • Failure: The caster suffers Mana Burn. The DM chooses or rolls one or more appropriate consequences:

    • Gain 1 level of Exhaustion
    • Take force damage equal to (spell level × d6)
    • Suffer disadvantage on spell attack rolls and spell save DCs until the caster takes a Long Rest
    • Leave behind a minor magical scar or subtle environmental disturbance
    • Trigger a Wild Magic Surge if the caster is a Sorcerer.

Escalation

Repeated Mana Burn failures within a single day may worsen consequences or contribute to Blight and Collapse at the DM’s discretion.

Mana Burn is not a sign of weakness or failure. It is the natural consequence of mortals channeling a force that was never meant to be held indefinitely.