Magic Skills

This is a list of all the Magic skills available to buy either with starting XP or with XP you get from adventuring. The skill costs are in the table . There are a few skills that require discussion with a GM such as spell creation. Please see the Magic section for more information on how magic works in Hub - as the range of magic available is not covered in this list.

Power Points
Focus Object
Magic Spells
Magical Lore (specify type)

Power Points

Power points are raw magical energy which is formed into spell effects; characters initially have 0 power points. In order to cast a spell a character must have equal or greater power points than the spells requirement; exact amounts will vary according to spell.

Back to top

Focus Object

The focus object ability allows a spell caster to create a unique item to aid with their spells. The skill may be repurchased to upgrade the focus, with each purchase granting an additional ability from the list of focus abilities to the created item or increasing an existing ability by the same amount the initial purchase granted (e.g. a rank 2 focus orb could have a 2 second casting time reduction, 1 second for each time the skill has been purchased). A spell focus is an extension of the creator, thier will and essence being channelled into the object. As such the following restrictions apply to thier creation:

A caster may only possess a single focus object
The number of times this skill may be purchased is equal to half (rounded down) the creators power point total
If the item is lost or stolen a new item cannot be created, the existing one must be recovered (the creator will have an idea of it's location though).
Focus objects can only be created by the user of the item, they cannot be made by another caster.
The item must be of high quality for it's type, weapons and armour require the enchanting quality.
If the item is destroyed the skill must be relearned as if it had never been known before (the xp spent are not refunded).

As well as the xp cost to create an item, the materials required to create or upgrade the focus cost 250 credits (3 Large Gems, or 4 Gold) for each purchase

All focus objects will detect as magical and resist destruction in the same way as enchanted objects, unless they are affected by an antimagic effect they are immune to all destrucion spells (unless otherwise indicated by the material used), however will become vunerable if they are drained of thier power. If they are succesfully targeted by a destrution spell unlike enchanted items they cannot be repaired and a new focus must be created.

Focus AbilityEffect
Elemental Speed Increase-1 second casting time to spells of a particular Element (or to spells with no element if non is chosen)
Power Store+1 power point per adventure
Elemental Damage Increase+1 damage to spells of a particular Element (or to spells with no element if non is chosen)
Healing Increase+1 healing to healing spells
Healing Speed Increase-1 second casting time to healing spells

Any item with power points stored in it can be used to augment the creators innate power points, however they will only recharge between adventures. Power stores may be used to cast spells requiring permanent power to be spent however, as with innate power, the power used to cast the spell will not recharge.

Back to top

Magic Spells

Magical spells are the key components of a mages or priestís arsenal, theses are often unique to an individual mage. Some spells have entered common knowledge however and are compiled in the spell list. Other spells can be researched either based on common spells as upgrades or combinations, or possibly a new school of magic can be created.

Back to top

Magical Lore (specify type)

Magical lore allows for the identification of various magical artefacts, scrolls, and potions as well as spells and inately magical creatures. The types available are Enchanting, Creatures and Spells, although more specialised types which may give greater specific information, are available. By researching an item the activation words or ritual may be uncovered allowing characters to make use of items of power they uncover, this however may take some time depending on the power and obscurity of the item. The magical lore (Enchanting) skill is automatically gained at rank 3 of the Enchanting skill.

Back to top