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Magic
Runeterra is a naturally magical world, especially because the Global Runes are foundations of the world, whose resonance reaches all beings giving them extraordinary abilities.
Even so, there are people who manage to go beyond this natural capacity, invoking powers beyond comprehension, studying them and being able to understand them in an even more advanced way.
This magical ability is a mystical energy that can be worked on by character classes through the Spellcasting feature.
Spellcasting
Magic permeates fantasy gaming worlds and often appears in the form of a spell.
This chapter provides the rules for casting Spells. Different character classes have distinctive ways of learning and preparing their Spells, and creatures use Spells in unique ways. Regardless of its source, a spell follows the rules here.
What is a Spell?
A spell is a discrete magical effect, a single shaping of the magical energies that suffuse the multiverse into a specific, limited expression. In casting a spell, a character carefully plucks at the Invisible strands of raw magic suffusing the world, pins them in place in a particular pattern, sets them vibrating in a specific way, and then releases them to unleash the desired effect — in most cases, all in the span of seconds.
Spells can be versatile tools, weapons, or protective wards. They can deal damage or undo it, impose or remove conditions (see Appendix A), drain life energy away, and restore life to the dead.
Uncounted thousands of spells have been created over the course of the universe’s history, and many of them are long forgotten. Some might yet lie recorded in crumbling spellbooks hidden in ancient ruins or trapped in the minds of dead gods. Or they might someday be reinvented by a character who has amassed enough power and wisdom to do so.
Spell Level
Every spell has a level from 0 to 9. A spell’s level is a general indicator of how powerful it is, with the lowly (but still impressive) magic missile at 1st level and the earth-shaking wish at 9th. Cantrips — simple but powerful spells that characters can cast almost by rote — are level 0. The higher a spell’s level, the higher level a spellcaster must be to use that spell.
Spell level and character level don’t correspond directly. Typically, a character has to be at least 17th level, not 9th level, to cast a 9th-level spell.
Known and Prepared Spells
Before a spellcaster can use a spell, he or she must have it firmly memorized in his or her mind, or must have access to the spell through a magic item. Wizards have a limited list of spells that are always memorized in their minds. The same is true for many creatures that use magic. Other spellcasters, such as acolytes, undergo a process of preparing spells. This process varies for different classes, as detailed in their descriptions.
In every case, the number of spells a caster can have fixed in mind at any given time depends on the character’s level.
Mana
Mana is an element that is part of the basic principle of all magic, where through the study, understanding, transformation, and modifications of it, they can create the most diverse effects, as seen in the Types of Spells.
Regardless of how many spells a caster knows or prepares, it can cast only a limited number of them before resting. Manipulating the mystical energy fabric and channeling its energy, even for a simple spell, is physically and mentally draining, and in the case of higher-level spells, it is even more so. Thus, each Caster Class description includes a table showing how many Mana Points a character can use at each character level. For example, Arcana Umara, 3rd level, has 10 Mana Points.
When a character casts a spell, it spends Mana points corresponding to that spell's level or one of a higher level. You can think of mana as a container filled with liquid, as you level up you improve that core, having a greater capacity to hold more liquid. Each spell requires you to expend some of this liquid, spending your Mana Points to be cast.
Finishing a full rest restores all Mana Points spent.
Some characters and creatures have special abilities that allow them to cast spells without using Mana points, such as a Bodhisattva who follows the Doctrine of the Art of Wuju, for example.
Mana Points
All Casting Classes have Mana Points. These points are used for spellcasting, spending more or fewer points depending on the level of the spell being cast, as shown in the Spell Level and Mana table.
A caster can only use its Mana Points for level spells it has access to.
Spell Level | Mana Points | Spell Level | Mana Points | |
---|---|---|---|---|
0 | 0 | 5º | 7 | |
1º | 2 | 6º | 9 | |
2º | 3 | 7º | 12 | |
3º | 5 | 8º | 16 | |
4º | 6 | 9º | 21 |
Casting a Spell at a Higher Level
When a caster casts a spell at a higher level than the spell itself, it assumes the highest level for casting purposes. For example, if Umara casts magic missiles spending 3 Mana Points instead of 2, those magic missiles are 2nd level.
Some spells, such as magic missile and cure wounds, have more powerful effects when cast at a higher level, as detailed in the spell description.
Cantrips
A cantrip is a spell that can be cast at will, without wasting Mana and without being prepared in advance. Repeated practice fixes the spell in the caster's mind, infusing it with the mystical energy needed to produce the effect over and over again. The magic level of a cantrip is 0.
Rituals
Certain spells have a special marker: Ritual. Such spells can be cast using the normal rules for spellcasting, or they can be cast alternatively through Ritual Casting. Ritual casting of a spell takes an additional amount of time to cast based on the Rituals table. See Rituals for more information.
Magical Inability
While Runeterra is a magical world by nature, some creatures are uniquely incapable of wielding magic. These creatures cannot become spellcasters, are unable to participate in Rituals, and while they can attune to magical items, being able to attune to at most half the number of magical items they could normally, they are unable to utilize the active effects of those items.
Attunement
Creatures can attune to a maximum of magic items equal to half their proficiency bonus + 2.
Casting a Spell
When a character casts any spell, the same basic rules are followed, regardless of the character’s class or the spell’s effects.
Each spell description begins with a block of information, including the spell’s name, level, mistery, casting time, range, components, and duration. The rest of a spell entry describes the spell’s effect.
Casting Time
Most spells require a single action to cast, but some spells require a bonus action, an attack a reaction, or much more time to cast.
Bonus Action
A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven’t already taken a bonus action this turn. You can’t cast another spell during the same turn, except for a cantrip with a casting time of 1 action.
Attack
Some spells can be part of an action, but not take up the entire action, and can be cast using an attack. When you have more than one attack in a turn, you can use a spell that uses that casting time as one of your attacks, and you can make other attacks normally.
Reactions
Some spells can be cast as reactions. These spells take a fraction of a second to bring about and are cast in response to some event. If a spell can be cast as a reaction, the spell description tells you exactly when you can do so.
Longer Casting Times
Certain spells (including spells cast as rituals) require more time to cast: minutes or even hours. When you cast a spell with a casting time longer than a single action or reaction, you must spend your action each turn casting the spell, and you must maintain your concentration while you do so (see “Concentration” below). If your concentration is broken, the spell fails, but you don’t expend a spell slot. If you want to try casting the spell again, you must start over.
Range
The target of a spell must be within the spell’s range. For a spell like magic missile, the target is a creature. For a spell like elemental sphere, the target is the point in space where the elemental sphere explodes.
Most spells have ranges expressed in feet. Some spells can target only a creature (including you) that you touch. Other spells, such as the shield spell, affect only you. These spells have a range of self.
Spells that create cones or lines of effect that originate from you also have a range of self, indicating that the origin point of the spell’s effect must be you (see “Areas of Effect”). Once a spell is cast, its effects aren’t limited by its range, unless the spell’s description says otherwise.
Components
A spell’s components are the physical requirements you must meet in order to cast it. Each spell’s description indicates whether it requires verbal (V), somatic (S), or material (M) components. If you can’t provide one or more of a spell’s components, you are unable to cast the spell.
Verbal (V)
Most spells require the chanting of mystic words. The words themselves aren’t the source of the spell’s power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion. Thus, a character who is gagged or in an area of silence, such as one created by the silence spell, can’t cast a spell with a verbal component.
Somatic (S)
Spellcasting gestures might include a forceful gesticulation or an intricate set of gestures. If a spell requires a somatic component, the caster must have free use of at least one hand to perform these gestures.
Material (M)
Casting some spells requires particular objects, specified in parentheses in the component entry. A character can use a component pouch or a spellcasting focus (found in “Equipment”) in place of the components specified for a spell. But if a cost is indicated for a component, a character must have that specific component before it can cast the spell.
If a spell states that a material component is consumed by the spell, the caster must provide this component for each casting of the spell. A spellcaster must have a hand free to access a spell’s material components — or to hold a spellcasting focus — but it can be the same hand that he or she uses to perform somatic components.
Duration
A spell’s duration is the length of time the spell persists. A duration can be expressed in rounds, minutes, hours, or even years. Some spells specify that their effects last until the spells are dispelled or destroyed.
Instantaneous
Many spells are instantaneous. The spell harms, heals, creates, or alters a creature or an object in a way that can’t be dispelled because its magic exists only for an instant.
Concentration
Some spells require you to maintain concentration in order to keep their magic active. If you lose concentration, such a spell ends.
If a spell must be maintained with concentration, that fact appears in its duration entry, and the spell specifies how long you can concentrate on it. You can end concentration at any time (no action required).
Normal activity, such as moving and attacking, doesn’t interfere with concentration. The following factors can break concentration:
- Casting another spell that requires Concentration. You lose concentration on a spell if you cast another spell that requires concentration. You can’t concentrate on two spells at once.
- Taking damage. Whenever you take damage while you are concentrating on a spell, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon’s breath, you make a separate saving throw for each source of damage.
- Being Incapacitated or killed. You lose concentration on a spell if you are Incapacitated or if you die.
The GM might also decide that certain environmental phenomena, such as a wave crashing over you while you’re on a storm-tossed ship, require you to succeed on a DC 10 Constitution saving throw to maintain concentration on a spell.
Targets
A typical spell requires you to pick one or more targets to be affected by the spell’s magic. A spell’s description tells you whether the spell targets creatures, objects, or a point of origin for an area of effect (described below).
Unless a spell has a perceptible effect, a creature might not know it was targeted by a spell at all. An effect like crackling lightning is obvious, but a more subtle effect, such as an attempt to read a creature’s thoughts, typically goes unnoticed, unless a spell says otherwise.
A Clear Path to the Target
To target something, you must have a clear path to it, so it can’t be behind total cover. If you place an area of effect at a point that you can’t see and an obstruction, such as a wall, is between you and that point, the point of origin comes into being on the near side of that obstruction.
Targeting Yourself
If a spell targets a creature of your choice, you can choose yourself, unless the creature must be hostile or specifically a creature other than you. If you are in the area of effect of a spell you cast, you can target yourself.
Areas of Effect
Spells such as burning hands and cone of cold cover an area, allowing them to affect multiple creatures at once. A spell’s description specifies its area of effect, which typically has one of five different shapes: cone, cube, cylinder, line, or sphere. Every area of effect has a point of origin, a location from which the spell’s energy erupts. The rules for each shape specify how you position its point of origin. Typically, a point of origin is a point in space, but some spells have an area whose origin is a creature or an object.
A spell’s effect expands in straight lines from the point of origin. If no unblocked straight line extends from the point of origin to a location within the area of effect, that location isn’t included in the spell’s area. To block one of these imaginary lines, an obstruction must provide total cover.
Cone
A cone extends in a direction you choose from its point of origin. A cone’s width at a given point along its length is equal to that point’s distance from the point of origin. A cone’s area of effect specifies its maximum length. A cone’s point of origin is not included in the cone’s area of effect, unless you decide otherwise.
Cylinder
A cylinder’s point of origin is the center of a circle of a particular radius, as given in the spell description. The circle must either be on the ground or at the height of the spell effect. The energy in a cylinder expands in straight lines from the point of origin to the perimeter of the circle, forming the base of the cylinder. The spell’s effect then shoots up from the base or down from the top, to a distance equal to the height of the cylinder. A cylinder’s point of origin is included in the cylinder’s area of effect.
Cube
You select a cube’s point of origin, which lies anywhere on a face of the cubic effect. The cube’s size is expressed as the length of each side. A cube’s point of origin is not included in the cube’s area of effect, unless you decide otherwise.
Sphere
You select a sphere’s point of origin, and the sphere extends outward from that point. The sphere’s size is expressed as a radius in feet that extends from the point. A sphere’s point of origin is included in the sphere’s area of effect.
Line
A line extends from its point of origin in a straight path up to its length and covers an area defined by its width. A line’s point of origin is not included in the line’s area of effect, unless you decide otherwise.
Saving Throws
Many spells specify that a target can make a saving throw to avoid some or all of a spell’s effects. The spell specifies the ability that the target uses for the save and what happens on a success or failure.
The DC to resist one of your spells equals 8 + your spellcasting ability modifier + your proficiency bonus + any special modifiers.
Attack Rolls
Some spells require the caster to make an attack roll to determine whether the spell effect hits the intended target. Your attack bonus with a spell attack equals your spellcasting ability modifier + your proficiency bonus.
Most spells that require attack rolls involve ranged attacks. Remember that you have disadvantage on a ranged attack roll if you are within 5 feet of a hostile creature that can see you and that isn’t Incapacitated.
Combining Magical Effects
The effects of different spells add together while the durations of those spells overlap.
The effects of the same spell cast multiple times don’t combine, however. Instead, the most potent effect — such as the highest bonus — from those castings applies while their durations overlap. For example, if two Acolytes cast bless on the same target, that character gains the spell’s benefit only once; he or she doesn’t get to roll two bonus dice.
Sources of Magic
In Runeterra there are three main sources for magic: Celestial, Elemental, and Spiritual. The techniques and ways of manipulating these three energies are the basis of magic, however, most of the time, more than one of these three key elements is used to accomplish some wonder. The magic of Aspects and runes are from Celestial nature, while the magic of the Yeti and even Shadow magic are Elemental, finally, the magic of Vastaya, of Yordles, and even Necromancy, are from Spiritual nature.
Many times, Celestial and Spiritual magic can communicate with Elemental magic, creating new variations and powerful effects, such as Hemomancy, a variant of spiritual magic, and Runomancy, a variant of Celestial magic.
At least one of these bases is involved in every magical act. And since all organisms and existences on Runeterra are permeated by the magic of the Global Runes, it is correct to say that all existences possess at their core a spark of Celestial and Elemental power, mediated and connected by a Spiritual magic.
Magic Mistery
Each of the three sources of magic has several Mysteries linked to it, access to the Mysteries of Celestial and Spiritual Magic is free, while access to the Elemental Mysteries is restricted, with only the 4 primary elements being accessible.
Mysteries are groups of knowledge and understanding of certain aspects of magic that are grouped together by proximity. In this way, each Mystery ends up bringing this understanding and, with it, access to a list of spells that are studied in that mystery. It may happen that a spell is present in more than one Mystery.
When a feature like Heritage, Enhancement, Class Feature, or any other gives you a Mystery, it means you get the spell list for that Mystery.
Thus, if a feature grants you "a Mystery" without specifying which one, it means that you can choose one of the mysteries that are accessible to you.
Example: When you choose the Arcane Blood Heritage, you receive "a Mystery that you have access to", so you can choose any Celestial or Spirit Magic mystery, or one of the four primary Elemental Mysteries. When you choose the Water Mystery, you Manifest the Water element and receive the Water Mystery spell list.
Manifest and Access Elements
Manifesting an element means that your character can use that Element as an option in characteristics that allow the use of Elements, such as some spells, especially General Elemental Mystery spells.
When you receive a trait that allows your character to "Manifest an Element", you can choose from the elements you have access to.
Initially, characters do not have any manifested elements but have access to the four Primary Elements. Manifesting an element can give access to other elements connected to it, as can be seen in the Elemental Magic Table. Each type of connection has its own characteristics and prerequisites.
Example: A character who has manifested the Water Element receives access to the secondary elements Flora and Ice, thus, when receiving a characteristic that allows Manifesting an element or choosing a Mystery, both Flora and Ice can be chosen.
Celestial Magic
It is believed that these spells were used to create everything in the cosmos. Celestial spells are extremely difficult to use and beings who can control them are extremely rare, the only exception to this would be celestial creatures, who have an innate aptitude to cast them.
- Chronomancy. Time magic is one of the most powerful things there is, capable of pausing a moment in space or simply returning an object's appearance to the moment it was created.
- Spacemancy. Space spells are able to create huge portals capable of swallowing an entire city and transporting it to a place in the middle of the galaxy, however, it is almost impossible for a being to have such power.
- Gravitomancy. Using the forces of gravity itself, these spells can change the force that gravity affects a body, making it lighter, making it easier to move, or heavier, pinning it to the ground.
- Runomancy. It is no secret to magicians that all creatures, beings, and objects are directly affected by the magic of the Global Runes. Runomancy is part of the study in which you use this magic to create powerful effects.
Elemental Magic
Elemental spells manipulate nature's own energy to produce the desired effect from one or more elements and can create unique effects by combining more than one element. Some provide explosions of fire or lightning, others channel positive energy to heal wounds.
When you receive your first Elemental Mystery (or manifest an element) you must choose one of the four Primary Elements that you have access to manifest that element. When you receive your first Elemental Mystery, you also receive access to the General Elemental Mystery spell list and can use the elements you have when casting them.
When you receive a spell list that contains elemental spells, such as the spell list of the Acolyte or other spellcasting subclasses, you are not gaining access to the element of those spells; they are part of the spells provided by that class or subclass.
Having access to an element does not mean Manifesting that element, and in turn, Manifesting an Element does not mean receiving the Mystery of that element.
Only Full Casters automatically receive the Mystery of Manifest Elements. Non-Full Casters must receive the Mystery in order to use its spells.
Example: A feature that Manifests the Light element grants the Mystery only to spellcasters who have the "Full Spellcaster" feature, such as Acolytes, Arcanes, and Summoner's Call Shamans (3rd level and up). A character who does not have this feature and manifests the Light element has access to the Light Mystery but does not have the Mystery and the spell list for that Mystery. If another feature allows him to choose a Mystery to which he has access, because he already has access to the Light Mystery, he can choose that Mystery and gain access to its spell list.
Primary Elements
The Primary Elements are the simplest elements to access. When you are given the option to manifest an element, you initially only have access to the four primary elements: Earth, Water, Air, and Fire.
- Water. This element is present in most environments, however, when close to a body of water, such as a river, lake, or ocean, the element becomes even more abundant. Usually, water spells are more focused on healing and aiding effects.
- Fire. Fire is present a good part of the day, alongside bonfires and fires. Fire is an extremely volatile element, but at the same time, it is also one of the most versatile primary elements, along with water. Usually, fire spells are more focused on damage effects, though it's also used for protection.
- Earth. As the foundation of the entire planet, Earth is present in all terrain, whether it is below or above the sea. Earth is the most stable element and at the same time, less versatile when compared to the other primary elements. Usually, earth spells are more focused on resistance and protection effects.
- Wind. Where you can breathe, is where you can find this element, present in practically every corner of the world, this element becomes the most constant and present in everyday life. It is very common to find Arcanes capable of controlling the Wind, but few are able to master it. Usually, wind spells are more focused on movement and damage effects.
Secondary Elements
To have access to secondary elements, you must have one of the primary elements that is connected to it. For example, to have access to the Ice element, you must have the Wind element or the Water element. Therefore, when you receive a characteristic that grants access to an element, you can choose the Ice Element that has become accessible.
- Flora. In a mixture of Water and Earth, the element Flora is created. This element seeks the conservation and creation of life, facilitating and accelerating growth.
- Ice. In a mixture of Water and Wind, the Ice element is created. Due to its brutal nature, few beings are able to use this element without some kind of ricochet. This element is capable of powerful things, however, it can end up having serious consequences.
- Magma. In a mixture of Fire and Earth, the Magma element is created. This element seeks renewal through destruction, having both healing and aggressive energies.
- Storm. In a mixture of Fire and Wind, the Storm element is created. This element brings personal strength enhancement or the devastation of a location.
Transition Elements
There are two ways to access a Transition Element. The first way is to have both the Primary Element connected to that Transition Element and the Element opposite to that. The second way is to have both the Primary Element linked to that desired Transition Element and the Dark Element. This way, you have access to that Transition Element.
For example, to have access to the Poison element, the two ways described above are possible: in the first, you must have the Water and Fire elements (opposite elements), which grants you access to the Poison element. In this way, when you receive a characteristic that grants you an element, you can choose the Poison element because it is accessible. The second way is to have the Water and Shadow elements.
Additionally, by having access to the Water and Fire elements (opposite elements), you also gain access to the Dark element and the Hell element, being able to choose one of these elements when receiving a characteristic that grants you an element.
- Desert. When transitioning to the Dark element, Earth becomes the Desert element. Typically, this element is very common among assassins and spies, being used to exhaust their enemies and to camouflage themselves in the environment.
- Infernal. Upon transitioning to the Shadow element, Fire becomes the Infernal element. This element brings out the worst part of each of its base elements, being completely focused on destruction and devastation, burning everything in its path.
- Sound. Upon transitioning to the Shadow element, the Wind becomes the Sound element. This element assists with the sound control of a location and can increase it exponentially or silence it completely.
- Poison. Upon transitioning to the Shadow element, Water becomes the Poison element. For those who know this element, know that it is much more than just destroying the cells of a creature's body, it can also be used to create powerful effects to increase strength, speed, or even the vision of a creature.
Primordial Elements
Unlike the primary elements, which are directly accessible, the two primordial elements have different prerequisites in each case.
To have the Light element, the first way is to possess the Primordial Manifestation Inheritance. The second way is to have the four primary elements.
To have the Shadow element, the first way is to have the Primordial Manifestation Inheritance. The second option is to have two primary elements that are opposites: Water and Fire or Wind and Earth.
- Light. This element is considered one of the rarest of elemental powers and can be extremely versatile, creating prisons of pure light, blinding creatures, throwing protective barriers, or creating a beam of energy capable of crossing the most resistant of walls.
- Shadow. An element created by mixing any opposite element. You can imagine the Shadow element as a sphere of pure darkness.
Tertiary Elements
To have access to a tertiary element, you must have the 2 secondary elements that form it, for example, to have access to the Metal element, you must have access to Storm and Magma, so when you receive a characteristic that grants you an element, you can choose the Metal element.
- Crystal. In a mixture of Magma and Flora, the Crystal element is created. This element is protective in nature, although it can also have aggressive uses. It creates magical barriers and can negate harmful effects.
- Metal. In a mixture of Magma and Storm, the Metal element is created. This is probably the most versatile and useful element during combat, being able to create strong armor and powerful weapons.
- Blizzard. In a mix of Storm and Ice, the Blizzard element is created. Able to create powerful snowstorms, create ice golems, and even a hut capable of protecting from all the outside.
- Arctic. In a mixture of Ice and Flora, the Arctic element is created. Capable of restoring and strengthening life, also elevating spirituality.
Elemental Effects
Among the spells that a caster is able to use, there are elemental spells with the Mystery "any". Any caster who has access to at least one element's spell list can cast spells with this description, gaining access to their spell list.
Each element has a damage type to use for these spells, as described in the "Elements and Damage Types" table. In addition, the “Effects for Spells by Damage Type” table indicates the additional effects that spells with this description cause.
Element | Damage Type | Material Component |
---|---|---|
Water | Piercing | Aquamarine |
Fire | Fire | Ruby |
Earth | Bludgeoning | Zirconia |
Wind | Slashing | Topaz |
Flora | Poison | Amber |
Ice | Cold | Lapis Lazuli |
Magma | Fire | Obsidian |
Storm | Eletric | Peridot |
Crystal | Force | Any Jewel |
Infernal | Fire | Fire Opal |
Blizzard | Cold | Sapphire |
Desert | Acid | Agate |
Metal | Choose 1 Between: Bludgeoning, Piercing, or Slashing | Hematite (or Pyrite) |
Sound | Thunder | Diamond |
Poison | Poison | Jade |
Light | Radiant | Opal |
Shadow | Shadow | Onyx |
Element | Effect |
---|---|
Acid | Papers and light leather hit in the area of the spell or within 5 feet of the target, which are not being used or carried, are corroded. |
Bludgeoning | Each creature affected must make a Constitution save. On a failure, the creature is Incapacitated and its speed becomes 0 until the start of your next turn. Fragile objects, such as glass, in the spell area or within 5 feet of the target break. |
Slashing: Wind | Objects up to 2,5 kg in the spell area or within 5 feet of the target that are not being used or carried are moved 15 feet back. |
Slashing: Metal | Each affected creature is unable to heal until the start of your next turn. |
Eletric | Each creature affected must make a Constitution save. On a failures, the creature have disadvantage on its next attack. |
Force | Each creature affected must make a Constitution save. On a failure, the creature has -1 AC until the end of your next turn. |
Cold | Each affected creature has its speed reduced by 5 feet until the end of your next turn. |
Fire | Fire spreads to corners in the spell area or within 5 feet of the target. It ignites flammable objects that are in the area and are not being used or carried. |
Piercing: Water | Water spreads to corners in the spell area or within 5 feet of the target. It wets all creatures and objects in the area. |
Piercing: Metal | Each affected creature receives shallow metal shards from its wounds. A Medicine or Sleight of Hand check is required to remove them. While they are in the target's body, all electrical damage taken deals 1 additional dice of damage. |
Radiant | Each creature affected must make a Constitution save. On a failure, the creature is Blind until the end of your next turn. |
Shadow | Inorganic materials hit in the spell's area or within 5 feet of the target age and dry out, taking on a tarnished and aged appearance. Each creature affected must make a Constitution save. On a failure, the creature is Weakened until the end of your next turn. |
Thunder | Each creature affected must make a Constitution save. On a failure, the creature is Deafened until the end of your next turn. |
Poison | Each creature affected must make a Constitution save. On a failure, the creature is Intoxicated until the end of your next turn. |
Optional Rule - Access to Elements
Basically, the structure of Runarcana makes it difficult to access certain elemental mysteries as a reflection of the history of Runeterra where in fact some mysteries or elements are extremely rare. Another reason that encourages this decision is to make it difficult for meta-gamers to seek out an excess of mysteries due to the various possibilities of obtaining them.
As an optional rule, it is possible to grant access to certain rarer elements in an easier way, using this rule, when a character has at least one Elemental Mystery, it means that, when receiving a Spiritual Mystery, he also receives access to secondary, transitional and tertiary elements. In this way, when he receives a new Mystery, he can choose a Secondary, Transitional or Tertiary Element that has its access granted by this Spiritual Mystery.
Ex. Having any Elemental Mystery, when receiving the Divination Mystery, you gain access to the Blizzard and Sound elements. In this way, when receiving a feature that allows you to choose a Mystery to which you have access, you can choose either a primary Elemental mystery, a secondary, transitional or tertiary mystery that you have access to, or a Spiritual mystery or even a Mystery between Blizzard and Sound.
Accesses by Spiritual Mystery:
- Divination - Blizzard, Sound
- Enchantment - Desert, Flora
- Ethermancy - Storm, Sound
- Hemomancy - Poison, Metal
- Illusion - Light, Crystal
- Invocation - Flora, Metal
- Necromancy - Shadow, Poison
- Oneromancy - Ice, Infernal
- Transmutation - Arctic, Magma
- Umbramancy - Shadow, Desert
Spiritual Magic
Spiritual magic uses the energy that is present in all things, whether they are alive or not. In some ancient cultures, this energy was known as sho’ma, a concept that for those cultures said that everything has a soul or a consciousness.
- Divination. It reveals information, whether in the form of long-forgotten secrets, glimpses into the future, places of hidden things, the truth behind illusions, or visions of distant people or places.
- Enchantment. It affects the minds of others, influencing and controlling their behavior. Enchantment spells can make enemies see the caster as a friend, force creatures to take a course of action, or even control another creature as if it were a puppet.
- Ethermancy. Control spiritual energy itself. Ethermancy brings with it powerful explosive effects that can create a zone of pure volatile energy that can explode at the mere touch.
- Hemomancy. Contrary to what many may believe, Hemomancy is not just about controlling the blood, but also about controlling a creature's vital energy. It was through Hemomancy that made it possible for the Darkins to be trapped in their weapons.
- Illusion. It deceives the senses or the minds of others. Illusion spells cause people to see things that aren't there, not notice things that are, hear ghostly noises, or remember things that never happened. Some illusions create ghost images that any creature can see, but the more insidious illusions plant an image directly in a creature's mind.
- Invocation. It involves transporting objects and creatures from one location to another. Some summoning spells summon creatures or objects to the caster's side, while others allow the caster to teleport to another location. Some conjurations create objects or effects out of nothing.
- Necromancy. Manipulates the energies of life and death. Necromancy spells can grant an additional pool of life force, drain another creature's life energy, create undead, or even bring the dead back to life. Creating undead through the use of necromancy spells, such as animating the dead, is not a good act, and only evil spellcasters often use such spells.
- Oniromancy. Controls sleep and dreams. By forcing a creature to unconsciousness, Oniromancy can create illusions within the mind of a sleeping creature, or utilize the energy of its dreams to keep mighty beings trapped in an eternal prison of ice.
- Transmutation. Changes the properties of a creature, object, or environment. Transmuting spells can turn an enemy into a harmless creature, increase an ally's strength, make an object move at the caster's command, or enhance a creature's innate healing abilities so that it quickly recovers from injury.
- 'Umbramancey. Control the shadows of the environment, because wherever there is light, there is shadow, and where there is no light… there is also shadow. While in darkness, the effects of Umbramancy are potentially high.
Learning Additional Mysteries
Initially, you only have access to the Mysteries conferred by your Class, Subclass, or other acquired characteristics, such as Enhancements or even Runessences. If you want access to a mystery outside of these characteristics, you can use your time between adventures according to the rule described in Chapter 8: Adventure.
Casting Tables
Some Classes, Features, or Origins require that when you cast a spell, you roll an additional effect within a table, be it Purpura Magic or Uncontrolled Yordle Magic.
Uncontrolled Yordle Magic
Some forms of magic are guided by strange rules of reality modification, for this reason, they often violate their own rules and nature, reproducing effects without much sense and connection with the initial intention of the magic.
When an Uncontrolled Yordle Magic effect happens, roll 1d100 to check the table for the effect that happens.