From 3f4bea9c5e36490661624ff0bb30cbf4fda9591b Mon Sep 17 00:00:00 2001
From: Filip Wandzio <contact@philw.dev>
Date: Sat, 24 Jan 2026 08:39:00 +0100
Subject: Create basic ruleset

The ruleset contains basics, character creation, combat, magic.

Implement example one-shot campain.
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 chapters/magic.tex | 192 +++++++++++++++++++++++++++++++++++++++++++++++++++++
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+\chapter{Magic}
+
+Magic is a transgression against reality, an arcane force that warps the world and scars the soul.  
+It is rare, dangerous, and unpredictable. Anyone may attempt to learn it, but few survive its price.
+
+\section{The Nature of Magic}
+
+Magic is knowledge—fragments of forbidden lore, whispered secrets, and cryptic rituals.  
+It is not a skill bestowed by class or birthright. It is a burden carried by those who seek power at any cost.
+Spells are not flashy fireballs or trivial tricks. They bend reality, summon horrors, twist souls, or offer cruel blessings.  
+Each casting risks misfortune, corruption, and worse.
+
+\section{Types of Magic}
+
+Magic takes many forms, each with its own danger, power, and price.
+
+Illusion bends perception, allowing the caster to deceive senses and minds—granting stealth, misdirection, and mental control. Yet it feeds on doubt and fear, slowly eroding the caster’s grasp on reality and trust in others.
+
+Elemental magic commands the primal forces of fire, water, earth, and air. It grants destructive power and raw force, shaping the world itself. But it burns vitality, drains will, and invites unpredictable fury from the elements, punishing arrogance or recklessness.
+
+Blasphemy is abhorrent corruption, involving unholy bargains with death, demons, and lost souls. It offers dark strength, control over the dead, and forbidden secrets. In return, it taints the caster’s body and soul, breeding madness, decay, and eternal torment.
+
+Miracles are rare gifts or curses bestowed by gods or higher powers. They bring healing, protection, or devastating judgment. Yet they demand faith, sacrifice, and unquestioning obedience—failure or doubt can turn blessing into ruin.
+
+Rituals are shamanic rites blending herbs, visions, and spirit communion to manipulate fate and the unseen. They grant insight, guidance, and subtle influence over events. But rituals are slow, costly, and exact tolls of fatigue, sanity, and sometimes life itself.
+
+\subsection*{Learning Spells}
+
+To learn a spell, a character must spend downtime and resources:
+
+\begin{itemize}
+\item \textbf{Time}: One week of quiet study.  
+\item \textbf{Materials}: Candles, ink, reagents worth 5 gp.  
+\item \textbf{Check}: Make an INT or WIS check (player’s choice) against difficulty depending on school:  
+\begin{itemize}  
+\item Illusion: Easy (DC 10)  
+\item Elemental: Normal (DC 15)  
+\item Blasphemy: Hard (DC 18)  
+\item Miracle: Hard (DC 18)  
+\item Ritual: Very Hard (DC 20+)  
+\end{itemize}  
+\end{itemize}
+
+Failure causes dangerous side effects (see \emph{Miscasts and Corruption}).
+
+\subsection*{Spell Capacity}
+
+A character may safely memorize spells equal to:
+
+\[
+\text{INT modifier} + \text{WIS modifier} + \text{level (if any)}
+\]
+
+Extra spells must be cast from texts or scrolls, with increased risk and casting time.
+
+\subsection*{Casting Spells}
+
+Casting a spell:
+
+\begin{itemize}
+\item Takes one full action (or longer for rituals).  
+\item Requires concentration; distractions impose disadvantage.  
+\item May cause strain or corruption (GM’s discretion).  
+\item Can be miscast, causing unpredictable effects.  
+\end{itemize}
+
+\subsection*{Casting Spells}
+
+Casting a spell:
+
+\begin{itemize}
+\item Takes one full action (or longer for rituals).  
+\item Requires concentration; distractions impose disadvantage.  
+\item May cause strain or corruption (GM’s discretion).  
+\item Can be miscast, causing unpredictable effects.  
+\end{itemize}
+
+\subsection*{Miscasts and Corruption}
+
+When a spell fails (casting or learning), roll 1d6 to determine the side effect:
+
+\begin{tabularx}{\columnwidth}{@{}r X@{}}
+Roll & Effect \\
+\midrule
+1 & Spell warps dangerously (GM adds side effect) \\
+2 & Spell partially fails or behaves oddly \\
+3 & Caster gains a corruption mark or mutation \\
+4 & Caster suffers insomnia and nightmares \\
+5 & Something sinister notices the caster \\
+6 & Spell backfires or causes unintended effect \\
+\end{tabularx}
+
+Corruption can accumulate, affecting health, mind, and soul.
+
+
+\subsection{Spell Tables}
+
+The spell acquisition tables provided here are intended as examples and suggestions rather than rigid rules. They offer a framework to help players and Game Masters generate spell knowledge through random rolls, lending thematic consistency to each magical school. These tables are neither exhaustive nor mandatory; rather, they serve as tools to inspire creativity and enhance atmosphere.
+
+Game Masters may modify or expand the entries to better suit their campaign’s tone and setting. Players can be allowed to select spells directly within the thematic scope of their chosen school, or even craft unique spells that reflect their characters’ backgrounds and the story’s unfolding. Using the tables as a basis for random discovery during play, for NPC abilities, or as treasure and lore generation is encouraged.
+
+This flexible approach preserves the mysterious, dangerous, and unpredictable nature of magic in a dark fantasy world, avoiding the rigidity of fixed spell lists and embracing a more organic and narrative-driven magic system.
+
+
+\subsubsection*{Illusion (d10)}
+
+\begin{tabularx}{\columnwidth}{@{}r X@{}}
+Roll & Spell Learned \\
+\midrule
+1 & Veil of Faces — Change your appearance into another humanoid. \\
+2 & Ghost Light — Create misleading floating lights. \\
+3 & Whispering Doubt — Plant paranoia and false memories. \\
+4 & Mirror Walk — Step through reflective surfaces. \\
+5 & False Terrain — Alter appearance of terrain nearby. \\
+6 & Shadow Doppelganger — Illusory double that mimics actions. \\
+7 & Silence of the Mind — Mute thoughts and emotions. \\
+8 & Mask of the Dead — Appear as a walking corpse. \\
+9 & Hall of Echoes — Create illusory corridors and doors. \\
+10 & Dream Invasion — Enter and manipulate dreams. \\
+\end{tabularx}
+
+\vspace{1em}
+\subsubsection*{Elemental Magic (d10)}
+
+\begin{tabularx}{\columnwidth}{@{}r X@{}}
+Roll & Spell Learned \\
+\midrule
+1 & Ember Touch — Ignite or burn flesh. \\
+2 & Stonebind — Harden earth or stone into barriers. \\
+3 & Veil of Ash — Summon choking ash and smoke. \\
+4 & Water Calling — Draw drinkable water. \\
+5 & Frost Grasp — Freeze surfaces and tissue. \\
+6 & Storm Calling — Summon violent winds and lightning. \\
+7 & Iron Skin — Harden flesh like metal. \\
+8 & Earth Maw — Open ground to swallow creatures. \\
+9 & Breath of the Deep — Breathe underwater. \\
+10 & Living Flame — Conjure fire that hunts living creatures. \\
+\end{tabularx}
+
+\vspace{1em}
+\subsubsection*{Blasphemy (d10)}
+
+\begin{tabularx}{\columnwidth}{@{}r X@{}}
+Roll & Spell Learned \\
+\midrule
+1 & Bone Servant — Animate a skeleton servant. \\
+2 & Grave Speech — Speak with a corpse. \\
+3 & Blood Compass — Track a creature via blood. \\
+4 & Spirit Chain — Bind a ghost or demon. \\
+5 & Black Harvest — Drain life to heal yourself. \\
+6 & Worm Gate — Create a reality tunnel for travel. \\
+7 & Corpse Bridge — Raise dead into a bridge of bodies. \\
+8 & Soul Anchor — Prevent soul leaving a dying body. \\
+9 & False Resurrection — Animate a corpse with stolen life. \\
+10 & Summon the Crawling One — Call a lesser demon. \\
+\end{tabularx}
+
+\vspace{1em}
+\subsubsection*{Miracles (d10)}
+
+\begin{tabularx}{\columnwidth}{@{}r X@{}}
+Roll & Spell Learned \\
+\midrule
+1 & Light of Judgment — Reveal lies and corruption. \\
+2 & Hands of Mercy — Heal wounds and disease. \\
+3 & Sacred Ward — Create holy barriers. \\
+4 & Voice of the God — Speak with divine authority. \\
+5 & Breath of Life — Restore recent death. \\
+6 & Chains of Faith — Bind with radiant chains. \\
+7 & Blessing of Steel — Sanctify weapons and armor. \\
+8 & Pilgrim’s Path — Create divine roads. \\
+9 & Sunfall — Call down holy fire. \\
+10 & Ascension — Transform into divine servant. \\
+\end{tabularx}
+
+\vspace{1em}
+\subsubsection*{Rituals (d10)}
+
+\begin{tabularx}{\columnwidth}{@{}r X@{}}
+Roll & Ritual Learned \\
+\midrule
+1 & Rite of the Open Gate — Open permanent portal. \\
+2 & Covenant of Flesh — Fuse bodies into one creature. \\
+3 & Rite of Binding — Trap a powerful entity. \\
+4 & Crown of the Dead King — Command undead armies. \\
+5 & Rite of the Black Star — Summon alien entity. \\
+6 & Wedding of Blood — Bind two souls forever. \\
+7 & Rite of the Hollow World — Create pocket dimension. \\
+8 & Rite of Unmaking — Erase a creature from existence. \\
+9 & Rite of Apotheosis — Become immortal. \\
+10 & Rite of Final Silence — End magic in a region. \\
+\end{tabularx}l tables here (Illusion, Elemental, Blasphemy, Miracle, Ritual)
-- 
cgit v1.2.3

