The Magic System
The Tiny d10 magic system is, on its face, simple and straightforward, in this way reflecting its nature-inspired roots. It is defined primarily by the following qualities:
- Distinct magic types (e.g. divine, magical, natural) with limited “cross-discipline” casting;
- Magic use is generally restricted to magic-users, with some exceptions (e.g., races with naturally magical attributes);
- Spell-casting is point-based;
- Spells typically automatically succeed, but in some instances may require a roll;
- Spells are divided into basic (character levels 1-2) & advanced spell levels (character levels 3 and above).
Theory & Philosophy of Magic
Magic is a force of nature, left over from the creation of the world. It exists alongside other laws, known and unknown, and like many laws before it—and some still to come—magic was eventually discovered and exploited by man.
Magic-users act as conduits for and amplifiers of magical energy, manipulating and wielding a small yet awesome fraction of its power. This is accomplished through a life of intellectual or spiritual dedication, over which the caster’s mind and body is “tuned” in subtle ways, enabling it to propagate various frequencies of the magical spectrum.
It is important to note that in the world of Tiny d10, magic use is neither inherently good nor evil—magic is simply a fundamental force of nature, like electricity. Traditional magic—and especially divine magic—is not in any way associated with the occult: its use is more a competency or a discipline than witchcraft. Black or dark magic, on the other hand, is inherently evil, and use of it generally imposes a permanent -2 Aspect penalty.
Extending the System
Tiny d10’s magic system was designed with extensibility in mind, and some ideas for extending it include:
- Introducing casting components, which can be used to simultaneously increase the challenge of playing a magic-user and, under the right circumstances, make them even more powerful;
- Defining additional requirements to learn new spells (e.g. time spent studying, praying, practicing, etc.);
- Adding a spell building mechanic (e.g. combining known spells for on-the-fly spell creation) or introducing the spell builder ability, which enables wizards create their own spells whole cloth.
- Creating magical items that provide temporary Magic Points, focus or enhance magical power, enable the use of other resources for casting (e.g. Hit Points), and more.