Magic Guidelines
    How Magic Works
    Magic in Caido comes in many colours and flavours, but only three groups may wield it directly: Abandoned, Ancients, and Demigods. Hybrid characters - a mix of Abandoned and Attuned - may also wield magic, and must abide by the same rules as any other Abandoned. Below you’ll find the rough guidelines for designing custom magics exclusive to Abandoned characters, the rules for combining magics (how two or more elements interact and which tier sets the final damage) and a dedicated section covering the unique framework that governs demigod abilities. Farther down, you'll see the list of base magics that Abandoned and Ancients may select.

    Description

    At‑a‑Glance

    Magic Tiers Every magic upgrades from Basic → Upgraded → Mastered. A magic must maintain one clear theme (fire, shadow, healing, etc.).
    Magic Radius Most magics expand 5 ft → 15 ft → 30 ft as they level. Rare exceptions exist for particularly nuanced custom powers.
    Power Progression At Basic/Upgraded levels, the user may manipulate or reshape existing matter; at Mastered, they can create or fully command the element.
    Upgrade Focus Upgrading magic boosts the potency, range, control, or duration— it never introduces unrelated functions.
    Teleportation Distances Short‑hop spell ranges grow 1 ft → 5 ft → 15 ft as they upgrade. Larger “board/region” warps must include cooldowns or location locks.
    Passive Abilities Defensive passive abilities (Fire Resistance, Glamour, etc.) appear fully‑formed at Mastered level and do not upgrade further.
    Elemental Control Elemental manipulation cannot affect entire connected systems (oceans, full rivers, regional storms, wildfires, etc.) beyond what fits within the user’s radius. Elemental magic influences expression, not entropy or fundamental physics, within a certain radius. They can never govern fundamental forces (like gravity, thermodynamics, etc) or internal body chemistry.
    Combining Magics You may blend elements for flavour (e.g., Air + Water + Lightning to whip up a storm), but range and damage are capped by the lowest‑tier element. The effect counts as one damage type of your choice—never “double damage” or more.
    Creating Magical Items An Abandoned who has mastered all four base elements (fire, water, earth and air), as well as mastering creation magic, may create magical items for themselves/other PCs which may be added to profiles. Player created magical items are always weaker than those quested for/granted by the gods. A limit of 2 magical items may be created per season - though a more powerful item may be granted by using both slots on a single item - and admin approval must always be granted prior to item creation.

    Stacking Magic

    Magics may be "stacked" to enable the use of multiple magics in one action during a KQ/PQ+. Stacked magics cannot be bought or quested for normally, and may increase the offensive/defensive/range capabilities of an existing magic. Stacked magics cannot be used on their own, are reliant on an existing magic to function, and require admin-approval prior to purchase or questing.

    • Abandoned / Hybrids: Two options—
        • Pay ½ the MP cost of the magic tier (Basic/Upgraded/Mastered) and complete an OOC quest centred on upgrading the magic.
        • Seek an IC quest from Dygra. Her challenges are more difficult but require no MP payment.

    Birthday gifts and levelling rewards may not be spent toward stacking magics.

    Custom Magic

    Custom magics are one‑of‑a‑kind abilities tied to a single character. They trade wide utility for specialised power: more narrow in scope than a full element tree, but often creating distinct effects or offering unique tricks.

    • Uniqueness : No two characters may share the same custom spell. If something similar exists, pitch a different angle.
    • Trigger : Every custom magic needs a distinctive activation hook—singing a note, tracing a sigil, making a blood offering, etc.
    • Scope : Focus on one clear effect. A custom spell shouldn’t replicate an entire base‑magic ladder.
    • No Racial Overlap : Custom abilities cannot reproduce built‑in racial traits such as full animal shifting, inherent immortality, or other species‑locked mechanics.
    • Admin Approval : Submit a short pitch (theme, trigger, Basic → Mastered scaling) for review and approval before submitting the magic to be added to your character.

    Combining Magic

    Combining magic has the potential to diversify your abilities over and above their constituent parts. A table (created from earth + creation) where both elements are at Basic tier is going to be more roughly constructed/less elegant/weaker etc, than a table created by a user who has mastered both elements. This should be always be kept in mind when creating items.

    Below are a list of common examples. If you have a specific question, please ask Honey/Odd!

    • In order to 'break down' earth (i.e., making sand or gravel from stone, getting at base elements within rocks) you would need to use earth + disintegration
    • In order to make vegetables/fruit, you need earth + creation. To make meat (raw) you would need summoning + creation. For cooked meat or leather, you would need fire + summoning + creation.
    • In order to make metal, you need fire + earth + creation
    • In order to make drinks (other than water), you need water + creation
    • In order to make poisonous gas, you need air + creation + earth
    • In order to make healing potions, you need water + healing + creation
    • In order to make poisonous potions, you need water + life drain + creation
    • In order to break large stones or chunks of earth in half, you need earth + telekinesis

    Demigod Magics

    Demigods are mortals who have been personally empowered by a deity or herald, and their abilities reflect that divine connection. While every demigod is unique for the most part, the following general principles apply:

    • Wider Reach : Ranges typically scale 15 ft → 30 ft → 60 ft, effectively doubling the ceiling available to regular PCs.
    • Dual‑Purpose Effects : Divine powers may heal and harm at the same time or have other twin effects.
    • Feats : Each demigod may gain feats that can grant tactical edges, including granting advantage, forcing disadvantage, allowing extra actions, re‑rolling failures, or providing situational immunities.
    • God Alignment : Demigod abilities must mirror the personality/aesthetic/dominion of the parent deity or herald
    • Admin Oversight : Because demigod magic bends the normal rules, all proposals, upgrades, or tweaks must be cleared with an admin, and it's best to brainstorm abilities in your admin chat before committing to anything.

    Base Magics

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