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Magic system 0.4.0
Quote from IoM-Christian on 2019-11-07, 11:32The Nature of Magic
In this setting all magic stems from the sea of mana, which flows from the astral. This stream of enigmatic power divides into all distinct realms: Channeling, Essence, Mentalism, Arcane, Arisen Mist, Chaotic, and that of the Invaders. Regardless of origin, structure, or method, all practitioners of magic paths—known as Mana Manipulators—are aligned with a specific colour faction (Cyan, Green, Yellow, Orange, Red, Pink, Violet, Blue, Black, White, or Multicolour). All possess two core capabilities: Battlefield Awareness meaning the know whenever and whereever a magic path spell is being released, and Shard Awareness. Meaning they know whenever and whereever a shard appear or is consumed.
Learning Magic Path Spells
Each of these manipulators know ascending tiers of mastery, from Apprentice to Overlord. Each level reflecting their improved capacity and they are purchased at a base model and equipment cost, plus 10 points per Magic Level. Adhering to the Mendoza Matrix, spells are selected from the primary magic realm colour; although a spell may be selected from an adjacent realm colour - if the player already possess one more primary colour spell than from the desired one.
Example:
A Level 5 Cyan Manipulator may possess 5 Cyan spells, or split into 3 Cyan and 1–2 spells from Green and/or Blue.
Gaining Cards & Shards
- At the start, a Manipulator draws a number of facedown spell cards from the selected paths (colour realms) equal to their Magic Level
- At the beginning of the game, each Manipulator rolls 1D6 per Magic Level to determine the number of random shards they start with.
- During gameplay, whenever a being is violently slain—a casualty of war—fragments of its spirit may coalesce into crystallised shards. These Shards can be harvested at any distance by any Manipulator.
Collecting Shards:
- Occurs at the end of each game turn, after any Healing or Raising of models
- Requires an Initiative Roll for each manipulator present on the field
- Each manipulator may, in initiative order pick up 1D6A shards.
The Magic system include 8 different Paths (Colours), 1 Path of Chaos (Multicolour), 1 Drops of The Deep Blue, and specific Invader Paths.
- Each Spell Path will include 10 Spell Cards.
- Each Player draws from a copy of the full range of possible Spells.
They are named and arranged like this.
- MIND/BODY (Cyan/Red)
- NATURE/HARVEST (Green/Pink)
- ASTRAL/WORLD (Yellow/Violet)
- SUN/MOON (Orange/Blue)
- CHAOS (Multicoloured)
- MAGIC MIST (White)
- INVADERS (all 8 colours)
Each Spell will have a Name, a Minimum Shard casting cost and a Range, as well as a Colour wheel showing which Shard Colours are legal to Cast and/or boost the Spell
Casting spells.
As they are in contact with their energy source manipulators does not consume actions but shards to release energies of the chosen paths.
The Nature of Magic
In this setting all magic stems from the sea of mana, which flows from the astral. This stream of enigmatic power divides into all distinct realms: Channeling, Essence, Mentalism, Arcane, Arisen Mist, Chaotic, and that of the Invaders. Regardless of origin, structure, or method, all practitioners of magic paths—known as Mana Manipulators—are aligned with a specific colour faction (Cyan, Green, Yellow, Orange, Red, Pink, Violet, Blue, Black, White, or Multicolour). All possess two core capabilities: Battlefield Awareness meaning the know whenever and whereever a magic path spell is being released, and Shard Awareness. Meaning they know whenever and whereever a shard appear or is consumed.
Learning Magic Path Spells
Each of these manipulators know ascending tiers of mastery, from Apprentice to Overlord. Each level reflecting their improved capacity and they are purchased at a base model and equipment cost, plus 10 points per Magic Level. Adhering to the Mendoza Matrix, spells are selected from the primary magic realm colour; although a spell may be selected from an adjacent realm colour - if the player already possess one more primary colour spell than from the desired one.
Example:



A Level 5 Cyan Manipulator may possess 5 Cyan spells, or split into 3 Cyan and 1–2 spells from Green and/or Blue.
Gaining Cards & Shards
- At the start, a Manipulator draws a number of facedown spell cards from the selected paths (colour realms) equal to their Magic Level
- At the beginning of the game, each Manipulator rolls 1D6 per Magic Level to determine the number of random shards they start with.
- During gameplay, whenever a being is violently slain—a casualty of war—fragments of its spirit may coalesce into crystallised shards. These Shards can be harvested at any distance by any Manipulator.
Collecting Shards:
- Occurs at the end of each game turn, after any Healing or Raising of models
- Requires an Initiative Roll for each manipulator present on the field
- Each manipulator may, in initiative order pick up 1D6A shards.
The Magic system include 8 different Paths (Colours), 1 Path of Chaos (Multicolour), 1 Drops of The Deep Blue, and specific Invader Paths.
- Each Spell Path will include 10 Spell Cards.
- Each Player draws from a copy of the full range of possible Spells.
They are named and arranged like this.
- MIND/BODY (Cyan/Red)
- NATURE/HARVEST (Green/Pink)
- ASTRAL/WORLD (Yellow/Violet)
- SUN/MOON (Orange/Blue)
- CHAOS (Multicoloured)
- MAGIC MIST (White)
- INVADERS (all 8 colours)
Each Spell will have a Name, a Minimum Shard casting cost and a Range, as well as a Colour wheel showing which Shard Colours are legal to Cast and/or boost the Spell

Casting spells.
As they are in contact with their energy source manipulators does not consume actions but shards to release energies of the chosen paths.
Quote from IoM-Christian on 2020-08-01, 15:10I've made the following core costs to spell creation
+1 per each 8 range factor (can be separately boosted)
+1 if a unit benefited
+1 if terrain effected
+2 if battlefield effectedWhen casting, say a 24 range spell targeting a unit. The caster can try cast it at only range 16, using but 3 power. If without range the spell then fizzle out and drops a Shard of its Colour.
I've made the following core costs to spell creation
+1 per each 8 range factor (can be separately boosted)
+1 if a unit benefited
+1 if terrain effected
+2 if battlefield effected
When casting, say a 24 range spell targeting a unit. The caster can try cast it at only range 16, using but 3 power. If without range the spell then fizzle out and drops a Shard of its Colour.
Quote from IoM-Christian on 2021-09-05, 06:47Decided to remove the spell fizzle Shard drops.
Decided to remove the spell fizzle Shard drops.
Quote from IoM-Christian on 2022-04-27, 08:45Added Spells for each Path in its own thread, with:
Minimum Shard Casting Cost
Range of the Spell (can be extended if noted in the Description)
Spell Name
Spell Effect
Added Spells for each Path in its own thread, with:
Minimum Shard Casting Cost
Range of the Spell (can be extended if noted in the Description)
Spell Name
Spell Effect
Quote from IoM-Christian on 2022-05-04, 07:19Added spell card picking method: Medoza Matrix
Added spell card picking method: Medoza Matrix
Quote from IoM-Christian on 2022-08-16, 17:12We decided to give all Mana Manipulators Battlefield Awareness!
This means that Mana Manipulaters, regardless of Race and Type, instantly can cast their Spells as reaction to any opponent action.
We decided to give all Mana Manipulators Battlefield Awareness!
This means that Mana Manipulaters, regardless of Race and Type, instantly can cast their Spells as reaction to any opponent action.
Quote from IoM-Christian on 2023-06-26, 14:39Magic system 0.06
Changed the way Mana Manipulators recieve Magic Shards. They now roll 1D6 per Magic Level and gain that amount of random Magic Shards at the start of the Game.
Magic system 0.06
Changed the way Mana Manipulators recieve Magic Shards. They now roll 1D6 per Magic Level and gain that amount of random Magic Shards at the start of the Game.
Quote from IoM-Christian on 2025-02-02, 15:32Magic system 0.1.0
At our development meeting yesterday, we discussed Pigryn magic and decided that Invaders, although using magic of the gods, have many different gods tuning in to aid the Invader race the most. Thus, each invader race has their own path list.
Magic system 0.1.0
At our development meeting yesterday, we discussed Pigryn magic and decided that Invaders, although using magic of the gods, have many different gods tuning in to aid the Invader race the most. Thus, each invader race has their own path list.
Quote from IoM-Christian on 2025-06-26, 13:57Magic system 0.2.0
In yesterdays testgame we further discussed casualties turning into shards, and how to collect these.
This has been implemented into the main post.
Magic system 0.2.0
In yesterdays testgame we further discussed casualties turning into shards, and how to collect these.
This has been implemented into the main post.
Quote from IoM-Christian on 2025-12-15, 20:36Magic System 0.3.0
Added a definition on how Mana Manipulators are activated, "as they are in contact with their deties Mana Manipulators does not consume actions but Magic Shards to release energies of the chosen paths."
Magic System 0.3.0
Added a definition on how Mana Manipulators are activated, "as they are in contact with their deties Mana Manipulators does not consume actions but Magic Shards to release energies of the chosen paths."
