Spellcasting

Any player character has access to magic if they so desire.

If a character has a tag that specifies they have access to a specific Aspect of magic the tag eases the task.

All characters if they have access to magic, have an MAI (Magical Aptitude Index). If a spells level is below the MAI of a caster, no roll is needed. If a spell's level is at or above the MAI roll is required to cast the spell. The amount over the MAI also hinders the casting roll see the table below

Difference Steps Hindered
1-3 1 step
4-6 2 steps
7-9 3 steps

Magical Aptitude Index (MAI)

The Magical Aptitude Index (MAI) measures a being’s innate connection to the fundamental forces of magic. It represents potential — how easily one can perceive, channel, and manipulate aetheric energy. A higher MAI reflects a naturally resonant essence, often tied to birthright, lineage, or cosmic phenomena. MAI begins with a base value set by species and modified by subspecies, descriptor, type, and specialization. Ultimately, MAI determines the ceiling of a caster’s magical capability, shaping both the scope and stability of their spell craft.

Each Species has a base MAI to start a character with. Sub-species may modify this number. For each Magical tag in the Character sentence you add +1 to the MAI number. (so up to +3 — descriptor, type, and specialty)

Sometimes when a world has only species that considered human (i.e.: Earth) the base MAI is regulated by the type. If a Type and a Species both have a Base MAI use the highest of the two (do not combine).

Spell Creation

Spells have a sentence like all other things in Tag & Tally.

Spell

Name is a [descriptor] [base] spell that [does something].

Spell Level

To determine a spell’s base level, assign points for three factors: Aspect, Type, and Base.

Use the predefined point values, sum the points from all factors to get a total. Compare the total to the Level mapping. The resulting Level reflects the spell’s base complexity, power, and risk.

Aspect and Type are called an Axis, every spell has 2 Axis as a base (aspect and type).

Aspect Points
earth, air, water, death, illusion (low-risk) 1
fire, mind, light, sound (moderate) 2
shadow, time, life, space (high-risk/volatile) 3
Type Points
Damage 2
Control 3
Summon 3
Ward 2
Counter 3
Base Points
Order 1
Spirit 2
Chaos 4
Void 3

A spell can have multiple aspects and types but only one base.

Combining multiple types or aspects requires that the base ALWAYS be chaos.

You may only add up to 3 additional axes (aspects or types) in total.

A spell with more than 2 axes (one aspect and type) also requires the cost of all aspects or types plus an an additional axis cost

Additional Axis Axis Cost
1st 1
2nd 2
3rd 5

You may not have more than 3 Aspects or 3 Types on any given spell! This includes your base axis.

Level Mapping:

Total Points Spell Level
4-5 1
6-7 2
8-9 3
10-11 4
12-13 5
14-15 6
16-17 7
18-19 8
20-21 9
22+ 10

After you have determined the Spell Level we need to do one more calculation -- The Power Modifier (PM). Whatever effect you want to happen should be measured based on the scope. Use the following factors to determing your PM

Effect Scope PM
Minor / localized (touch, single object) 0
Small area / short range (room, few meters) 1
Medium distance / wider effect (street, hill) 2
Large distance / major area (town, city) 3
Extreme distance / affects region, realm, or dimension 4
World-altering / nearly impossible (other plane, planet) 5

Overpowered Spells

Spells are capped at Level 10. Power Modifiers may raise a spell’s effective level above 10, but the spell’s actual level does not increase beyond 10. When this occurs, the spell is considered Overpowered.

An Overpowered spell hinders the cast and triggering of the spell. This is effectively increasing the level, but it is doing so after easing as been applied per the rules of hinderance.

Effective Level after PM State Hindrance
11-12 Overpowered +1
13-15 World Overpowered +2

Example Spells

Wish

Sentence: Wish is a [complex] [Chaos] spell that [replicates the effect of any other spell or creates nearly any outcome].

Axes Points:

  • Aspect: Time (high-risk) → 3 points
  • Type: Control (high-risk) → 3 points
  • Base: Chaos → 4 points

Base Level: 3 + 3 + 4 = 10 → Level 4

Power Modifier (PM):

  • Scope: World-altering / other plane → 5

Final Spell Level: 4 + 5 = Level 9

Temporal Inferno

Sentence:
Temporal Inferno is a [volatile] [Chaos] spell that [burns and distorts time to damage and control enemies].

Axes:

  • Base: Chaos (4 points)
  • Primary Aspect: Fire (2 points)
  • Primary Type: Damage (2 points)
  • Additional Aspect: Time (3 points)
  • Additional Type: Control (3 points)
  • Total Additional Axes: 2 (Time + Control)

Additional Axis Cost:

  • 1st additional axis → 1 point
  • 2nd additional axis → 2 points
  • Total Additional Axis Cost = 3 points

Total Points Calculation:

  • Base + Primary Axes: 4 + 2 + 2 = 8
  • Additional Axes Points: 3 + 3 = 6
  • Additional Axis Cost: 3
  • Total Points = 17

Level Mapping:

  • 17 points → Spell Level 7

Power Modifier (PM):

  • Effect Scope: Large distance / major area (town, city) → PM 3

Effective Spell at Casting:

  • Base Level: 7
    • Power Modifier: 3
  • Final Spell Level = 10

Spell Details

Base

  • Order — structure and stability
  • Chaos — Motion and transformation
  • Void — Nullification and isolation
  • Spirit — Conscious link

Spell Types

  • Damage — Harmful effects
  • Counter — Nullifies or prevents effects
  • Control — Manipulates forces/objects
  • Summon — Calls forth creatures or objects
  • Ward — Protection-based effects

Aspects

  • Air, Earth, Water, Fire
  • Life, Death
  • Mind, Time, Space,
  • Sound, Illusion
  • Shadow, Light

Casting a Spell

Spells are cast in one of four ways using Artifacts. These artifacts define how a spell is executed and influence its ease, risk, and activation.

Artifacts

Artifact Step Modifier MAI Check Notes on Activation / Triggers
Ritual Eases 2 At creation Slowest, safest; nothing left to chance; casting failure just fails, no mishap; can be left unattended once complete
Encoded Eases 1 At creation Prebuilt runes, code, circuits, glyphs, or tech; triggers require no MAI check; can be activated remotely or by a trigger
Channeled Neutral (0) At casting Verbal, gestural, singing, or other interruptible forms; skill and focus matter; triggers ignored if pre-cast
Manifestation Hinder 1 At casting Pure willpower; immediate, flexible, and high risk; cannot be outsourced; triggers ignored if pre-cast

The Difference between Ritual and Encoded:

Ritual Encoded
Perfect execution Repeatable execution
One-off certainty Persistent utility
Environmental dependency Object dependency
No mishaps, Rituals fail quietly Can still misfire

Some spells are triggered versus being Cast. When this happens a Trigger Modifier eases the level of the spell by the Trigger Modifer (TM).

Artifact step modifiers apply to the roll made at the stage where MAI is checked for that artifact.

When casting a spell, if a spells level is below the MAI of a caster, no roll is needed. If a spell's level is at or above the MAI roll is required to cast the spell. The amount over the MAI also hinders the casting roll see the table below

Difference Steps Hindered
1-3 1 step
4-6 2 steps
7-9 3 steps

Triggering a Spell

Trigger Type TM Examples
Minor / occasional side-effect 1 Wild magic surge on a failed spell; latent curse that may activate under stress; emotional outburst causing a small spell to misfire
Frequent / semi-automatic 2 Weakness that triggers when casting any spell; ward that activates when crossed; rune that fires when a condition is met (door opened, alarm tripped)
Always triggers / fully automatic 3 Passive aura effect; permanent enchantment; environmental trap; encoded device that activates every time its condition is met

A Spell that is triggered is not compared to MAI when it goes off. The MAI has already been accounted for by creation of the spell.

Only Rituals or Encoded Artifacts may be triggered.

Triggered spells don't require MAI checks, they are unmodified rolls.

Trigger Modifiers reduce the final spell level after Power Modifier is applied.

Triggered spells do not check MAI when they activate. The magical aptitude required to shape the spell has already been accounted for at creation.

However, triggered spells can still fail or mishap. Activation represents execution, not control. Interference, flawed construction, environmental factors, or tampering may cause a triggered spell to misfire.

Triggered spells always roll normally and may result in failure or mishap as determined by the casting result table.

Notes

  • MAI Checks: Only required at the relevant stage (creation for Rituals/Encoded, casting for Channeled/Manifestation).
  • Triggered Spells: Any spell triggered by a device, rune, or ability ignores MAI checks. Only the pre-established creation result applies.
  • Ritual Failures: If a Ritual fails at casting (activation), it simply fails. No backfire or mishap occurs. Note: Success, but and Fail, and just Fail.
  • Step Modifier: This modifies the difficulty of the casting roll or creation roll depending on artifact type.
d20 Result Details
1 Fail, and Fail, and Roll on the Mishap table
2 to DC-6 Fail, but The spell fails, but nothing backfires or goes wrong
DC-5 to DC-1 Success, but Success, but it backfires and hindering your next casting roll
DC to DC+4 Success The spell goes off exactly as you expected
DC+5 + Success, and Successfully cast the spell and earn a tally towards Mastery.

Mastery of a spell eases the level of the spell by one. A spell can only be mastered once.

If you roll a Natural 20 for any DC you also gain a Mastery tally for that spell even if it fails to succeed.

A character may also spend downtime of 2d6+2 weeks Mastering a Spell. A character may only study one spell at a time.

Blood Magic

Blood magic is rare and evil. Blood magic requires the user to specifically take the tag "Uses Blood Magic" in order to actually have access to it. It may be applied at Character Creation but must be earned through a Character Arc at any other time.

To cast a spell with Blood Magic you must sacrifice part of yourself or another living creature of the appropriate level.

This sacrifice will ease the spell casting by two and the target sacrifice will gain 1 lingering trauma wound. If the living creature is below level 3 it is instantly killed. The damage type for this is necrotic.