Magic is a fundamental force in the realms of BattleSauce. It is an intrinsic part of the universe, woven into the very fabric of existence. Objects, environments and even the air can be imbued with magical properties absorbed from the shards of Umbra and Aurora.
In BattleSauce, magic is accessible to everyone, not just a chosen few. Any character can harness its power, either by using mystical items or by tapping into the ambient enchantment that surrounds them. These characters are known as SpellBinders.
SpellBinders draw Umbral and Auroral energy from the world and bind it through magic - This is called SpellBinding. Once bound, this energy can be released back into the world through spell-casting, allowing for a wide range of magical abilities.
Specific Trades and Evolutionary Traits specialize in SpellBinding. Their Skills and Evos are designed to maximize their magical potential. For those who don’t dedicate their Trade to studying SpellBinding or whose evolution isn’t in tune with magical energies, SpellBinding can also be acquired by selecting a Trade Skill from another Trade or through a Street Skill. However, there are limitations to Spellbinding. The SpellBinder has a finite pool of energy from which to draw. Once depleted, this pool can only be replenished in limited ways.
SpellBinders require a second deck of cards to represent this pool of magic. Some amazing decks perfectly fit the magic theme. In the game, a SpellBinder’s deck of cards represents the pool of magic available to the player. Each suit corresponds to a type of spell, while the numbers indicate the spell’s power.
In BattleSauce, creating spells is easy and allows your imagination to run wild. Unlike traditional games with preset spell lists, BattleSauce gives players the power to craft spells on the fly, limited only by their creativity. This flexibility allows for unique and personalized magical experiences in every game session.
The game’s magic system uses playing cards to add a tactile, intuitive, and strategic element to spellcasting. Players can create spells by using different card suits, numbers, and specific card combinations to represent magical effects. This makes the spell-creation process easier and helps players keep track of their magical resources during gameplay.
To cast any spell, the player must have at least one card for the type of magic they want to cast. For example, if you want to cast an Attack-type spell, you must have at least one club of any value in your possession - this binds the magic.
❤️ Hearts - Heal-type Aurora
♦️ Diamonds - Enchant-type Aurora
♠️ Spades - Enchant-type Umbral
♣️ Clubs - Attack-type Umbral
Spells require a certain amount of energy to be bound. Spells range from a minimal amount of energy: 1 - to a lot of energy: 11. The amount of energy available for the SpellBinder to use is determined by the number value on the card: 2-10, with all face cards valued at ten and Aces at 11. SpellBinders must also have cards whose sum is greater than or equal to the energy required to bind it. Every time a spell is cast, the SpellBinder must discard those cards into a separate pile, face-down: that energy is spent and is no longer bound.
All spells can be enhanced should the ‘Binder decide to draw on more energy from the pool than is required for the spell.
To enhance a spell, cast more cards than the spell requires - enhancing can be done with any card suit. Every point over the spell’s cost is an additional value to the spell. Casting a single card with a value over the spell’s cost will not enhance the spell; extra cards are required.
Enhancing any Attack-type spell increases the damage caused by the combined value of the additional cards (cast card not included).
The following is a small list of spells to get you started and inspire you. Spells are listed in the following order: Required suit (pictured) · Name · Type · Damage · Spell Cost
Attack-type Umbral · 2D20 · 4
The caster becomes a spinning whirlwind of destruction for anything or anyone in the tornado’s path. If allies are close by (two square radius or spitting distance) - they should make a Float roll against a Difficulty Number of 7 (meaning roll 1D20, add any Float modifiers, and hope it’s equal to or higher) to get out of the way safely. Enhanced effect: Adds damage.
Enchant-type Umbral · -2pts · 2
Good for what ails you - or ailing someone else. This spell causes uncontrollable vomiting and incapacitates the target for a single round. However, you don’t want to get close to this fountain of filth: the target cannot be attacked except from a distance. This spell will also cure a curse or poisoned victim. Fun at parties too. Enhanced effect: Increases purging duration.
Enchant-type Auroral · 0 damage · 5
Creates a life-like doppelgänger of the ‘Binder (or target) but can do no damage. When used in melee attacks, the fighting rules switch to Difficulty Numbers. The starting Difficulty Number is 11: Attacker must roll an 11 or higher on a D20 to hit the real version. This spell lasts for the duration of the battle.
This spell can be used for reasons other than a battle: tricking someone following you, holding your place in line, going to work, etc. Enhanced effect: Increases Difficulty Number by the total number of additional cards (not card value).
Attack-type Umbral · 2x damage of weapon used · 11
Splits the intended target into two fully functioning, identical characters. The spell lasts for the duration of the battle. Roll for weapon/spell damage and multiply by 2.
Because this is Umbral magic, using this spell can be dangerous. The divided character may turn on its other half when the enemy is defeated. Good Ash, Bad Ash style. Roll 1D6: a roll of 1, and it’s Bad Ash (you have to fight yourself).Enhanced effect: Using this spell for anything other than attack changes the required binding to an energy cost of 9.
Enchant-type Umbral · 0 damage · 9
The intended target removes all Armor. Add 9 for additional targets. Enhanced effect: Add nine additional points for weapon drop and shield drop.
Attack-type Umbral · 2D6 + Chance of fatality · 3 (+1 per additional target)
Summon a cloud of horrid, stinging, biting bugs. Anyone in the affected area loses all modifiers and suffers 2D6. Bonus: any character rolling a Skully (the BS logo on our custom dice) suffers an allergic reaction and…dies. Enhanced effect: Adds damage.
Enchant-type Auroral · 0 damage · 7
The surrounding area quickly fills with a dense mist, reducing all attacks by -3 and lasting three rounds. All combatants are affected except the ‘Binder. Enhanced effect: Reduces attack by additional card total point value.
Enchant-type Umbral · 0 damage · 5
This spell forces the target to reveal any secrets they’re holding. Enhanced effect: If a Difficulty Number is involved (up to the SB - the character may be very strong-willed, etc.), additional cards add points for success - where 5 is the starting point against the Difficulty Number.
❤️ 'Tis But a Scratch
Heal-type Auroral · 0 damage • 10
Well. You know. Heal the target with +10 to Grit. Or grow back an arm. Or two. Enhanced effect: Add additional Grit points per additional card value.
Attack-type Umbral · 2D6 + 1D20 · 10
A brilliant bolt of energy strikes one target, causing damage x3 or up to three targets, inflicting the damage above. Enhanced effect: Adds damage.
Example: Swarm 🐝
Attack-type Umbral · 2D6 + Chance of fatality 3 (+1 per additional target)
Summon a cloud of horrid, stinging, stabbing, biting demon bugs. Anyone in the affected area loses all modifiers and suffers 2D6. Bonus: any character rolling a Skully (the BS logo on our custom dice) suffers an allergic reaction and…dies. Enhanced effect: Adds damage.
👉 You have a full deck of cards. You want to cast SWARM, an Attack-type spell that inflicts 2D6 damage with a chance of fatality.
👉 Looking at the spell list, you see the spell cost for casting is three energy points. You riffle through the deck, find the 3 of Clubs (because it’s an Attack-Type spell and 3 is the minimum amount of energy required to cast), and cast SWARM on your enemy. Now you discard the 3 of Clubs, and play goes to the next player.
👉 SWARM inflicts 2D6 damage, but let’s say you’re in the middle of a boss fight. In addition to the 3 of Clubs, you cast the Ace of Hearts (AoH) and the Ace of Spades (AoS). Now the damage is assessed at 2D6 + 11 for the AoH and +11 more for the AoS. All three cards must now be discarded.
Ley Lines are the alignment of landmarks, mystic sites, structures, and events infused with magical energies. They span the Ages in every direction. They cannot be seen, but they can be felt. When these alignments are encountered, a SpellBinder’s magic is instantly replenished. Each SpellBinder has a Ley Line specific to them - called a Number Line.
Any player whose character is a type of SpellBinder should choose a number between 2-9: This is their Number Line. Whenever the character’s Number Line is drawn through a card value, the character’s magic pool is completely restored: return all the discarded cards to your Magic Deck. This happens during movement and combat but not through magic casting.
The old and trusted method of just living long enough to absorb some magic. Shuffle the discarded pile face-down. Draw one card from the discarded pile and add it back to the Magic Deck every three rounds - restore to complete after a 24-hour day in-game.
Name your spell - you can’t cast a spell without a name!
Select its Type - determined by the spell’s effect. Attack-type spells are always Clubs, and healing spells are always Hearts.
Determine spell cost (1-11). The more powerful the spell, the higher the spell should cost.
Determine the duration of the spell.
Determine the Enhanced effect - what happens when the spell power is increased?