Magic Rules

Standing Trials' Book of Spells

Here are all the rules etc regarding magic in our world.

Welcome to the Guide to Magic. Here is a players guide giving you the basics of magic and the rules surrounding playing a mage on Standing Trials. It is not a substitution for reading the lore, but is here to help you understand the basics as you do so.

Starting With Magic

You may start with up to two magic skills. If these are part of your starter pc skills, you must write the initiation into your CS history. This includes Unwritten Magics that are in the list, but does not include Domain Practices. Please note, if you choose to start with an unwritten magic, you may only invest 5 points in it and may not use it until it is released.

Magic as a skill

Magic is a skill on Standing Trials and it is important you recognize that. It does not follow the laws of physics, math, or chemistry. It is a mystical force which defies “mundane” laws and should be played that way.

However, in some ways, Magic functions differently as a skill. Here are the key differences.

Dedicated XP Points

In order to increase in levels in any skill, you must have a certain number of XP points and knowledges. While the knowledge requirements for magic are the same as for mundane skills you may only spend XP on magic which have been awarded as appropriate for that magic. If you submit a skill for review which does not use magic, you may not use the XP awarded from that thread for the magic.

Therefore, when submitting a thread for review, you must consider whether your pc has learned anything about their magic or pushed their limits in their skill in some way. If the answer is yes, then you may request Magic XP. However, this is up to the reviewer.

XP is specific to your level

See point above. In order to gain XP for a particular magic, you must be learning or pushing the limits. Therefore, you need to identify what level your pc is in the school of magic. What pushes the boundaries as a novice is very different to a master, after all.

In order to increase a level you must have an approved mutation for the new level and the XP awarded at Novice, for instance, is only able to be spent on Novice level in that specific magic. It may not be spent once the pc is Expert.

Techniques require knowledge

Each level of a magic has techniques associated with that level. You don't automatically know them - knowledges related to new techniques must also be learned with some effort. Most techniques require practice to properly know, and to utilize them you need Knowledge related to them.

No such thing as a “Grandmaster”, instead you have a revelation!

Each magic has a “Revelation”, the very pinnacle of their art. This “revealed mage” has maximum XP and meets all the knowledge requirements.

Level Advancement & Mutations

Mage Mutations: All mutations must be submitted and approved in the Prophet Support Forum. You may either submit your mutations one at a time or you may submit them all at once in order to simplify and speed up the process.

Leveling up with Domain Magic

Due to the potent and sensitive nature of Domain magic, we are changing how players will go through the level up process. Domain Magic Level Up Approval is administered by the Peer Reviewers from this point forward. When you fill out your Thread Review Form please simply fill out the applicable information at the bottom when requesting magic experience or magic level up approval. You only need to request level up approval if you are going to level up from that particular thread. Please note that you can only level up when you have enough knowledge and experience. If you do not have both you can not level up - see note on magic experience below - if you have the experience, but not sufficient knowledge, for example, then the experience you gain is at the level you currently are while you accrue knowledge and can not be "stored" for the next level.

But What Does A Level Up Thread Do and What Is it?!

In order to be approved as a level up thread you need to be showing that you are pushing yourself in the use of your magic, much like how you would for gaining magic experience in the first place. It's not really all that different except at this point you should be beginning to think about how your magic might be used in the future. But in essence a level up thread is simply the point in which you gain enough experience to progress to the next tier of your magic. When a level up is requested the reviewer should check to see that the mage has enough knowledges and experience (in combination with the experience they will earn from the 'level up thread') to proceed.

A Note On Magic Experience

The aim of this process is to ensure that mages are only being assigned magic experience and level up approval if they are truly pushing the boundaries of their magic at their current level. When you turn in a thread you must list both the magic type that your character used along with the mage's current level in said magic. This will allow the Peer Reviewer to gauge if the character is deserving of receiving magic experience.

Also magic experience is gated to the level itself. For example, Defiance (Competent) means that you can only acquire experience that is suitable for Defiance at competency. You can't continue practising Novice techniques and get continual experience that will push you toward expertise. Once you request a level up in a domain magic you need to wait for approval in order to begin gaining experience in the new level tier.

The Spark

As a pc, it is important that you understand that the spark is a symbiotic entity which attaches to the mage’s soul. It fundamentally changes them and the spark always, always, has an agenda. It will work to shape the soul, mind, and body of the mage and their relationship is a strange, individual and complex one.

Mutations & Witchbrands

Witchbrands are the result of initiation into a particular domain magic. Each discipline has a specific witchbrand associated with it and it marks the beginning of your pcs journey.

Like the revelation (the very last mutation), these witchbrands are fairly similar for all mages of a particular type and do not need to get them approved in the PSF but should note them / it in your CS. It is the mutations in between which mark the unique nature of the spark and the individuality of the mage. You need to get approved for all mutations via the PSF. You can do that “as you go” or all at once, or anything in between. It’s up to you how you do it, just remember that these are all around the theme of your spark.

For more information, read the guide to mutations here.

What is Overstepping? When should I do it?

Overstepping is the magical equivalent of going too far and too fast. Think of it like pouring lighter fluid on a fire. It can be as minor as a simple flare up or as devastating as an out of control conflagration, depending on how far you push it.

If your character uses too much magic, or magic too quickly then either you will give them an overstepping penalty or it might be enforced by a mod or put in place by a peer reviewer.

Each school of magic has its own overstepping penalties. Please reference the relevant individual write up.


Revelation is the culmination of the Spark growing in power within the mage. The revelation for each type of magic is described in the write up for that magic.

You do not require approval to become revealed, but you must note it in your CS and it is common to announce it in PSF as courtesy. Revelation is optional, you do not have to Reveal. Revelation is rare among mages, permanent, and irrevocable. Make sure you fully understand what a Revelation is and what it means for your character before doing it.

Recording Magic

There are some CS requirements which all mages must adhere to:

  • Level up threads - you must identify which are the threads where you increase in level for each magic you have.
  • Magic XP - since magic XP is awarded specifically, you must clearly label which threads awarded what discipline of magic XP in the CS thread ledger.

Limitations on Magic

  • Initially, the cap for magics was three. Now, we have made a soft cap of four. What this means is a mage can safely get four sparks with the same risks as before, Mutations and such. Mortalborns can now have the same number of Sparks as all other races, four as a soft cap. However, you can now if you desire try and get more than four Sparks – with a risk. These risks, and this new spark(s), will need to be discussed with a mod in the PSF and worked out. However, know that this will be a dangerous and risky process for anyone that wants to try it.
  • As well as the changes to sparks being made a soft cap, we also decided to let PC’s experiment with Revelations. Now, instead of just the one Revelation, there is potential for up to four. However, this is a dangerous process to attempt, as forcing a Revelation in just one magic can and will change your soul forever – changing your soul that way more than once is a powerful but dangerous. Each Revelation will be a mix of whichever magic(s) they have chosen to reveal in, taking abilities and enhancements that each would give you while forming a near to unique shape, mixing both together in unique ways of the Player’s choosing. Each time this transformation takes place it becomes harder to do, the second Revelation onwards needing modded support and threads, as well as a big plot to make it happen. As well as this, each Revelation will become more and more erratic and, potentially, dangerous. This will cause a high risk of death, the general survival of the storyline being anything but guaranteed, so make that decision at your own risk. You will be asked to confirm this as a risk for every Revelation.
  • With the multiple Revelation change, to note, the ability to level up a magic while Revealed has come back. This means that if you Reveal you can level up your magic again, or take on a new Spark!


This category has the following 7 subcategories, out of 7 total.



Pages in category "Magic Rule Book"

This category contains only the following page.