Magic has uses beyond battle
Travel, investigation, utility and specialisation can all give magical capability a place in the campaign.
Capability, danger and recovery
Use magic, tactics, investigation and non-combat solutions, with injuries and consequences that matter after the encounter.

What this means for your play
Danger works with your characters’ actual condition, equipment and abilities. Magic belongs to the wider world, and fighting is one approach rather than the purpose of every situation.
Travel, investigation, utility and specialisation can all give magical capability a place in the campaign.
Preparation, equipment, resources, abilities and condition affect what an encounter means for the party.
Negotiation, stealth, knowledge, relationships and planning can offer a solution when the situation allows it.
Injury and recovery can affect later work, travel and decisions. The party carries the result into what it does next.
In depth
Read the part that interests you. Each capability connects to your party and the continuing world.
Magic should create options rather than simply larger damage numbers.
VERIDIAN supports monsters and fantasy creatures as part of exploration, encounters, missions and the wider world. Creatures are not merely bags of hit points waiting beside a road. They can belong to locations, environments, threats, stories and persistent events. The generator estate gives VERIDIAN enormous scope for creature variety without asking AI to improvise every encounter.
Combat is part of the same persistent RPG as everything else. Your party enters combat with the characters, equipment, abilities, resources and circumstances they actually possess.
Winning a fight is not separate from the world around it.
VERIDIAN supports non-combat alternatives where the world and situation allow them.
Injury, recovery and character condition are part of persistent play. Characters do not exist only while combat is active. The consequences of dangerous situations can affect what comes next. A long-running party should feel like characters who have survived a history, not units reset between encounters.
A concrete example
An illustrative situation: a dangerous encounter leaves a character injured and supplies reduced. The party must decide whether to continue, seek help or recover first. Another group might have negotiated or avoided the danger, creating a different but equally persistent path through the campaign.

Keep exploring
A discovery, relationship or capability can create new choices elsewhere in the game.

Your persistent party
Control one to four characters, combine their strengths and develop lives that keep their own history.
Read the full guide →
A campaign that becomes yours
Follow authored missions, pursue your own goals and build a long history of achievements, setbacks and consequences.
Read the full guide →
Continue in VISINVOKE
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