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| Your Caster Level determines the strength of your manifested spells. Numerous variables, such as the spell' | Your Caster Level determines the strength of your manifested spells. Numerous variables, such as the spell' | ||
| - | In addition, you receive 5 bonus Mana for every Caster Level you obtain. Meaning that at Caster Level 3, you would have 15 free Mana! | + | In addition, you receive 5 bonus [[priority: |
| ===== Initiation Grade ===== | ===== Initiation Grade ===== | ||
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| In addition, you receive a number of bonus spells based upon your Initiation Grade. At Grade 1, and every Grade thereafter, you receive bonus Tiers of spells equal to your Grade, but you may never select spells which you cannot cast. For example, upon achieving Grade 3, you would gain 3 Tiers of spell knowledge. You could spend this on three Tier 1 spells, one Tier 3 spell, or a mix of spell Tiers (such as 2+1), as long as it adds up to 3. | In addition, you receive a number of bonus spells based upon your Initiation Grade. At Grade 1, and every Grade thereafter, you receive bonus Tiers of spells equal to your Grade, but you may never select spells which you cannot cast. For example, upon achieving Grade 3, you would gain 3 Tiers of spell knowledge. You could spend this on three Tier 1 spells, one Tier 3 spell, or a mix of spell Tiers (such as 2+1), as long as it adds up to 3. | ||
| - | |||
| - | Note that even with an appropriate Initiation Grade, you must progress down the [[paths: | ||
| ===== Casting Traditions ===== | ===== Casting Traditions ===== | ||
| Next is your Casting Tradition - the way in which you cast magic (mechanically, | Next is your Casting Tradition - the way in which you cast magic (mechanically, | ||
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| - | <WRAP center round info 60%> | ||
| - | Note that your Casting Tradition dictates your starting school of magic! You will need to unlock additional schools via the [[paths: | ||
| - | </ | ||
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| All users of magic manifest change in the world through the usage of Spells. Spells are divided into ten **Tiers** and eight **Schools**. | All users of magic manifest change in the world through the usage of Spells. Spells are divided into ten **Tiers** and eight **Schools**. | ||
| - | **Tiers** possess a rating of 0 to 9, denoting their average power and capabilities. When casting a spell, a character typically expends the Mana required as a Half Action which provokes Attacks of Opportunity, | + | **Tiers** possess a rating of 0 to 9, denoting their average power and capabilities. When casting a spell, a character typically expends the Mana required as a Half Action which provokes Attacks of Opportunity, |
| - | **Schools** represent what type of magic you are casting, and are usually self-describing. Abjuration is largely composed of spells which protect you and others, Necromancy heavily interacts with unholy energies and the dead, Evocation makes explosions, and so on. When you select your Casting Tradition, you receive one school of your choice which you may select spells from. **If you lack a school of magic, such as by not selecting it as your Favored School, or not progressing the Path of Wizardry, you may not cast spells above [[priority: | + | **Schools** represent what type of magic you are casting, and are usually self-describing. Abjuration is largely composed of spells which protect you and others, Necromancy heavily interacts with unholy energies and the dead, Evocation makes explosions, and so on. When you select your Casting Tradition, you receive one school of your choice which you may select spells from. |
| - | + | ||
| - | In order to gain additional schools aside from your first, you must progress the [[paths: | + | |
| For a complete list of Spells, see the [[priority: | For a complete list of Spells, see the [[priority: | ||
| ---- | ---- | ||
| + | |||
| + | ===== Magic Schools ===== | ||
| + | |||
| + | ==== Abjuration ==== | ||
| + | **Theme:** Protection, banishment, negation | ||
| + | |||
| + | Ah, Abjuration—this is the school of warding and resistance. These are the spells that stand between you and harm. You’ll learn how to shield yourself from blows, turn away hostile magic, even cast unwelcome entities back to the planes that spawned them. When everything is falling apart, Abjuration holds the line. | ||
| + | |||
| + | ==== Conjuration ==== | ||
| + | **Theme:** Summoning, teleportation, | ||
| + | |||
| + | Conjuration, | ||
| + | |||
| + | ==== Divination ==== | ||
| + | **Theme:** Knowledge, foresight, detection | ||
| + | |||
| + | This is the school for those who seek truth above all. Divination teaches you to peer beyond veils, to sense what others cannot. You may glimpse the threads of fate, discern lies from truth, or locate the unseen. It is not the flashiest magic—but wielded wisely, it can change the course of history. | ||
| + | |||
| + | ==== Enchantment ==== | ||
| + | **Theme:** Influence, charm, control | ||
| + | |||
| + | If you wish to master the minds of others, turn your attention to Enchantment. With but a word or gesture, you can fill a heart with trust—or fear. You’ll learn how to bend emotions, nudge thoughts, and, with enough power, puppet even the strongest will. A dangerous art, and not to be practiced lightly. | ||
| + | |||
| + | ==== Evocation ==== | ||
| + | **Theme:** Energy, destruction, | ||
| + | |||
| + | Evocation is raw force, channeled into form. You’ll learn to summon fire from nothing, crack the air with thunder, call down the fury of the storm. This is power you can see, hear, and feel—perfect for when you need to make a point, emphatically and without delay. | ||
| + | |||
| + | ==== Illusion ==== | ||
| + | **Theme:** Deception, concealment, | ||
| + | |||
| + | Illusion is the art of making others believe what isn’t real—or disbelieve what is. Master this school and you’ll walk unseen, turn shadows into monsters, or trick your enemies into fighting phantoms. Reality is pliable, and with illusion, you become its sculptor. | ||
| + | |||
| + | ==== Necromancy ==== | ||
| + | **Theme:** Life, death, undeath, energy manipulation | ||
| + | |||
| + | Necromancy is not simply about raising the dead, though that is part of its lore. It concerns the very balance between life and death—manipulating vitality, weakening foes, and sometimes, yes, animating that which should rest. Handle this magic with respect. Life is fragile. So is your soul. | ||
| + | |||
| + | ==== Transmutation ==== | ||
| + | **Theme:** Change, transformation, | ||
| + | |||
| + | With Transmutation, | ||
| + | |||
| + | ==== Universal ==== | ||
| + | **Theme:** Broad utility, schoolless spells | ||
| + | |||
| + | Ah, and then there are the spells that defy categorization. Universal magic is foundational, | ||
| + | |||
| + | <WRAP round box center 80%> | ||
| + | Planned lecture for an introductory course into the study of Arcane Arts from the Wizard' | ||
| + | |||
| + | -Listed Auther: Ansor | ||
| + | |||
| + | </ | ||
| + | ---- | ||
| + | ===== Sub Schools of Magic ===== | ||
| + | |||
| + | Within each school of magic, there are more specific branches known as **subschools**. These help clarify the particular focus of a spell. For example, a **Conjuration** spell might fall under the subschool of **Teleportation** if it deals with moving creatures or objects instantly, or **Summoning** if it calls a creature forth from another plane for a specific amount of time. | ||
| + | |||
| + | If a spell belongs to a subschool, it will be listed in parentheses next to the primary school—like this: **Conjuration (Teleportation)**. It’s a small detail, but an important one, especially when certain effects, items, or restrictions apply based on subschool. | ||
| + | ==== Patronized ==== | ||
| + | |||
| + | Spells of the **Patronized** subschool draw their power from a **Divine source**. If your casting tradition does not include the **Patronized** path, then you—and your GM—must determine where this divine energy is coming from. In all cases, access to the spell is **fully controlled** by your **Patron**. | ||
| + | |||
| + | When casting a Patronized spell, your Patron’s **interests** and **creed** are always in play. If your intended use of the spell conflicts with those tenets, your Patron may simply **deny** the casting. However, Patrons are not without nuance; a caster with a strong and faithful bond may be granted **leeway**—a trusted servant might be allowed to act in ways that seem contradictory if the **greater purpose** is served. But be warned: if that trust is broken or abused, the Patron may choose to **sever the pact** entirely. | ||
| + | |||
| + | A character may only ever have **one Patron**. You cannot choose a different Patron for each spell or situation—your connection is **exclusive**. It's no small feat to serve as a conduit for **divine will**, and such devotion is not split lightly. | ||
| + | |||
| + | Should you wish to **change Patrons**, or restore a **broken bond**, the spell **Atonement** must be cast. If your former Patron rejects the act of atonement, another Patron—one more aligned with your new path—may intervene and offer a new **contract**. If no Patron steps forward and your **alignment** remains unchanged, the **material cost** of the Atonement spell is **refunded**. | ||
| + | |||
| + | |||
| + | ==== Calling ==== | ||
| + | A **calling** spell brings a creature from another plane directly to yours—truly and fully. It is not merely borrowed, but bound to this world. The spell grants the creature a one-time chance to return home, though the method and timing of that return may be restricted by the spell’s terms. Take note: if such a creature is slain, it dies *truly*—no flickering away, no reforming in its native realm. The duration of a calling spell is **instantaneous**, | ||
| + | |||
| + | ==== Creation ==== | ||
| + | **Creation** spells allow the caster to shape raw matter into objects—or, | ||
| + | |||
| + | ==== Healing ==== | ||
| + | Some divine conjurations focus not on shaping matter or calling allies, but on mending the wounded or even restoring the dead to life. These are rare and precious magics, and among the most revered by clerics and healers alike. | ||
| + | |||
| + | ==== Summoning ==== | ||
| + | **Summoning** spells whisk creatures or objects to your location instantly. Unlike those brought by calling, summoned creatures are not truly here—they are more like projections, | ||
| + | |||
| + | Summoned creatures cannot maintain any spells they' | ||
| + | |||
| + | ==== Teleportation ==== | ||
| + | **Teleportation** is the art of instant travel—be it across a hall or through the vast void between planes. It moves creatures or objects from one place to another, often through the **Astral Plane**. This travel is one-way, near-instantaneous, | ||
| + | |||
| + | However, be warned: anything that blocks astral movement also blocks teleportation. Wards, barriers, or even certain planar boundaries may render these spells useless—know your destination well, lest you end up somewhere... unintended. | ||
| + | |||
| + | ==== Scrying ==== | ||
| + | **Scrying** spells allow you to perceive distant places or people through an invisible magical sensor—like peering through a ghostly lens attuned to your will. Unless otherwise noted, this sensor mirrors your own senses. That means if you can see in darkness or hear a whisper, so can the sensor. It even benefits from any spells or enhancements affecting **you** directly (though not those that radiate from you). | ||
| + | |||
| + | Interestingly, | ||
| + | |||
| + | Of course, clever foes may notice it. A perceptive individual might detect the sensor with a **Perception check (DC 20 + spell level + Caster Level)**, and once spotted, it can be **dispelled** like any other active spell. It can also be affected by Area of Affect dispelling. | ||
| + | |||
| + | Know this: **lead sheeting** or **magical wards** will block your scrying entirely. You’ll feel the resistance—a subtle pressure, a quiet refusal—and you'll know the spell has been thwarted. | ||
| + | |||
| + | ==== Charm ==== | ||
| + | **Charm** spells are subtle, persuasive magics—they don’t seize control but gently shift perception. The target begins to see you not as a stranger or threat, but as a **trusted friend**. This doesn' | ||
| + | |||
| + | ==== Compulsion ==== | ||
| + | **Compulsion**, | ||
| + | |||
| + | ==== Figment ==== | ||
| + | A **figment** spell crafts a false sensory experience—what some might call a trick of the senses. Everyone who perceives the figment experiences the **same** illusion, not personalized versions. It's not a mental suggestion, but a shared, fabricated image or sound. | ||
| + | |||
| + | Figments are limited in their precision. They can't make one thing **appear** to be another, and they can’t replicate **intelligible speech** unless the spell specifically allows it. If the spell does allow speech, you must be able to speak the language yourself—attempting to mimic a tongue you don't know just results in nonsense. Similarly, if you haven' | ||
| + | |||
| + | Because **figments and glamers** are inherently unreal, they **cannot** cause real effects. They won’t deal damage, hold weight, feed anyone, or protect from the elements. That said, they are **excellent** tools for distraction, | ||
| + | |||
| + | A figment’s **AC** is equal to **10 + its size modifier**. | ||
| + | |||
| + | ==== Glamer ==== | ||
| + | A **glamer** spell doesn' | ||
| + | |||
| + | ==== Pattern ==== | ||
| + | A **pattern** is a visual illusion like a figment, but one that also carries **mental influence**. It captivates the minds of those who see it, compelling reactions beyond mere perception. All pattern spells are **mind-affecting**. | ||
| + | |||
| + | ==== Phantasm ==== | ||
| + | **Phantasms** are deeply personal illusions, woven directly into a target’s mind. Only the target—and sometimes the caster—can perceive them. These spells don’t create false images in the world; they create vivid impressions in the **mind**. To any outsider, there’s nothing there. Like patterns, all phantasms are **mind-affecting** spells. | ||
| + | |||
| + | ==== Shadow ==== | ||
| + | **Shadow** spells dip into extradimensional energies to create something **partially real**. These illusions can interact with the world, even inflict **real damage**. They' | ||
| + | |||
| + | ==== Saving Throws and Illusions (Disbelief) ==== | ||
| + | When a creature encounters an illusion, it usually won’t get a saving throw right away. A save to **disbelieve** typically only comes after the creature **interacts** with the illusion or examines it closely. | ||
| + | |||
| + | A successful saving throw reveals the illusion for what it is, but a **figment or phantasm** doesn’t vanish—it lingers as a **translucent outline**. A failed save means the illusion continues to deceive the target. | ||
| + | |||
| + | If a creature is presented with **proof** that the illusion is false, no saving throw is needed—it simply **knows**. And if someone successfully disbelieves and **warns others**, those individuals receive a saving throw with a **+4 bonus** to see through the deception. | ||
| + | |||
| + | ==== Polymorph ==== | ||
| + | A **polymorph** spell is a wondrous transformation—one that reshapes your very body into that of another creature. You might grow wings, scales, claws, or fins, depending on the form you assume. While this magic can make you appear as the creature, it doesn' | ||
| + | |||
| + | Each polymorph spell grants specific bonuses to **ability scores**, **natural armor**, and potentially other traits such as **movement types** (like flight, burrowing, or swimming), **resistances**, | ||
| + | |||
| + | In addition, you gain the creature’s **natural attacks**, and you are considered **proficient** with them. These attacks use your **base attack bonus**, modified by your **Strength or Dexterity** as appropriate, | ||
| + | |||
| + | If your new form alters your **size**, apply all relevant changes to **AC**, **attack bonus**, **Combat Maneuver Bonus**, and **Stealth**. Ability scores are **not** changed by the size shift unless the spell specifically says so. | ||
| + | |||
| + | Unless noted otherwise, polymorph spells **cannot** make you into a specific individual. The form is always a **generic member** of that creature type. You also cannot take on forms with **templates** or **advanced** versions. | ||
| + | |||
| + | When assuming the form of an **animal**, **dragon**, **elemental**, | ||
| + | |||
| + | Forms that do **not** meld your equipment will cause the gear to **resize** to fit your new shape. | ||
| + | |||
| + | While transformed, | ||
| + | |||
| + | You can only be affected by **one polymorph** spell at a time. If another polymorph effect (like **wild shape**) is used on you, you may choose to let it replace the previous effect. Furthermore, | ||
