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| Ah, and then there are the spells that defy categorization. Universal magic is foundational, | 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' | ||
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| + | -Listed Auther: Ansor | ||
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| + | </ | ||
| + | ---- | ||
| ===== Sub Schools of Magic ===== | ===== Sub Schools of Magic ===== | ||
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| 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. | 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**. | ||
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| + | 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. | ||
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| + | 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. | ||
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| + | 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**. | ||
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| + | ==== 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**, | ||
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| + | ==== 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, | ||
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| + | 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, | ||
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| + | 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). | ||
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| + | Interestingly, | ||
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| + | 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. | ||
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| + | 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' | ||
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| + | ==== Compulsion ==== | ||
| + | **Compulsion**, | ||
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| + | ==== 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. | ||
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| + | 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' | ||
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| + | 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, | ||
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| + | A figment’s **AC** is equal to **10 + its size modifier**. | ||
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| + | ==== Glamer ==== | ||
| + | A **glamer** spell doesn' | ||
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| + | ==== 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**. | ||
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| + | ==== 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. | ||
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| + | ==== Shadow ==== | ||
| + | **Shadow** spells dip into extradimensional energies to create something **partially real**. These illusions can interact with the world, even inflict **real damage**. They' | ||
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| + | ==== 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. | ||
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| + | 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. | ||
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| + | 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' | ||
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| + | 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**, | ||
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| + | 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, | ||
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| + | 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. | ||
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| + | 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. | ||
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| + | When assuming the form of an **animal**, **dragon**, **elemental**, | ||
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| + | Forms that do **not** meld your equipment will cause the gear to **resize** to fit your new shape. | ||
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| + | 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, | ||
