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| priority:magic [2026/03/09 05:32] – [Caster Level] elfinlocks | priority:magic [2026/05/12 17:02] (current) – [Initiation Grade] elfinlocks | ||
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| ====== Magic ====== | ====== Magic ====== | ||
| - | Magic keys off of two Base Stats - your Caster Level and your Initiation Grade. | + | Magic keys off of two Base Stats - your **Caster Level** and your **Initiation Grade**. |
| ===== Caster Level ===== | ===== Caster Level ===== | ||
| - | Your Caster Level determines the strength of your manifested spells. Numerous variables, such as the spell' | + | Your [[priority: |
| - | In addition, you receive 5 bonus [[priority: | + | 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. | ||
| + | |||
| + | Lastly, you receive a flat number of free [[priority: | ||
| ===== Casting Traditions ===== | ===== Casting Traditions ===== | ||
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| <WRAP tablewidth 20%> | <WRAP tablewidth 20%> | ||
| - | ^ Caster Level or Initiation Grade ^ Exp Cost ^ | + | ^ [[priority: |
| ^ 1 | 20 | | ^ 1 | 20 | | ||
| ^ 2 | 20 | | ^ 2 | 20 | | ||
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| <WRAP group> | <WRAP group> | ||
| - | Mana (or MP) is the resource that fuels Magic. MP can be spent to both cast spells and to use certain Talents. Usually, casting a Spell costs [[priority: | + | Mana (or MP) is the resource that fuels Magic. MP can be spent to both cast spells and to use certain Talents. Usually, casting a Spell costs [[priority: |
| You may spend MP up to your CL per Round. If MP is spent outside of your round it will be considered as spent at the start of your next Turn. | You may spend MP up to your CL per Round. If MP is spent outside of your round it will be considered as spent at the start of your next Turn. | ||
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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 [[priority: |
| Some Spell require an Attack roll. If the spell requires a Ranged or Melee Touch attack it uses Magic Attack rules and opposes Magic Defense instead of standard Defense. | Some Spell require an Attack roll. If the spell requires a Ranged or Melee Touch attack it uses Magic Attack rules and opposes Magic Defense instead of standard Defense. | ||
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| </ | </ | ||
| - | As long as you have a high enough Caster Level you may cast as many spells per turn as you would like- so long as you have the MP/Rnd and Actions left to do so. | + | As long as you have a high enough |
| **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. | **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. | ||
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| + | ==== Counterspelling ==== | ||
| + | |||
| + | So, how do you deal with all of these fancy spells? Counterspelling is the answer, but denying a mage's will is not cheap! To Counterspell, | ||
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| + | |||
| + | ---- | ||
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| ===== Magic Schools ===== | ===== Magic Schools ===== | ||
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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, | 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**. | + | A figment’s **[[chargen: |
| ==== Glamer ==== | ==== Glamer ==== | ||
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| In addition, you gain the creature’s **natural attacks**, and you are considered **proficient** with them. These attacks use your **[[priority: | In addition, you gain the creature’s **natural attacks**, and you are considered **proficient** with them. These attacks use your **[[priority: | ||
| - | 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. | + | If your new form alters your **size**, apply all relevant changes to **[[chargen: |
| 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. | 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. | ||
