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priority:magic [2026/03/09 05:33] – [Magic] elfinlockspriority:magic [2026/03/14 00:00] (current) elfinlocks
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 ===== Caster Level ===== ===== Caster Level =====
  
-Your Caster Level determines the strength of your manifested spells. Numerous variables, such as the spell's saving throw, duration, and damage inflicted all key off of your Caster Level. +Your [[priority:magic#caster_level|Caster Level]] determines the strength of your manifested spells. Numerous variables, such as the spell's saving throw, duration, and damage inflicted all key off of your Caster Level. 
  
-In addition, you receive 5 bonus [[priority:magic#[[priority:magic#mana|Mana]] for every Caster Level you obtain. Meaning that at Caster Level 3, you would have 15 free [[priority:magic#mana|Mana]]! +In addition, you receive 5 bonus [[priority:magic#[[priority:magic#mana|Mana]] for every [[priority:magic#caster_level|Caster Level]] you obtain. Meaning that at [[priority:magic#caster_level|Caster Level]] 3, you would have 15 free [[priority:magic#mana|Mana]]! 
  
 ===== Initiation Grade ===== ===== Initiation Grade =====
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 <WRAP tablewidth 20%> <WRAP tablewidth 20%>
  
-^ Caster Level or Initiation Grade ^ Exp Cost  ^+[[priority:magic#caster_level|Caster Level]] or Initiation Grade ^ Exp Cost  ^
 ^ 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:magic#mana|Mana]] equal to the Tier of the Spell. [[priority:magic#mana|Mana]] costs 1 [[game_systems:experience|Experience]] per point to increase. Additionally, if you select a Caster Level of 1 or higher on the [[:priority|Priority Chart]], you gain some free bonus [[priority:magic#mana|Mana]], as denoted in the parenthesis on the chart. You may have a maximum [[priority:magic#mana|Mana]] pool of 20 * your CL, meaning your total pool caps out at 400 [[priority:magic#mana|Mana]] at Caster Level 20.+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:magic#mana|Mana]] equal to the Tier of the Spell. [[priority:magic#mana|Mana]] costs 1 [[game_systems:experience|Experience]] per point to increase. Additionally, if you select a [[priority:magic#caster_level|Caster Level]] of 1 or higher on the [[:priority|Priority Chart]], you gain some free bonus [[priority:magic#mana|Mana]], as denoted in the parenthesis on the chart. You may have a maximum [[priority:magic#mana|Mana]] pool of 20 * your CL, meaning your total pool caps out at 400 [[priority:magic#mana|Mana]] at [[priority:magic#caster_level|Caster Level]] 20.
  
 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, regardless of the [[priority:magic:casting_traditions|Casting Tradition]] employed. Unless otherwise stated, the saving throw DC against your Spells is equal to (10 + 1/2 your Caster Level + your [[priority:magic:casting_traditions|Primary Casting Attribute]] modifier).+**Tiers** possess a rating of 0 to 9, denoting their average power and capabilities. When casting a spell, a character typically expends the [[priority:magic#mana|Mana]] required as a Half Action which provokes Attacks of Opportunity, regardless of the [[priority:magic:casting_traditions|Casting Tradition]] employed. Unless otherwise stated, the saving throw DC against your Spells is equal to (10 + 1/2 your [[priority:magic#caster_level|Caster Level]] + your [[priority:magic:casting_traditions|Primary Casting Attribute]] modifier).
  
 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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 </WRAP> </WRAP>
  
-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 [[priority:magic#caster_level|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.
  
 **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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 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, confusion, and deception, just don’t try to stab someone with them. 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, confusion, and deception, just don’t try to stab someone with them.
  
-A figment’s **AC** is equal to **10 + its size modifier**.+A figment’s **[[chargen:common_terms#defense_armor_shields_and_concealment|Defense]]** is equal to **10 + its size modifier**.
  
 ==== 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:prowess|Prowess]]**, modified by your **Strength or Dexterity** as appropriate, and damage is based on your **Strength modifier**. In addition, you gain the creature’s **natural attacks**, and you are considered **proficient** with them. These attacks use your **[[priority:prowess|Prowess]]**, modified by your **Strength or Dexterity** as appropriate, and damage is based on your **Strength modifier**.
  
-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:common_terms#defense_armor_shields_and_concealment|Defense]]**, **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. 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.