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| priority:magic [2026/03/09 05:44] – hyperlinking CL page elfinlocks | priority:magic [2026/05/12 17:02] (current) – [Initiation Grade] elfinlocks | ||
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| 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**. | ||
| - | ===== [[priority: | + | ===== Caster Level ===== |
| - | Your [[priority: | + | Your [[priority: |
| In addition, you receive 5 bonus [[priority: | In addition, you receive 5 bonus [[priority: | ||
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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. | ||
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| + | Lastly, you receive a flat number of free [[priority: | ||
| ===== Casting Traditions ===== | ===== Casting Traditions ===== | ||
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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[[priority: | + | **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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| + | ==== Counterspelling ==== | ||
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| + | 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. | ||
