Magic

Magic

Presented here are rules for how to read, organize, and use Spell Effects. Spells are organized into 5 different Spell Lists: Adept, Arcane, Divine, Nature, and Psionics. Learning the Spell List requires the Character to have the Magic feat (meaning a feat named ____ Magic) corresponding to the desired Spell List. Such feats may have prerequisites or restrictions such as proper [Schooling] or [Magical Aptitude], while others Replace and may be substituted any time a Character would attain a Magic feat, Adept, or Psion (this includes Character Creation). The Adept Spell list is the most basic of all Spellcasting, it along with the Arcane, Nature, and Divine Spell Lists are all organized into eight different Schools of Magic which describe what aspects of Reality they interact with or change, each School having a Physical and Abstract counterpart:


Schools of Magic

Physical Reality

Abjuration

Spells often Protect or Identify (Dispel) Magic

Evocation

Spells often generate and move energy

Illusion

Spells often create or obscure light/visuals

Transmutation

Spells often reshape matter, time, or space

Immaterial Reality

Divination

Spells often enhance Knowledge or Luck

Conjuration

Spells often create or relocate matter

Enchantment

Spells often alter perceptions or identity

Necromancy

Spells often interact with vitality or souls


Psionic Spells use a different method for understanding and implementing changes to Reality, being organized into six Disciplines. The Psionic Spell List is composed of the same Spells taken from the previous four lists, but is organized differently, learning three Spells per Discipline. More Spells for Psionic characters requires investing feats into learning all Spells associated with any one Discipline, which includes three more Spells reinterpreted from the Schools of Magic plus a unique Spell which is only accessible through Psionic Spellcasting.


Psionic Disciplines

Clairsentience

Spells often grant foresight or safety

Metacreativity

Spells often create physical effects

Psychokinesis

Spells often move energy or matter

Psychometabolism

Spells often morph the body

Psychoportation

Spells often affect or enable traversal

Telepathy

Spells often create abstract effects


Spellcasting relies on SQ, or the Caster’s Spell Quantity. This number is an abstraction which represents any Character’s capacity to Cast Spells every day, but the Character must Rest at least two uninterrupted Shifts (they need not be consecutive) in order to recover their total SQ every day. After Resting and recovering any amount of SQ (full or half) the Character may re-evaluate the Spell Repertoire. The Spell Repertoire represents which Spells from the Caster’s known Spell Lists are available to Cast with SQ on any given day, it numbers the Casting Modifier, meaning the Caster may cast, at any given time, any of the Spells in their Repertoire by spending SQ corresponding to the Spell Order, numbered 1-7. A Caster may only access Spell effects with Orders numbering up to their Spell Degree, which represents the highest Order of Spells that Caster is able to cast with SQ. Spells have a Spell Delivery, which determines how far away from the Caster the intended effect may resolve and in what ways it interacts with any Subjects or Objects. The Duration determines how long a Spell effect will last, but it sometimes may also represent the amount of time the Caster must spend casting the Spell before its effects are completed or fully realized. Spell Effects are unique to each Spell and vary in their Spell Delivery and Duration with each Spell Order.


Spell Delivery

Touch

Requires physical contact with the Subject or Object

Ray

Requires direct line of both sight and effect within 30ft

Close

Effects may resolve up to and/or within 60ft

Long

Effects may resolve up to and/or within 1 mile

(Harmless)

The effect has no Saving Throw or cannot be avoided

(Melee/Ranged Spell Attack)

d20+ CL+ Casting Modifier vs Subject or Object’s AC

(Saving Throw reduces)

Subject’s successful save reduces the Spell effect

(Saving Throw negates)

Subject’s successful save ignores the Spell effect


Domains

[Religious] Characters gain access to Domains, they learn and add permanently to their Spell Repertoire one specific Spell regardless of other restrictions, according to whatever School or Psionic Discipline is appropriate for the Character. Each Domain also grants a special Domain Power. Characters may only select Domains which are appropriate for their respective [Religious] feat, which often requires maintaining one of the Moral Values associated, if a Character’s Alignment changes or doesn’t have the correct Moral Values they lose access to the Domain, including the known Spell and Domain Power.

Domain

Moral Value(s)

Power

Spell

Alignment

Any

[Aligned Weapon]

Elemental Wrath

Air

Ambivalence, Objectivity

[Improved Maneuverability]

Anemology

Animal

Ambivalence, Objectivity

[Animal Whisperer]

Zoology

Artifice

Any

Train [Expertise], [Diligent]

Creation

Civilization

Ambivalence, Authority, Hierarchy

Train [Literacy], [Polyglot]

Sustenance

Destruction

Equality, Freedom, Vengeance

+1 on Weapon Damage

Elemental Blast

Earth

Ambivalence, Objectivity

[Track]

Terraform

Fire

Ambivalence, Objectivity

[Endure Elements]

Elemental Storm

Friendship

Honor, Innocence, Mercy

[Charm]

Bless

Hate

Bigotry, Hierarchy, Vengeance

[Deadly Touch]

Death

Knowledge

Ambivalence, Objectivity

Train [Schooling], [Scholar]

Arcane Lore

Liberation

Ambivalence, Equality, Freedom

[Escape Artist]

Teleportation

Love

Freedom, Innocence, Mercy

[Healing Touch]

Healing

Luck

Ambivalence, Equality, Freedom

1/day Re-roll any d20

Divine Intervention

Magic

Any

qualified [Metamagic] feat

Antimagic

Music

Ambivalence, Freedom, Hierarchy

Any [Perform] feat

Harmonics

Nobility

Hierarchy, Honor, Innocence

[Bravery]

Heroism

Night

Ego, Freedom, Vengeance

[Blacklight]

Shadow

Peace

Honor, Mercy, Objectivity

+1 on AC

Protection

Plant

Ambivalence, Objectivity

[Wildland Stride]

Botany

Retribution

Authority, Ego, Vengeance

[Emotional Manipulation]

Curse

Sacrilege

Bigotry, Ego, Vengeance

[Supernatural Health]

Undeath

Soul

Any

[Ki]

Autoscopy

Strength

Ambivalence, Authority, Equality

[Powerful Build]

Divine Power

Sun

Authority, Mercy, Innocence

[Daylight]

Sunlight

Time

Ambivalence, Objectivity

[Improved Initiative]

Celerity

Travel

Any

[Abundant Step]

Levitation

Trickery

Bigotry, Ego, Freedom

[After Image]

Glamer

Truth

Authority, Honor, Innocence

[Inquisitor]

Revelation

Tyranny

Authority, Ego, Hierarchy

[Intimidate]

Fear

Water

Ambivalence, Objectivity

[Aquatic]

Hydrology

War

Ambivalence, Authority, Equality

qualified [Martial] feat

Divine Armament



Spell Components

Each Material follows the pricing guidelines for Materials listed in the left column. Each specific entry will have a Spell Capacity, which is the highest Order Spell which can be cast with a 1 Material HD Object of that material. To Cast Spells, a single Material Component must have enough Material HD for its Spell Capacity to meet or exceed the Order of the Spell (multiply Spell Capacity x HD). The Caster must have the Spell in their Repertoire, then present and magically ignite the Material Component with a [Magical Aptitude] check (requiring a Spellcasting Focus without [Eschew Materials]) against a DC numbering 13+ double the Spell Order. The Caster may only access a Spell Order up to their own Spell Degree, regardless of the Spell Capacity of the Material Component, and the Material Component must be associated with the correct Spell List and School. Characters with [Eschew Materials] can bypass the restrictions on the need for a Spellcasting Focus, Spell List, and/or School of Magic.

Characters who cast Psionic Spells may use any GEM as a Material Component for a Spell of any Psionic Discipline, this requires the character maintain Psionic Focus. They require [Eschew Materials] to ignite any other Material.


Materials Schools

Abjuration & Divination

Conjuration & Evocation

Enchantment & Illusion

Necromancy & Transmutation

GEM (Quartz) 2.5 gp

Universal

Amethyst

(0.6 Spell Degree)

Citrine

(0.6 Spell Degree)

Carnelian

(0.6 Spell Degree)

Onyx

(0.6 Spell Degree)

GEM (Beryl) 37.034 gp

Universal

Morganite

(1.2 Spell Degree)

Emerald

(1.2 Spell Degree)

Aquamarine

(1.2 Spell Degree)

Heliodor

(1.2 Spell Degree)

GEM (Corundum) 185.185 gp

Universal

Sapphire

(1.75 Spell Degree)

Ruby

(1.75 Spell Degree)

Sapphire

(1.75 Spell Degree)

Ruby

(1.75 Spell Degree)

GEM (Diamond) 925.926 gp

Universal

Diamond

(2.34 Spell Degree)

Diamond

(2.34 Spell Degree)

Diamond

(2.34 Spell Degree)

Diamond

(2.34 Spell Degree)

SHELL (Exuviae) 1.25 gp

Adept, Arcane, Nature

Fly/Shieldwing

(0.6 Spell Degree)

Formic/Vespine

(0.6 Spell Degree)

Dragonfly/Scalewing

(0.6 Spell Degree)

Flea/Straightwing

(0.6 Spell Degree)

PURE Metals 1.25; 12.5; 125; 1,250 gp

Adept, Arcane, Divine

Copper (0.6); Gold (1.75); Platinum (3.5); Silver (0.88)

Copper (0.6); Gold (1.75); Platinum (3.5); Silver (0.88)

Copper (0.6); Gold (1.75); Platinum (3.5); Silver (0.88)

Copper (0.6); Gold (1.75); Platinum (3.5); Silver (0.88)

VEGETATION (Flower) 1.25 gp

Adept, Divine, Nature

Bluebell/Geranium/Lily

(0.6 Spell Degree)

Dandelion/Snowdrop/Tulip

(0.6 Spell Degree)

Iris/Poppy/Sunflower

(0.6 Spell Degree)

Daisy/Lotus/Rose

(0.6 Spell Degree)

Spell Component Ignition DC= 15+ 2x(Spell Order)

Other Materials not listed here may be available depending on the Setting or Narrative. Materials which are least expensive should only include the Adept Spell List, where the more expensive should include at least one or two Spell Lists. For a Material to be Universal, it must be Precious. It is possible that some Settings may alter these rules, and instead of increasing the number of Spell Lists, it may include a number of [Metamagic] feats or a reduction on penalties for using certain [Metamagic] feats. Other types of GEMS not listed, different types of Plant Matter, FLESH or SKELETON from Magical Creatures, etc. may be appropriate Material Components. In any situation, these Materials will all follow the same base rules in requiring a [Magical Aptitude] check to magically ignite the Material and Cast the Spell, failure to ignite the Material does not consume it. Material Components will follow this pricing rubric:

Spell CapacityMaterial HD

1st Order

2nd Order

3rd Order

4th Order

5th Order

6th Order

7th Order

(0.6) < 5gp

2HD (1.2)

4HD (2.4)

6 HD (3.6)

8 HD (4.8)

9HD (5.4)

10HD (6.0)

12 HD (7.2)

(.88) < 20 gp

2 HD (1.76)

3 HD (2.64)

4 HD (3.52)

5 HD (4.4)

6 HD (5.28)

7 HD (6.16)

8 HD (7.04)

(1.0) < 35 gp

1 HD (1.0)

2 HD (2.0)

3 HD (3.0)

4 HD (4.0)

5 HD (5.0)

6HD (6.0)

7 HD (7.0)

(1.2) < 50 gp

1 HD (1.2)

2 HD (2.4)

3 HD (3.6)

4 HD (4.8)


5 HD (6.0)

6 HD (7.2)

(1.4) < 100 gp

1 HD (1.4)

2 HD (2.8)


3 HD (4.2)

4 HD (5.6)


5 HD (7.0)

(1.75) < 200 gp

1 HD (1.75)


2 HD (3.5)


3 HD (5.25)


4 HD (7.0)

(2.34) < 1,000 gp


1 HD (2.34)


2 HD (4.68)



3 HD (7.02)

(3.5) < 2,000 gp



1 HD (3.5)




2 HD (7.0)




Magic Writings

Magic Writings are like Magic Items, but they are always created with [Scribe]. All Magic Writings are activated with [Literacy] against the Magic Writing DC. When applicable, use the reader’s CL and the Writing DC for Effects.

Magic Circles

Magic Circles are permanent inscriptions either carved or scribed onto a horizontal flat surface. Base Magic Circles have a 5ft radius, the Base Price doubles for every 5ft increase to the radius. If a portion of the Circle is destroyed or erased, the Effect ends until repaired and reactivated. Inscribing a Magic Circle takes 2 Billings per 5ft radius.

Alignment Circle Base Price 25gp

The Magic Circle has an Alignment, Subjects must have matching Alignments to enter, all others are repelled and cannot enter. Subjects within ignore and suppress Spell Effects cast upon them by Subjects whose Alignment opposes.

Imprisoning Circle Base Price 50gp

The Magic Circle has an Alignment associated with it, Subjects with matching Alignments who enter the Circle are unable to leave it after, including by Teleportation, all others can enter and leave freely.

Summoning Circle Base Price 100gp x Anatomy HD

The Magic Circle Summons one Ally permanently, replicating the Spell Effect of a 1st Order Summoning, with Anatomy HD according to the Base Price. The Summoning must have a size that fits within the Magic Circle or the Summoning fails.

Teleportation Circle Base Price 8,000gp

The Magic Circle teleports those who enter and all they carry to a single specified location, per Teleportation. A Subject must have a size that fits within the Magic Circle and be completely within it to be transported.

Runes and Symbols

Runes are permanent inscriptions which affect any Subject within 60ft who reads it, meaning they must be able to see and read the Rune. Symbols work the same way, but Cost only 10%, and disappear after activating once. Treated as Magical Traps.

Antimagic Base Price 10,000gp DC 30

Only Subjects designated by the [Scribe] can Cast Spells.

Blind Base Price 5,000gp DC 20

Subject is permanently Blind. Will negates.

Deaf Base Price 5,000gp DC 20

Subject is permanently Deaf. Will negates.

Explosion Base Price 5,000gp DC 30

Explosion deals 6d6 Heat Damage to a 60ft radius, Reflex half.

Fear Base Price 1,000gp DC 30

Subject is Frightened within 60ft. Will negates.

Laughter Base Price 500gp DC 20

Subject is Friendly within 60ft. Will negates.

Pain Base Price 1,000gp DC 30

Subject is Writhing within 60ft. Will negates.

Slumber Base Price 1,000gp DC 30

Subject is Unconscious for 1 Shift. Will negates.

Stun Base Price 1,000gp DC 20

Subject is Stunned within 60ft. Will negates.

Weakness Base Price 5,000gp DC 30

Subject is Crippled within 60ft. Will negates.

Scrolls

Scrolls are written on STATIONERY with Magical Ink. To make Magical ink, Magic Components are ignited, appropriate for the Spell to be imbued. Make any specifications normally made at Casting, this exact Spell Effect is contained within the Scroll.

Appropriate [Metamagic] feats may be applied to Scrolls. Apply the penalties on the [Literacy] checks to [Scribe] and activate it, and on the Spell Effect’s DC after activation. Pages of Scrolls may be compiled into Spellbooks.

Activating a Scroll requires [Literacy] vs the Scroll’s DC, which magically incinerates it during the Casting. Failure does nothing.

Spell Order

Magical Writing DC

Writing Time

Market Cost

(Minor) Cantrip

15

1 Billing (6 Minutes)

10gp

(Minor) 1st

17

1 Billing (6 Minutes)

25gp

(Minor) 2nd

19

1 Billing (6 Minutes)

200gp

(Medium) 3rd

21

1 Hour (10 Billings)

675gp

(Medium) 4th

23

1 Hour (10 Billings)

1,600gp

(Medium) 5th

25

1 Hour (10 Billings)

3,125gp

(Major) 6th

27

1 Shift (4 Hours)

5,400gp

(Major) 7th

29

1 Shift (4 Hours)

8,575gp


Spell Lists



Adept

School

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation


Spell

Antimagic

Resistance

Summoning

Teleportation

Detect Magic

Scrying

Heroism

Fear

Harmonics

Magic Armament

Light

Shadow

Enervation

Restoration

Levitation

Polymorph



Divine

School

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation


Spell

Divine Shield

Protection

Divine Armament

Sustenance

Detect Aura

Divine Intervention

Bless

Curse

Divine Power

Elemental Wrath

Revelation

Sunlight

Healing

Death

Mending

Purification





Arcane

School

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation


Spell

Arcane Armor

Sanctum

Arcane Space

Creation

Arcane Lore

Telepathy

Emotion

Hypnotism

Arcane Force

Elemental Blast

Glamer

Image

Autoscopy

Undeath

Arcane Lock

Celerity



Nature

School

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation


Spell

Environmental Adaptation

Harden

Botany

Hydrology

Nature Conversance

Sensory Adaptation

Awaken

Zoology

Anemology

Elemental Storm

Faerie Fire

Mirage

Blight

Primal Adaptation

Terraform

Wildshape




Psionic

Discipline

Clairsentience

Metacreativity

Psychokinesis

Psychometabolism

Psychoportation

Telepathy


Spell

Detect Aura

Detect Magic

Sensory Adaptation

Cognition

Protection

Sanctum

Scrying

Creation

Light

Sustenance

Ectoplasm

Glamer

Image

Mirage

Antimagic

Levitation

Resistance

Elemental Blast

Elemental Wrath

Harmonics

Telekinesis

Purification

Restoration

Healing

Death

Harden

Polymorph

Recover

Shadow

Summoning

Teleportation

Anemology

Celerity

Empathy

Hydrology

Autoscopy

Heroism

Telepathy

Antipathy

Awaken

Emotion

Hypnotism




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