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Spells and Magic

  • The Art
  • The Power
  • Circle magic
  • Ritual magic
  • Channeling
  • Conditional magic
  • The schools of magic
  • Sorcerous bloodlines
  • Familiars
  •             Arcane and divine magic are respectively known as the Art and the Power. The Art is the use of arcane magic via the Weave, the frame that Mystra, the goddess of magic, has woven all raw magic into in order to allow mortals to use it safely. The Power is the use of divine magic granted by a deity. There is no Shadow Weave. The language of magic is Ruathlek.
                In this game, magic is divided into three different methods of access: Ritual magic (performing a ritual to gain access to magic), Channeling (serving as a conduit to raw magic/power) and Innate. Channeling is more difficult to control, but provides more freedom of choice; ritual magic has more restrictions, but is often more powerful and precise. "Innate" magic functions as described in the Core rules.
                There are things that can be done to add power to the magic types. For example, clerics are subject to conditional magic (magic that is only effective when certain conditions have been met), and both wizards and sorcerors have been known to keep familiars, or perform circle magic (magic cast by a group to allow the lead caster greater power).

    In this game:
    • The language of magic is Ruathlek, the language of illusion, not Draconic.
    • Sorcerors and clerics are channelers. Wizards and druids use ritual magic. Bards, rangers and paladins use innate magic.
    • Wizards must choose a school.

                Material components: Players are expected to keep track of their character's material components - what they have, how much is left and where it's kept. A character's divine focus need not be in hand to use so long as it's on their person and visible.
                Spellcasting while panicked is impossible, and casting while frightened or staggered requires a Willpower save not to fumble.
                Magical backlash occurs when a spell goes wrong. This can happen when concentration is lost during casting, during failed research, etc.
                Weaponlike spells - The following feats can be chosen to enhance the performance of weaponlike spells (spells that make an attack roll and deal damage - both touch and ranged touch attacks): (CA.72)

    • Improved critical: Choose ranged touch or touch spells. Its threat range is doubled (from 20 to 19-20).
    • Improved unarmed strike: Add unarmed strike damage to the damage of a touch spell by delivering the spell as a melee attack rather than a melee touch attack. The defender keeps their armor and shield AC, but if the attack hits the unarmed strike does normal damage beyond what the spell does. If the strike misses, the spell isn't discharged. If the strike scores a crit, the spell damage isn't multiplied.
    • Point blank shot: +1 att/dmg ranged spells that deal hp dmg up to 30'. Spells that deal non-hp dmg only get +1 att.
    • Precise shot: Fire a ranged spell at an opponent without the -4 penalty.
    • Stunning fist: When you use unarmed strike to deliver a touch spell with a successful melee attack, you also stun any target that fails a Fort save (DC 10+ half your character lvl + your STR:Muscle mod).
    • Weapon finesse: Treat touch spells as light weapons and use Dex instead of Str mod on your touch attacks with them.
    • Weapon focus: Choose ranged or touch spells. Gain +1 att made with them.


    The Art

                The Art takes the form of either an innate connection to the Weave that allows sorcerors to channel its power at will, or complex rituals wizards use to safely focuse and release the Weave later through empowered items, mystic gestures, and words of power. Magier by Alex Casteels
                  Sorceror:
    • New spells for sorcerors can only be learned either by being taught or by long experimentation during the character's previous level(s) at the risk of magical backlash - this should be reflected in their interests and their in-game behavior (don't just say your character adventures during the day and then practices controlling the weather in her spare time - beef it up).
    • Sorcerors gain Eschew Materials as a bonus feat.
    • Sorcerors are drained by their channeling.

    Eschew Materials:
    You can cast spells without material components.
    Benefit: You can cast any spell that has a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, just as normal.




      Wizard:
    • All wizards must specialize in a school of magic. In addition, they must choose two opposing schools.
    • Wizards gain bonuses within their school of magic and penalties outside of it:
      • Wizards gain Arcane Defense as a bonus feat (CoAr.73).
      • Wizards cast spells of other schools as though they were 1 caster lvl lower.
    • Because a wizard's spells are based on extremely complex arcane rituals, they are dependent on having their spellbook(s) with them, in which the various steps of their rituals are recorded. A traveling spellbook has 50 pages, and a spell generally takes up one page/lvl.
    • New spells can only be learned by being taught by a master, finding and learning it on your own (more difficult and dangerous), or investing significant time, effort and money in research (the most difficult and dangerous way (subject to magical backlash)).

    Arcane Defense:
    You can resist spells from your chosen school better than normal.
    Benefit: +3 bonus to save vs. spells from your school.
    Special: You can take this feat multiple times, but its effects don't stack. Each time you take it, it applies to a new school of magic.


    The Power

    Divine power             The Power is the awesome might of the Gods channeled through clerics and paladins to perform miracles that further their aims.
               
      Cleric:
    • Clerics are channelers, and do not have to select their spells ahead of time.
    • Clerics are subject to conditional magic (their deity may not answer them if they aren't devout enough), and must use rituals/ceremonies/sacrifices to ensure that their gods will grant them their miracles (ie. that they can access their spells).
    • Clerics can't cast spells that are opposed to their deity's alignment.


    Access types

    Ritual magic

                Wizard spells require the wizard to perform a prescribed set of actions in order to access the Weave safely. The knowledge is a secret handed down through the ages from master to apprentice, and the process itself is difficult and dangerous, for it must be completed perfectly. Wizards use a combination of strange symbols and materials, gestures that move threads of the Weave that only they can see, and words of power in languages so ancient that their true meaning is lost to the world. A slightly incorrect gesture, a flawed material, or a word spoken with an incorrect inflection can cost them their magic, their sanity, their lives. Therefore, wizards must carefully go over the complex rituals each and every time they wish to cast a spell.
                This requires that they keep their collection of arcane knowledge with them even when they travel. Travelling with a heavy tome or grimoire is not only cumbersome but dangerous to the book itself, so most wizards keep a smaller tome, carefully inscribed with a few select spells they think might be useful - often the little spellbook apprentices scribe with the occult lore their master has taught them is the only tome they have, and so guarded with their lives.
                Often the magic must have a focus that allows it to take effect long after the ritual itself. For example, a spell of protection would be a ritual with a person or place as its focus, around which the wizard would inscribe occult runes and commands; a fireball spell would be imbued on a wand, staff, arrow or stone that would provide the focus for the spell to take effect later under a certain condition (such as a command word being spoken, the object being thrown, etc). Since spell components of acceptable quality are not always so easily found (and their quality may mean the difference between a successful spell and one that fails - or worse), travelling wizards also often keep a supply of such materials with them, aquiring them when and where they can - such things are not always the type of item one finds at the local market, and peasants keep a (at best) wary eye on those who traffic with mysterious forces.

    Ritual magic vs. symbolic ritual:
                Ritual magic requires a special ritual or ceremony to be performed to take effect. While ritual is often a traditional part of the prayers, ceremonies and sacrifices a cleric might perform, the value of those rituals lie in their symbolism, rather than any occult knowledge.

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    Channeling             Mortals aren’t built to handle the raw power of magic or divine will, and serving as its conduit leaves them drained. The difference between sorcerors and clerics lies in that sorcerors must master their magic by will alone, while clerics must survive being a conduit of the awesome power of their deity. Therefore, channeling ’drains’ the willpower (Will save) of sorcerors and the constitution (Fort save) of clerics.

    Spell preparation: Channelers don't have to prepare their spells ahead of time.

    Material components are part of the traditional ritual accompanying some prayers for clerics.

    To cast a spell:

    • If he succeeds in casting a spell, there is a drain on his inner strength, which eventually changes his condition. (Lvl.0 spells don't cause drain.)
    • If he fails, the spell isn't cast, and he suffers no drain. However, sorcerors suffer the effect of a wild surge.

    Drain effects:
    • When the channeler has cast 50% of his spells (not counting lvl.0 spells), he becomes Tired (treat as Sickened).
    • When the channeler has cast 75% of his spells (not counting lvl.0 spells), he becomes Fatigued. Stacks with Tired, but -4 to Will/Fort saves.
    • When the channeler has cast 100% of his spells (not counting lvl.0 spells), he becomes Exhausted. -6 to Will/Fort saves.
  • If the channeler has a familiar, the familiar may take on half the penalties of each condition in place of the channeler.
  • If the channeler has the Endurance feat, penalties for drain are reduced by 1.

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    Conditional magic             Conditional magic requires certain conditions to be met before magic can be cast successfully. Clerics must be in good standing with their deity before they can perform miracles. To stay in good standing, clerics must adhere to their holy vows.
                The holy vows (QC pg.68, 74) are divided into minor vows, sacred vows and mortal vows. Keeping their minor vows keep them in good standing with the Church; sacred and mortal vows must be kept to honor their deity.
    • Minor vows deal with the rules of the Church the cleric belongs to, and are meant to show loyalty to that Church. Breaking them will result in trouble from the Church if it's witnessed and reported.
    • Sacred vows are the prohibitions and requirements that must be followed to properly venerate a deity and remain in good standing with the faith. They represent the covenant between the deity and the mortal. Breaking them can result in Church sanctions and a fall from grace.
    • Mortal vows form the very core of the faith. Breaking one results in instant excommunication and loss of cleric status; the cleric is consider damned (one of the False) if they don't atone.
                Devout non-clerics can also pray for divine intervention, but their chances of being heard are small unless the individual has done the deity some great service.

                Beyond the vows required to retain their deity's attention, clerics can improve their standing by proving their greater faith to their deity via ceremonies and sacrifices. This may lower the DC of their next spell or all their spells for that day (until they rest), or if they're engaged in an activity that lies within the domain of their god, the DC of whatever check they might need to make.

    Examples of sins and acts of faith
    Failure to keep minor vows poor standing with the Church
    Failure to keep sacred vows Church sanctions, +2 spell DC
    Failure to keep mortal vows excommunication, loss of cleric status (changes to relevant other/NPC class)
    Perform a special ceremony or sacrifice (such as sacrificing a life or taking a vow of poverty - cannot be encompassed by existing duties/vows) DC of spells that day drops (-2 to -20) according to importance of ceremony/sacrifice
    Sacrilege - anything from desecrating a shrine or other sanctified thing (including those of allied - and depending on the god, even rival - deities) to breaking a taboo ("Gods above! He ate the liverwurst!") to participating in the rituals of an enemy or rival deity. +2 to +20 according to importance of sacrilege
    Form/tend a congregation (QC pg.42) -2 spell DC that day for forming congregation, -2 DC every day they're tended (non-cumulative)
    Destroy a rival deity's congregation (ie. make them lose faith) -2 spell DC for a month
    Actions are meant to (and do) benefit the deity's worshippers (not everyday actions) -2 DC next spell
    Actions are meant to/do harm the deity's worshippers +2 DC next spell
    Actions are meant to (and do) harm the plans/worshippers of an enemy deity -4 DC next spell
    Actions are meant to/do aid the worshippers of a rival/enemy deity +4 DC next spell
    Convert a member of an allied religion -2 DC spells that day
    Convert a heathen -4 DC spells that day
    Perform a great deed and credit your deity -8 DC next spell
    Convert a priest of another god -5 DC spells that day
    Convert a cleric of another god -6 DC spells that day
    Found a church -2 DC spells that ride (10 days)
    Convert a priest of an enemy god -10 DC spells that day
    Convert a cleric of an enemy god -20 DC spells that day
    Cleric is casting in a place holy to the faith, or strongly associated with it (a graveyard for a death god, a pool for a water god, etc.). -5 DC spell in question
    Cleric is casting in an unholy place, or one strongly opposed to their faith (in magical darkness with a god of light, a desert with a water god, etc.). +5 DC spell in question
    Desired effect involves something the deity is associated with, such as starting fire for a fire god, sowing deceit for a god of mischief or offering guidance for a god of wisdom. -2 DC
    Desired effect involves something the deity is opposed to, such as starting fire for a water god, or killing for a god of life. +2 DC
    Cleric is engaged in a situation favorable to their deity, such as haggling under a merchant god or fighting for a war god. -1 DC
    Misrepresenting the faith (i.e. misusing their secular power), speaking the deity's name in vain, or otherwise being disrespectful +5 to +10 DC checks that day
    Calling on divine miracles to ease everyday life, such as dealing with recalcitrant merchants or stubborn guards, healing mounts, easing personal discomfort. Calling on the gods should never be a first resort - deities like their followers to serve them, not the other way around. +6 DC that month

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    Circle magic             Where one would falter, many might control magic so powerful that no lone mortal could touch it safely. A skill mastered by the druids, circle magic requires supreme concentration, intuition and the ability to cooperate to the point of almost becoming one organism. All members of the circle lend their strength to a leader, who controls the magic accessed. A circle must have at least 2 members in reasonably close proximity (there are tales of the Great Druids joining a circle from separate corners of the world, but PCs must be within about 10'). Most circles can muster no more than 5 members, though there are rumors of much more powerful circles.
                To lend their power to the leading caster, each member of the circle performs a ritual that is the equivalent of them each casting any single one of their prepared spells, but must be prepared for individually (i.e. members of a circle can't just show up and cast any old spell - they have to prepare the correct ritual). The total spell levels expended are added together and counted as circle bonus levels. This preparatory ritual takes a minimum of one hour of uninterrupted concentration for all the participants.
                The ability to cast circle magic requirest the selection of the feat Circle Magic (which corresponds to Ethran in the FRC book, but with WIS replacing CHA and without the Female prerequisite) and DM approval. Circle magic is not common, as mages usually work together like cats.

    Circle magic effects

                Each circle bonus level may be used to accomplish the following effects:

  • Increase the circle leader's caster level by one for every bonus level expended.
  • Add Empower Spell, Maximize Spell or Heighten Spell feats to spells currently prepared by the circle leader, even if he doesn't know those feats or if they'd push him over his normally allowed spell level. Each circle bonus level counts as one aditional spell level required by the application of a metamagic feat to a spell.
  • Increase the circle leader's level by one for every circle bonus level in regards to level checks.

                These effects last 24 hours or until expended.

  • Maximum circle distance

                Circle members must be within this distance of the leading caster. If any one member leaves the circle, the leading caster risks losing control of the spell - possibly spectacularly.
    Leading caster level Distance
    1-4 Touch
    5-9 About 10'
    10-12 About 15'
    13-15 About 20'
    16-20 About 30'

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    The schools of magic

                Magic is divided into several fields of study (the way biology branches into separate fields - zoology, botany, genetics, microbiology, etc.), known as schools. All wizards specialize in a school of magic once their apprenticeship (their introduction to basic magical theory) is completed.
                Specializing allows the wizard to utilize their special school powers, as well as granting them the Arcane Defense bonus feat. They must also choose two prohibited schools. Wizards can still cast spells from their prohibited schools, but don't gain their specialist bonus ability for the day if they do.
                There are those who whisper that there are not eight, but nine schools of magic - nine to match the Hells that will claim the wizards in the end, thanks to their dabbling in unnatural sciences best left unknown.

                The eight known schools of magic are:

    Abjuration An abjurer casts spells that protect, block or banish. In particular, the Council of Mages in Cormyr has pioneered many abjuration spells.
    Conjuration A conjurer casts spells that bring creatures or materials to the caster by demonic means; this makes conjury one of the darker arts.
    Divination A diviner casts spells that reveal information. Much knowledge of divination, ironically enough, has been lost; it's said that in the Old Countries, the future could be seen clearly, and altered.
    Enchantment An enchanter casts spells that imbue the recipient with some property or grant control of another being. Most elven mages are enchanters or illusionists.
    Evocation An evoker casts spells that manipulate the fabric of the world or create something from nothing; druids are said to change the world with their strange and bloody magic.
    Illusion An illusionist casts spells that alter perceptions or create false images. Elves are usually either illusionists or enchanters; ironiclly, elf-hostile Sembia boasts great skill in its illusionists.
    Necromancy A necromancer casts spells that manipulate, ape or destroy life. Necromancy is a dark art unknown to most civilized lands, though due to their widespread and fervent worship of Myrkul and the leashing of all known mages to the Church of the Dark Gods, the Moonsea boasts more than a few.
    Transmutation A transmuter casts spells that transform the recipient, or changes its properties in a more subtle way. This dangerous school of magic shares links to many sorcerors, and its practitioners often study the art from them.

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    Sorcerous bloodlines

                Unlike wizards, who shape the Weave through arcane knowledge and have specialized in fields of study, sorcerors have both more freedom - and less. They aren't restricted to a single school, but the magic in their blood manifests as a resonance with a single affinity, magical effects related by their type.

    Here is an extra bloodline:


      Shadow
      You have an affinity for darkness. The cold silence runs in your blood.

      Class Skill: Knowledge (planes)

      Bonus Spells: unseen servant (3rd), darkness (5th), displacement (7th), dimension door (9th), telekinesis (11th), shadow walk (13th), plane shift (15th), create greater undead (shadow only)(17th), gate (19th)

      Bonus Feats: Dodge, Empower Spell, Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus (Knowledge [planes]), Weapon Finesse.

      Bloodline Powers: You can call upon the darkness in your blood, but be wary that it doesn't consume you.

      1 - Shadow Creeper (Su): Cause a shadow within 30' to attack as a standard action that does 1d6 +1 per 2 levels cold damage. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

      3 - Shadow Protection: +1 deflection to AC & +1 luck to saves. +2 at lvl.9, +3 at lvl.15, +4 at lvl.20

      5 - Darkvision 30'

      9 - Shadow shape: +2 stealth & +1 perception. +4 stealth/+2 perception at lvl.13. +6/+3 at lvl.17. +8/+4 at lvl.20.

      11 - Darkvision 60'

      15 - Shadow Step: Move from one shadow to appear in another within 30' as a move action. You cannot take anyone with you.

      17 - Darkvision 60' and can see through magical darkness

      20 - Shadowed Soul: +2 competence bonus to attack and damage in less than daylight conditions. Change type to outsider.

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    Familiars

                A wizard or sorceror may supplement their power by calling on forces beyond their own. However, something of value must be exchanged for such a gift... and some say the creature is not only linked to the mage's soul, but guardian of it until the mage dies - and the price of the familiar comes due.

    Familiar Feats
    Construct familiar Your familiar is a construct Dragon 280.3
    Darkness familiar Your familiar gains the Dark template ToM:PSTM.161
    Enspell familiar You're always considered in contact with your familiar Dragon 280.3
    Exceptional familiar Badger, boar, cougar, eagle, leopard, lizard, monkey, wolf Dw:Fam.17
    Extra familiar You have an additional familiar Dragon 280.3
    Item familiar Your familiar is an object instead of an animal [caster lvl.3, item costs min. 2000gp (PHB standard), user must be able to use it, have magical effect caster knows how to use] UA.170
    Planar familiar (inner) Blue spitter, Horddsa, Quinnilip, Rhazling, Salt basilisk, Storm crow Dw:Fam.17
    Planar familiar (outer) Akop, imp, lockling, quasit, mandragoras Dw:Fam.17
    Monstrous familiar Blink dog, darkmantle, mangonnel, pseudodragon, rust monster, shocker lizard, stirge Dw:Fam.17
    Shadow familiar Your familiar gains the Shadow template ToM:PSTM.138, Arrea.net
    Shadowform familiar Your familiar can be a night hunter bat at lvl.5 or a shadow asp at lvl.6 ChoR.22
    Token familiar Your familiar can assume an innocuous inanimate form. Dragon 280.3
    Undead familiar Your familiar is an undead creature Dragon 280.3
    Vermin familiar Diminutive, tiny or small vermin Dw:Fam.17

    Familiar spells
    Call familiar Trans.3 Summon your familiar from up to a mile away to arm's reach Dragon 280.4
    Familiar's form Nec.3 Transfer your spirit into your familiar for a while Dragon 280.4
    Familiar's sense Div.2 Perceive what your familiar does regardless of distance. Dragon 280.3
    Familiar's touch Conj.2 Cast touch spells through familiar Dragon 280.4
    Share life Nec.2 Transfer life to your familiar (ie. hps to heal) Dragon 280.4

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    The Second Cycle