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This chapter includes the rules for casting spells and whatnot. =Requirements= In order to use magic a character must have one of two feats: Arcane Gift or Divine Favour. Without these feats characters can still gain levels with the spellcasting classes, but are unable to cast any spells (with the exception of the paladin or the bard, who do not require the feats). Characters who take the feat but have no spellcasting class have one point of the appropreate type of mana, and can use mana activated abilities, but cannot cast spells. =Mana/favour= ''system courtesy of DrgoonWraith'' Mechanically, Mana is quantized. This number is inherently an abstraction, but creatures are aware at least of relative magnitudes of Mana. As mentioned above, this may be the same 'amount' of Mana that is simply more powerful in the hands of a more accomplished mage, but the number is larger to illustrate the increased efficiency. Ultimately, the number is defined by the number and strength of spells that that the owner of that Mana is capable of casting. Generally, a creature wakes up in the morning with Mana equal to its Caster Level multiplied by its Mana Multiplier. For characters without any levels in a spellcasting class, the Mana Multiplier is 1. Spellcasting classes, like the Sorcerer or Wizard, have a higher Mana Multiplier, depending on their level, and also gain bonus Mana for having a high Ability modifier in their primary spellcasting Ability. Half-levels of Caster Level are counted for determining how much Mana a character receives each day, though half-Mana points do not actually exist. So a 4th level character who is Sorcerer 3/Rogue 1 (Caster Level 3.5, Mana Multiplier 5) has 17 Mana, not 15 (or 17.5). ==Bonus Mana== A spellcaster gains a bonus to his Mana based on his primary spellcasting Ability. Namely, he adds one-quarter of his Ability bonus (if any) to his Mana Multiplier when determining his Mana for the day. ==Divine casting== Divine casters generate favour in the same way as arcane casters generate mana. =Multiclassing between spellcasting classes= A character can only have one spellcasting class of each type arcane and divine. Mana from each class must be tracked speperately. =Casting= Spellcasters use spells in one of two ways: the fire and forget way of celrics and wizards (and it's variants); or the any spell any time way of the sorcerer, druid, and shaman (and their variants). For spontaneous casting you spend the mana, and then cast the spell, which goes of at full caster level. For fire and forget you must spend an hour after resting memorizing spells. During this time you memorize the spells that you wish to cast and spend the mana for them. The spell is then noted down as memorized. When the character casrts the spell it is wiped from their mind, and so it is removed from the memorized spells section of the sheet. The mana costs for spells are set out in the table below. {|border=2px !Spell level!! Mana cost |- |1|| 1 |- |2|| 3 |- |3|| 6 |- |4|| 12 |- |5|| 18 |- |6|| 27 |} Any spell of 6th level or under is considered pre-epic for full casters, while partial casters pre-epic spells are of 4th level and below. The costs for full caster epic spells are in the table below: {|border=2px !Spell level!! Mana cost |- |7|| 36 |- |8|| 48 |- |9|| 60 |- |10|| 75 |- |11|| 91 |- |12|| 108 |- |13|| 127 |- |14|| 147 |- |15|| 169 |} the formula is ¾ the spell level2. To cast a spell successfully a spellcaster must make a skill check: devotion for divine casters and spellcraft for arcane spellcasters. the DC is 10+¾ the spell level2. The DCs and concequences for levels 1-15 are on the table below: {|border=1px !Spell level!! DC!! Failed by <5!! Failed by >5 |- |0|| 10|| Nothing|| Nothing |- |1|| 11|| 1 damage|| Nothing |- |2|| 12|| 2 damage|| +1 damage |- |3|| 13|| 2 damage, stunned for 1 round|| 2 damage |- |4|| 15|| 3 damage, stunned for 1 round, spell lost|| 2 damage, stunned for 1 round |- |5|| 18|| 3 damage, stunned for 2 rounds, spell lost|| +3 damage, stunned for 1 round, spell lost |- |6|| 23|| 4 damage, stunned for 2 rounds, spell lost|| 3 damage, stunned for 2 rounds, spell lost |- |7|| 28|| 4 damage, stunned for 3 rounds, slot lost|| 4 damage, stunned for 2 rounds, spell lost |- |8|| 35|| 5 damage, stunned for 3 rounds, spell lost|| 4 damage, stunned for 3 rounds, spell lost |- |9|| 42|| 5 damage, stunned for 4 rounds, spell lost|| 5 damage, stunned for 3 rounds, spell lost |- |10|| 60|| 6 damage, stunned for 4 rounds, spell lost|| 5 damage, stunned for 4 rounds, spell lost |- |11|| 70|| 6 damage, stunned for 5 rounds, spell lost|| 6 damage, stunned for 4 rounds, spell lost |- |12|| 82|| 7 damage, stunned for 5 rounds, spell lost|| 6 damage, stunned for 5 rounds, spell lost |- |13|| 95|| 7 damage, stunned for 6 rounds, spell lost|| 7 damage, stunned for 5 rounds, spell lost |- |14|| 108|| 8 damage, stunned for 6 rounds, spell lost|| 7 damage, stunned for 6 rounds, spell lost |- |15|| 123|| 9 damage, stunned for 7 rounds, spell lost|| 8 damage, stunned for 6 rounds, spell lost |} =Metamagic= This works as in 3.5: when you memorize or cast a spell spontaneously you may pay the extra mana and apply a metamagic feat. Spontaneous spells casting time does not increase, and so they may be quickened. =Schools of magic= Magic is split into seven schools: abjuration, conjuration, enchantment, invocation, necromancy, transmutation, and universal. Illusion spells are changed so they are mind effecting, and are part of the enchantment school. The exception to this is shadow spells, which are now part of the conjuration school. Divination has been absorbed into the universal school, and healing spells are now necromancy spells. =Variant: wizard specialists= Instead of using the wizard variants of the abjurer, diviner, enchanter, necromancer, summoner, transmuter, and warmage, you many instead state that all wizards must specialize in one of the seven schools of magic. Specialists are referred to with the following names: abjurer, conjurer, enchanter, invoker, transmuter and wizard. All wizards have access to the wizard spell list, as well as any two other spells from their speciality school for each spell level. They gain a +2 bonus on spellcraft checks to cast spells from their speciality school, and an extra amount of mana equal to 2xthe highest spell level that they can cast-1, and must prepare one spell from their speciality school for each spell level that they can cast. However, they must lose any two other schools, apart from the universal school. Generalist wizards gain a +1 bonus on spellcraft checks to cast all spells but gain non of the other bonuses or penalties of other specialists. =Spell lists= [[A20 abjurer spell list|Abjurer list]] [[A20 bard spell list|Bard list]] [[A20 cleric spell list|Cleric list]] [[A20 diviner spell list|Diviner list]] [[A20 druid spell list|Druid list]] [[A20 enchanter spell list|Enchanter list]] [[A20 illusionist spell list|Illusionist list]] [[A20 necromancer spell list|Necromancer list]] [[A20 paladin spell list|Paladin list]] [[A20 shaman spell list|Shaman list]] [[A20 sorcerer spell list|Sorcerer list]] [[A20 summoner spell list|Summoner list]] [[A20 transmuter spell list|Transmuter list]] [[A20 warlock spell list|Warlock list]] [[A20 warmage spell list|Warmage list]] [[A20 wizard spell list|Wizard list]]
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