Triarchai Modified Spellcasting

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These are the changes to spellcasting in the world Triarchai.

1. Magic has a clear casting effect. Light adjusts inward on to the caster causing minor visual effects (usually, the look of hot air). This can't be hid by means such as still spell, however, it does not show what spell is being cast. Any character with at least 1 rank of spellcraft instantly knows this is a spell being cast.

2. Distance of spells without a magical conduit is limited to 2 plus half their caster level's place as a fibonnaci sequence in miles, to a minimum of 1 mile. This does not increase their distance. So:

Levels 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Miles 2 2 3 3 5 5 8 8 13 13 21 21 34 34 55 55 89 89 144 144

(This also effects conjuring, which removes most summoning effects).

3. Magical conduits allow links such as massive teleportation circles, gates, and similar to come in to existence. Limiting such effects is difficult, however, and given the size and resources required these projects tend to become public. Conduit construction requires constant magical tampering upon a refined mundane construct built to withhold such magics. The construction and magical process together would take about a year to perform with a standard sized city, being an incredible task to take on. A final spell must be used in order to finish the process - such as a teleport spell to activate a teleportation gate. Once activated, a such conduits are difficult to deactivate without very powerful magics or outright destroying them. Dispel magic and antimagic fields do not even suppress them.

4. Magic is delayed by 1 cumulative level per spell level starting at the 5th spell level. This is comparison to the standard casting increase. So, you can't use 5th level spells til level 10. The rest of the minimum spell levels are as follows (til 9th):

Spell 5th 6th 7th 8th 9th
Level 10 13 16 19 22

5. There is no spell resistance.

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