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Welcome to the Limitless Magic System v. 3.0, I hope that you enjoy it.
In Ansteorra, all magic use is done with preps. A prep represents the amount of magical power that a spellcaster can manipulate on his or her turn. Spellcasters acquire preps every turn, the number of which is dependant on the level of the caster, the higher level the caster is, the more preps per turn. If you can prep more than one prep per round, you are Multiprepping. If you are holding your preps from round to round, you are Spell Powering. Remember these terms!
Magic is a complex business, both IC and OOC. Within the bounds of this magic system, there are limitless possibilities available to a caster. This may seem a lot, and it is. So, we're going to scare you right off the bat with what we call the Limitless Magic System.
The Limitess Magic System is a nice, and easy way to conjure up anything that your mind desires. For most freeform players this is a godsend, because they are used to being able to do most anything with magic. For those of us who require a little more sanity, this page will provide easy to understand tables of common spell effects! We aim to please.
There are two terms that you must be aware of, before we foray any further into the world of magic. They are Challenge Roll (CR) and Basic Challenge Rating (BCR). These two ideas are the cornerstone of a successful caster's career. Let us start with the first.
Challenge Roll (CR): This roll determines how successful at magic casting your character is. Every caster's CR is given by one simple roll:
CR = 1d30 + <Intelligence/Wisdom modifier> + <Focus Bonuses> + <Other Bonuses>
You can't get much simpler than that! If you are a Mage/Bard/Seal Acolyte, you use your Intelligence Modifier. If you are a Druid/Ranger/Cleric, you use your Wisdom Modifier. Focus bonuses are usually given by special items, such as a gemstone, or a staff. You can also have other bonuses added to the roll either from your class/template, or temporary enchantments.
Basic Challenge Rating (BCR): This number is a bit more complex. Very much like Armor Class (AC), or Magic Resistance (MR), this is a number that you have to roll higher than for something to happen. For a successful spell to be cast, your Challenge Roll (CR) has to equal or beat the BCR of the spell. If you spend more preps on a spell, the BCR of the spell is reduced!
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Preps Over
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BCR Reduced by
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1
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2
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2
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3
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3
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4
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4+
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5
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Easy? If it isn't yet. and you've read this far, go back
and read it again. Take as long as you need.
Once you think you have a good handle on everything above, You can read further.
Spell Duration
Unless noted otherwise all spells except for evocation spells last for as many turns as there are preps put into them.
Ok. Now that you have the basic ideas down, let's go forward! The Limitless Magic System is a very broad topic that can't be very easily explained without showing you how it works. So, without further adieu, An Example!
Xorn, our resident example mage, is level 12, and has an 18 Intelligence.
He has a Stone of Focus +2.
Quick! Calculate his CR. I'll wait.
If you said that his CR was 1d30+4+2+0 = 1d30+6, you win a cookie. Ask Kitzibeth for one.
Now, Xorn and Rugger are in deep trouble. They are stuck against a cliff face and surrounded by goblins. Luckily, Xorn has the power of the Limitless Magic System! He looks up, and notices that if he just nudged a couple of rocks just so with a spell, he could drop a boulder on his foes, crushing them into goblin goo. OOC, and in a whisper, he asks the DM: [Hey, can I cast a spell to dump a boulder on those goblins and kill them all?] And the DM replies: [Yep. That will take 6 preps, and you have a BCR of 31. It'll do 200% damage to them].
So, Xorn spends this turn and the next prepping up to [6/6], and
then makes his Challenge Roll!
Psst, it's 1d30+6!
[*] Xorn rolls 1d30+6 needing 31 and gets 32.
What luck! He beat the BCR of 31, so the rocks come tumbling down. He now asks the DM: [What damage roll?] And the DM replies [roll 2d60+12, and each goblin takes the same damage.]
[*] Xorn rolls 2d60+12 for each goblin [Woo hoo! :D] and gets 103.
Wow! Xorn single handedly kicked the crap out of a group of goblins!
All this and more is possible in the Limitless Magic System. How does it work, you ask? Well, it's actually just about as simple as it was just described. You tell the DM what effect you want, and he or she tells you how many preps, and the BCR, and sometimes the damage too! You can't go wrong with that. If you don't like the BCR that the DM says, you can even choose to limit the effect, so Xorn could have tried to hit with 50% damage, and only needed 3 preps and a BCR of 22.
What's the Moral?
In the Limitless Magic System, you get what you ask for.
Schools of magic classify spells as Elemental or Nonelemental. An elemental spell has a particular element attached to it, while a non-elemental spell does not. Certain spells of the Evocation, Enchantment, Abjuration, and Alteration and Illusion schools can have elemental classification. Those that cannot will be marked with Non-Elemental.
The elements are: Earth, Air, Fire, Water, Light, and Dark. Other elements such as Ice and Steam are allowed, but they are considered Water/Air and Fire/Water, to simplify things. Earth and Air are opposed, Fire and Water are opposed, Light and Dark are opposed. Healing spells are always considered Light Elemental. Necromancy spells are considered Dark Elemental.
Opposition means that certain spells have greater affects on certain creatures. An Air elemental will always do 1.5x normal damage to an Earth Elemental, and vice versa. Certain classes are restricted to what elements they can cast. Only evil beings can cast Dark Elemental spells. Only good beings can cast Light Elemental spells. If your character is neither, choose a side! Choosing a side is very important for Clerics, and they must do it at first level. Mages can take the Necromancy school even if they are good-aligned, however, it is usually a crime to be seen casting a Necromancy spell.
There are also the esoteric elements, Rune and Void. They are opposed, but they are not elements in the traditional sense, and they are not taught in any basic magical tradition, and even advanced students treat them as almost occultic. Rune is sometimes called 'Existence', that which is. Void is referred to also as 'Vacuum', that which is not. The terms Rune and Void are peculiar to Valanthas.
The Sigils for the Elements are written in Elder Arcane. Even if a mage doesn't know the Elder language, they will recognize the symbols.![]() |
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Earth
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Air
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Fire
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Water
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Light
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Dark
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Rune
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Void
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Arcane Magic comes in many flavors or 'schools'. These schools are:
Divine Magic only comes in two schools:
Nature Magic is the magic of the world itself.
Spellsong is the power of magic woven into the beauty of song.
| Certain spellcasting classes have access to only some schools: |
Mages: Alteration and Illusion, Abjuration, Conjuration, Evocation, Necromancy, Divination, and Enchantment. Rangers: Nature, Abjuration, and Enchantment Clerics: Abjuration, Enchantment, Celestial -or- Infernal, Divination, and Evocation Druids: Divination, Nature, Abjuration, Natural Conjuration, Enchantment, and Evocation Bards: Abjuration, Enchantment, Alteration and Illusion, Spellsong |
The schools themselves will be detailed below. Every spellcaster is able to choose one school at level 1, and another school every time that spellcaster gains another prep: So a Mage would get his second school at level 6, and a Ranger would get a second school at level 15.
Regardless of what schools you choose, all spells from your classes' allowed schools can be cast. However, spells cast from an unchosen school can only be multiprepped with half the maximum multipreps, rounded down, for example, Xorn is 12th level, and gets three preps a round. If he wants to cast a Necromancy spell, but does not have that school selected, he can only use 1 prep for that spell. (3 / 2 rounded down = 1). If Xorn only had one prep per round, it would take him two turns to get 1 prep for that spell.
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Evocation is the magic of drawing out pure magical power, and using it as a weapon. Evocation spells are some of the more common spells seen; Fireball, Lightning Bolt, Icebolt, and Dark Bolt are all Evocation spells. There are three classes of Evocation Spells. They either use Dice Damage, based on 'spell dice', or Percentage Damage based on the hit points of the target. A couple of notes about Light and Dark Evocation spells: |
Powered Evocation spells do Dice Damage. Unlike Direct Evocation, described below, the caster is not limited in the preps that they may put into these spells, so even a level one mage can cast a [10/10] spell (in 10 rounds!). Also, the BCR of these spells is the MR of the opponent.
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Mage (Earth, Air, Fire, Water, Light, Dark)
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Clerics (Light/Dark), Druids (Earth, Air, Fire, Water)
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Spell dice are very easy to understand. If you choose to use them in your spell, the damage roll is:
Damage = <Preps>d<Dice> + <CR> + <Preps>
So, for example, a level 6 Bard who cast a 2 prep spell, had a
+2 Focus, and a 14 Intelligence would roll....
I'll wait.
If you guessed: 2d5 + 4 + 2 = 2d5+6, you get another cookie! Ask Goriel for one.
These spells may be multitargeted. Multitargeted spells affect more than one target. To multitarget an Evocation spell, you simply divide up the number of dice damage of the spell among the number of targets that you want to hit. For example, instead of rolling 3d12+12 for damage to one target, you roll 2d12+8 to one target and 1d12+4 to another. Multitargeted spells are always multiprepped at -1, so if you normally prep 3 per round, you could only prep 2 per round for a multitargeted spell. If you only have 1 prep per round, you cannot multitarget. The downside to these spells is that the dice are fixed. A first level mage with a [10/10] spell will still only roll 10d5 + CR + preps damage.
While the Powered Evocation spells are an easy formula with damage based on level, Direct Evocation spells are much more complex. The general idea is the more preps spent, the greater the effect, but higher BCR. These spells cannot be spell powered, so you can't simply prep up and release a bomb like you can with a Powered Evocation spell. The MR column is how much is added to the opponent's MR to determine the BCR of the attack.
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Spell Power
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Preps
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% Damage
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MR +
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Examples
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Cantrip
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1
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0-5%
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0
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Parlor tricks, Entertainment spells
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Small
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2
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10-20%
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1
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Chill Blast, Burning Paws
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Moderate
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3
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20-30%
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3
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Razor Wind, Rock Spikes
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Large
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4
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30-50%
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5
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Blast of Light, Dark Bomb
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Formidable
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5
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50-75%
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8
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Lighting someone on fire, freezing someone in ice
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Major
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6
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75-100%
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10
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Encasing someone in earth so they can't breathe
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Epic
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7-9
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100-200%
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15
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Exposing a group of vampires to a blast of full daylight
in a deep cave
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Legendary
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10+
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200+%
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20
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Erasing someone from existence
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These spells are tactics based spells. For example, causing a cave in, or uprooting a tree to knock over some foes. Tactics based spells are Evocation spells that use the environment to assault your opponent. If there is nothing in the environment to use, you cannot use a tactics based spell. The DM always has final ruling on the matter. In order to use these types of spells, you have to whisper the DM, and ask them about it. The DM will look at these tables and assign you a number of preps, a BCR and the damage the spell will do. These spells can also have other effects too, feel free to pester the DM about them!
Seal Acolytes can -only- use tactics based spells. They use different charts than the ones below to determine preps / damage / BCR, but the idea is the same: without enough of the element around, you cannot cast spells as effectively. Please note that the seals are marked as 'an effect up to x% damage'. This gives the DM some leeway as to what damage to assign. For example: An Inferno seal's 12th level power, Inferno Blast, is an effect up to 75% damage. Though if the character is in the middle of a blizzard, that power may not work, or may only do 5% damage.
Note: Tactics Evocation spells do NOT get a severity Roll!
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Preps Needed:
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BCR Given:
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Percent Damage Table:
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Damage Rating
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Damage
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Ineffective (5% HP damage)
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1d(Enemy HPmax/20) + preps + Int/Wis mod
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Minimal (10% HP damage)
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1d(Enemy HPmax/10) + preps + Int/Wis mod
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Light (20% HP damage)
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2d(Enemy HPmax/10) + preps + Int/Wis mod
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Moderate (25% HP damage)
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1d(Enemy HPmax/4) + preps + Int/Wis mod
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Damaging (50% HP damage)
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2d(Enemy HPmax/4) + preps + Int/Wis mod
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Effective (75% HP damage)
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3d(Enemy HPmax/4) + preps + Int/Wis mod
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Very Effective(100% HP damage)
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4d(Enemy HPmax/4) + preps + Int/Wis mod
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Deadly (200% HP damage)
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8d(Enemy HPmax/4) + preps + Int/Wis mod
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Alteration and Illusion spells are the spells of transformation and changing, but also the spells of misdirection and deceit. Alteration and Illusion spells are used rarely, but usually to great affect. Some of the more common ones are Invisibility, Giant Strength, Create Minor Illusion, Frogspell and Feebleweak. These spells don't do damage directly, but they usually will prevent someone from doing damage to the caster! |
Stat Boosting Spells:
Use of these spells increases a characters ability in some way, by raising one of their stats, such as strength, dexterity, etc. Every prep spent increases the ability by one point to a maximum of 6 points per spell. (i.e. 4 preps = +4 points). BCR of these spells is zero, unless the target is in combat, in which case the BCR is 15. You can overprep these spells. Every +1 overprep will cause the spell to last +1 rounds (but the BCR bonus for overprepping is cancelled) Non-Elemental.
Combat Draining Spells:
Use of these spells decreases a characters ability in some way, by lowering one of their stats, such as AC, MR, etc. Every prep spent decreases the ability by one-half point (i.e. 4 preps = - 2 points). BCR of these spells is the MR of the opponent. You can overprep these spells. Every +1 overprep will cause the spell to last +1 rounds (but the BCR bonus for overprepping is cancelled) Non-Elemental.
Example Illusions: (Illusions can be Elemental only if they
portray something 'Elemental', i.e. an illusion of a bonfire.)
Minor (Change Appearance) - You can change your appearance to look like
someone else. However, you smell the same, and your shape is not altered. You
simply look like someone else. BCR is 10, those who see you can roll 1d30+Int
Mod or Wis Mod to beat your roll to be unaffected. (1 prep = 10 minutes)
Intermediate (Blink) - Your body seems to be hazy and distorted. Any
attacks made against you will miss on a severity roll below 25. BCR is 15 (2
Preps)
Major (Veil Group) - The spell changes a group to look like any other
group with the same number of members, a party may look like a treant leading
a group of dryads, for example. Smell and touch are also changed, however, if
one of the spell targets dies, the effect ends. BCR is 20 (5 Preps) Those who
see you can roll 1d30+Int Mod or Wis Mod to beat your roll and see through the
spell.
Invisibility:
This spell requires three multicast preps, and as such, cannot be cast by Bards and Rangers. This spell adds +10 to your AC, MR, Melee Attack and Damage rolls, as well as grants the Sneak and Backstab skills, usable even if it's not the first turn. These effects last only until after the next attack by the target, so use them wisely. BCR is 25. Non-Elemental.
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Conjuration is a very complex and clinical process that involves the summoning
of creatures from across Feanor or the myriad planes to do your bidding.
A common misconception among non-mages is that Conjurers and summoners merely
create the monster that they summoned, and when it dies, it simply vanishes
from existence. This is not so. A conjurer summons the astral being of another creature, binds it into a physical body, and commands the summon as if it were a puppet. when the summon ends, or the creature dies, it returns unharmed to where it was previously. Conjurers live by the 'permission' code. If the summoned creature is unwilling, the spell fails. Some, more unscrupulous conjurers, however, do not. |
Summoning Spells:
Summoned creatures, or 'summons', are creatures called to fight/serve the caster. The number of preps used determines how powerful the conjured creature is. The BCR of summoning a creature of your current level is always 30. For every level difference between the caster and the summon, subtract 1 from the BCR to a minimum of 5. (So a 24th level mage summoning a 15th level creature would have a BCR of 21.) Non-Elemental.
Summons stay for one round per level of the caster. You can always overprep and disregard the BCR bonus from overprepping to have the creature stay an extra round per prep.
Preferred Summon: If you take the summoner feats, you gain access to Preferred Summons. You must choose one summon that you can cast, and summoning it requires half the usual number of preps. Once you choose you preferred summon, you cannot change it until you gain a level.
For a partial list of summonable creatures and their stats, See this page!
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Preps
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Level of Summon
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1
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1
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2
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3
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3
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5
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4
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7
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5
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9
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6
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11
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7
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13
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8
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15
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9
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17
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10
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19
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11
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21
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12
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23
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13
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25
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You may summon a maximum of three creatures whose combined levels do not exceed your own. They can, of course, be dispelled at any time. Summoned creatures can either be an alt made by the player, or provided by the DM.
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Abjuration is the magic of protection; shields, counterspells and dispelling are all part and parcel of this school's art. Abjuration spells are important in every dangerous situation. Since most of these spells can have Elemental components, they are certainly useful against a wide range of foes as well. |
Shield Spells:
A caster can erect a shield of energy in front of them, adding to AC or MR. Other shields can be created similarly. They last for number of preps + 1 rounds. You can overprep these spells. Every +1 overprep will cause the spell to last +1 rounds (but the BCR bonus for overprepping is cancelled)
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Preps
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Bonus to AC or MR
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BCR
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Bonus to AC and MR
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BCR
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Shield HP
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BCR
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1
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+1
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5
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+1
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10
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10
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6
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2
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+3
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11
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+2
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20
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30
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12
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3
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+5
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15
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+5
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28
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50
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18
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4
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+9
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23
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+9
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43
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70
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24
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5
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+14
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33
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+14
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60
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90
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32
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The shield lasts for a number of rounds equal to the caster's Int Modifier / 2. If this spell is Multiprepped, it suffers a -1 Prep penalty, so a Shield spell cast as [4/4] becomes [3/3]. BCR is related to preps used.
Counterspelling:
To counter someone's spell, they must be Spell Powering, and you must have more preps available than they do at the time. The BCR for a counterspell is 25 + 1 for every level that the target has above the caster, and -1 for every level the target has below the caster. Non-Elemental.
Tripping:
If the spell is successful, the target loses next turn. They roll 1d30 + Dex Mod, and that is the BCR of the spell. No side effects if failure. If a spellcaster is spell powering, and is tripped, roll 1d100. If the roll is below <number of preps*10>%, the spell is lost. (2 Preps) Non-Elemental
Disarming:
If the spell is successful, the target loses their weapon. To get that weapon back requires all but one attacks that turn (if you only have one attack, you lose it), if the target has another weapon handy, she can equip it at the cost of one attack in the next turn. Opponent rolls 1d30+Str Mod, and that is the BCR of the spell. (2 preps) Non-Elemental
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Enchantment is similar to Abjuration, but is not restricted to defensive spells. Enchantment is required if you wish to create magical items, and is also very versatile for various tasks. Weapon enchantments, focus enchantments, charm and binding spells, even mind magic and time-based magic are all Enchantment school spells. |
Charm Spells:
A charmed opponent will not attack the mage who charmed her, or anyone else that is friendly toward that furre. However, they can do anything else. Charms can be broken by being attacked, or after 1d3 rounds. The opponent rolls 1d30 + Cha mod to determine the BCR of the charm spell. (2 Preps) Non-Elemental.
Partial Immobilization Spells:
These spells Immobilize an opponent, stop him from moving, and reduce Dex by half. BCR For these type of spells is 15 ± <Level Mod>. The number of Preps needed is a minimum of 2. The target can roll 1d30 + Con Mod + (5 * # of rounds) and beat the caster's roll to resist on their turn every round. Non-Elemental
Full Immobilization Spells:
These spells Immobilize an opponent, stop him from moving, and reduce Dex to zero. BCR For these type of spells the MR of the opponent . Preps needed is a minimum of 5. The target can roll 1d20 + Con Mod + (5 * # of rounds) and beat a BCR of 18 ± <Level Mod> to resist. Non-Elemental
To-Hit and Damage Increasing Spells:
By wrapping deadly strands of magic about weapons, casters can greatly increase the weapon's effectiveness to hit, and raise their damage! These spells last for a number of rounds equal to preps + 1. BCR is as listed. You can overprep these spells. Every +1 overprep will cause the spell to last +1 rounds (but the BCR bonus for overprepping is cancelled)
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Preps
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Bonus To Hit and Damage
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BCR
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1
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+1
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5
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2
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+2
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9
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3
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+4
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13
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4
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+6
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17
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5
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+8
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21
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6
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+10
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25
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7
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+12
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29
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8
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+14
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33
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9
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+16
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35
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10
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+20
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39
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Focusing Spells:
By magically focusing the mind, these spells give a caster greater mental acuity. These spells last for a number of rounds equal to preps + 1. BCR is as listed. They multiprep at -1, so a [4/4] becomes a [3/3]. You can overprep these spells. Every +1 overprep will cause the spell to last +1 rounds (but the BCR bonus for overprepping is cancelled) Non-Elemental.
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Preps
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Bonus To Focus
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BCR
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1
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+1
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7
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2
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+2
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11
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3
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+3
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15
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4
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+4
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19
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5
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+5
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23
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6
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+6
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27
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7
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+7
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31
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8
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+8
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35
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9
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+9
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39
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10
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+10
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43
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This school may not seem useful at first glance. But it's the ONLY way to pry information from the DM. Do you want to know the remaining HP or level of your foe? Want to know what a mysterious item is? Want to scry the future or see the past? Discern lies from truths? Take this school and find out! For some rolls, the DM will tell you the BCR, others they may not tell you. The future is a wily thing! |
Divining Items and Creatures:
Divination spells have prep requirements that depend on the BCR of the divination. The BCR for any attempt is always given by the DM. Non-Elemental.
# of preps required = BCR / 10 rounded down.
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Necromancy is the magical study of death and dead things. Not all necromancers are evil, skeleton raising Archmagi bent on world domination (though those exist, of course). Many necromancers study death and its relationship to life, seeking to prolong their own, or possibly to create new life from dead tissue. Unfortunately, the study of Necromancy is so abhorrent to most civilizations that its use has been banned, and carries harsh penalties. |
Life Draining Spells:
To cast a spell that drains life, simply ready and cast a spell, EXCEPT that it deals 1/2 the damage it would have (round down) and the caster gains back a similar amount of life. The caster may not gain more hit points in a day than they have in total by doing this, so a Level 7 mage with 70 hit points could only heal himself of 70 hit points of damage this way. The dice damage uses the Healing dice table. BCR for these spells is the MR of the opponent Non-Elemental.
Fear spells:
This spell causes the caster to look more terrifying than the most horrific fear that the target has. The target must beat the caster's roll with 1d30+Con Mod or run away in fear for 1d4 rounds. (3 preps) Non-Elemental.
Weakening/Feebleminding Spells:
Use of these spells decreases a characters ability score in some way, by lowering one of their stats, such as strength, dexterity, etc. Every prep spent decreases the ability by one point to a maximum of 6 points. (i.e. 4 preps = - 4 points). BCR of these spells is the MR of the opponent. You can overprep these spells. Every +1 overprep will cause the spell to last +1 rounds (but the BCR bonus for overprepping is cancelled) Non-Elemental.
Poison Spells:
Poison spells are damage-only, and do (preps*caster level)/2 damage after the target's turn. After the target takes the damage, they can roll 1d30 + Con Mod, if the roll beats the previous roll, they are cured, and the spell ends. Opponent rolls 1d30 + Con Mod, and that is the BCR of the spell. Non-Elemental.
Summon Undead (Mage Necromancers Only):
If the Necromancy school is taken along with the Conjuration school, the mage is able to summon undead. Summoned undead can be of any class. Summoning Undead can also be a ritual that animates a recently dead corpse (or parts of one sewn together). A permanent summon requires 20 non-multiprepped preps, a BCR equal to the 2x the level of the summon, and a -permanent- HP drain equal to 1/2 the Summon's Level. If the spell fails, the drain is not permanent. If a success, roll 1d100. The new construct is considered under the control of the caster 75 + <caster's level /2>% of the time. The new construct is created using Human stats, but with an intelligence of 3. You still only get 15 points initially to place into it's abilities. If the new construct dies, you regain half the HP spent in it's creation. Non-Elemental.
Mind Controlling Spells:
A mind-controlled opponent will not attack the mage who charmed her, or anyone else that is friendly toward that furre. The caster must know the language of the being being controlled. If they do not, then the Control spell becomes a Charm Spell. They can be ordered to perform any action that does not include hurting themselves, however, if they are ordered to do something against their nature, (such as attack their comrades) the control check must be re-rolled. Control can be broken by being attacked, or after 1d3 rounds. The opponent rolls 1d30 + Cha mod + Con Mod + 1/2 Level to determine the BCR of the charm spell. (2 Preps) Non-Elemental.
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Celestial magic is the magic granted by the good aligned Gods and Primes to their clerics. It is the magic of love and compassion. Healing spells and curing spells are found here and nowhere else. Such is the power of the Primes. Clerics who learn Celestial Magic are always good or neutrally aligned. |
Heal Life Spells:
Healing spells heal the living. They cannot be used to attack.
These spells require the caster to lay her hands on the victim. To cast a healing spell on someone who is under attack, the caster must roll
1d30 + <CR> + <Cha mod> needing a 15+ for success
If the caster is under attack, the spell only heals/deals half normal damage.
The Healing/Damage roll is just like Evocation spells:
<Preps>d<Dice> + <CR> + <Preps>
Healing spells may be multitargeted. Multitargeted spells affect more than one target for each spell attempt. To multitarget a healing spell, you simply divide up the number of dice healing of the spell among the number of targets that you want to cure, for example, instead of rolling 3d12+12 for curing to one target, you roll 2d12+8 to cure one target and 1d12+4 to cure another. Multitargeted spells are always multiprepped at -1, so if you normally prep 3 per round, you could only prep 2 per round for a multitargeted spell. If you only have 1 prep per round, you cannot multitarget.
Healing Dice:
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Level
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Dice
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1-4
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d6
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5-9
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d10
|
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10-14
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d15
|
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15-19
|
d18
|
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20-24
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d20
|
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25-29
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d22
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30+
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d30
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Turn Undead:
Useable (Cleric’s Level/3) + Cha mod per day, this ability allows the cleric to severely restrict undead with Divine power. The cleric makes a normal direct damage magic attack versus a BCR of 20. To this number add +1 for every level that the undead has over the cleric, or subtract -1 for every level the cleric has over the undead. Separate rolls needed for multiple undead.
Any undead within viewing range that are hit, suffer a penalty to their attack, damage, and CR rolls, as well as their AC equal to 3 + Cleric's charisma modifier. They also try to flee, if possible. If the undead creature is more than 10 levels lower than the cleric, it is destroyed automagically. Intelligent undead (Liches or Vampires) are immune to automatic destruction, and are not compelled to flee (Though they may choose to do so). This effect lasts a number of rounds equal to one-fourth the Cleric’s level (Minimum of 1). Multiple uses do not stack, nor may multiple clerics turn the same undead (Take the highest penalties and apply only those.)
Stabilizing:
This costs a number of preps equal to the Victims level - the casters level +1. If the healer is the same level, or a higher level than the victim, then it takes 2 preps. The healer will then roll 1d30 + <Wis mod> + <Cha mod> + <Misc magic items>, needing to roll amount greater than the negative value of the victim's hit points, so as an example, the healer would have to roll higher than 15 if the victim had -15 hit points. The roll can never go above 30. (2 preps)
Resurrection: (Available at Level 25+)
This spell revives the dead. It cannot be cast in battle, and does terrible things to both the caster and the corpse. The corpse must be no more than three days old, unless it has been kept safe from decay. This spell costs 20 preps to resurrect a character under level 20, and 30 preps for characters over level 20. Resurrection is a very difficult task. Success is determined by 1d30 + <Wis mod> + <Cha mod> + <Misc bonuses>. This roll must be equal to or greater than the level of the corpse. Resurrection Effects: For the resurrected one, Str/Con/Dex and HP, are halved for 1d10 - Con mod (the original con mod) days, minimum of one. For the Cleric, Str/Con/Dex and HP are halved for 1d6 days, - Con mod (the original con mod) days, minimum of one.
Antidote Spells:
To cure a poisoned furre, your Antidote Spell has to have the same number of preps as the poison spell (or 2 preps, if not a spell). The BCR to cure the target is the same as the BCR of the poison spell.
Restoration:
This spell is used to restore lost ability score points. The BCR is always equal to 15, and every prep spent restores up to 2 points in one ability score.
Last Rites:
Peforming the last rites for a corpse ensures that it will never be reanimated as the living dead (unless the character animating the corpse is four levels higher than the cleric that cast this spell). The corpse may still, however, be resurrected. The BCR is equal to 10, and requires 2 preps, +1 for every 5 levels the creature has. This spell negates Defile, and if that spell has been cast upon a corpse, Last Rites must be cast twice to gain the benefits described above.
Purify:
This spell purifies a small area of 10’ x 10’ (2 x 2 tiles) of the Cleric’s choice and lasts for one day, unless used within a building such as a church (or similar holy grounds; shrines work as well), where the spell becomes permanent unless the church is destroyed. In either case, a point of focus (such as a stationary cross or icon) must be used to cast the spell on. Undead or evil characters trying to move onto these tiles or attack a character within them must roll a resist fear aura check, BCR being the Cleric’s level or 30, if in a church. This spell requires 4 preps, and the BCR is equal to 20. It cannot be cast during combat.
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Infernal magic is the magic granted by the evil aligned Gods and Dark Primes to their clerics. It is the magic of hate and domination. Harm Life spells and animate dead spells are found here and nowhere else. Such is the power of the Primes. Clerics who learn Infernal Magic are always evil or neutrally aligned. |
Harm Life Spells:
These spells heal the dead. They cannot be used to attack.
These spells require the caster to lay her hands on the victim. To cast a harm spell on someone who is under attack, the caster must roll
1d30 + <CR> + <Cha mod> needing a 15+ for success
If the caster is under attack, the spell only harms half normal.
The harm roll is just like Evocation spells:
<Preps>d<Dice> + <CR> + <Preps>
Harming spells may be multitargeted. Multitargeted spells affect more than one target for each spell attempt. To multitarget a harming spell, you simply divide up the number of dice harming of the spell among the number of targets that you want to harm, for example, instead of rolling 3d12+12 for harming to one target, you roll 2d12+8 to cure one target and 1d12+4 to harm another. Multitargeted spells are always multiprepped at -1, so if you normally prep 3 per round, you could only prep 2 per round for a multitargeted spell. If you only have 1 prep per round, you cannot multitarget.
Harming Dice:
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Level
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Dice
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1-4
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d6
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5-9
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d10
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10-14
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d15
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15-19
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d18
|
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20-24
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d20
|
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25-29
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d22
|
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30+
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d30
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Life Draining Spells:
To cast a spell that drains life, simply ready and cast an evocation-type spell, EXCEPT that it deals 1/2 the damage it would have (round down) and the caster gains back a similar amount of life. The caster may not gain more hit points in a day than they have in total by doing this, so a Level 7 mage with 70 hit points could only heal himself of 70 hit points of damage this way. The dice damage uses the Healing dice table. BCR for these spells is the MR of the opponent
Bolster Undead:
Useable (Cleric's Level/3) + <Cha mod> per day, this ability allows the cleric empower nearby undead with Divine power. The BCR is 25. If the Cleric beats the BCR, any friendly undead within viewing range of the cleric gain a bonus to To-Hit/Damage and CR rolls, and AC equal to the 3 + Cleric's Charisma modifier. Undead clerics cannot bolster themselves. This effect lasts a number of rounds equal to one-fourth the Cleric's level (Minimum of 1). Multiple uses do not stack, nor may multiple clerics bolster the same undead, only the highest bonuses apply (2 preps)Poison Spells:
Poison spells are damage-only, and do (preps*caster level)/2 damage after the target's turn. After the target takes the damage, they can roll 1d30 + Con Mod, if the roll beats the previous roll, they are cured, and the spell ends. Opponent rolls 1d30 + Con Mod, and that is the BCR of the spell.
Curse:
This spell curses a small area of 10’ x 10’ (2 x 2 tiles) of the Cleric’s choice and lasts for one day. A point of focus (some object) must be used to cast the spell on. Good characters trying to move onto these tiles or attack a character within them must roll a resist fear aura check, BCR being the Cleric’s level. This spell requires 4 preps, and the BCR is equal to 20. It cannot be cast during combat.
Defile:
Defiling a corpse ensures that it will be much easier to reanimate as the living dead. The corpse will be raised with four more levels than the summoning spell would originally create (The dead still may not have more levels than the caster, however). The BCR is equal to 10, and requires 2 preps, +1 for every 8 levels the creature has. This spell negates Last Rites, and if that spell has been already cast upon the body, Defile must be cast twice upon a corpse to gain the benefits described above.
Animate Dead (Infernal Clerics ONLY):
Animate dead uses the same rules as summoning. However, there is no limit to the number of undead that an Infernal Cleric can control. There must be bodies nearby to animate as well, such as a graveyard or ancient battlefield. Other places, such as an open field or old forest may have bodies as well. If you aren't in an obvious place of the dead, roll 1d100, on a 50 or greater, you find something to animate. You can animate more than one undead at a time. For every prep you spend, you can animate up to the total levels on the chat below. All undead raised are considered of the Fighter class.
For example: you can spend three preps and raise one 5th level undead, one third level and one second level undead, or five first level undead.
Animated Dead stay for one round per level of the caster. You can always overprep and disregard the BCR bonus from overprepping to have the creature stay an extra round per prep.
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Preps
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Total Levels of Creatures
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1
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1
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2
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3
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3
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5
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4
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7
|
|
5
|
9
|
|
6
|
11
|
|
7
|
13
|
|
8
|
15
|
|
9
|
17
|
|
10
|
19
|
|
11
|
21
|
|
12
|
23
|
|
13
|
25
|
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The Nature school is based on the elements of nature, and is specific to those that spend most of their time in the woods. Bending the force of nature to their will, Druids and Rangers' magic is both awe-inspiring and impressive. |
Nature's Healing (Non-elemental Healing):
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Druids
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Rangers
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Stabilizing:
This costs a number of preps equal to the Victims level - the casters level +1. If the healer is the same level, or a higher level than the victim, then it takes 2 preps. The healer will then roll 1d30 + <Wis mod> + <Cha mod> + <Misc magic items>, needing to roll amount greater than the negative value of the victims hit points, so as an example, the healer would have to roll higher than 15 if the victim had -15 hit points. The roll can never go above 30. (2 preps)
Regeneration:
In combat, regeneration gives a small boost to hit points automatically healed every turn. Needing x amount of preps, it will boost hit point regeneration in battle to x * 2 per turn, and lasts for a number of rounds equal to preps * 2. (BCR 20) (Requires multiprep of 2)
Endure Climate:
The target can ignore up to preps*2 damage from one type of climate effect (Hailstorms, Sandstorms, Hurricanes..etc.) (BCR 15)
Poison:
Poison spells are damage-only, and do (preps*caster level)/2 damage after the target's turn. After the target takes the damage, they can roll 1d30 + Con Mod, if the roll beats the previous roll, they are cured, and the spell ends. Opponent rolls 1d30 + Con Mod, and that is the BCR of the spell.
Antidote:
To cure a poisoned furre, your Antidote Spell has to have the same number of preps as the poison spell (or 2 preps, if not a spell). The BCR to cure the target is the same as the BCR of the poison spell.
Druids conjure monsters to fight for them in a matter identical to mages, except that they are restricted to a special list. Otherwise, all rules are identical.
Useable by Druids with the Beast feats, aspects temporarily increase the Druid's ability in some way or another. They last a specific number of rounds, after which the Druid can do nothing but move and defend himself. While in use, the Druid cannot use any weapons, and bonuses granted by their wielded weapons or items are temporarily banished. After the effect is over, the Druid regains use of their wielded items.
Claws of the Bear: The Druid's fingers grow into huge, sickle like claws, and his arms bulge with the power of a raging bear. (+1d12 Unarmed damage (1d15 for most), +10 Strength) The Druid's fingers become claw-like, and he grows shaggy fur all over his body.
Heart of the Stallion: The Druid's ability to withstand enormous pressure and damages increases temporarily, giving him a drastically improved chance of survival. However, once the boost ends, the Druid returns to his normal self. This boost, unlike the others, lasts a maximum of 10 rounds. (+8 Con. The HP Gained disappears after the feat’s duration.) The Druid's legs become disproportionally muscular while using this ability.
Roar of the Lion: The Druid issues a throaty, powerful roar at the beginning of every round, and his stature and presence increase to the point where most are quite loathe to approach him. (+8 Charisma, Temporary fear aura.) The Druid's hair becomes much longer and shaggier, and his teeth sharpen into points while using this ability.
Eyes of the Eagle:The Druid's eyesight increases dramatically, giving him improved abilities of striking and incredible prowess with ranged weapons. (+5 To-Hit. +15 foot (3 square) bonus on ranged weapon maximum distances.)
Shell of the Tortoise: The Druid becomes much tougher, and most attacks deal reduced damage to him. (+7 AC [Max 40], subtract the first four points of damage from any dice used to attack [Magical or otherwise] that would normally affect the Druid.) The Druid's skin is like a shell to the touch, and he may grow spots.
Celerity of the Mouse: The Druid gains hyper-fast reflexes, and can react to any situation with incredible speed. (+8 Dex, +2 Init.) The Druid becomes thinner and his face gains a rodentlike cast while using this ability.
Ferocity of the Wolf: The Druid gains the speed and power of a leaping wolf, and his jaws lengthen into a powerful muzzle full of razor sharp fangs. (+2 Attacks/rd, +4 Strength, 1d7 unarmed damage.) The Druid appears to be an enraged werewolf while using this power.
Wisdom of the Raven: The Druid deepens his bond with the world around him, increasing his magical powers. (+5 Wisdom, +1 Prep/rd) The Druid sprouts black feathers while using this ability.
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Spellsong is the magic woven into song by Bards. It is an art form and a useful skill. Most spellsong affects an entire group of listeners, however, it cannot affect anyone who is deaf! Unlike other magics, Spellsong is learned by level, and some of the more powerful songs are actually feats. Dance is the magic woven by body movements. As Spellsong, it is both useful, as well as artistic. Dance routines are learned by level, like Spellsong, but they generally only affect the Dancer, not a group. |
Using Spellsong:
Spellsong can only be used if the Bard has an instrument equipped. A Bard can either sing the words, or play a wind instrument, but he cannot simply be a vocalist. Each song is a [2/2] spell and cannot be multicast. The spell lasts for two rounds, beginning with round [1/2] and ending on the Bard's turn after he posts [2/2]. The turn after that is skipped as the Bard needs to retune.
Two Bards on the same side cannot sing the same song. If they do, the magic becomes Distonal and both songs are lost. However, if they sing different songs, their music is Harmonious, and both effects take place.
Using Dance:
Dance routines can only be used if the Dancer is unarmed, or wielding a one-handed weapon. If a Dancer starts a new dance in the middle of an ongoing one, the new dance takes precedence. Dances have specific durations, noted in the individual descriptions. After a routine is over, the Dancer cannot use another for one round; they can still attack and use other abilities as normal, however.
Duet: If both a Bard and a Dancer begin a song/routine on the same round, the effect created gives both characters an effective +4 bonus to Charisma for the purposes of determining the power of their songs.
Bard Songs:
Allegro of Armament (Level 1):
This tune gives everyone friendly to the Bard the following while it is sung:
<Bard's Cha Mod>/2 + <Bard's Level>/4 bonus to Damage
(only)
Harmony of Healing (Level 2):
This tune gives everyone friendly to the Bard the following while it is sung:
Heal 10 + <Bard's Cha Mod> HP per round that it is sung
Passagio of Precision (Level 3):
This tune gives everyone friendly to the Bard the following while it is sung:
<Bard's Cha Mod>/2 + <Bard's Level>/4 bonus to To-Hit
(only) and AC.
Madrigal of Mages (Level 5):
This tune gives everyone friendly to the Bard the following while it is sung:
<Bard's Cha Mod>/2 + <Bard's Level>/4 bonus to MR
and CR.
Curative Cadenza (Level 7):
This tune gives everyone friendly to the Bard the following while it is sung:
All party members are Healed (<Bard's Level>/4) x 10 HP at the
end of the song.
Furious Fandango (Level 10):
This tune causes anyone unfriendly to the Bard to fly into a rage.
The lose <Bard's Cha Mod>/2 + <Bard's Level>/4 to To-Hit/Damage
and AC. Opponents can roll 1d20 + Wis Mod vs. the Level of the Bard to
resist.
Ballad of Battle (Level 12):
This tune gives everyone friendly to the Bard the following while it is sung:
<Bard's Cha Mod> + <Bard's Level>/4 bonus to To-Hit
and Damage
Dance Routines:
Duelist's Dance (Level 1):
Concentrating on a single opponent, the dancer moves fluidly and gracefully, and fights like a classical swashbuckler. The dancer can attack using this dance, and gains a +3 bonus on To-Hit/Damage rolls. This dance lasts for two rounds.
Jester's Jeer (Level 5):
The dancer springs nimbly around their foe, throwing
intimidating, distracting, and outright annoying taunts at them. The opponent
suffers a penalty on To-Hit, Damage and CR rolls equal to the dancer's Charisma
modifier +1. This routine lasts for one round, and the Dancer only recieves
one attack.
The total penalty cannot exceed 1 + the Dancer's level /2.
Mambo de M'rill (Level 9):
Calling upon the divine protection of M'rill, prime of agility, the character performs a powerful dance that grants an AC and MR bonus to the the Dancer equal to the Dancer's Charisma modifier. This dance lasts for one round, and the Dancer is limited to one attack each round while this dance is being used.
Fate's Fandango (Level 12):
This dance can only be used when the Dancer has less than 1/3 her hit points remaining. She calls upon the fates to help defeat her undeserving foes, and gains a +6 bonus to to-hit/damage. The dancer may attack while using this dance, though it lasts for only one round.
Tornado's Tango (Level 15):
The Dancer chooses one enemy. While attacking that enemy, the Dancer recieves one bonus attack each round, and all attacks are made with a -2 penalty on To-Hit rolls.