| Magic of Artheria In Artheria, there are three kinds of Magic. Sorcerous, Necromantic, and Spirtual. Flowing together and against each other, these three types of magic create three seperate unique branches of spellcasting. Casting the Spell Skills - First of all, if you want to cast a spell, you have to have some ranks in one of the magical skills. Take as many feats and havce as good stats as you want, but without the skill ranks, you have no idea how to work magic. Depending on what type of affect your trying to achieve, you'll use a different magic skill. If you don't have a magic skill capable of doing it; your out of luck. Power - Everybody has this stat. Its called 'Power', and represents how much mental energy you have that can be used for magical spells. If you have none left, you can't cast any spells. Sorry, but thats how it goes. Depending on your level, how high your stats are, and how many magical skill ranks you have, you'll have more, or less, power. Alright. If you have the skill ranks, and you have at least some power left, you can try your hand at magic. Your obviously trying to achieve some sort of affect. Go to the table for the affect your trying to achieve. Lets say you want to turn an orc into a greasy spot on the grass. You flip it to.. damage. How much damage do you want to do, and how far away is the Orc? Heck, do you want to affect more than one? Once you decide all of these things, add up the mods they give to the difficulty of the spell. For this example, lets assume you just want to do 3d6 damage, to an Orc who is 50 feet away. This adds +2 to the difficulty for the range (+1 per 10 feet past 30) and +4 difficulty from the damage (+2 per 1d6). So, taking in the base of +1, this totals at a.. +7 DC spell! Whoah. Okay, so you know what the spell does, and how hard it is to cast. Can you cast it? Lets check. In order to be able to cast a spell, you need at least half as many skill ranks as the difficult mod. Okay, you've got 4 skill ranks, so that works; its just barely in what you can cast. You also need at least half the spell's DC mod in power. Hmm.. 7 divided by 2.. thats 3 and a half, round up to 4. You got 4 power? Yeah, you haven't cast anything yet today. Good! You know you can try to cast it. Okay... now, you simply roll your magic skill. If its a spell you prepared beforehand.. like in a spellbook, or on a scroll, or in a magical device.. the base difficulty is 5. With that +7 mod, all you'd need is a 12 or better! If you made it up on the fly, though, and didn't have it ready in advance, the base difficulty is 10. You need at least a 17 in that case. Now, what about if its harsh conditions, or somebody is trying to swing at me, or they already did? If you've taken damage this round, the amount is added to the difficulty. Ouch. If you want to avoid an Attack of Opportunity, and someone is within reach, then the difficulty goes up by 5. Mmm.. this sounds bad. And if whatever way you use to cast spells.. if its by voice, or by hand motion.. is restricted, the difficulty goes up more by how restricted it is. Armor is one obvious thing that does this, and bindings are another. Bindings might make it altogether impossible, or even add +20 to the DC! Well, now, back to the example. The Orc, luckily, isn't that close, so we don't need to worry about AoOs. We just cast the spell, and since we made it up on the fly, we hope that we beat a 17 with the roll. Hmm. We rolled a 12.. Plus four from our skill ranks.. plus 2 from our high stat mod.. it worked! We blasted the Orc! Now we just figure out what it does. If it allows a saving throw, the Orc gets a saving throw, and then you roll damage. You just cast your first spell. Now that you know how to cast them, here are a few hints. Even if its not a spell your character has pre-prepared, write up what it does anyways, so that, when the time comes to cast it, instead of doing a bunch of math and slowing down play, you already know what you need to beat with a roll, and you just roll it and then find out if it works. Make several versions of spells you think you'll use. Differing range, and radius of affects can change the DC.. and if you only have a prepared spell that has a lower range or smaller radius... then you've got to do that math again. The ability to make up spells on the fly is a great feature of this system, but if you aren't quick-witted, or if you don't plan ahead, then you could slow the game down and make it less fun. If you think your going to make up a new spell right quick, then have the tables handy so you can check them immediately, and can spend less than a minute or two finding out exactly what you need to do. The three powers Now its time to outline what exactly Necromancers, Cultists, and Sorcerers are. Sorcery Sorcerers are magic-users. They wield the arcane energy of the world and shape it into magical effects. They don't tap into life force, nobody is harmed by their magic unless they want them to be, and they don't have to pray or dedicate themselves to a spirit to get power. They are the magic-users with the least limits on how they can use their power, and the best ability at flashy, dramatic effects. Spirituality Cultists call upon the power of the spirits. In most cases, Cultists worship someone who has died, and gives them power in exchange for their dedication. Some cultists worship people still alive; such as necromancers or sorcerers or even other cultists. Cultists use magic that, while not flashy, manipulates the human spirit, mind body and soul. They can also achieve, to a lesser extent, the flashy and damaging effects of sorcery magic, and they are much better at things like healing injuries and giving morale-boosting enchantments. Necromancy Necromancers manipulate life force, causing it to flow in a direction of their controll. Entrapping life force in a corpse allows them to create an undead, a parody of life, while channeling life force into someone allows them to heal them, or even bring them back from the dead. But life force also has a deadly aspect, in draining it from an opponent, or in sending pure deadly force at them. Necromancy is, while good at both the flashy and damaging affects as well as the healing ones, a very dangerous power to use. It's power comes not only from the mental energy of the wielder, but also from the life force of his surroundings, causing him to leave dead grass and plant-life, as well as often dead companions unlucky enough to be standing to close, behind him wherever he goes. Power Gain How exactly do you gain power? Follow this formula. The result will be the power you SHOULD have at your current level, barring any unusual magical affects. Sorcerer (Any non-sorcerer who uses Intelligence) ( Intelligence mod + Wisdom Mod * level ) + Total skill ranks in all magic skills Cultist (Any non-cultist who uses Wisdom) ( Wisdom mod * level * 2 ) + Total skill ranks in all magic skills Necromancer (Any non-necromancer who uses Necromantic Magic) ( Charisma Mod + Wisdom Mod * Level ) + Total skill ranks in all magic skills Thus, a Cultist with a wisdom of 16 at level one, with 8 ranks among his various skills, would have a power of 14. A Sorcerer with an Intelligence of 16 and a Wisdom of 12 would have, with 12 skill ranks and at first level, 16 power. A Necromancer with a 16 charisma and a wisdom of 12 would have, with 8 skill ranks and at first level, 12 power. (Note: The reason the Sorcerer is counted with more skill ranks for this example is because Sorcerers, with Intelligence as their primary stat, typically have more skill ranks) And what are these Magic Skills, anyways? Magic in this system is made up of Skills. Each skill can provide you with one or two affects, and is limited to a class, or two classes, or, in some possible cases, all three. Remember that, while these skills are only class skills for these classes, nothing prevents a warrior from taking a few ranks in these skills as cross-class; he simply won't be nearly as good at them as the dedicated spellcaster. Flame: Sorcerer, Necromancer Flame can be used to generate fire-based attacks, as well as fire-based defenses, such as a shield of fire. All flame magic, however, has an offensive purpose; the flaming shield merely serves to harm those who come close to you. Flame defenses will, however, reduce damage from fire, ice, cold, or heat-based attacks. Affects: Damage(fire element), Negation(Fire, Cold, Heat, Ice) Holy Smite: Cultist The primary 'magic attack' of the Cultist, this attack deals double damage to any declared Accursed by the chosen spirit, but against all other targets, does only 1d4 damage per dice instead of 1d6 as normal. Affects: Damage(Spirit) Ice: Sorcerer, Necromancer Ice can be used to generate ice attacks, freezing your opponents to death, and it can also be used to create solid objects, which might be used to intercept a flame or other attack as a defense. It can't serve as an actual defense, since having a layer of ice around you would render you unable to move. Affects: Damage(Ice element), Creation(Ice) Lightning: Sorcerer, Necromancer Lightning can be used to generate electrical attacks, shocking your opponents, and it can be used in the same manner as flame in order to form a defensive lightning wall. It does not have the ability to reduce any other element, however; it is purely offensive. On the other hand, Lightning Spells halve the cost of additional range or area of affect increments, and start out with a full 60ft. maximum range. Affects: Damage(Electrical element) Acid: Sorcerer, Necromancer Acid can be used to melt through things, purely and simply. It either does straight-up damage to living targets and objects, or causes significant harm to objects worn. While Acid's range is more limited, with a 15 foot base range and only 5 feet per bonus DC of range, it is capable of more effectively dealing long term damage, and, for free, does half damage each round after the first until it reaches less than one dice. Affects: Damage(Acid) Poison: Sorcerer, Necromancer Poison is most commonly use to, of course, poison targets. It can be used for Paralysis (decreasing Dex), Weakening (decreasing Strength or Constitution), or causing debilitation (weakening a mental stat). It always allows a Fort save, and can add on a second benefit at 1/2 cost, which only takes affect if the opponent fails two fort saves, and then only after 1d6 additional rounds. Affects: Reduce (Any stat) Sonic: Sorcerer, Necromancer Sonic is another almost pure damage spell, but its also quite useful for damaging objects, especially crystaline or glass ones. Any such objects in the area must make a fortitude save against this spell, or be destroyed and shattered into dust. This is in addition to the normal damage affect, and requires no bonus DC. Affects: Damage(Sonic) Force: Sorcerer, Necromancer Force is pure, kinetic, force. An invisible fist slams into your enemy, or floats between you and your enemy. It serves to either summon an invisible 'creature' which will provide cover for you and possibly slam into opponents, or to simply smash the target like a bug. Affects: Damage(Force), Summon(Pure Force Only) Heal: Cultist, Necromancer Heal is just that. Heal can recover lost health, lost ability damage, or lost limbs. Affects: Heal(All) Harm: Cultist, Necromancer Harm is the reverse of Heal, and purely deals health damage, or afflicts ability damage on the target. Its Default range is dropped to Touch, but its range increments for expansion remain normal; this isn't as effective as the standard elemental spells as an attack because of this, but it can be an effective affliction. Affects: Damage(Living), Reduce(Stats or other abilities) Morale: Cultist, Sorcerer, Necromancer Morale is the ability to boost someone's spirits, or simply make them more effective; its not necesarily a mental cheer affect, which is why Sorcerers can get it as easily as Cultists. Affects: Boost(Any) Light: Cultist, Sorcerer, Necromancer Light serves to, just that, create light. It can be used in an offensive way with a multi-colored spray of light, dazzling, blinding, and, with especially intense light, even dealing heat damage to the target. It is a +3 DC per 1d6 of light damage, however, due to its inneficiency at this. Affects: Damage(Light), Creation(Pure light), Reduce(Blind affects) Darkness: Cultist, Sorcerer, Necromancer Darkness serves to blind the target within it, choke them in vileness, or to simply cloud your presence. It can damage targets, but like Light, not very effectively, dealing only 1d6 per +3 DC. Affects: Damage(shadow), Creation(Darkness), Boost(Hiding ability) Compel: Cultist, Sorcerer, Necromancer Compel forces the target to do something it otherwise wouldn't, or alters its behaviour somehow. Affects: Compulsion(All) Summon: Sorcerer, Necromancer, Cultist(Spirit-related-only) Summon does just that; it calls forth a creature to do your bidding. It can also be used to contact and communicate with creatures you've summoned, if they are outside your immediate area. Affects: Summon(Any), Message(Summoned only) Unsummon: Cultist, Sorcerer, Necromancer Unsummon is the Banishment, the Exorcism skill. Use it to bar summoned creatures from an area, or to drive one already there back to its home. Affects: Banish(Summoned) Counter-Magic: Sorcerer Counter-Magic is the spell category used to counter.. ehrm.. magic. It also has the more advanced ability to reflect magic back at the caster. This is generally only useful when readied. Affects: Counter(All), Reflect(all) Ressurect: Cultist Ressurect is a more potent aspect of the Healing power. It solely serves to add to a character's heal checks when he makes an attempt to ressurect a target. Affects: Special(read desc) Animate: Cultist, Sorcerer, Necromancer Animate causes a normally immobile object to gain life-like properties and be able to move around. It can also be applied to Undead. Note that Animation spells are far, far easier to make permanent; simply expending twice the power used to animate a creature, and successfully rolling the amount needed to animate again, will cause the targeted animation to remain indefinitely. Affects: Animation(All objects) Illusion: Sorcerer Crafts an illusion. Can be used for invisibility, setting traps, or just about anything else your twisted mind desires. Creating horrifying images that induce fear is another popular use. Affects: Illusion(Normal) Protection: Cultist, Sorcerer, Necromancer This causes an object to become tougher, and more protective, or simple creates a field that deflects attacks directed at you. Affects: Defense(Normal) Warding: Cultist, Sorcerer, Necromancer This creates a warding spell that, when activated by a creature, triggers another spell affect. A Ward is a special affect, and costs 1 power per 10-yard cube targeted. Affects: None(Solely serves to set DC for creatures to avoid setting off wards) Divination: Cultist, Sorcerer, Necromancer This allows you to see a glimpse of another place, or to send a message to another place, or to ask a question of someone far off. Affects: Far Vision(Normal), Message(Normal) Conjure: Cultist, Sorcerer, Necromancer This allows you to summon forth objects; its like summon, but deals with the inanimate. Affects:Creation(Any) Temporal Adjustment: Sorcerer This spell modifies how time flows, either faster or slower. Affects: Action Boost(Normal), Movement(Normal speed only), Reduced Movement(Norm), Reduce(Dex only) Teleportation: Sorcerer This spell activates the Teleport function of the Movement table. Affects: Movement(Teleport) Movement: Cultist, Sorcerer, Necromancer This spell allows you to move faster, or in a different way, such as flying, swimming, etc. Affects: Movement(All but Teleport) Transformation: Cultist, Sorcerer, Necromancer This spell changes a target into something else, or changes its properties. Affects: Transform(Normal), Size Change(Normal) Thats the list of available magic skills. Now what do those affects mean? On a side note, the bigger the affect your trying to achieve, in increments, eventually the easier it gets to make it bigger. Any quantity but damage thats increased normally by flat DC mods will increase at five times the normal rate for every 3 times its taken. Thus, adding +4 DC for range on a damage spell would add +10 feet +10 feet +10 feet + 50 feet, for a total of +80 feet. This is intended to allow casters to achieve such grand affects as miles-distant fireballs or such without truly ungodly powers. Note: This was included after someone was kind enough to point out the astronomical DC a fireball would require. Summon Base DC: +2 Effect: Summons 1 CR 1 creature (+2 DC per additional CR) and grants controll to caster (1/2 DC if uncontrolled) Duration: 10 rounds (+1 DC per additional 2 rounds, +3 DC per additional minute, +9 DC per additional hour, +30 DC per additional day, +50 DC is permanent) Can be dismissed at will (-1 DC if cannot be dismissed) Range: Appears within 30 feet (+1 DC per additional 10 feet) Saving Throw: Nil (Unless specefic creature summoned, then Will) Spell Resistance: Nil (Unless specefic creature summoned) Casting Time: 1 minute (+2 DC if 1 action, -2 DC if 1 day, -6 DC if 1 week) Damage Base DC: +1 Effect: Deals 1d6 damage to 1 target. (+2 DC per additional 5x5x5 foot cube affected, +2 DC per additional 1d6 damage) Duration: Instantaneous (+4 DC per Additional round of damage, 1/2 damage each round that passes) Range: 30 feet (+1 DC per additional 10 feet) Saving Throw: Reflex for energy, Fortitude for Soul, Will for Mental(Power damage), halves damage. Spell Resistance: Yes Casting Time: 1 action (+4 DC if free action, -4 DC if 1 day, -12 DC if 1 week) Heal Base DC: +2 Effect: 1d6 health restored to 1 target. (+2 DC per target affected, +3 DC per additional 1d6 healed, +30 for ressurection, +40 for ressurection from Spirit world -past shadow world-) Duration: Instantaneous (+4 DC per round of additional healing, 1/2 effect subsequent rounds.) Range: Touch(+4 DC for 30 ft. range, +1 DC per 10 ft. range beyond that., +4 DC for Self, +2 DC per target) Saving Throw: Will (Harmless) Spell Resistance: Yes Casting Time: 1 action (+4 DC if free action, -4 DC if 1 day, -12 DC if 1 week) Negation Base DC: +1 Effect: Negates 1d6 damage of any sort to 1 target. (+1 DC per additional d6, +2 DC per target affected, +8 DC if no damage type specefied) Duration: 1 round (+2 DC per round of duration, +8 DC per minute of duration, +32 DC per hour of duration) Range: 30 feet (+1 DC per additional 10 feet) Saving Throw: None. Spell Resistance: Yes Casting Time: 1 action (+4 DC if free action, -4 DC if 1 day, -12 DC if 1 week) Defense Base DC: +4 Effect: Adds +4 to targets armor class or one saving throw for all purposes. (+2 DC per additional point of protection) Duration: 6 hours (+1 DC per additional 4 hours) Range: Touch, or Self (+4 DC for 30 ft. range, +1 DC per 10 ft. range beyond that.) Saving Throw: Will (Negates) Spell Resistance: Yes Casting Time: 1 action (+4 DC if free action, -4 DC if 1 day, -12 DC if 1 week) Reduce Base DC: +2 Effect: -1 to all saves, skill checks, attack rolls, for target, or -2 to one Attribute. (+2 DC per additional -1, +2 DC per target) Duration: 1 hour (+1 DC per additional hour) Range: 30 feet (+1 DC per additional 10 feet) Saving Throw: Will (Negates) Spell Resistance: Yes Casting Time: 1 action (+4 DC if free action, -4 DC if 1 day, -12 DC if 1 week) Boost Base DC: +2 Effect: +1 to all saves, skill checks, attack rolls, for target, or +2 to one Attribute (+2 DC per additional +1, +2 DC per target) Duration: 1 hour (+1 DC per additional hour) Range: 30 feet (+1 DC per additional 10 feet) Saving Throw: Will (Harmless) Spell Resistance: Yes Casting Time: 1 action (+4 DC if free action, -4 DC if 1 day, -12 DC if 1 week) Animate Base DC: +1 Effect: As Summon, but requires existing model to work on (Statue, corpse, etc.) Duration: 20 rounds(+1 DC per 5 rounds) Range: 30 feet (+1 DC per additional 10 feet) Saving Throw: Nil Spell Resistance: No Casting Time: 1 minute (+2 DC if 1 action, -2 DC if 1 day, -6 DC if 1 week) Compulsion Base DC: +2 Effect: Forces the target to perform as ordered (Must be reasonable. Otherwise +10 DC) Duration: 2 rounds(+2 DC for 10 rounds, +4 for 5 minutes, +8 for 1 hour, +16 for 12 hours, +32 for 3 days, +64 for 1 week) Range: 30 feet (+1 DC per additional 10 feet) Saving Throw: Will (Negates) (+2 DC per +2 DC of the Will save.) Spell Resistance: Yes Casting Time: 1 action (+4 DC if free action, -4 DC if 1 day, -12 DC if 1 week) Creation Base DC: +1 Effect: Creates 1 cubic foot of non-magical, non-living matter. (+1 per additional cubic foot, +4 for Metal, +4 for complex objects) Duration: 1 hour (+1 DC per additional hour, +6 DC per additional day, +12 DC per additional week, +36 DC for permanent) Range: 30 feet (+1 DC per additional 10 feet) Saving Throw: Nil Spell Resistance: Nil Casting Time: 1 action (+4 DC if free action, -4 DC if 1 day, -12 DC if 1 week) Illusion Base DC: +1 Effect: Creates 5 cubic feet of inanimate illusion. (+1 per additional 5 cubic feet, +4 per animate structure, +4 for sound) (Medium-sized creature is roughly 10 cubic feet.) Duration: 1 hour (+1 DC per additional hour, +6 DC per additional day, +12 DC per additional week, +36 DC for permanent) Range: 30 feet (+1 DC per additional 10 feet) Saving Throw: Will (Allows one to tell its fake) Spell Resistance: Yes (Allows one to tell its fake) Casting Time: 1 action (+4 DC if free action, -4 DC if 1 day, -12 DC if 1 week) Banish Base DC: +2 Effect: Forces a creature capable of traversing dimensions to leave this one.(Note: Even if creature is unable to traverse dimensions, if its from another dimension, its sent back.) Duration: Instantaneous (+2 DC per hour target forced to remain outside if failed) Range: 30 feet (+1 DC per additional 10 feet) Saving Throw: Will (negates)(+2 DC per +2 DC of the Will save.) Spell Resistance: Yes Casting Time: 1 action (+4 DC if free action, -4 DC if 1 day, -12 DC if 1 week) Message Base DC: +0 Effect: Sends a breif message to a target (+4 DC if two-way communication) Duration: 1 round (+2DC per minutes length) Range: 300 feet (+1 DC per additional 100 feet, +4 DC per additional mile, +16 DC per 100 miles) Saving Throw: Will (harmless) Spell Resistance: Yes Casting Time: 1 action (+4 DC if free action, -4 DC if 1 day, -12 DC if 1 week) Far Vision Base DC: +2 Effect: Gives image of a target and its surroundings. (+2 DC for sound, +2 DC for larger radius vision by 5 feet, +4 DC per round absolute(+6 insight to checks dependant on perception), +2 DC per day future/past vague premonition, +12 per year future/past vague premonition) Duration: 1 round (+2 DC per additional minute) Range: 300 feet (+1 DC per additional 100 feet, +4 DC per additional mile, +16 DC per 100 miles) Saving Throw: Will (harmless) Spell Resistance: Yes Casting Time: 1 action (+4 DC if free action, -4 DC if 1 day, -12 DC if 1 week) Counter Base DC: +2 Effect: Counters a spell being cast (If free action) or one currently active, if caster fails save. Duration: Instantaneous (2d4 rounds if targeted spell is permanent) Range: 30 feet (+1 DC per additional 10 feet) Saving Throw: Will (Negates) (+2 DC per +2 DC of opposing Caster's Will Save) Spell Resistance: Yes Casting Time: 1 action (+4 DC if free action, -4 DC if 1 day, -12 DC if 1 week) Reflect Base DC: +8 Effect: Sends a spell back to its caster. Duration: Instantaneous Range: 30 feet (+1 DC per additional 10 feet) Saving Throw: Will (Negates) (+2 DC per +2 DC of opposing Caster's Will Save) Spell Resistance: Yes Casting Time: Free Action, or 1 Action(Must be prepared beforehand, -4 DC) Transform Base DC: +4 Effect: Transforms a creature into a roughly equal creature with up to +3 or -3 stats. (+1 DC per +1 or -1 to overall physical stats, 1 armor point, or limb adjustment.) Duration: 1 hour (+1 DC per additional hour) Range: 30 feet (+1 DC per additional 10 feet) Saving Throw: Fort (Negates) Spell Resistance: Yes Casting Time: 1 action (+4 DC if free action, -4 DC if 1 day, -12 DC if 1 week) Size Change Base DC: +4 Effect: Changes the size of a target by 1 level (+4 DC for 2 levels, +12 DC for 3 levels) (Does not alter attributes, but can alter Hps) Duration: 1 hour (+1 DC per additional hour) Range: 30 feet (+1 DC per additional 10 feet) Saving Throw: Fort (Negates) Spell Resistance: Yes Casting Time: 1 action (+4 DC if free action, -4 DC if 1 day, -12 DC if 1 week) Movement Base DC: +2 Effect: Increases movement speed 5 ft. (+2 DC per 5ft flight, Swim, +4 DC per 5ft tunneling, +1 DC per 10ft. teleport, +10 DC 1 mile teleport, +25 DC planar teleport) Duration: 1 hour (+1 DC per additional hour, Or automatically instantaneous if Teleport) Range: Touch, or Self (+4 DC for 30 ft. range, +1 DC per 10 ft. range beyond that.) Saving Throw: Will (Harmless) Spell Resistance: Yes Casting Time: 1 action (+4 DC if free action, -4 DC if 1 day, -12 DC if 1 week) Reduced Movement Base DC: +2 Effect: Decreases movement speed 5 ft. (+2 DC per -5ft ) Or Prevents teleportation (+10 DC) Duration: 1 hour (+1 DC per additional hour) Range: Touch, or Self (+4 DC for 30 ft. range, +1 DC per 10 ft. range beyond that.) Saving Throw: Will Spell Resistance: Yes Casting Time: 1 action (+4 DC if free action, -4 DC if 1 day, -12 DC if 1 week) Action Boost Base DC: +8 Effect: Grants one additional partial action in a round. (+16 DC per full-round action, +8 DC per partial action) Duration: 1 minute (+2 DC per additional minute, -2 DC if 5 rounds, -6 DC if 1 round.) Range: Touch, or Self (+4 DC for 30 ft. range, +1 DC per 10 ft. range beyond that.) Saving Throw: Will (Harmless) Spell Resistance: Yes Casting Time: 1 action (+4 DC if free action, -4 DC if 1 day, -12 DC if 1 week) Magical Items or Permanent Magical Affects: There are two ways to create permanent magical affects, or magical items, in other words. By spending power, permanently, or by losing XP.. also permanently. Power: This is an incredibly simple method, and one available to any spellcaster of any level. Its also the most common way of taking on a familiar. For any spell that has a duration of more than a minute, simply lose the power cost PERMANENTLY. Thats right, your maximum power stat decreases by that amount. For example, to summon a CR:1 creature and make it your familiar, simply cast the summon spell, then declare you are making it permanent. You quite literally put a piece of your soul into it. Making a Magical item this way is also possible, simply by instilling a Protect or other affect into an item; since this affect can be transferred from character to character, this costs half again as much power as normal. Also note that, if an item is destroyed, the magical affect lives on in its remains; but the item itself need not be any tougher, nor does making it magical make it tougher. Other uses of this affect: You can also make a 'contingency' spell, one that you can cast a certain number of times per day, that has an instantaneous affect. This also allows you to put the affect into, say, a magical item like a ring. In order to do this, simple declare it the same way as you would normally, except that you have to decide to use permanent power before using the spell. Then, you expend an amount of permanent power equal to 1/2 the spell's power cost. You can now cast that spell, once per day, at no power cost, or the object can do it instead. If the spell is placed in an object, it still must be cast; to make it to where anyone can use it, it costs 3/4ths the power cost to place it in the item. If a character wishes to add additional uses of the spell to an item, each additional use costs half as much as the one before. (After a certain point, extra uses are no longer either a significant benefit or cost, though they always cost at least 1 power) XP for magical items: This is a more complex method, and generally not available to weaker spellcasters. In order to enchant an item with a duration power, you expend an amount of XP equal to the DC mod of it, squared, x20. Thus, a +10 mod spell would cost 10 squared=100 * 20 = 2000 xp to put into place. Note that this could be the equivalent of a +5 magical item in a normal campaign, which means its actually pretty close to the old system for enchantments. (This would cost 50000gp by the normal system of 25 gp per 1 xp, but magical items are not commercially available in Artheria) Quick-use affects: For one-use affects per day, take the same affect for the DC, but instead of x20, multiply it by x10, since this is just a 1-use affect. For each extra use of the same affect, add on one half ot the cost of the most recently added use. If you want the item to have multiple limited-per-day use affects, simply add up the costs of each seperately. If a player wants an item to be unlimited use per day of an instantaneous affect, multiply the cost by five for a single use and use that to base cost on. If the item can be used by a non spell-caster, and another 1/2 the xp cost onto the total after all else is determined. Limited Use Magical Items: This is where you get to trade time and XP for cheap items that have limited numbers of uses. For a 'rod' with 50 uses, simple square the DC of the spell, and multiply by 5. So, a +10 DC item would cost 500 xp to make a 50-use rod for. To create Single-use items, simple use the item's DC squared, divided by two, as an Xp cost. |