Tuesday, September 27, 2016

Empress core rules - Section 6.4

This subsection is a biggie, because it covers (in comprehensive detail) all the ways you can tweak the requirements and challenges of casting a given spell, or even an entire school of magic.



6.4. Casting conditions

The rules for casting conditions are relatively simple, in principle.  To start with, all spells have two default casting conditions, based on the spell level, as follows:


Table XV: Default casting conditions
Spell level
Learning cost
Mana cost
Casting time
Casting save
Other
1
1
1
3 rounds
+4
  • Trivial ingredients
  • Obvious ritual
2
2
3
1 minute
+2
3
3
4
1 turn
+0
4
4
7
2 hours
-2
5
5
9
1 day
-4


The meaning of these conditions will be explained below.


In addition, it is assumed that every ritual requires common physical materials in modest quantities.  Such ingredients and tools would have negligible costs and count as only a single item for encumbrance purposes, but it would be impossible to cast spells if deprived of them.  Spell rituals are assumed to be obvious incantations and arcane actions, so they cannot be performed secretly, or if the magician is restrained.


By default, a spell can have these conditions and be done with it.  However, a spell may have other conditions, and these are worth condition points (if they are beneficial conditions, they are worth negative condition points).  Condition points may be used to offset or even remove some of the default conditions.  For instance, a spell might be capable of being cast quickly, in return for it having an immediate fatigue effect, or even a stress effect.


The way this works is that the following sections describe the point values for different conditions.  These can be used to offset each other, or to offset default conditions.  Every condition point can move a default condition down (or up, for a negative point) by one level.  More details will be given for different condition types.


Note that a spell’s conditions describe its total prerequisites for casting.  The limiting factor for non-Mage characters comes in three forms: learning slots, mana, and closed tradition requirements.  The latter are very situational; for instance, a school of warlock magic might require a bargain with demonic force!  Mana requirements can be restrictive, but the fact is that an average character has enough mana to cast one second-level spell.


Learning slots, however, require actual Mage levels, so that’s the hardest restriction for most non-Mages to meet.  However, as we have noted, many spells can be cast directly “from the book,” which can give non-Mages, especially those with a scholarly bent, the opportunity to cast the occasional spell when needed.


6.4.1. Casting condition list

The next few sections describe different kinds of conditions, and their point values.


6.4.1.1. Learning difficulty

The default learning slot cost of a spell is equivalent to the spell level, making things simple to quantify.  Spending condition points to lower the learning difficulty all the way down to zero costs an extra condition point.  In addition, if the casting time is a minute or more, it’s not very realistic that no learning slots need to be spent.


6.4.1.2. Casting time and gradual effects

Every spell has a default casting time, based on the spell level.  This exists on a continuum of casting times, so a spell may gain condition points by increasing the casting time and lose points by decreasing it.  As seen on the default condition table, each step on the casting time ladder is worth two condition points.  Here is the ladder of casting times:


Table XVI: Casting times
casting time
1 action
1 round
3 rounds
1 minute
1 turn
2 hours
1 day
2 weeks
5 months
5 years
60 years


A less common casting condition is one that slows down the scale upon which the condition takes effect.  For instance, a slowed down polymorph spell could cause the transformation to occur over the course of days.  Its up to the GM to decide whether gradual effects should be allowed for a given spell, and the impact of partially-complete effects.


Table XVII: Gradual effects
time to complete effect
condition points
4 hours
1
4 days
2
4 months
3
8 years
4
200 years
5


If the GM allows it, spells with delayed effects can use the same scale.


In general, a spell casting must be performed in a relatively uninterrupted fashion.  For spells that take more than two days to cast, it is assumed that the caster is spending twelve hours per day casting the spell, and the other twelve resting and preparing.  Also, it is assumed that an interrupted casting must start from scratch.  This may not be the cast for some spells that take more than two days to cast, incurring negative condition points.


Table XVIII: Casting time commitment
daily casting time commitment
condition points
12 hours per day
0
6 hours per day
-1
3 hours per day
-2
interruption allowed
-2


6.4.1.3. Ingredients and tools

The default conditions already include an understanding that a mage must have a minimum set of tools or ingredients.  However, condition points can be earned by more stringent requirements, or lost by dropping even these modest needs.


Condition points are awarded for physical resource requirements of several different types.  First of all, materials that are expensive or rare will increase the point value.  This is also the case for materials that are difficult to carry or transport, including things that are heavy, contraband, delicate or downright dangerous (like vials of acid).


In addition, these values are all multiplied if the materials are consumed in the process of casting the spell.  If the materials are reusable, then they are considered to be tools; otherwise, they are ingredients.


Of course, if a spell requires no ingredients nor tools, there is a negative point value associated with the condition.  Conditions for materials should consider the cost/rarity of the materials as a whole, not that of individual components.


Note that locations can be considered a kind of material component, if one considers it to be a tool that cannot be transported, which is of a variable rarity.


Table XIX: Material requirements
material requirements
condition points
No materials needed
-1
Costly (1gp per level) or limited
1
Expensive (20gp per level) or uncommon
2
Exorbitant (400gp per level) or rare
3
Unique (8000gp per level) or unique source
4
Size of one item
1
Size of large item
2
Requires wagon to transport
3
Troublesome to transport (e.g. livestock)
1
Dangerous to transport (e.g. acid)
2
Not transportable
4 (ignore other transport issues)
material is tool
-2


6.4.1.4. Strange rites and limitations

The actual rites of the spellcasting can have an effect on the condition cost.  The default assumption is that some sort of chanting and gestures are required; nothing that can be hidden, but nothing particularly hard to set-up.  


However, depending on the exact nature of the spell ritual, if any, condition points may apply.  Some rituals could require multiple participants, and may entail unsavory activities like sexual acts or even human sacrifice.


In addition, there may be limitations as to when and where the ritual may be performed.  For instance, some spells may only be cast at night, or more restrictively, during certain specific astronomical conditions (e.g. equinoxes, eclipses, planetary conjunctions, etc.).  Other spells might only be castable on certain kinds of terrain, or at sites of magical power or spiritual significance.


Table XX: Ritual elements
ritual elements
condition points
casting may be stealthy
-2
casting may be disguised
-1
multiple (2-20) participants
1
many (21-200) participants
2
multitude (200+) of participants
3
unsavory ritual
1
obscene ritual
2
sacrifice of non-caster
5
minor limitations; examples:
  • only during night (i.e. certain times of day)
  • cannot be wearing armor
1
major limitations; examples:
  • only during solstice (i.e. certain times of the year)
  • must be be cast naked with eyes closed for duration
2
incredibile limitations; examples:
  • must be the true sovereign of a land
  • only once every few decades
4


6.4.1.5. Damage, fatigue and stress

The default way we consider the “fatigue” of spell casting is through the expenditure of mana.  However, we can also use rules for actual fatigue, not to mention damage and stress.  If the tradition allows the character to perform some saving throw to mitigate the harm, then it isn’t worth quite as much.


Table XXI: Impairments
impairment
condition points
X HP damage
X
X fatigue
X
X attribute damage
2X
allow a save for half damage
-X/3
stress event
2
each 1d3/1d6 of Nerve damage for stress fail/critical fail
1
-2X penalty to save against fatigue, damage or stress
X (maximum 3)
+2 bonus to save against damage, fatigue or stress
-1


6.4.1.6. Mutilation and mutation

Some types of magic can incur a cost that marks itself on the body of the magician.  The can come in the form of tattoos that are simply identifying and possibly off-putting, to the permanent sacrifice of body parts to learn spells, or even some spells that require the death of the caster!   Unlike damage and fatigue, these kinds of effects are permanent.


When spells have such conditions, there is the question of whether the cost must be paid upon learning the spell, or for each casting.  It’s expensive enough to pay an eye to learn a spell; if it costs an eye to cast it, the spell better be really good!  For this reason, the assumption is that the price is paid upon learning the spell, except in the case of death, or where otherwise specified.


Table XXII: Mutilations
mutilation
condition points
attribute reduction
1 per 2 points
loss of Mage level
3
aging
1 per 4 years
disfigured (missing nose, face tattoo, etc.)
1
lost digit
2
lost hand/foot
3
lost arm/leg/eye
4
Death (on casting)
6
occurs every time spell is cast
X2
mutilation shared by 2-4 spell in tradition
-1
mutilation shared by 5-10 spell in tradition
-2
mutilation shared by 11+ spells in tradition
-3


6.4.1.7. Side effects

This category of conditions exists to catalog the weird sort of side effects that can happen during a spell casting.  To a certain degree, the GM may want to make random tables of effects, in which case the GM should average together the worst effect and the mean values (rounding up) to be equivalent to the entire table.


Table XXIII: Side effects
side effect
condition points
Inconvenient; examples:
  • Loud or smelly
  • Puts out nearby flames
1 per 3 effects
Troublesome; examples:
  • Knocks people down
  • Clothing and armor destroyed
1
Dangerous; examples:
  • Explosion
  • Possession attempt by evil spirit
2-3
Highly disruptive; examples:
  • Teleported to the other side of the world
  • Caster temporarily loses magic ability
4
Deadly; examples:
  • Caster sucked into a portal to hell
  • Permanent loss of magic ability
5-6
World-shaking; examples:
  • Opens doorway to undead invasion
  • Magic stops working
7+


6.4.1.8. Casting difficulty and miscasting

By default, a character must make a Mind saving throw to succeed in a spell casting, which is subject to a penalty based on its difficulty.  This penalty can be mitigated or worsened by an equal amount of condition points.  To completely eliminate the difficulty roll, the casting save modifier must be raised all the way to +4, and then spend another condition point.


The results of a failed casting is generally an expenditure of all the usual costs (time, fatigue, ingredients, etc.).  However, some spells might incur special penalties when the casting fails, for more condition points.  Optionally, those more severe penalties might only apply to critical failure, for fewer points.  These effects are called miscasts.


In some cases, the effects of a miscast can be random.  In that case, treat the condition point value of the miscast as the average between the median condition point value for a table result, and the highest valued result.


Table XXIV: Casting difficulties
casting difficulty
condition points
-X to casting save
X
miscast on a failed casting
75% condition points of cost of average miscast effect
miscast on a critically failed casting
25% condition points of cost of average miscast effect


6.4.1.9. Pacts and obligations

Sometimes, certain magical ability requires that the caster incurs certain obligations, or must undergo certain restrictions.  Important factors for determining the condition point value are the inconvenience of the commitment, and the consequences of failing to fulfill by it.  For instance, a shaman who fails to observe certain taboos might be temporarily stripped of the ability to cast that spell, or might even be punished more severely by some supernatural entity.


In general, these obligations must be observed as long as the character knows the spell.  In some cases, these obligations are universal across multiple spells.  In such cases, they provide less points, since multiple spells benefit from the same behavior.


Table XXV: Obligations
obligation
condition points
minor; example:
  • perform pilgrimage to remote location
  • pray for one turn, three times a day
1
moderate; example:
  • become a vegetarian
  • complete a dangerous quest
  • 3+ minor obligations
2
demanding; example:
  • vow of poverty
  • cannot use metal
  • 3+ moderate obligations
3
total; example:
  • pacifist
  • full-time priest
  • 3+ demanding obligations
4
obligation shared by 2-4 spells in tradition
-1
obligation shared by 5-10 spells in tradition
-2
obligation shared by 11+ spells in tradition
-3
loss of spell until compliant
0
daily stress until compliant
1
if noncompliant, spell lost for one month
1
lose spell forever if noncompliant
2


6.4.1.10. Triggerability and transferability

Due to the nature of how some spells are cast, the effect doesn’t necessarily take place at the time the casting is complete.  We’re not talking about gradual effects here, which are a drawback, but triggerable effects, which are an enhancement.  A triggerable effect is one which is delayed, but can be activated at a later point in a single combat action to take effect in the manner desired.


There are a lot of forms that triggerable effects could take.  For instance, in the Vancian tradition, a Mage might memorize a spell to be activated later, only to forget the formula upon doing so.  In this case, we treat the memorization as the casting, and the activation as the trigger.  In other cases, the spell could be bound to an item, and triggered by somehow manipulating the item (e.g. reading a scroll, drinking a potion, etc.).  The default assumption is that a triggerable spell is bound to an object that takes up one item of encumbrance, and multiple spells cannot be stacked on the same focus.  Note that a lack of any focus object implies unlimited stackability.


Since spells can be bound to physical objects in this manner, in some cases, it is possible to envision the caster passing this focus to another person, who would activate it as that person sees fit.  This ability is called transferability, and not all triggerable effects are transferable.  Like triggerability, transferability is an enhancement, so it is associated with a negative condition point value.  Almost always, a transferable spell must have a physical medium to hold the spell until triggered.  If multiple effects can be stacked on the same medium, this is an even more expensive condition.  


It may even be possible for such items to be continuously in effect or reusable, making them essentially magic items.  The GM should be careful and parsimonious about making such variations available.


Table XXVI: Trigger conditions
trigger condition
condition points
triggerable in one minute
0
triggerable in three rounds
-2
triggerable in one round
-4
triggerable in one action
-6
small focus object (3/item)
-1
very small focus object (6/item)
-2
large focus object (3 items)
1
cartable focus object (too large to carry)
2
focus can stack up any number of these spells
-2
no focus object
-3
transferable focus
-4
continuous or reusable (i.e. magic item)
-10 or more (GM option)
focus can stack up to 6 of these spells
-1
focus can stack up any number of these spells
-2
mana consumed until triggered
2


6.4.1.11. Closed tradition conditions

Closed traditions can have conditions that are specific to those traditions.  For instance, a closed tradition may require a special advantage that the character must be born with.  A common condition among certain closed traditions is the idea of a mana pool.  For such traditions, spells cost a certain number of mana points, and when the character lacks sufficient mana for a given spell’s cost, it cannot be cast.


Each closed tradition group has its own mana pool, which can have its own conditions as to how quickly it recovers, and whether any special conditions are required for its recovery, and other factors related to the mana pool.  Often, a mana pool may require some special activity to recharge.  Use the condition costs of the ritual, using a baseline of zero points for a two hour ritual with obvious casting and trivial components.


Another type of condition that can apply to closed traditions are canon limitations.  If a given school of magic has a small canon of spells that may be learned, this is worth condition points for all spells in that tradition.  The same is true if the character lacks choice on what spells to learn.


Note that since some conditions may apply to the character instead of the spell, its condition points apply to all spells in this tradition.  For low-level spells, it can sometimes be the case that this means there are more condition points than are required.  That’s fine.


Note that obligations, described above for individual and groups of spells, can apply to entire traditions.  In this case, just use the rules for obligations as though they apply to a group of 11+ spells (i.e. the entire tradition).  In this case, however, it applies to a character’s ability to replenish his or her mana pool rather than ability to cast a spell.


Table XXVII: Closed tradition conditions
closed tradition condition
condition points
dangerous quest to obtain power
1
requires inborn ability (3-point advantage)
2
+2X fatigue upon depleting mana pool
X
mana restored whenever ritual performed
(condition value of ritual / 2) - 2
mana restored after ritual performed and time
(condition value of ritual / 2)
mana restored once per day
0
mana restored once per week
1
mana restored once per month
2
mana restored once per year
3
mana regained all at once (not gradually)
1
spell must be learned upon gaining level
1
canon limited to (11 - spell level) spells per spell level
1
canon limited to (6 - spell level) spells per spell level
2


6.4.1.12. Required caster level

If the GM permits it, certain spells may be castable by those with fewer Mage levels than the spell level would normally demand.  Conversely, condition points may be earned by increasing the required caster level.  


However, the costs and benefits are not symmetrical, in this case.  It costs two condition points per decrease in required caster level, but it is worth only one condition point per increase in required level.


It is possible, in this way, to make a spell castable by a character with no Mage levels, although there would have to be a way of casting the spell without learning it.  Having a spell that costs zero learning slots and is castable by non-Mages is fully possible; the drawbacks would be steep, but more importantly, you’d have to ask yourself: why doesn’t everyone already know this spell?  Again, we may have to refer to the other conditions.


6.4.1.13. Alternate conditions and trade-offs

For many school, it is assumed that spells may have alternate condition sets, meaning they can be learned in different ways.  The most common variety of this are spells that can be cast “from the book.”  This means that the caster may cast that spell without learning it as long as he or she has a reference document handy.  This is typically paid for with longer casting times or difficult casting conditions.


In any case, there’s usually a set tradeoff for such conditions in certain traditions.  This is relatively open-ended, as long as all the alternate forms have a condition point total equal to the spell effect level.


This can be even more open-ended with scalable trade-offs.  For instance, a given tradition might make it easier to cast a spell if more time is taken.  This would be handled by allowing the caster to trade-off between conditions points for casting time and casting difficulty penalties.  Exchanging restrictions for casting penalties is a common approach, but similar trade-offs can be made for fatigue, damage and casting time.  These are usually specified per-tradition, but can also exist on a per-spell basis.


One type of trade-off that almost always exists is that learning slots may be spent to reduce the difficulty of casting a given spell, at the rate of one slot per +1 to the casting save.  This option exists unless the spell’s school dictates otherwise, which is rare.


6.4.2. Traditional conditions by level

6.4.2.1. Alchemy

A very diverse and modern open tradition, that eclectically borrows for many others.  Relies on a systematic understanding of the mystical properties of physical materials, often drawing these powers from within them to perform works of power.


6.4.2.1.1. Conditions
The basic profile of an alchemy spell is to have the following conditions:


condition
cost
Triggerable in 3 rounds
-4
Casting time +2
+4


Here’s a transferable form:


condition
cost
Triggerable in 3 rounds
-2
Transferrable
-4
Expensive (20 gp) ingredients
+2
Casting time + 2
+4


Then there’s the quick-deploy version:


condition
cost
Triggerable in 1 action
-6
Transferrable
-4
Small focus object (3/item)
-1
Expensive (20 gp) components
+2
Casting time + 2
+4
Miscast on critical casting failure
+2
Casting difficulty + 3
+3


6.4.2.1.1.1. Alchemical miscasting
Some alchemy spells can be miscast.  To determine the effects of an alchemical miscasting, the GM can invent whatever he or she wants, or consult the following table:


Roll
Result
1
Explosion!  Damage for all in 1d6x10’ equals d6xd6, half on a Reflexes save.
2
Spell changes target to random relevant target.
3
Random spell effect of the same level.
4
Random spell effect of any level.
5
Noxious gas! The equivalent effects of Stinking Cloud at the caster’s location.
6
Poisonous gas! The equivalent of Cloudkill at the caster’s location.
7
Terrible mutation; the caster and all in 1d6x10’ must make a Will save or be hideous transformed, lowering Charisma by 1d20 for initial impressions.
8
Disastrous insight; reroll for effect, but caster gains 1d6 experience points in the process.
9
Unpredictable transformation; reroll a random attribute.
10
GM choice; get creative or roll again, you lazy bastard.


The total condition point value of this table is 8, before any consideration of what it takes to trigger a miscast.


6.4.2.1.2. Trade-offs
  • Alchemist trade-offs can be used to describe alternate forms.
  • Variants of a known spell can be learned by spending time and resources on spell research, without having to spend learning slots for the new variant.
  • Twice per spell, a character can spend two learning slots on a given spell to reduce condition points by one.
  • Transferability and triggerability are both adjustable.
  • Ingredient cost and portability is also adjustable.
  • Side effects can be added to make spells more inconvenient.
  • Casting times can be increased, and effects can be gradual.
  • On-the-fly substitutions may be performed, but these always incur the risk of a miscast (for no extra condition points).  If a miscast was already possible on a critical failure, now it is possible on a failure.  If it was possible on a failure, you can’t modify this formula because it’s already too volatile.


6.4.2.2. Wizardry

There are many different forms of wizardry, and there are all at least a little compatible with each other.  For instance, Kandarian Wizardry is the form of magic practiced by the Serpent Men, and its rituals are greatly aided by human sacrifice.  Jorunian wizardry, on the other hand, relies on techniques that gather magical energies from the ambient environment, and can be more time-consuming and situational.  These are all based on rituals that unleash spiritual forces, expressing themselves through the wizard that evoked them.


6.4.2.2.1. Conditions
The bog-standard form of wizardry uses the default conditions, as given.


6.4.2.2.2. Trade-offs
  • Each school of wizardry offers different built-in trade-offs against loss, damage, stress and saving throws.
    • Kandarian wizardry:
      • Human sacrifice condition points can be used to offset mana costs (by six).
      • Heinous group rituals up to one step longer casting times may offset difficulty.
      • Casting times may be reduced in return for fatigue; total fatigue is 3/2 point value, with Will save to reduce by half
    • Jorunian wizardry:
      • Casting times must be increased by a minimum of 2, maximum of 6, in exchange for reduced mana costs.
  • Wizardry spells can be cast directly from the spellbook (i.e. without learning them) for  equal increases in difficulty and time.


6.4.2.3. Thaumaturgy

The tradition of thaumaturgy is a very old style of magic which was heavily influenced by alien visitors in ancient times.  Thaumaturgists draw complex figures that unlock otherworldly power through the underlying equations.  The spell effects are sealed in patterns, bound out of the will of the thaumaturge, to be triggered at a moment’s notice.


The downside to thaumaturgy is that the human mind is not well-suited for the alien geometries that it is forced to contemplate.


6.4.2.3.1. Conditions
condition
cost
Learning cost + 2
2
Casting time + 1
2
Mana - 1
-1
Casting save - 2
2
Stress event
2
Triggerable in one action
-6
No focus object
-3
Mana consumed until triggered
2


6.4.2.3.2. Trade-offs
  • Casting time can be increased by up to three steps to reduce stress event saving throw penalties and damage.
  • Increasing stress save penalties and damage decreases casting save penalties.
  • These can both be done on the fly.
  • Heinous rituals and sacrifices may also be used to mitigate stress penalties and damage, by using victim’s as madness proxies.
  • Thaumaturgy spells can be cast directly from the book (i.e. with zero learning slot cost) at the cost of increased casting save penalties and casting times.
  • A spell may be buy off mana or stress if the mage is willing to tattoo him or herself with relevant geometric patterns (i.e. self-mutilation).  A given mage can only accommodate a maximum of six of these, and the more that he or she has, the more obvious it is to others (roll 1d6 to notice by default if normally dressed).


6.4.2.4. Shamanism

There are many different forms of shamanism.  Each separate tradition group usually represents a pantheon, or at least a set of supernatural beings that tend to associate with each other.  Shamans observe a variety of techniques to bargain for favor with spirits and gods.  This favor is later exchanged for works of power.


To keep things simple, we’ll start with the template for a standard kind of clerical magic.  The conditions can vary greatly for more barbaric forms of shamanism, or less worshipful pacts with supernatural entities.  Almost all of them, however, rely on some form of mana and require rituals to recharge that mana.


6.4.2.4.1. Conditions
condition
cost
Casting time - 2
-4
Mana cost - 1
-1
Casting save - 2
-2
3+ demanding obligations or unable to recharge mana for one month
2
Mana restored once per week
1
Mana restored all at once
1
Ritual required to restore mana
2
Casting time: 1 day
2
Can only be performed at consecrated sites
2


6.4.2.4.2. Trade-offs
  • More time may be taken to reduce difficulty.  This is done on the fly.
  • Obligations and self-mutilation may be undertaken to pay down mana costs at the time the spell is learned.
  • Use of costly (25 gp) holy symbols and other ritual tools, worth one encumbrance item and taking up one hand during use, will subtract 1 from mana costs.  Any casting that makes use of such tools must take up to one minute to perform.


6.4.2.5. Mysticism

Mystical traditions rely on deep ascetic training and mental discipline.  There are a large variety of different schools of mysticism, a number of them being taught to certain Templars and other knights of militant holy orders.


6.4.2.5.1. Conditions
condition
cost
Learning slot cost + 3
3
Casting time - 3
-6
Mana cost + 2
2
No materials required
-1
Casting not apparent
-2
Casting save - 2
2
Spell canon (11 - spell level) per level
1
Fulfill 3+ major obligations or cannot recover mana
1


6.4.2.5.11. Trade-offs
  • When learning a spell, the magician can make trade-offs in existing conditions freely, but they stick after the spell is learned.
  • Learning slots may be spent to improve the casting saving throw by an equal amount.
  • Twice per spell, a character can spend two learning slots on a given spell to reduce condition points by one.  This ratio and limit doesn’t apply to improvements to the casting save, as described above
  • Members of less stringent traditions (i.e. fewer tradition condition points) will have to spend +1 mana, by default, to learn spells.
  • Some traditions may have spells that are automatically learned at certain levels.  The condition point from this is spent reducing learning slot costs, unless all spells are auto-learned, in which case they are spent on mana cost reduction.
  • After learning a spell, a mystic may spend more learning slots to decrease other conditions; this is at a 2:1 ratio, however.


6.4.2.5.12. Canons
Here are two sample canons for the Mystic, representing two different orders of templars; those of Randor (god of justice) and those of Darlek (anti-sorcery god).  We won’t go past fourth level, because few knights focus that much on their mystical disciplines.


The Darlek canon is even smaller than the Randorian one.  In this case, the inquisitors don’t learn many spells, and they are often auto-learned with relatively high slot costs.  In return for this, casting times and mana costs are reduced.


Randorian Templar canon:
  • Level one
    • Bless
    • Command
    • Detect Invisible
    • Detect Magic
    • ESP
    • Heroism
    • Message
    • Rally the Spirit
    • Rush of Vitality
    • Speak With Animals
  • Level two
    • Army of One
    • Clairvoyance
    • Confusion
    • Detect Illusion
    • Detect Lie
    • Divination
    • Hold Person
    • Neutralize Poison
    • Remove Curse
  • Level three
    • ...


Darlek Inquisitor canon:
  • Level one
    • Detect Magic
    • Detect Invisible
    • Force of Forbidment
    • Protection From Evil
    • Turn Undead
  • Level two
    • Detect Illusion
    • Dispel Magic
    • Remove Curse
    • Spell Immunity
  • Level three
    • ...


6.4.2.6. Phemeran wizardry

Phemeran magic is the style practiced by the mages of the ancient Empire of Phemera.  This civilization was perhaps the most magically advanced that has even existed in the Age of Man, and its arcane arts depended on a sophisticated understanding of metaphysics and, indeed, magical technology.  Phemeran wizards employed a variety of specialized tools to perform amazing feats of power.


These days, sadly, the deeper theories behind this school of magery have been lost.  In fact, these days, there are gaps in the craft itself, and no longer can even the greatest of living masters produce certain of the odd devices of the ancients.  As a result, to cast certain Phemeran spells, one must seek out one of few remaining instances of certain devices.  In other cases, there are no known examples of the required devices, so certain spells may no longer be cast, at all.


Phemeran magical tools accumulate and store the mana needed for spellcasting.  A more powerful mage learns to access more and more of this, and acquires or builds the tools to contain this eldritch might.  However, the wizard still channels the power of the spell, and so must contribute a small measure of his or her energies.


6.4.2.6.1. Conditions
condition
cost
Casting time - 1
-2
Exorbitant (500 gp) tools required
1
Mana restored all at once every sunrise
1


6.4.2.6.11. Trade-offs

  • Tradeoffs exist as spell variants, which are treated as separate spells.
  • A tradeoff version can be invented in the laboratory as though a new spell, but learned without any cost.
  • Certain effect types (such as miracles) and variants may require more costly/rare tools as a trade-off for mana costs.
  • Phemeran spells can be cast directly from the spellbook (i.e. without learning them) for an increase in difficulty and time.  The usual tools are still required, though.

No comments:

Post a Comment