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Magic
Important:
Mages must have spellpower to cast spells.
!classpoints
spellpower at
level up or creation is needed.
They
must also have a SPELLBOOK, ask DMs and OPs for these.
Spellbooks:
Spellbooks carried on mages in Arklain are small rectangular discs
that appear to be glass but are much more durable, they store the
spells you learn but as soon as they are separated from you by more
than 50ft, they lose their potency and your spells disappear. You
cannot cast without a spellbook and once you lose one, you will have
to rewrite all of your spells.
Gaining
Spells:
The following details #Arklain's system of spell gain (In addition to
those methods listed below on this page.)
Gaining spells
usually starts at a Temple. You can share spells out amongst
yourselves of course, but usually those are very limited and very soon
people run out of spells to share. Stealing someone else's spellbook
does not work, the spells will disappear as soon as you read it,
without giving you a chance to write them down. A spellbook has a life
of its own and can only be copied from consenting Casters.
Temples
There are lots of Temples in Arklain, the biggest one being where
the Council rules from. It is also not accessible to the common
people. Only the ground level and the prayer halls are, the spells and
summons are stored elsewhere.
You
can search for spells randomly or go to a Temple Library and perform a
Magic check (DC 10 + spellpower of spell you're looking for) This
check will tell you which temple your spell is in.
The basic process to
gaining a spell is to go to a Temple, ask a Priest to spend some time
in the Chamber of Spells and do a SpellCraft (DC 20 + Spellpower) check. Most Temples do not have an easily accessible Chamber
of Spells and the more powerful the spell you're looking for, the
harder it will be to get them. All those seeking spells go through a
Path to Power, as a group, pair or singularly, they must overcome the
challenges to get to the Chamber.
You won't know what
kind of spells are in a Temple until you go to the Chamber of Spells,
so it's sometimes best to try and gather some information about the
difficulty of the Path to Power and the type of spells the Temple
would be likely to contain before you go and try it.
Parties and costs
Having a party to protect you might be important, spellcasters may
choose to join you and help you and gain spells at the end alongside,
or they may choose to sit out on the Quest altogether and simply
protect you (No spell gain for them). Parties can be volunteers or
hired help, depends on the person or persons that choose to help you.
You foot the cost yourself, and it may or may not be worth your time
and cost.....
There are other
ways to gain spells as detailed below:
Spells gained this way
are limited and must be sanctified by a Temple (!check performance
skill ie Melody, Harp etc 20 + spellpower of spell, only spells up to
3rd caster level may be taught this way. (14 or under spellpower) 25
gp must be spent for every caster level in the spell and it takes
spell level + 1 hours to write.)
Clashing Powers
Some Clans cannot get certain spells.
Ice/Snow/True Imae:
Cannot take Fire Spells
Batek/Dwarf: Cannot
Take Lightning Spells
True Yenrui/Sijercha:
Cannot take Water/Ice Spells
Cyborgs: Cannot take
Water or Lightning Spells
Bonuses
Your Intelligence
bonus increases your spell point maximum when you buy them (!classpoints
spell power).
Your Wisdom bonus
increases your spell DC when you cast spells.
(For example: Fireball save - Refl to half damage, DC = 10 + Caster
Level + Wis + Spell Level (3))
Your Charisma
bonus increases how many spell points you regain at a time.
Casting A
Spell
To cast a spell
you have to have a modified spell power equal to the number the spell
is listed under in the spell pages. E.G.: Prestidigitation requires 1
spell power, MageArmor requires 4 spell power.
You also have to have enough spell points to cast the spell. The cost
of the spell in spell points is the same number of spellpower the
spell is listed under (1 for Prestidigitation, 4 for MageArmor, etc.).
When you cast a spell you use up spell points.
Your modified spell power is: spell power + Wis bonus. If your Spell
power + Wis bonus < 1 then you cannot cast spells.
You need at least 1 spell power to cast any spells.You can't cast a
spell if you don't have any spell power.
Point
Regeneration
Spell points
regenerate/heal at the rate of 1 point per hour.
If you have a Charisma bonus the regeneration of your spell points per
hour is increased to: 1 + Cha bonus.
Healing
You can't cast
healing spells on yourself since healing in #Arklain relies on a
psionic basis, where you lose HP by the amount you heal. Curewounds
always costs 1 Spell point.
!cast curewounds
# Nick
Replace # with how much you want to heal and nick with the name of the
person you're healing.
Spellpower
vs Caster Level
On
the Spells
List you can find the spells listed by spellpower. Spellpower dictates
how much the spell costs in spellpoints and your spellpower need to at
least match the spell's for you to cast it. Caster levels help to
dictate what the DC to overcome certain spells is, even if you reach
the caster level of a spell but do not have the spellpower for it you
cannot cast that spell.
Determining
Caster Level
Caster level is
determined by your spell power. For every 5 points of spell power you
have, your caster level increases by 1 (minimum of 1). Mialee starts
out her adventuring days with a spell power of 1, her effective caster
level is 1. Later, when she's much more experienced, her spell power
has become 23, making her effective caster level 5. Caster level 1 for
levels 1-4, caster level 2 for 5-9, 3 for 10-14, etc. (Caster level =
(spell power / 5) + 1)
Caster level is important to know when determining the duration of
spells and damage, and other things. If Mialee, with a spell power of
23 (caster level 5) cast fireball, she'd do 5d6 damage (a fireball
does 1d6 damage per level). If she cast protection from elements with
the same spell power, the spell would last 50 minutes (the spell's
duration is 10 minutes per level).
Starting
Spells
All characters
start with 6 spells total. The two free spells are always detect magic
and read magic, the others can be picked by you, and may be chosen
from any of the 0-level or 1st-level spell lists (Spellpower 1-4).
Simply PM a DM to add them, and if none is available write your
character's list in an email and send it to haiuka at haiuka@iprimus.com.au
Preparing
Spells
The only
preparation required to cast a spell is that the caster know the spell
and have the required statistics to cast it.
Magical
Writings
Spells gained
this way
are limited (!check performance
skill ie Melody, Harp etc 20 + spellpower of spell, only spells up to
3rd caster level may be taught this way. (9 or under spellpower)
Scrolls cost 25 + 25gp/per caster level of spell. The same amount must
be spent again if copying into a spellbook. Scrolls can be bought in
Halfling Trees.
To record a spell
in written form, a character uses complex notation that describes the
magical forces involved in the spell. The notation constitutes a
universal language that wizards have discovered, not invented. The
writer uses the same system no matter what her native language or
culture. However, each character uses the system in her own way.
Another person’s magical writing remains incomprehensible to even
the most powerful wizard until she takes time to study and decipher
it.
To decipher a magical writing (such as a single spell in written form
in another’s spellbook or on a scroll), a character must make a
successful Spellcraft check (DC 20 + the spellpower). If the
skill check fails, the character cannot attempt to read that
particular spell until the next day. A read magic spell automatically
deciphers a magical writing without a skill check. If the person who
created the magical writing is on hand to help the reader, success is
also automatic.
Once a character deciphers a particular magical writing, she does not
need to decipher it again. Deciphering a magical writing allows the
reader to identify the spell and gives some idea of its effects (as
explained in the spell description). If the magical writing was a
scroll the reader can attempt to use the scroll (see your friendly
Dungeon Master about this).
Adding Spells
to a Spellbook
Characters can
add new spells to their spellbooks through several methods.
Spells
Copied from Another’s Spellbook or a Scroll:
Spells gained
this way
are limited and must be sanctified by a Temple (!check performance
skill ie Melody, Harp etc 20 + spellpower of spell, only spells up to
3rd caster level may be taught this way. (9 or under spellpower) 25
gp must be spent for every caster level in the spell and it takes
spell level + 1 hours to write.)
A
character can also add spells to her book whenever she encounters a
new spell on a magic scroll or in another character’s spellbook. No
matter what the spell’s source, the character must first decipher
the magical writing (see Magical Writings, above). Next, the wizard
make a Spellcraft check (DC 15 + spellpower of the spell).
If the check
succeeds, the wizard understands the spell and can copy it into her
spellbook at double the writing time. (see Writing a New Spell into a
Spellbook, below). The process leaves a spellbook that was copied from
unharmed, but a spell successfully copied from a magic scroll
disappears from the scroll.
If the check fails, the wizard cannot understand the spell and cannot
attempt to learn it again even if she studies it from another source
until she gains another rank in Spellcraft. If the check fails, the
character cannot copy the spell from another’s spellbook, and the
spell does not vanish from the scroll.
Learning
By Example:
Spells gained this way
are limited and must be sanctified by a Temple (!check performance
skill ie Melody, Harp etc 20 + spellpower of spell, only spells up to
3rd caster level may be taught this way. (9 or under spellpower) 25
gp must be spent for every caster level in the spell and it takes
spell level + 1 hours to write.)
A
character can learn a spell by finding someone who will take the time
to teach you a spell by casting the spell very slowly. First, a
character has to be able to figure out the magical energies going into
the spell, and approximately what the spell is meant to achieve. Then
they character has to successfully translate that description to
paper. As you may have guessed by now, this system is approximately
the same as the version where one reads the spells from a book or
scroll. The successful Spellcraft check (DC 20 + spellpower of the
spell) is
required to figure the spell out, then another check (DC 15 + spellpower
of the spell) is required to write the spell into your spellbook.
Unfortunately, if the second Spellcraft check fails the character
cannot retry the next day unless they see the same spell being cast,
because the memory of the spell's formation will have faded, and if
the character doesn't get it right the first time, she isn't likely to
get it right a day later.
With this
technique a character can sometimes learn new spells when others cast
them normally. The initial Spellcraft check stays the same (DC 20 + spellpower
of the spell), but the second check for successful scribing into your
spellbook is made at DC 35 + spellpower of the spell, because you only felt the
spell for a split second.
Writing a New
Spell into a Spellbook
Once a wizard
understands a new spell, she can record it into her spellbook.
Time: The process requires 1 hour plus 1 additional hour per spell
level. Zero-level spells (Cantrips) require 1 hour
Space in the Spellbook: A spell takes up 1 page of the spellbook per
spell level (so a 2nd-level spell takes 2 pages, a 5th-level spell
takes 5 pages, and so forth). A 0-level spell (cantrip) takes but a
half page. A spellbook has 100 pages.
Materials and Costs: Materials for writing the spell (special quills,
inks, and other supplies) cost 50 GP per page
Replacing and
Copying Spellbooks
A character can
use the procedure for learning a spell to reconstruct a lost spellbook,
but the process of writing the spell into a book is made at the
difficulty the same as writing a spell from the memory of a spell cast
normally, not a slow-cast spell (DC 25 + spellpower of the spell, not 15 + spellpower
of the spell). She can write any spells she remembers successfully
directly into a new book at a cost of 50 GP per page (as noted in
Writing a New Spell into a Spellbook).
Duplicating an existing spellbook uses the same procedure as replacing
it, except that the task is much easier (DC 15 + spellpower of the
spell, not 25 + spellpower of the spell).
Getting scrolls and learning new spells: There is
currently one magic school/shop in the kingdom. They will sell you a
scroll and the supplies to write it down, or enroll you to learn the
spell at a reduced cost,
learning a spell from the school will take at least 1 day per 0 and
1st level spells, more for higher level spells
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