Rules - Magic

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Alternative Magic System

In Naboria, most wizards and Clerics, Rangers and Paladins use the channeling system for spell casting. Druids, Bards and certain wizards must collect energy from their environment in order to cast a spell.

To cast a spell, the character uses the spell points he has (either from his spell point pool of from collecting them). The costs for a spell depends on its level and on if it was prepared (fixed magic) or not (free magic). Free magic is more expensive than fixed magic. The character can then prepare a certain number of spells per level, depending on his level.

Spell point cost per spell level
Spell LevelFixed MagicFree Magic
0 n/a 1
1 4 8
2 6 12
3 10 20
4 15 30
5 22 44
6 30 60
7 40 80
8 50 100
9 60 120
10+60+10/level
beyond 9th
120+20/level
beyond 9th

In order to prepare spells, the character spends 10 min/spell level. To see how many spells a character can prepare, deduce the spell point cost for that spell from his spell points. As long as there are spell points remaining, the character can continue preparing spells. Spell points are not spent, this is only used as reference. Free magic spells don't need to be prepared. Example:

Kyra, a 3rd level wizard with Int 18(+4) and Con 10(+0) has 19 spell points. She prepares three 1st level spells (3x4 = 12 spell points) and one 2nd level spell (6 points) using 18 spell points.

Wizards and Clerics

Most wizards and all clerics are channellers. They get a given amount of spell points depending on level, the main ability related to that class (i.e. Int for wizards) plus his Con modifier. Specialist wizards get extra spell points but they must prepare at least one spell of their special area per level. Clerics get bonus spell points as specialists and must prepare a domain spell per level. Domain spells don't count against the maximum number of spell that can be prepared per level. Spell Point Progression for Wizards and Clerics is shown in following table:

Spell Point Progression for Wizards and Clerics
Character
Level
Max. spell
Level
Max. spells prepared
at each level (Arcane)
Max. spells prepared
at each level (Divine)
Spell points
(+ spc. bonus)
1 1st2 (3) 3 4 (+4)
2 1st2 (3) 4 8 (+4)
3 2nd3 (4) 5 15 (+10)
4 2nd4 (5) 5 25 (+10)
5 3rd4 (6) 6 40 (+20)
6 3rd4 (6) 6 55 (+20)
7 4th5 (6) 6 70 (+35)
8 4th5 (6) 7 95 (+35)
9 5th5 (6) 7120 (+60)
10 5th5 (6) 7150 (+60)
11 6th5 (7) 8200 (+60)
12 6th5 (7) 8250 (+90)
13 7th6 (7) 8300 (+90)
14 7th6 (7) 9350 (+130)
15 8th6 (8) 9400 (+130)
16 8th6 (8)10475 (+180)
17 9th6 (8)10550 (+180)
18 9th6 (8)11625 (+240)
1910th7 (9)11700 (+240)
2010th7 (9)12800 (+240)
2111th8 (9)12+100/level (+240)

Every odd level, the character gains access to a new spell level. Spell levels beyond 9th are used to prepare high level spells with Metamagic Feats.

A channeler regains spell points at a rate of his level + Con modifier per hour of rest (min. 1). Sleep doubles the recovery rate, while hard working prevents it at all. Once casted, a prepared spell remains in memory and doesn't need to be prepared again. It can be used as often as the character can pay the spell point cost.

Spell fatigue: channeling is very draining because the character handles great amounts of energy through his body. After casting a spell, a character must make a Fort save vs. 10 + 2 x spell level. If the save fails the character gains one level of fatigue. Continuous spell casting is also draining. Each consecutive spell casted without rest gains a +1 cumulative modifier to its level for calculating the DC of the save. Each round of rest reduces the modifier by one (min. 0).

Dabrel, a 3er level human wizard with a Fortitude save of +1 has enough spell points to cast four 1st level spells he had prepared. In the first round the DC of the save is 12, in the second round 14, in the third round 16 and in the fourth round 18. To avoid this, decides to rest (not attacking of casting spells between each spell.

Casting a spell beyond the allowed spell maximum of a character is possible if the character has enough spell points to do so. Doing that, however, is very dangerous. The DC of the save increases to 12 + 3 x spell level and causes two levels of fatigue by failure and one by success.

Dabrel, using free magic, wants to cast an empowered Magic Missile which would count as a 3rd level spell and is beyond his normal limit. He pays the 20 spell points for a free magic 3rd level spell and has a DC of 21 for his save. He fails it and gains two levels of fatigue.

Preservers and Defilers

Some wizards use the defiler/preserver system. In order to cast a spell, the wizard must first collect the necessary magical energy from the living environment surrounding him. A preserver accumulates 4 spell points + 1 per caster level + Int modifier per round, until reaching the needed amount of spell points to cast the spell. The environment remains undamaged during this procedure. Defiler accumulate 4 spell points + 2 per caster level + Int modifier per round, defiling and destroying nature in a radius equal to 1 foot per spell point defiled. Defilers and preservers may apply metamagic feats to free magic by continuing collecting energy until they have enough spell points. Unlike channelers, preservers/defilers lose a prepared spell when it is casted and must prepare them after a night of rest. This reflects the fact that they don't handle magical energy directly but taking if from the life energy of others. Because they focus less energy at once (per round) the effects of fatigue are less than by normal channeling, the DC of the Fortitude save is only 10 + 1 x spell level. And unlike channelers, preservers are not allowed to cast spells beyond their capacities.

In the round where a defiler/preserver has enough spell points to cast a spell, he can do so. His initiative is modified by the amount of spell points he accumulates in that round:

Spell points
accumulated
Initiative
modifier
1-3 +1
4-6 0
7-14-1
15-29-3
30-39-5
40-49-7
50+ -9

Talaeos, a wood elf wizard is a preserver level 1. He wants to cast "Magic Missile", a 1st level spell he has prepared. He needs only 4 spell points. He could accumulate 7 spell points in a round ( 4 base + 1 for his level + 2 for his intelligence), but he chooses only to take the 4 he needs and to cast the spell with no initiative modifier. Later, he wants to cast "Magic Missile" again, but he must use free magic because the prepared spell is gone. He needs 8 spell points to cast the spell. In the first round, he accumulates 7 spell points, not enough to cast the spell. In the second round he gains the 1 point he needs and casts the spell with +1 initiative bonus.

Mornaiel, a blood elf is a defiler level 1. He also wants to cast a "Magic Missile" as free magic. As a defiler he accumulates 8 spell points in a round (4 base + 2 for his level + 2 for his intelligence), so he can cast the spell in the first round with only a -1 initiative modifier. Because he accumulated 8 spell points, an area of 8 feet radius is defiled.

Druids

Druids do not prepare any spells, as they do not pray for them. They do not channel energy like clerics do, but instead must collect spell points the same way preservers do. A druid accumulates 6 sp + 1/level + Wis modifier per round and has access only to Free Magic. Druids get access to spell levels as clerics do.

Paladins and Rangers

Paladins and rangers have access to spells up to 3rd level. They may prepare spells as normal channelers. If a character has "-" base spell points, he cannot cast any spells at that level. If a character has "0" base spell points, he can only cast spells if he has bonus spell points due to attribute modifiers. Spell Point Progression for paladins and rangers is shown in following table. Spell levels marked with a * are only accessible for metamagic feats:

Spell Point Progression for Paladins and Rangers
Character
Level
Max. spell
Level
Max. spells prepared
at each level
Spell points
1 - - -
2 - - -
3 - - -
41st 1 0
51st 1 0
61st 1 4
71st 1 8
82nd 215
92nd 222
102nd 230
113rd 340
123rd 350
133rd 360
144th 470
154th 480
164th 490
175th*4100
185th*4110
195th*4120
20+6th*4130

Bards

Bards don't prepare any spells as they have no spell books. Thus, they have access only to free magic. To cast a spell, the bard must first accumulate the spell points necessary for that spell (including metamagic costs) through his performance: singing, reciting, playing an instrument. The bard accumulates 6 sp + 1/level + Cha modifier per round. The same initiative modifiers as for preservers/defilers apply. Spell fatigue works as normal. At first level, bard can only cast 0th level spells, at 2nd level he gains access to 1st level spells, at 4th level and every three levels thereafter, the bard gains access to a new spell level as shown in table below. A bard can only cast spells up to 6th level. Higher levels (*) are used for metamagic only.

LevelMax. spell levelLevelMax. spell level
10th11 4th
21st12 4th
31st13 5th
42nd14 5th
52nd15 5th
62nd16 6th
73rd17 6th
83rd18 6th
93rd19 7th*
104th20+7th*

About the Loah'

For Loah' following rules apply:

Loah' are excellent wizards who concentrate in water, alteration and summoning magic. They must specialise in one of them. Elemental: fire is always banned. Kurr also make fair mages, and only few bo'ro are allowed to study magic.

Scrolls are worked on ivory or coral plaques that shatter when used up. Wands and other common magical items are always worked in a high artistically manner reflecting the love of the loah' for art.

There exist many variants of spells or items that reflect normal magic that allows normal people to operate underwater, only that they are designed to work for loah' people on land. So there exist air breath, helms of land action, and so on. With the right items, a character from Empire can avoid the penalties to level restriction, etc, while on land. These are rare and expensive, so that normally only noble loah' and their servants have access to them.

Magic works while underwater as by the channeling system, the spell caster simply takes his magic from water self. While on land, spellcasters still need water to cast their spells. Loah' and Kurr work on land like defilers, because they have no control about sucking the water from their environment. Bo'ro have a greater affinity to the land and act like preservers. The DM can agree that on moist environments like swamps, etc., or during heavy rainfalls, the normal channeling system can still be used or that loah' and kurr' act as preservers.

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