Helaman
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Paths to Power
*Suitable for an E6 campaign* Level 4+ spells are generally not available without ritual magics. E6 means that the maximum character level is 6th. Please note Midnight is a LOW magic setting hence the relative lack of spell energy.
Note that MANY of the concepts are drawn from Midnight (which a recent poster reminded me of how much I loved)... and I cant sleep until I get them down.
To cast ANY spells the magecraft feat is required.
Spell casting
The casting level of the spell (including metamagic feats) represents the amount of spell energy consumed. Once the spell energy is exhausted the caster may use their constitution points to fuel their spell.
Player Spell Energy
If the character has caster levels each one level adds 1 spell energy point in addition to any granted by feats.
Feats:
Magecraft
-Spellcraft becomes a craftskill
- *NEEDED* to multiclass to a spell casting character. If taken at level 2+ gives cast 0 Level spells ability as if 1st level caster. Paladins get as cleric. Rangers as Druid. Otherwise as per the class the caster will multi into. Each cantrip uses 1 spell energy.
- Free feat to Mages/Clerics/Bards/Sorcerer - Ranger/Paladin spells needs this feat to unlock their spells but does give them cantrips.
- Needed to use ritual magic feat
- Need to learn Write Scroll (and use scroll) and brew potion.
- Gains spell energy points equal to spell attribute
*Note that casters draw from the SAME spell pool even if multiclassed as a caster.
Those taking the feat get 2 schools/domain of magic only. Sorcerers and specialist wizards take from the universal school and one other. Generalists get an additional school. Those casters starting at 1st level also get an additional school/domain.
Feat
Spellcasting
- Allows caster to add an additional school/domain each time it is selected
Feat
Increased Spell Energy
- Allows the caster to add 3 spell energy points. This may only be chosen once per effective caster class the character has.
Feat
Craft Spell Talisman
- Must be able to cast that spell
- Allows the creation of talisman (wand, headdress, ring etc) that is focused on a particular spell. Creation is as per Scroll cost + 500 gold. To 'bond' to the talisman the caster must expend 100xp per spell level for the spell. Using the talisman means the spell requires 1 less spell energy (min 1). This can also be used to enhance an existing item with the power if masterwork or magical. Takes 1 day to create.
Craft Greater Spell Talisman
- requires Craft spell Talisman
- Requires ability to cast from that school/domain
- Requires Greater Ritual feat
- Allows the creation of talisman (wand, headdress, ring etc) that is focused on a particular spell school. Creation is as per Scroll cost + 2000 gold. To 'bond' to the talisman the caster must expend 500xp to align themselves to the talisman. Using the talisman means any spell from the school requires 1 less spell energy (min 1). This can also be used to enhance an existing item with the power if masterwork or magical. Takes 2 days to create.
Feat
Ritual Magic
- Requires Mage Craft
Allows a reduction in spell energy to cast spells but spell energy applies directly to constitution. Rituals are specific to a single spell and can include metamagic feats to raise the effective level. Spells take 10 minutes per spell level to cast.
Casters CAN exceed their known spell levels/schools/Domains within the spells allowed by class (generally upto 3rd level spells) however exceeding the spell level available to the caster increases the effective level by 2 for each level. Casting outside known schools and domains costs an additional level. Opposition school schools also cost an additional 2.
The spell effect remains at the caster level. A person with Mage Craft only counts as a 1 level caster for spell duration / effects. Most of the time this is barely worth it but it has its place.
Rituals can be created by others that includes metamagic feats that can then be used by others. Only those who know the metamagic feat can choose to add to a ritual that does not have it or voluntarily remove it from a pre-learned ritual.
Spell Level Spell Damage
0-1 0
2-3 1
4-5 2
6-7 3
8-9 4
10-11 5
12-13 6
etc
A 3rd level caster using a ritual to cast a 3rd level spell would find the effort equal to 5 spell levels (3 for the spell and another 2 as it is a level more than they can normally cast, assuming the caster can cast from that school) and cost 2 constitution.
For a magecrafted skilled person (0 level) using that same 3rd level spell ritual (3 points and 6 more points for casting ability gap) without having an effective known school (+1) would take 100 minutes and consume 5 constition! If metamagic feats were part of the ritual it would be worse.
Note that rituals can also reduce the effective spell level by including specific locations, objects (very expensive material components), sacrifices or penalties (such as double casting time or 50% more spell damage).
Creation of a ritual is DC 15+Spell level spellcraft check. Use crafting rules with each spell level representing 100 gold.
There is no limit to the rituals that may be used but even a small ritual must be recorded it what would equal to 10 pages of instructions multiplied by the spell level that must be closely followed. Tomes devoted to rituals are not uncommon.
Such rituals can be learned by heart only with much effort. Its assumed that the caster can memorise rituals equal to their spell casting attribute.
Greater Ritual Magic
- Requires Ritual Magic
Using this feat ritual users can exceed the spell level they can control beyond 3rd.
Ritual Student
- Caster can learn an additional 2 rituals without need for instructions.