Magic

Main Page, Spells, Combat Basics

Whats changed? Here again is another area with sweeping overhauls. The entire casting system has been modified to reflect to ideas behind the psionics system, yet simplified with a simple progression and cost to cast equation. The classic game breaking spells have either been reallocated into a new subset of spell casting call rituals, or broken up into several spells across several spell levels.

Magic, Ki and Psionics.

Spell casters, Psions and Ki users have learned to channel the natural energies of the world or their own personal energies to produce extraordinary effects. They both begin play with a pool of energy (Mystic Energy – spell casters and Ki Energy – ki users) from which they draw an amount to produce the effect they desire. The size of the energy pool is level and; Intellect dependant for spell casters or Wisdom dependant for Ki users (Psions use the ability listed in their discipline).

Spellcasters use their full normal caster level for determining the effects of their spells in this system, with one significant exception. Spells that deal a number of dice of damage based on caster level (such as magic missile, searing light, or lightning bolt) deal damage as if cast by a character of the minimum level of the class capable of casting the spell. Spells whose damage is partially based on caster level, but that don’t deal a number of dice of damage based on caster level (such as produce flame or an inflict spell) use the spellcaster’s normal caster level to determine damage. Use the character’s normal caster level for all other effects, including range and duration. For example, a fireball deals a number of dice of damage based on the caster’s level, so when cast by a wizard using this system, it deals 5d6 points of damage (as if cast by a 5th-level wizard, which is the minimum level of wizard capable of casting fireball). A sorcerer who casts the same spell deals 6d6 points of damage, since the minimum level of sorcerer capable of casting fireball is 6th. p. A character can pay additional energy points to increase the dice of damage dealt by a spell. A character can’t increase a damage-dealing spell’s level above his own caster level, or above the normal maximum allowed by the spell.

  • Metamagic and Energy Points: Casters need not prepare special metamagic versions of their spells; rather they chose to apply the metamagic effects at the time of casting, and spend more Mystic Energy points to gain the metamagic effect. The character must pay for the spell as if it were a higher-level spell, based on the adjustment from the metamagic feat. If the metamagic effect(s) would increase the spell’s effective level above what he is capable of casting, he can’t cast the spell in that way.

    The spell’s caster level for purposes of damage-dealing effects (see above) doesn’t change, even if the metamagic effect increases the minimum caster level of that spell. For instance, a quickened fireball still deals damage as if cast by a 5th-level caster unless the caster chooses to pay additional energy points to increase the caster level.

  • Miscellaneous Issues: Spells that allow a character to recall or recast a spell don’t function in this system. (It doesn’t make any sense to have a spell that gives you more energy points, since you’re either paying more than you get, getting nothing, or getting more than you paid.) Items that function similarly can work, but differently, they restore a number of energy points required to cast a spell of that level.

Main Page, Spells, Combat Basics

Magic

Paths of Destiny Mesinock