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Magic: Casting Methods and Rules.

Posted by The CreatorFor group 0
The Creator
GM, 23 posts
Sat 5 Nov 2011
at 00:17
  • msg #1

Magic: Casting Methods and Rules.

Dynamic Sorcery:
  This game makes use of dynamic sorcery and energy points to power it. Instead of the normal fixed number of spells per day and spells know. A caster can learn or purchase any number of spells or research new ones. ( fro any published source or with approval from third party sources)
   availabilityspell casting is not exclusive to mages, or priests and can be learned by anyone who has the time and devotes the study to learning the methods and means of casting spells. However only those who have purchased Level one casting level are considered mages for the use of items, scrolls,etc. all others are considered novice casters/hedge wizards.
   Novice CasterAnyone with a spell craft skill can attempt to cast spells, however they are limited to casting 0 level spells. unless they purchase a higher casting level during class advancement.

Dynamic SorceryAllows a caster to create a wide variety of spells either from memory or through his own personal research. Dynamic spells have the same effect, duration, and requirements as the spell the caster chooses from an existing source and can be cast with prior preparation.
However each time the user wishes to cast a spell he must make a spell craft check to successfully cast. Failed spell craft checks are extremely dangerous. And the effects may range from increased drain, to uncontrolled spell release, or even unintended spell effects manifesting. However only in the most extreme cases of overtaxing casting abilities do the more spectacular negative effects occur.
              If the drain of a spell causes a caster to fall below 0 Health he falls unconscious and must recover before he can take further actions. If the drain pushes him into negative health he takes 1 point of HIT POINT damage per 5 points below  0 he is reduced to by the drain.

  Level LimitsA caster is limited to his current casting level under normal circumstance. ( see Overcasting)  and all variable factors of the spell are set by his casting level.( Unless otherwise noted)


  Learning spells.: spells may be leaned form other casters, books, personal research or in caches of ancient knowledge. a Spell craft check of 12 + level of spell, is required to learn a spell, although it may be attempted as many times as required. Each attempt requires one day per level of spell, at a minimum.  Requires a quiet secure location, and expenditure of fund, for research materials ( Purchase DC 8+level of spell.)

Dynamic Casting
Active Arcane Technique
Target: Special
Time: Full round action
AoO: yes
Concentration: Yes
Components: as per spell cast
Duration: Special
Area: Special
Energy: (4+ Spell Level +  Spell Level)
DC: Spellcraft 10 +( Spell Level x 2)


Casting Methods

Hanging a spell

A caster may pre-cast a spell into an item or fetish to store it for later use. This allows him to take 10 to achieve an affect that may be normally beyond his ability.  The drain of the spell is paid at the time of casting
         Fetishes, a spell requires a physical container called a fetish to contain the energies of the spell. Normally this is a small item, piece of jewelry or device.. Normally the fetish is destroyed in the casting.
         Costs of the fetish are determined by the level of the spell cast. Purchase Dc for materials is  5+level of the spell. A fetish may store multiple spells however the cost is determined by the total levels stored in the fetish.
            A fetish remains charged for a number of days equal to the casters intelligence modifier. If not used the fetish becomes inert but is not consumed and can be recharged by casting the spell again. The charge can be refreshed by spending 10 minutes restoring the fetish before it expires and can be done without concentration. Allowing the caster to ride, or carry on normal conversation while refreshing the fetish.


Reusable fetishes: are of far superior construction and require x4 the cost of the total levels of spell stored in it. A reusable fetish may only store the spells it was originally created to old but can be used until damaged or broken.

Spell fetishes with an active spell stored inside them can only be used by the creator unless a successful use magic item check (DC 20) or spell craft DC 15  is made

          Activation TimeUsing a spell fetish is a full attack action and requires the fetish be in possession of the caster. Concentration and AoO depend on the spell being cast..

       Material componentsThe fetish must include the material components of the spell and their cost is added to the cost of the fetish in the case of extraordinary components..


Alchemy: by creating short lived potions, and oils a caster can contain the power of a spell. Alchemy is time expensive and requires a specialized Skill ( Alchemy)   to successfully contain the spell.and requires an alchemists tool kit, materials, and an safe undisturbed environment.
  Cost: to prepare a container and potion to hold the spell requires an Alchemy check DC 10(+level of spell), and Purchase DC (8+level of spell) in materials.
  Time The process of preparing the potion or oil takes one hour per spell level the potion can hold. ( although the exact spell it will eventually contain can be chosen later.
  shelf life Once prepared the potion or item is viable for years, however once charged it's viability s reduced to 12 months - total spell levels contained  minimum 1 day. Potions can not be refreshed or extended and become inert when they reach their shelf life.
   Charging a potion: charging a potion is time consuming and taxing, the extremely long viability of the potion requires more energy to maintain. (figured casting cost x 4) and an additional 10 minutes per level to cast the spell itself.
   Use of Alchemical PreparationsAlchemical preparations allow anyone to use the spell contained within the preparation as a full move action.


Spell Books and memorization By careful training a mage can memorize complex formulae and mental suggestions that preprogram his mind to execute a specific effect when triggered by a string of words and gestures.
    The caster expends the energy for the spell at the tie of memorization and must re-memorize the spell after he sleeps or is rendered unconscious. ( will save DC 10 (+maximum level of spells memorized) ) to retain spells if rendered unconscious.
    Memorization: requires level of spell in minutes each day,  and requires a Spellcraft check, as per dynamic casting rules extra time can be used to increase chance of success.

       Spell Books: A variation of a fetish that allows the caster to memorize prescript spells. The DC of a spell in a book is figured as if the spell were half it’s actual level. however it can only be cast as described in the book. And each day the caster must rememorize the spells he wishes to be able to use that day requiring rest and one hour of study without interruption. A caster may memorize as many total levels as he has Intelligence + Intelligence Modifiers.( caster gains intelligence mod in addition spell levels per level after first)
          When memorizing spells from books or scrolls the caster may still choose to use dynamic spells however he is at -2 to his spell craft, and other mental skills  checks to cast due  to the strain on his mental abilities caused by keeping the complex formulae of multiple spells in his head.

Spell book costs Purchase DC 15
Each Spell requires Purchase DC 10+(level of spell) in materials to prepare ink and paper to hold the spell.
Learning a new pre-scribed spell takes one week and requires materials and a suitable study area requiring purchase DC 14 to successfully learn the intricate gestures and mental routines needed to cast the spell.




Rituals: Rituals allow a caster to take 20 on a spell craft check to cast a spell. When used in conjunction with a fetish the spell can be held for later use without requiring the ritual to be repeated. Rituals are complex, demanding and can not be interrupted without significant risks. And usually reserved for higher level spells, the creation of permanent magic items, or to allow a n alchemist or artificer to produce a fetish on commission.
Isolation:Rituals require a quiet secure location specially prepared to focus magical energies. Materials for the fetish if required are purchased separately and the ritual itself has a cost of 15+ Level of spell cast and require 1d4 + (level of spell)- ( Wisdom Mod of main caster) in hours to prepare and perform.
AssistanceAssistants may aid the primary caster by making an aid other ( spell craft DC10) granting a misc +1 bonus to the primary caster’s spell craft check. A caster may have up to 3+int modifier in assistants and benefits from any feats, items, or talents that boost skill checks in addition to his assistants. However anyone participating must make a Spellcraft DC12 or intelligence check DC 14 to assist. a failed roll disrupts the ritual and it must be began again costing 1d3 hours of preparation time.
If any participant makes a critical spell craft failure the ritual is disrupted with all participants forced to save as follows
 will save DC 15 or be rendered unconscious.
Fort Save DC 11 or loose 4x drain
If saves are made the participants still suffer x2 drain and are stunned for 1d4 rounds.

Ritual Summoning Failuref any summoning is or dimensional affect is being invoked a rift forms allowing the intended creature of a summoning  to come through unrestrained and automatically hostile. The rift remains open for 1d4 minutes with a cumulative 10% per round of a creature or entity emerging from the rift. The creature will be neutral but if threatened or attacked it may become hostile.
There is also a 20% chance that the rift will open into a hostile environment creating a localized hazardous environment with an initial radius of 5ft expanding at 5 ft per round for 1d10 rounds.


Spellcraft failure:
Roll failed by
  • 1-5 loss of drain and spell fizzles
  • 5-10 save Will DC 12 or Loss of  x2 drain minor harmless effect, if save successful loss of drain and minor harmless effect
  • 10-15 Save Will 14 or loss of x 4 drain and stunned 1d4 rounds and random damaging affect,, if save x2 drain and minor harmless effect.
  • 14-20 x4 drain stunned 1d4 rounds, and minor damaging spell effect. Will save DC 16 or 1d4 hit points loss, loss of ½ health and major damaging spell effect.
  • 20+ major damaging effect will save DC 18 or unconscious reduced to -10 health and require treat injury check DC 12 to revive. Major damaging effect 5% chance of losing 1d4 pts Int for 2d10-fort mod days.
  • Natural 1 on spell craft. Check.
    Random spell effect, loss of drain x4 save fort DC14 or stunned 1d4 rounds. Will save DC12 to cast any spell for 1d4 hours - on all skill checks for 1d4 hours.




Gaining extra energy for spells. often a caster can not generate the energy required to cast extremely powerful spells, to achieve complex and powerful effects. A caster has several options available.

Sacrifice
There is  no purchase cost or material requirements for expending innate energy to fuel an ability power or technique as all powers and device are assumed to allow direct transfer to fuel the effect.

A second character may sacrifice health. Endurance  to power an effect. however, the return rate is only 2 to 1 ( 2 health/endurance per point of energy). This requires a special device, ritual item or converter which must be in physical contact with the source and the manifesting character.
       Hit points sacrificed to power an effect have an enhanced exchange rate of 1 to 4 (one hit point produces 4 energy points.) but the damage is real and cause pain and real injury to the donor.
      Sacrificed energy is treated as Innate energy by the recipient. Allowing it to be used in any manner that his own innate energy might be used for.

Life force converter
May be any appearance ranging from a sacrificial dagger to a complex mechanical device with a storage chamber.

 Size: Small
Dr 6
HP 5
Purchase DC: 14+2 per 10 maximum points of energy the converter can collect.

   If destroyed or intentionally detonated the device looses it's stored energy creating a small but intense burst of electric energy (inflicting 1d4 d4 of damage (electric) in a radius of 5ft. fort save Dc 12 for half damage) and must be replaced it can be used again.
         Once drawn from the donor the energy is stored until used by the recipient fading at 4 energy points per day.

        Drawing energy from a willing donor requires no Skill check but drawing energy from an unwilling target ( usually restrained subdued or incapacitated in some way) requires an opposed skill vs. will save to be successful.  The exchange rtes for an unwilling host are the same as for a willing host but there are drawbacks.

          Corruption: persistent use of an unwilling sentient donor corrupts a character or creature causing him to register to any applicable sense, or sense motive, as Evil. Characters or creatures who can sense the corruption of a corrupted character or creature may be hostile and attack, imprison or punish the corrupted character in some form. At the very least they may shun or be unwilling ot associate or do business with a corrupted individual.
        Necromantic Urge: repeated sacrifice of living sentient creatures to fuel powers ad abilities also affects the mind of the character, it become addictive and soon the character will shun other forms of energy in favor of necromantic means. Each time a character kills a donor to fuel a power or device he must make a will save vs. a Dc 10 ( +1 per victim he has killed through this practice.) or become obsessed with the practice using it in preference to any other form unless forced to use an alternate energy source. ( will save 15  to use an alternate source if available)


        Sorcery: Using non living or summoned creatures to fuel powers and abilities is possible through sorcery, this allows a summoned or bound creature or arcane item to generate or grant energy to the character or creature at a diminished rate ( 4 health vitality per point of energy)
         Items can be drained of energy but their hit points are used as a power source instead of health ( since they don’t have health) and an item drained is weakened and eventually destroyed by repeated drains.

          Whether a creature or item is used the costs of draining their energy is the same.

Base cost: Purchase Dc 18 for required materials (+1 dc per Hit die of creature. )
Items can only supply up to their  hit points in energy, and do not recover this energy.
Summoned creatures grant only half their health (equal to hit points)  in energy and then return to their native realm. Trying to draw more energy than is allowed instantly releases a creature from it’s constraints and turns it hostile at no time ill a creature willingly allow itself to be harmed in the process.




Over casting: A caster is limited by his casting level, if he wishes to cast above this level he may attempt to however there is significant risks.
This message was last updated by the GM at 03:21, Wed 29 May 2013.
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