Spell Lists and Spell Rules.   Posted by The Reaper.Group: 0
The Reaper
 GM, 165 posts
 Inevitable and
 All-Consuming
Sun 26 Mar 2017
at 21:55
Spell Lists and Spell Rules
Reaping of Sia has some important house rules.

#1. Magic-users and clerics alike can all "spontaneously cast," and do not need to prepare spells. They're still limited by their spells per day, however. I've never been a fan of Vancian casting, and would rather not deal with tedious day-to-day book keeping like spell preparations.

#2. I will be using material from Sine Nomine Publishing's Crimson Pandect supplement to simulate spell research. Instead of copying spells from spell books or scrolls, characters capable of casting spells collect special treasure that earns them research points. These research points can be spent on all manner of things, such as creating monstrous minions, back-up spell books for magic users, and even creating your own magic items. Their primary use, though, is in inventing or learning new spells.

#3. Since there is no distinction between divine and arcane magic in Sia, clerics can enjoy the benefits of magical research as well. Essentially, when a cleric levels up, they gain access to all their normal cleric spells, while a magic-user gets to select a spell of their choice per level, as normal. All other spells must be purchase with research points according to the chart below:

Spell Level RP Cost Gold Cost
1                  5              100
2                  10             200
3                  20             400
4                  30             600
5                  40             1,000

Magic-users can even learn cleric spells, and clerics can learn magic-user spells, at double the RP cost (to reflect the difficulty of researching outside one's specialty).

#4. Magical research takes time, and is measured in months. You don't have to spend an ENTIRE month studying a spell or creating a potion, but you need to spend at least a couple of days worth of work, spread out through the month. This is assumed to be part of your normal adventuring routine. Different, more complex actions (like crafting servitors or magic items) might take multiple months. If you have nothing better to do in yur research month, you can conduct private research or build experimental magical tools or equipment for bonus research points.

#5. In addition to researching magical theory or building magical equipment, players can RP primarily through looting the libraries and laboratories of enemy wizards. Instead of copying spells directly from a slain enemy's wizard's spellbook, the player receives an abstract chunk of RP points that can be spent however they like. This treasure takes the form of either references or enlightments.

A reference is typically a book or similar object that the magic-user or cleric must occasionally read or reference to keep the knowledge fresh in their mind. These items follow normal rules of encumbrance, and some (like a set of encyclopedias of magical terms) might be considered "heavy" objects that would require a horse or other pack animal to tote for the player. Even lighter objects, like slim folios or an enemy wizard's personal spellbook, have significant weight, and unless otherwise specified a hero cannot carry more of these references on their person than their Strength attribute. A magic-user or cleric could always keep their references in a safe place and simply consult them at least once a month to gain their bonus, however. Having a reference and using it grants RP, but being separated from a reference, or worse, having it stolen, will result in that bonus RP being lost. This can even result in a magic-user or cleric having negative RP as a while, as they either try to recover their reference or start their research over from scratch (and pay off the RP debt before accruing more).

An enlightenment is a more ephemeral and rarer source of RP. A good example might be a magic potion that grants enlightened visions, or maybe a natural magical wonder that imparts great knowledge with its very sight. Enlightenment simply offer a chunk of RP and are "used up." Depending on their nature, an enlightenment might be instantly destroyed after it is used, or it may be possible for multiple magic-users or clerics to enjoy its knowledge. Either way, a lone character can only benefit from a particular enlightenment once.

#6. There is a new list of "cross-class" spells, located below this post. They cost the normal RP costs (5 for level 1, 10 for level 2, etc.) for both magic-users and clerics. Clerics do not automatically gain these spells upon level up, however, and magic-users can select them to add to their spellbook for free; they must always be purchased with RP.

This message was last edited by the GM at 07:54, Mon 27 Mar 2017.

The Reaper
 GM, 166 posts
 Inevitable and
 All-Consuming
Sun 26 Mar 2017
at 21:59
Spell Lists and Spell Rules
Magic User Spells


Level 1 Magic User Spells

The Reaper
 GM, 167 posts
 Inevitable and
 All-Consuming
Sun 26 Mar 2017
at 22:00
Spell Lists and Spell Rules
Cleric Spells


Level 1 Cleric Spells

The Reaper
 GM, 168 posts
 Inevitable and
 All-Consuming
Sun 26 Mar 2017
at 22:26
Spell Lists and Spell Rules
Cross-Class or "Domain" Spells

The below spells can be researched as though they were part of a magic-user's standard spellbook. They are not granted as part of a cleric's standard spell list, however, and they cannot be selected as "free" spells by magic-users upon level up. They must always be paid for in research points.

Level 1 Domain Spells


Blast of the Elements
Level: 1
Duration: Instant
Range: 240'
Energy's mastery of physics allows for a crude, mechanical control of the terrestrial elements. As a precursor to this spell, the caster summons a small sphere of pure flame, earth, water or wind from the Plane of Magic. One sphere is summoned, plus one more for every three full levels of the caster up to a maximum of four spheres. Once the spheres are called, they're propelled by gravitational or kinetic forces commanded by the caster's command of Energy. The spheres can be directed at one or more targets within range. The spheres strike unerringly, varying slightly in effect depending on the element employed. Flame spheres do 1d6 points of fire damage, earth spheres do 1d6+1 points of damage, water spheres do 1d6 points of cold damage, and wind spheres do 1d4 damage and buffet a man-sized or smaller target backward five feet per sphere, with a Constitution-based saving throw to stand their ground.

Celestial Bolt
Level: 1
Duration: Instant
Range: 120'
The Light Domain is not naturally bent toward combat, but dedicated mages can make due with the algorithms and kinships at hand. This spell creates one bolt of brilliant starlight for every three levels of the caster or fraction thereof, each bolt doing 1d4+1 damage to the chosen target within range. A maximum of four bolts are created by this spell.

Celestial Lamp
Level: 1
Duration: Permanent
Range: Touch
A distillation of several meditation practices on the divine properties of Light, this spell captures a tiny reflection of the imperishable light of the stars, causing a single non-magical unliving object to cast bright light out to a 60-foot radius. The caster may shroud or focus this light at will, and it will persist until he chooses to extinguish it or the spell is dispelled.

Corpselight
Level: 1
Duration: Permanent
Range: Touch
An unnerving charm favored by blood mages in training, rumor has it that certain "shining reliquaries" possessed by the Saerynites have been blessed with this cold light as well. With this spell, the phosphorescent radiance of the grave is evoked in a fragment of bone, leather, hair, or some other remnant of a once-living creature. The glow extends out 30 feet around the object and can be damped at the casterís will. The light remains until it is dispelled or the object is destroyed.

Enervate Beasts
Level: 1
Duration: 10 minutes
Range: 120'
The Saerynites seem to have an uncanny knack for taming animals through this Life-bending incantation, though certain Wild Tribesmen can replicate the effects by inserting themselves temporarily into the kinships shared by pack animals and wild beasts. This spell forms a filmy cloud with a 20' radius. All non-magical unintelligent beasts of 5 HD or fewer in this cloud will instantly collapse in enfeebled helplessness, unable to perform any actions or defend themselves. The enervation lasts for ten minutes, though pain inflicted on the animal will breka the effect prematurely.


Fruiting Vine
Level: 1
Duration: Instant
Range: Touch
A quick infusion of Earth or Life energy into an existing plant can feed a mage and his allies for days. The caster quickens the life within a plant of sapling size or larger, summoning forth 1d4+2 succulent red fruits. Each fruit provides sufficient nourishment and water for one person for one day, though they spoil within 48 hours.

Lesser Omen
Level: 1
Duration: Instant
Range: Self
Divination is traditionally Light's sphere of influence, but the protective natures of Earth, Life, Dark, Fire and even Water can yield brief glimpses into the future, as well. To cast this spell, the caster focuses on a particular course of action and opens his mind to a momentary flash of insight. The GM will advise him if the course of action seems likely to leave him dead, injured, or significantly distressed within the next ten minutes.

Minor Curse
Level: 1
Duration: 1 round/level
Range: 240'
Even the pettiest of hedge-mages can manage a minor curse. Though such chastisements are fleeting, they can still turn the tide of battle. With this spell, the caster siphons away a shred of the targetís luck with negative magical forces, forcing them to take a -2 penalty to all hit rolls, damage rolls, and saving throws for the spellís duration.

Moon Lamp
Level: 1
Duration: 1 hour/level
Range: 60'
Numerous Domains and disciplines can create a small, pale white sphere of brilliant light, orbiting around the caster's head like a moon unless directed elsewhere. The sphere casts light in a 30' radius and can be directed to hang at any point within 60 feet of the caster.

Nourishing Breath
Level: 1
Duration: Instant
Range: 120'
Fire, Life and Earth each have various life-sustaining meditative practices, but even Air can free its adherents from the necessity of ingesting base and earthly food. With this spell, the caster may lead up to six allies in these breathing meditations, along with his own exercise. For ten minutes, a careful sequence of motions, breathing patterns, and intonations are made. At the close of the spell, all subjects are refreshed and nourished as if after a good meal and a full nightís rest. This rest does is not sufficient to refresh the spell slots of a cleric or magic-user. The caster can use this spell on himself or other for no more sequential days than he has caster levels.

Ray of Disruption
Level: 1
Duration: Instant
Range: 240'
The Domain of Energy's influence is usually quite subtle, but as intrinsincally linked to the practice of magic as it is, saavy magicians can manipulate the flow of Energy to sabotage an enemy's enchantments. Upon completing this sorcery, the caster emits a thin beam of gray energy that strikes a single target in range. The ray inflicts 1d4 damage on the target, +1d4 for every three full caster levels, up to a maximum of 4d4. If the target is presently under the influence of a magical spell, the aura intensifies the beam like a prism, adding an additional +2 to each damage die rolled for the spell. The target must also make a Wisdom-based saving throw, or any spells affecting them of level 3 or lower prematurely end.

Scent of the Grave
Level: 1
Duration: 10 minutes/level
Range: 30' from the caster
Though the undead are a new threat to Sia, some magic users have already trained themselves to become senstitive to the presence of the unquiet dead. When cast, this spell will reveal to the caster whether or not an undead creature has been present in the area within the past month, along with a general impression of its type. While the spell duration holds, the caster can track the entity back along its path.

Sight of the Sky
Level: 1
Duration: 10 minutes/level
Range: Self
Study of Life, Water and Air can all yield charms that grant incredible clarity of vision. This sorcery augment the natural vision of the caster to a remarkable degree, granting them sight in pitch darkness, clarity through mis and smoke, and automatically piercing the veils of invisibility around any creature with equal or fewer hit dice than the caster.

Sigil of Feral Dominance
Level: 1
Duration: Instant
Range: 240'
Certain Earth algorithms or potent patterns of Light or Life can conquer a feral mind. When this spell is cast (typically consisting of hypnotic tones or certain special sigils prepared in a mandala), the beast targeted must make a Wisdom-based saving throw or become immediately obedient to the casterís wishes, cooperating in all things that will not result in its injury or death. Dominated beasts will fight for the caster, but may flee if injured and will still make Morale checks. They can understand spoken commands but cannot perform services that require reasoning. Beasts can make a new save against the spell every two weeks, and any attack or willful neglect of the beastís needs will break the
spell. The sigil functions only against beasts of animal or lesser intelligence, and magical beasts of 4 or more hit dice are immune to its blandishments. The caster may dominate a number of beasts at one time up to their Charisma attribute.


Tireless March
Level: 1
Duration: 1 day
Range: Touch
Life, Earth and Dark are often invoked for protection on long travels, and for good reason. In Saerynoplis, this spell enchants a vial of sleep oil to provide exactly its opposite effect intended effect, while fortifying chants or obscure auto-hypnosis methods accomplish similar feats for practitioners of Earth and Dark disciplines, respectively. Those who partake of the spell (usually the caster and up to six allies) are filled with unsleeping vigor. The affected need not sleep for 24 hours and can continue marching or otherwise exerting themselves during that time with no negative effects. This tireless exertion does not allow for instant recovery of spells, however, as that still requires 8 hours of study, planar re-alignment, or meditation. A caster can continue to dose his companions for a number of consecutive days equal to his caster level. After this run ends, the spell will not work on the subjects until they have had as many days without the spellís effects as they had while under it.


Wind Shield
Level: 1
Duration: 1 round/level
Range: Self
A favorite of Wild Tribe warcasters and charging Reaper cultists, this charm of Air summons a churning shield of turbulence to mantle the caster, protecting him from physical attacks. Missiles suffer a -4 hit penalty against the caster, and even melee attacks incur a -2 penalty to their hit roll. The caster is also immune to noxious gases while the shield is up.

This message was last edited by the GM at 23:26, Sun 26 Mar 2017.