Difference between revisions of "Magic (D20)"

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:''Most of this has not been adapted and are not currently used!''
:''Also see [[Spell]]s.''


Just because magic is incredibly rare does not mean that it's something special. Well, it IS special, because it is rare, but so are diamonds. Many a Wizard probably would rather own a large diamond mine than to have their spark. The point is, with great power comes great political intrigue.
Some of the main new features introduced is that any spell cast leaves residue, that slowly diminishes and can also be removed manually, that active spell auras can be hidden, that fractions of a spell slot can be used for metamagic feats (and some spells) and that it's now easier to see magic as well as using minor magical tricks.


While many noble houses admire and want magic, some find it an abomination against Pelor and would snuff any magic user out if they could and a few don't even believe in it. Since magic is a high value commodity, it can be important to use magic unseen as well as hiding traces of handiwork for other mages.
In terms of rules, magic in Hökaland has stealth and politics as central features, which adds depth, but unfortunately also complexity. Below are the house rules for magic of Hökaland detailed.


Some of the main new features introduced is that any spell cast leaves residue, that slowly diminishes and can also be removed manually, that active spell auras can be hidden, that fractions of a spell slot can be used for metamagic feats (and some spells) and that it's now easier to see magic as well as using minor magical tricks.


In terms of rules, magic in Hökaland has stealth and politics as central features, which adds depth, but unfortunately also complexity. Below are the house rules for magic of Hokaland detailed.


== Intentions for the future ==
To clarify the use of DnD magic is that in the world there really is a significant difference between types of magic such as elven, human or dwarven. Though, of course, most things can be done with all magic, but there are cultural differences implied. Unfortunately, there isn't time for me to create a new magic system from scratch, so I'm simply using D&D for now. I do have the intention to make significan differences for the future.
== Double Cost on Magic ==
::'''This section is deprecated, but I haven't had time to properly archive it. Magic and items are not doubled in price any more.'''
The general idea of doubling the cost of all magic is to make it more scarce. The doubling is included on any and all magic things and lore-wise the price it ends up at needs to be explained from the point of view of the price rather than the other way around. At least as long as I use prure D&D magic.
To compensate for this, partly, I have added additional [[Masterwork]] levels and also the ability of a craftsman to make it SO good that the mastwerwork bonus stacks with magical bonuses. This also makes magical weapons extra important, since many monsters have DR/magic.
=== Craft Magic Item ===
For the PCs or NPCs that takes any feat for crafting magical items, the cost is '''not''' doubled on the production time. The character will still have to pay an appropriate amount of gold for materials, but when calculating how long time it will take to craft or enchant a particular item, the normal base cost is used.
== Trained Spontaneous Casting ==
I'm not a fan of the "memorise spells for the day" but I still don't have the time to revise the system from scratch. I don't want to negate the advantages of being a Sorcerer or other spontaneous caster over Wizard either. The solution is ''Trained Spontaneous Casting''.
The rules are simple: Any spell you '''prepare twice''' from your daily allotment '''can be used''' for spontanous casting up to the maximum amount of spell slots (or other power sources) available to you.
== Spellcraft ==
{{:Spellcraft}}


== Casting from Spellbook ==
== Casting from Spellbook ==
:''This is up to date as of 2015-07-06.''
:''Revised''
 
Caster can use a spell book to cast spells they have not prepared. The process takes a lot longer than it takes to cast a prepared spell and it still uses an appropriate spell slot. It can only be used to cast spells by a character that has spell slots or some other appropriate means of power and that has the full spell material at hand (ie. a spellbook).
 
=== Copy non-class spells to spellbook ===
Using this system also entails "learning" spells for classes that normally can't "learn" said spell. In fact, the caster does not at all "learn" the spell in a traditional sense, but is simply familiar with it enough to ''copy it into her spell book''. This is a '''Spellcraft check at DC 22 + slvl that takes 2 hours per spell level of the spell and can only be tried once per week'''. Anyone can buy a spell book (if they can get hold of one) and copy spells in case they later gain spellcasting ability or finds another way to power the spells.


Caster can use a spell book to cast spells they have not prepared. The process takes a lot longer than it takes to cast a prepared spell. All casting time modifiers are cumulative.
If a character has copied spells into her spell book and they later takes a level in a class that has these spells on their list she can choose to use one or more of these spells as "learned" spells, if able (depends on the class).
* 10 turns per page of spell. (Reminder: 1 spell level equals one spell book page.)
* To cast a spell that has never been learned: x4 time.
* To cast a spell from an unfamiliar source (other's spell book that has not been read through before): x2


''See reference at bottom: Reading a page takes about 2 minutes as a presentation, this rule is half that for an effective casting.''
=== Familiar with others' spellbook ===
If a character does not copy a spell to their own spell book they can instead familiarise themselves with another caster's book. This is done with one Spellcraft check per spell. The character must have all appropriate language skills to read the spell (such as Druidic). If the character suceeds they are then deemed "familiar" with the spell when making the casting Spellcraft check. This check can only be performed once per day per spell.
* Spellcraft roll: DC 15 + spell level + modifiers
* Takes 30 minutes per page (spell lvl) of the spell.
* A spell from a different type of magic (arcane, divine, natural, demonic): x2 time & +7 DC


=== Spellcraft roll ===
* Spellcraft roll: DC 15 + spell level + modifiers
* Failing the Spellcraft roll means the spell was not cast but the spell slot is lost.
* 10 turns (1 min) per page (spell lvl) of spell ([[Magic_(D20)#References|ref #1]]).
* Cast a ''familiar'' spell from another's spell book: x2 time & +2 DC.
* Cast a spell from an unfamiliar source: x4 & +7 DC
* A spell from a different type of magic (arcane, divine, natural, demonic):
** Must have relevant language skills (like Druidic).
** x2 time & +7 DC
** Use a spell slot 1 step higher than the spell in question.
* Use a spell slot 1 step higher than required to reduce DC by 5 (cumulative).
* All appropriate casting time and DC modifiers are cumulative.


'''Note: Casting spells from a spellbook does not count as a "spellcasting ability" in any way.'''


==Sparks and Twinkles==


<div style="float: right; margin: 5px; padding: 10px; border:1px solid black; font-size: 80%;">
== Alchemists ==
'''Table 1:1 Sparks'''
Alchemists in Pathfinder work in a similar way to other caster classes, with the exception that their "Spellbook" is a "Impossible Formulae Book" (same price as spellbook/formulae book). This works like normal Formulae Books other than that it can contain spells which can not be used as normal formulaes, but CAN be used together with an item creation feat.


*lvl 0 = 1
When using an impossible formulae to craft an item, the same Spellcraft DC is used as for other casters, but at '''+2 DC''' and '''one level higher spell slot'''. Both of these penalties stack with any other applicable penalties or bonuses.
*lvl 1 = 3
*lvl 2 = 6
*lvl 3 = 9
*lvl 4 = 12
*lvl 5 = 15
*lvl 6 = 18
*lvl 7 = 21
*lvl 8 = 24
*lvl 9 = 27</div>


In addition to existing magic rules, a caster (arcane or divine) may spontaneously cast the new the school-less spell _Create Spark_ and _Create Lasting Spark_ (see '''[[Spells|New Spells]]''') to get a small amount of readily available magic powers that can be used for less specific tasks than a fully fledged and researched spell. Note that manipulation of magic in this fashion counts as normal spell casting and takes one standard action to perform, unless otherwise stated.
In other aspects, use the above rules for casting from a book (or without).


This spare magic power come in two varieties: '''Sparks''' and '''Twinkles'''. Casting _Create Spark_ (from any spell level) creates a number of Sparks that become available for the next 24 hours after that (see Table 1:1 Sparks). A Twinkle is exactly a tenth of a Spark and are entirely interchangable with Sparks.








==New Spontaneous Spells==
== Magical Items ==
'''[[Sickle]] items.''' See also '''all [[magic item]]s'''.


Just as all casters can cast _Create Spark_ (and eventually also _Create Lasting Spark_), most casters can also cast _Detect Magic_ spontaneously, substituting the level 0 spell slot with readily available energy. See [[Spells|New Spells]] for more information.
{{Sickle items}}


If the caster does not have Sparks available, she can still spontaneously cast using a regular spell slot, but then that slot is used and no residual energy is saved as Sparks or Twinkles. Additional energy is "lost".


== Magical Movement and Messaging ==
Hökaland has next to no magic that allows for long-distance teleportation, travel, mssaging and scrying.


Pending further investigation, character can not pick spells that allows more than a few hundred feet teleport or messaging spells, nor overland flight.


==Magic Residue==
Shifting planes, travelling in that plane and then returning to the material plane is legal, however. The drawback spells "random encounter".
 
 
<!--
Animal Messenger: Is 2nd level druid, animal delivers a written message and can fly 48 miles per day (spell is 1/day per level).
Whispering Wind: Is a 2nd level wizard spell, delivers a magical 25 word spoken message up to 1 miles/caster level to a specific location.
Mirror Sight: Is a 3rd level wizard spell. This spells allows you to have two-directional non-verbal communication through mirrors. So you could use sign language or chalk boards to communicate with one another. Unlimited distance.
Minor Dream: Is a 3rd level wizard spells (2nd level witch) that allows you to deliver a 20 word message to a sleeping person. Unlimited distance.
Sending: Is a 4th level wizard/cleric spell that allows you to send and receive one 25 word message. Unlimited distance.
Telepathic Bond: Is a 5th level wizard spell that allows you to unlimited telepathically communication over any distance. But the spell only lasts 10 minutes per level.
 
- Telepathic Bond, can be made permanent between two (or more) individuals. Fairly expensive to use as a permanent solution.
- Many Scrying spells + Message, can work but Message thru the sensor is unreliable especially at lower levels (5%/caster level).
- Sending, allows a response by target, can be interplanar but becomes less reliable when across planes (5%+ failure rate). Demand (8th level Sor/Wiz) as Sending but adds in a Suggestion. Must be familiar with the target.
- Helping Hand, anywhere within up to 5 miles but lots of delay built into the spell (up to 4 hours at max range) but could be useful when separation is under 1000 feet or the communication is not time sensitive.
- Any familiar (and possible an animal companion taught the right trick) might act as a messenger/go between. Add in Share Senses for extra communication capability.
- Animal Messenger, low level but reliable, ultimate "carrier pigeon" spell. Must send carrier to designated location, potential for interception.
- Teleport Object, high level (7th) but can send an object to a targeted location (and hence obviously one-way).
- Teleport spells can be used to set up rapid movement between locations with those teleporting carrying messages. Planar Ally spells often mentioned to call on the aid of an Outsider (a Lantern Archon is frequently mentioned) who possesses Teleport/Greater Teleport.
- Dream, range unlimited but one-way. Requires the recipient to be asleep (and hence capable of sleeping). Either the caster or someone the caster touches can send the message. The messenger must be in a trance for the duration of the spell and is "defenseless" and unaware while in the trance (fails all saving throws, 'helpless condition' implied but not so stated).
- Whispering Wind, lower level but requires caster to send the Wind to a familiar location where it may or may not find a recipient. Range in miles per level
- Message, cantrip (0 level spell) limited range, can be combined with many Scrying spells. Language dependent. Must mouth and whisper the words.
-->
 
== Sparks ==
:''Main article: [[Spark]]s''
'''Sparks and twinkles''' is a new concept used to handle very small amounts of magical power. In short a caster can use a spell slot to create a magical "spark" enchantment on themselves that can be used for certain, minor, tasks as well as for some meta-magic feats.
 
A spark is about a 1/3 of a spell slot and a twinkle is 1/10 of a spark.
:''Revised''
 
 
== Outdated ==
This information is either outdated or needs an overhaul.
 
ter that (see Table 1:1 Sparks). A Twinkle is exactly a tenth of a Spark and are entirely interchangable with Sparks.
 
 
 
===Magic Residue===


<div style="float: right; width: 200px; margin: 5px; padding: 10px; border:1px solid black;font-size:80%;">
<div style="float: right; width: 200px; margin: 5px; padding: 10px; border:1px solid black;font-size:80%;">
Line 193: Line 266:


A destroyed magic item will spread a large amount of magic power. Do Spell level times caster level for each spell used in making the item, add them together, divide by two and the final number is counted in Sparks instead of Twinkles ( ((slvl x clvl) + (slvl x clvl)) /2 = Sparks). The aura is easily recognised as a destroyed magical item, though no longer possible to determine school.
A destroyed magic item will spread a large amount of magic power. Do Spell level times caster level for each spell used in making the item, add them together, divide by two and the final number is counted in Sparks instead of Twinkles ( ((slvl x clvl) + (slvl x clvl)) /2 = Sparks). The aura is easily recognised as a destroyed magical item, though no longer possible to determine school.
==Spellcraft==
The skill Spellcraft is now used with either INT, WIS or CHA instead of INT only. Use whichever is the highest.
It's also possible to attempt identifying a spell being cast from its residue alone (see table).
Some rolls are now easier and others are harder (see table). Primarily, the *main difference* is that a *natural "1"* is an *automatic fail* and a *natural "2"* counts *as -10* to the roll (with some exceptions).
<div style="float:right; width: 400px; margin: 5px; padding: 10px; border:1px solid black; font-size:80%;">
'''Table 1:5 - Spellcraft Checks'''
{|class="wikitable"
|-
|13
|When using Read Magic; identify a Glyph of Warding
|-
|19
|When using Read Magic, identify a Symbol
|-
|20
|Draw diagram for dimension anchor
|-
|25
|Identify potion without Identify, with Detect Magic
|-
|&nbsp;
|-
|DC&#42;&#42;
|Detect spell residue, and rough power estimate
|-
|7+DC
|Rough estimate of original spell's power, and time since cast. Success by more than 5 gives the details outright
|-
|&nbsp;
|-
|10+slvl
|Prepare from borrowed book
|-
|10+slvl
|Identify material made of magic
|-
|10+slvl
|Detect spell aura's school with Detect Magic &#42;
|-
|&nbsp;
|-
|15+slvl
|Identify observable spell being cast
|-
|15+slvl
|Identify spell in effect with Detect Magic &#42;
|-
|15+slvl
|Learn spell from spellbook/scroll
|-
|&nbsp;
|-
|20+slvl
|Identify observable spell in effect without Detect Magic
|-
|20+slvl
|Decipher written scroll without Read Magic
|-
|25+slvl
|After saving throw, what spell was it
|-
|&nbsp;
|-
|20+DC&#42;&#42;
|Identify which spell was cast from looking at magical residue with Detect Magic
|-
|}
<div style="font-size: 80%;">&#42; Replaced by Spell Trickery roll, if applicable
&#42;&#42; Table 1:3 Magical Residue</div></div>
==Magical Items==
'''Assisting Pendant'''
Item used by apprentice mages before a talent has properly developed and for noble students who may never develop the talent but are taught how to use magic if it does. It emulates arcane magical powers, adding 5 lvl 0 slots and 3 lvl 1 slots to the wearer. A wearer who has no natural ability to use arcane magic must be reading from a spell book and succeeding on a Spellcraft or Use Magic Device roll of DC10 + spell level to cast the spell. If the roll fails, the spell slot has not been exhausted but the time trying to cast has been wasted. When all spell slots are used, the pendant remains emptied until the pendant is manually refilled by a caster sacrificing spell slots into it. This effect is very crude and skilled casters tend to avoid actually using the pendant as it creates a huge mental drain and can be accompanied with headaches. Each use of the pendant will temporarily exhaust her regular arcane spell slots and make that spell slot unavailable for 2D6 days. However, each day the caster use less than half of her remaining spell slots of the spell level she has exhausted counts as 2 days of recovery. Though it's normally worn around the neck, it's enough to be in contact with it (even through clothes) to use and does not occupy the neck slot in terms of magical items. In a scenario where two people touch the pendant intending to use it, the one with the higher initiative will use it.




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{{Roleplaying}}
[[Category:Outdated]]
[[Category:House rules]]
[[Category:House rules]]
[[Category:Roleplaying]]
[[Category:Magic]]
[[Category:Magic]]
[[Category:World]]

Latest revision as of 19:39, 14 September 2022

Also see Spells.

Some of the main new features introduced is that any spell cast leaves residue, that slowly diminishes and can also be removed manually, that active spell auras can be hidden, that fractions of a spell slot can be used for metamagic feats (and some spells) and that it's now easier to see magic as well as using minor magical tricks.

In terms of rules, magic in Hökaland has stealth and politics as central features, which adds depth, but unfortunately also complexity. Below are the house rules for magic of Hökaland detailed.


Intentions for the future

To clarify the use of DnD magic is that in the world there really is a significant difference between types of magic such as elven, human or dwarven. Though, of course, most things can be done with all magic, but there are cultural differences implied. Unfortunately, there isn't time for me to create a new magic system from scratch, so I'm simply using D&D for now. I do have the intention to make significan differences for the future.


Double Cost on Magic

This section is deprecated, but I haven't had time to properly archive it. Magic and items are not doubled in price any more.

The general idea of doubling the cost of all magic is to make it more scarce. The doubling is included on any and all magic things and lore-wise the price it ends up at needs to be explained from the point of view of the price rather than the other way around. At least as long as I use prure D&D magic.

To compensate for this, partly, I have added additional Masterwork levels and also the ability of a craftsman to make it SO good that the mastwerwork bonus stacks with magical bonuses. This also makes magical weapons extra important, since many monsters have DR/magic.


Craft Magic Item

For the PCs or NPCs that takes any feat for crafting magical items, the cost is not doubled on the production time. The character will still have to pay an appropriate amount of gold for materials, but when calculating how long time it will take to craft or enchant a particular item, the normal base cost is used.


Trained Spontaneous Casting

I'm not a fan of the "memorise spells for the day" but I still don't have the time to revise the system from scratch. I don't want to negate the advantages of being a Sorcerer or other spontaneous caster over Wizard either. The solution is Trained Spontaneous Casting.

The rules are simple: Any spell you prepare twice from your daily allotment can be used for spontanous casting up to the maximum amount of spell slots (or other power sources) available to you.


Spellcraft

Semi-revised: Needs restructuring table

Table 1:5 - Spellcraft Checks (e)

10+slvl Identify material made of magic - 3 rounds; max once per day max
15+slvl Identify potion with Spellcraft or Perception
15+slvl Identify magic item's properties with Detect Magic.
10+slvl Identify a Symbol
13 Identify a Glyph of Warding with Read Magic, Knw. (arcana) = version, type of damage & spell stored.
15+slvl Identify observable spell being cast
15+slvl Identify spell aura's school with Detect Magic *
15+slvl Identify spell in effect with Detect Magic *
16 Identify a Greater Glyph of Warding with Read Magic, Spellcraft - really? = version, type of damage & spell stored.
20+slvl Identify observable spell in effect without Detect Magic
20+slvl After saving throw, what spell was it
DC** Detect spell residue, and rough power estimate
7+DC Rough estimate of original spell's power, and time since cast. Success by more than 5 gives the details outright
20+slvl Decipher scroll
20+DC** Identify which spell was cast from looking at magical residue with Detect Magic
20 Draw diagram for dimension anchor
15+slvl Prepare known spell from borrowed book
15+slvl Learn/copy spell from spellbook/scroll. 1h, max 1 try/week
22+slvl Copy non-class spell from spellbook/scroll. 2h/slvl, max 1 try/week
15+slvl Familiarise with borrowed spell. 0.5h/slvl, max 1 try/day
22+slvl Familiarise with other magic type***. 1h/slvl, max 1 try/day
15+slvl Casting spell from Spellbook. 1min/slvl
22+slvl Casting spell from Spellbook with other magic type***. 2min/slvl
17+slvl Casting familiarised spell. 2min/slvl
24+slvl Casting familiarised spell with other magic type***. 4min/slvl
22+slvl Casting unfamiliar spell. 4min/slvl
29+slvl Casting unfamiliar spell with other magic type***. 8min/slvl. Use 1 spell slot higher.
* Replaced by Spell Trickery roll, if applicable
** Table 1:3 Magical Residue
*** Like arcane, divine, natural, demonic, etc. Must have relevant language skills (like Druidic).

A lot of the work with magic house rules involve the skill Spellcraft. Some of the uses are from way back in 2013 and have not been revised, so beware. See the magic article for more information.

Ability Modifier

Doing things:

  • The skill Spellcraft is now used with either INT, WIS or CHA instead of INT only. Use whichever is the highest.

Understanding things

  • Still INT only.

Residue

Not revised

It's also possible to attempt identifying a spell being cast from its residue alone (see table).

New skill check rules

Some rolls are now easier and others are harder (see table). Primarily, the main difference is that a "natural 1" is an automatic fail and a "natural 2" counts as -10 to the roll (with some exceptions).

Casting from Spellbook

Revised

Caster can use a spell book to cast spells they have not prepared. The process takes a lot longer than it takes to cast a prepared spell and it still uses an appropriate spell slot. It can only be used to cast spells by a character that has spell slots or some other appropriate means of power and that has the full spell material at hand (ie. a spellbook).

Copy non-class spells to spellbook

Using this system also entails "learning" spells for classes that normally can't "learn" said spell. In fact, the caster does not at all "learn" the spell in a traditional sense, but is simply familiar with it enough to copy it into her spell book. This is a Spellcraft check at DC 22 + slvl that takes 2 hours per spell level of the spell and can only be tried once per week. Anyone can buy a spell book (if they can get hold of one) and copy spells in case they later gain spellcasting ability or finds another way to power the spells.

If a character has copied spells into her spell book and they later takes a level in a class that has these spells on their list she can choose to use one or more of these spells as "learned" spells, if able (depends on the class).

Familiar with others' spellbook

If a character does not copy a spell to their own spell book they can instead familiarise themselves with another caster's book. This is done with one Spellcraft check per spell. The character must have all appropriate language skills to read the spell (such as Druidic). If the character suceeds they are then deemed "familiar" with the spell when making the casting Spellcraft check. This check can only be performed once per day per spell.

  • Spellcraft roll: DC 15 + spell level + modifiers
  • Takes 30 minutes per page (spell lvl) of the spell.
  • A spell from a different type of magic (arcane, divine, natural, demonic): x2 time & +7 DC

Spellcraft roll

  • Spellcraft roll: DC 15 + spell level + modifiers
  • Failing the Spellcraft roll means the spell was not cast but the spell slot is lost.
  • 10 turns (1 min) per page (spell lvl) of spell (ref #1).
  • Cast a familiar spell from another's spell book: x2 time & +2 DC.
  • Cast a spell from an unfamiliar source: x4 & +7 DC
  • A spell from a different type of magic (arcane, divine, natural, demonic):
    • Must have relevant language skills (like Druidic).
    • x2 time & +7 DC
    • Use a spell slot 1 step higher than the spell in question.
  • Use a spell slot 1 step higher than required to reduce DC by 5 (cumulative).
  • All appropriate casting time and DC modifiers are cumulative.

Note: Casting spells from a spellbook does not count as a "spellcasting ability" in any way.


Alchemists

Alchemists in Pathfinder work in a similar way to other caster classes, with the exception that their "Spellbook" is a "Impossible Formulae Book" (same price as spellbook/formulae book). This works like normal Formulae Books other than that it can contain spells which can not be used as normal formulaes, but CAN be used together with an item creation feat.

When using an impossible formulae to craft an item, the same Spellcraft DC is used as for other casters, but at +2 DC and one level higher spell slot. Both of these penalties stack with any other applicable penalties or bonuses.

In other aspects, use the above rules for casting from a book (or without).



Magical Items

Sickle items. See also all magic items.

Sickle items [e]

  • Assault Stick - A magically charged baton used by Sickle Regulars to subdue foes.
  • Assisting Pendant - Training tool for beginner mages and people with no magic ability.
  • Brass Coin - Training tool for beginner mages and people with no magic ability.
  • Coldstone - Magical pebble used to keep insulated places like storage cellars cold.
  • Everburning Ember - Magical pebble used to heat areas or objects.
  • Finbress Stone - Uses "Morse Code" to communicate over distances.
  • Nighteye - Eye-glass allowing the wearer to see in teh dark.
  • Power Extractor - Personal device that mages use to store magical energy in Sparkstone.
  • Radiation Sponge - Device used on non-magical people to absorb excess magical energies into Sparkstone.
  • Snarepack - Magic-enhanced Tanglefoot Bag that works better in the dark.
  • Sparklight Lamp Post - Magic light used in Capitoleum..
  • Sparkstone - Magical pebble that can be used to store magical energy.
  • Talent Detector - Rod that can detect magic potential in untrained individuals and remove dangerous magical energies.
  • Thundercatcher - Rod that absorbs lightning energy that can be used at a later date.
  • Truncheon - Rod that is rumoured to be useful to destroy a golem.



Magical Movement and Messaging

Hökaland has next to no magic that allows for long-distance teleportation, travel, mssaging and scrying.

Pending further investigation, character can not pick spells that allows more than a few hundred feet teleport or messaging spells, nor overland flight.

Shifting planes, travelling in that plane and then returning to the material plane is legal, however. The drawback spells "random encounter".


Sparks

Main article: Sparks

Sparks and twinkles is a new concept used to handle very small amounts of magical power. In short a caster can use a spell slot to create a magical "spark" enchantment on themselves that can be used for certain, minor, tasks as well as for some meta-magic feats.

A spark is about a 1/3 of a spell slot and a twinkle is 1/10 of a spark.

Revised


Outdated

This information is either outdated or needs an overhaul.

ter that (see Table 1:1 Sparks). A Twinkle is exactly a tenth of a Spark and are entirely interchangable with Sparks.


Magic Residue

Table 1:3 - Magical Residue

256 -18 Overwhelming
210 -15 Overwhelming
128 -12 Strong
92 -9 Strong
64 -6 Moderate
46 -3 Moderate
32 0 Moderate
23 3 Faint
16 6 Faint
11 9 Faint
8 12 Faint
6 15 Dim
4 18 Dim
3 21 Dim
2 24 Dim
1,4 27 Dim
1 30 Dim
0,7 33 Traces
0,5 36 Traces
Full Table


Table 1:2 - Residue
& Halflife Periods

*Spell Levels*
*clvl* 0 1 2 3
1 0.5 1 2 3
2 1.0 2 4 6
3 1.5 3 6 9
4 2.0 4 8 12
5 2.5 5 10 15
Full Table

Any time a spell is cast, it leaves a cloud of magical particle *residue* that both fly in and out of our reality on the spot it happened as well as get stuck to objects or clothes that were in the vicinity of the spell when it happened. A skilled caster can not only detect this, but even figure out which spell was cast. Portions of the spell also lingers, and it's entirely possible to attempt to absorb residue to either hide that a spell was cast (or a magic item destroyed). If enough of residue is absorbed, the power can be reused as Twinkles or Sparks.

The residue is measured in Twinkles and amount to spell level times the caster level used for the spell (can be different than actual caster level). This amount will be reduced to half during a spell residue *Halflife Period*, an amount of minutes equal to slvl x clvl, and continue to halve every Halflife Period, indefinitely (see Table 1:2 Residue & Halflife Periods or use a calculator). The more residue that is available, the easier it is to detect (see Table 1:3 Magical Residue); multiple spells stack for the purpose to detect ANY magic residue, but not to detect residue from individually spells. Note that DC's lower than 1 can still be failed with natural rolls of 1 or 2, or if the DC is raised in other ways.

Note that besides locating the aura, the caster realise that it is in fact residue and roughly how many Twinkles of power it is (DM's estimate). A Spellcraft check can also give a rough estimate of the original spell's power and the time since casting.

A destroyed magic item will spread a large amount of magic power. Do Spell level times caster level for each spell used in making the item, add them together, divide by two and the final number is counted in Sparks instead of Twinkles ( ((slvl x clvl) + (slvl x clvl)) /2 = Sparks). The aura is easily recognised as a destroyed magical item, though no longer possible to determine school.


Notes

Magic is "naturally" incorporated with the fabric of the cosmos. The part that is used actively is leakage and higher concentrations (like fossil fuels in a way). Anti-magic fields come in different shapes and sizes, including those mortals who seem negate magic. Most anti-magic fields created by magic through conscious effort or naturally occurring usually just manage to negate the said leakage and concentrations of it. This is what professional users call "no magic" and what they are aware of. However, it is also possible to create a complete magic nu, where there is no magic. Most sentient beings will in such a situation fall into a coma, and random chemical reactions may happen as the magical lattice is not affecting those molecules. This is naturally occurring, but not conducive to any form of life (or order): a bit like black holes and just as unexplained in detail.

In the same way normal matter is affected in a limited way in a total magical null, the magical lattice behaves erratically around black holes.


References

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