Magic (D20)

From Hökaland Wiki
Revision as of 12:26, 6 September 2014 by Leord (talk | contribs) (Created)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

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.

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.

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.


Sparks and Twinkles

Table 1:1 Sparks

  • lvl 0 = 1
  • 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

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 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.

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

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 New Spells for more information.

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".


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.


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).

Table 1:5 - Spellcraft Checks

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
 
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
 
10+slvl Prepare from borrowed book
10+slvl Identify material made of magic
10+slvl Detect spell aura's school with Detect Magic *
 
15+slvl Identify observable spell being cast
15+slvl Identify spell in effect with Detect Magic *
15+slvl Learn spell from spellbook/scroll
 
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
 
20+DC** Identify which spell was cast from looking at magical residue with Detect Magic
* Replaced by Spell Trickery roll, if applicable ** Table 1:3 Magical Residue

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.