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Sorcerous Arts:Rules Modifications
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====Special Class Abilities==== '''Familiar or Feat:''' At 1st level, a Magician may either gain a Familiar (as the Sorcerer), a bonus Metamagic feat, a bonus Magician special feat (see below), or Scribe Scroll as a bonus feat. '''Effective Caster Level:''' For the purposes of determining spell effects, caster level is equal to Magician class level. For the purposes of meeting metamagic and item creation feat requirements, and creating magical items, caster level is equal to two times Magician class level. '''Spell Casting:''' A Magician casts Arcane spells from the Sorcerer / Wizard list by binding them in a cocoon of mental energy, and then releasing them with specific words and gestures. With the exception of level 0 magic, only bound spells may be cast, but a magician does not necessarily have to know a spell to bind it. Once a spell has been cast, it becomes unbound. Spells may be bound multiple times. Level 0 spells may be cast spontaneously, an infinite number of times per day, as long as the character knows them. The DC of resisting a Magician's spell is 10 plus spell level plus the caster's Charisma modifier. Binding a known spell takes two minutes per spell level and uses up a number of Valences equal to the spell level. Binding a spell from a written text takes ten minutes per spell level and uses up a number of Valences equal to double the spell level (or 5 minutes and 1 Valence for a level 0 spell). A character may only bind a spell if their Intelligence score is at least equal to ten plus the spell's level, and their Magician class level is at least equal to the spell's level. The number of Valences available to a character is dependent upon their Magician level and their Wisdom score. The number of Valences provided by level is given below (in the format of Level / Valences), and those provided by Wisdom are described in the ability scores table, above. For instance, a 3rd level Magician with a Wisdom of 17 would have 14 Valences to work with. *1 / 1 *2 / 3 *3 / 6 *4 / 10 *5 / 15 *6 / 21 *7 / 28 *8 / 36 *9 / 45 *10 / 55 When a spell is cast, the Valences that held it do not become available for re-use until hours equal to the spell's level have passed. In addition, while a spell is still in effect, the Valences used to power it cannot be used. The exception is for spells that last for more than 24 hours: in these cases, Valences become available again after one day has passed. When a character needs to pack an especially large arsenal, they can make use of the risky practice of ''partial binding''. This takes twice as long as normal, but uses up one fewer Valences. When a partially bound spell is cast, the Magician takes damage equal to 1d6 + spell level, and must thus make a Concentration check or lose the spell. '''Spells Known:''' At first level, a Magician knows ten level 0 spells, and a number of first level spells equal to 5 plus their Intelligence bonus. At each level thereafter, they may learn a number of spells equal to 2 plus their Intelligence bonus. Learned spells may be of any level that the Magician is capable of binding and casting. All spells must come from the Sorcerer / Wizard spell list. '''Specialization:''' At any point, the Magician may choose to specialize in a particular school of magic. They must choose one other school to give up. A specialized Magician gains +2 to Spellcraft checks when dealing with magic of their chosen school, and a number special Valences that may only be used for spells of that school equal to their Magician class level. However, they may not bind or cast spells of their forsaken school at all. Once a Magician has specialized, they may never reverse their decision. ''OPTION: You may choose to specialize with a common descriptor, instead of a school. In this case, you must give up the opposite descriptor, or as close to the opposite as you can find. For instance, if you specialized with [fire], you would have to give up [water]; if you specialized with [good], you would have to give up [evil].'' '''Special Feats:''' Magicians have access to the following special feats. DEPTH OF KNOWLEDGE [SPECIAL]<br> '''Prerequisites:''' Magician level 1st<br> '''Benefit:''' Choose four spells that you are capable of binding and casting, and learn those spells.<br> '''Special:''' You may take this feat multiple times. Each time you take the feat, it applies to four new spells. EXPANDED MIND [SPECIAL]<br> '''Prerequisites:''' Magician level 1st<br> '''Benefit:''' Gain +3 Valences.<br> '''Special:''' You may take this feat multiple times. Its effects stack. SIGNATURE SPELL [SPECIAL]<br> '''Prerequisites:''' Magician level 1st, know chosen spell<br> '''Benefit:''' Choose one spell that you know of second level or higher. When casting this spell, your effective caster level is increased by one.<br> '''Special:''' You may take this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new spell.
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