Difference between revisions of "Magic"

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[[Homebrew|Arcane Focus]]
 
[[Homebrew|Arcane Focus]]
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==Necromancy==
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==Polymorph==
 
==Polymorph==

Revision as of 18:05, 26 September 2020

Casting Spells

True magic is drawn from two possible sources, either Divine (channeled) or Arcane (molded) magic. Divine magic is granted by an otherworldly entity of sufficient power. Only certain entities possess such power; these are what is classified as Gods. It can even be theorized that these creatures are merely conduits to another force that is actually the true source, but such musings are immaterial to the function of Divine magic at the mortal level.

While there have been stories of Divine casting from unknown powers, these have always been found to be operating through proxy of an established power, either intentionally or in the case of some recent deceptions by Mephistopheles done in secret to the end user. In any case, this is not usually a formal relationship with a direct channel of communication. A lay priest does not "talk to their God" as it is said, but rather prostrate themselves through prayer and sympathetic attunement to the "will" of their deity, gaining magic that they desire. A simple analogy would be standing by a running sluice of grain, grabbing out handfuls of wheat.

All spell casting is affected by the Zodiac house in effect.

Arcane Focus

Necromancy

Polymorph

The act of polymorphing will include some level of physical repair, but significant damage to the host does carry over to some extent. When the change takes place, the target restores 1 HD if available. The new form does not take on the HP of the host creature. When the spell ends, the target does not restore any additional HP, and must make a DC 10 CON save or gain 1 level of exhaustion.

Traditional Polymorph is not limited to creatures of class Beast, but only physical abilities are replicated by the spell. Magical effects, breath weapons, innate spellcasting, equipment, and such do not carry over.

Charm

Charm and charm-like effects do not automatically inform the victim of the spell and its effects. The ability to identify the attack as Charm requires an Insight check at DC of the caster's spell ability. Likewise, the duration of the spell is dependent on the target's INT. At the end of the initial duration, the target must make an INT save. If they fail the second save, they are charmed for 10x the duration. If they fail again, they are charmed for 24x that duration. If they fail another save after that, the effect is functionally permanent.

Items

Attunement: By spending a short rest you can initiate a contest of wills with a suspected magic item. Some items will resist more strongly or actively than others, and can go so far as to cause psychic damage on a failed contest. Other items may "play dumb" and refuse to acknowledge that they are even magic at all.

Many common items will give up their secrets on a successful contest. More powerful items may require specific actions or rituals to attune, and may only provide direction to the actual process.

Attunement can be attempted with INT, WIS, or CHA, but only one attempt can be made per short rest. A failed attempt may cause further attempts to be made at a penalty depending on the will of the item.

Hellforged Weapons

Arcturian Bow

Blade of Midnight

Blade of Storms

Black Tongue Cauldron

Beka's Furs

Delphinus

Duergar Items

Eladrin Dagger

Hanzo Sword

Deep One Items

Spells

Soul Strangle

Friends Corrected

Alchemy

Barkbite

Sweetsleep

Happy

Kingsfoil

Sin Water

Chaos Ichor


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