Magic System

What is Magic?

The universe contains both normal and spiritual matter. They interact weakly, as the electromagnetic and nuclear forces do not touch spiritual matter at all. They do interact gravitationally, but this has little practical effect: magical artifacts are often heavier than their mundane components would justify, magic is (slightly/somewhat/very) limited in inter(planetary/stellar/galactic) space, and stars orbit their galaxies faster than expected due to the gravity of spiritual matter.

Spiritual matter does interact with other spiritual matter in complex ways in accordance with spiritual forces. The full complexity of spiritual chemistry is understood about as well as actual chemistry was in the 1850s, which is to way, not very well but still well enough to do many things. The discovery is hampered by the difficulty in collaborating with no clear analog of pointing at an object (fingers are, after all, baryonic) and by the fact that indivisible units of spiritual matter (known as engrions) are more complex than their baryonic equivalents. The process is made somewhat easier by the fact that many things about engrionic chemistry are oddly intuitive. There is a reason for this.

Humans are dual organisms. Just as the human body is a special type of ape composed of a nonillion baryons, the human soul is a special type of loa composed of a septillion engrions. It was common for early hominids to summon loas to possess them in times of difficulty. When loas became common enough that most humans were possessed most of the time (~12kya), this triggered the agricultural revolution. When it became common for a single loa (a soul) to possess the human from birth to death sometimes sharing with others (~6kya) this allowed the construction of cities and empires. When souls became strong enough to mostly resist all competing loas (~3kya), this triggered the bronze age collapse, but also set the stage for modern civilization.

Engrionic chemistry is intuitive because it’s the soul’s native environment. If something feels like a fundamental thing, that’s probably because it corresponds to a fundamental engrion or simple engrionic compound.

How is the possession of an animal by a spirit possible? Because spiritual forces can affect and be affected by baryonic matter if the matter is organized into a shape that resembles the inherent nature of an engrion. The potential to influence engrionic matter by baryonic matter this way is extremely limited, and would be better thought of as “spiritual entities can perceive baryonic matter in limited ways”. Even human brains, which are extensively evolved to pass information to souls, have a bandwidth less than a kilobaud, and only have noticeable effect at all because souls are similarly evolved to receive that data.

(Evolution is not the best possible optimizer of such things. With complex nanoassembled materials, it is possible for baryonic matter to have a large effect on engrionic. This is the literal “technology indistinguishable from magic” that is the hallmark of Galactic Age civilizations.)

Spellcasting

So what is a magic spell? It is an engrionic construct assembled by a spirit (usually a soul) designed to affect either spirits or baryonic matter. The effects on matter are limited to objects and substances with engrionic correspondences, and learning to assemble spells that exploit a single correspondence is significant effort, hence the limited and specific spell schools.

To cast a spell, first a would-be mage must learn to manipulate engrionic matter directly. Most souls, having spent their entire lives attached to bodies, forget their native capabilities. Direct contact with a magical artifact designed to be easy to perceive, coupled with a visible diagram of what it should look like, can help with this. The native capabilities are also atrophied as souls evolved to be embodied (excepting hybrids with non-soul spirits among their recent ancestors), such that working spells usually requires either the emotion of determination or awe.

Then, the mage needs to learn to assemble spells, which can be fairly complex. Until completed, spells are unstable, so it is necessary to mentally hold all the bits in place until they snap together. The more bits, the harder this is.

Some casters use verbal, somatic or material components to help pin bits of incomplete magic into place. These are not intrinsic to magic, but are specific to the caster. The important motions are mental, but sometimes a physical analog helps in keeping everything straight and precise. This does not make the motions arbitrary, as they are meaningful to the caster, and an observer with a basic understanding of psychology can deduce what mental actions they likely correspond to.

Spirits and Summoning

A spirit is any life form composed entirely of engrionic matter. They cannot be seen or touched, but can be detected with Soul Sight or other magic. Many spirits can do magic at no or minimal cost, including using Shadows and Light to present a visible appearence.

A spirit can operate a body if magic forms an interface. Some spirits can cast this spell themselves, but even those mostly cannot gather appropriate materials without assistance.

Many spirits are natives of other planes. Some of those are structured to be easy to pull into ours. Summoning spells do three things: pull a spirit from its native plane to the caster’s location, control it, and connect it to a suitable body. Interplanar travel mostly makes mockery of distance, so there’s no need to worry about whether a suitable spirit is “nearby”. If the constructed body is rendered non-functional, the magic holding the spirit on this plane will also be broken.

Sometimes spirits that are natives of other planes will be on ours for more permanent reasons, and some spirits are native here. These spirits can be compelled and/or offered bodies using similar magic. Though any compulsion targetting a specific spirit allows a will save (generic summoning spells that are saved against simply grab a different spirit of the same species).

Bodies for weak spirits usually require these materials:

Bodies for more powerful spirits may require rarer or more specific materials.

When a spirit summons itself, it can be considerably less picky about materials, provided they resemble the requirement in some way. A determined infernal could summon itself into an iron sickle that had been left out in the rain, and many a half-blood grows to fear farming equipment for this reason. A third-party summoner, even a fellow infernal, cannot make use of this class of shortcut.

Spirits, Bodies and Reproduction

Most animals, including human bodies, reproduce via sex. Most spirits, including human souls, reproduce via love. Most of the time, a child’s biological parents and soul parents are the same. Human instincts encourage this: finding those we love more sexually attractive and those we have sex with more romantically attractive. But the system isn’t perfect. Unensouled fetuses tend to self-terminate around five monthes post-conception. Unembodied souls can stick around for longer, sometimes attaching to a parent and sometimes floating free.

When we speak of magical ancestry, it is the soul’s ancestry that is relevant. When surprisingly powerful sorcerers who can’t quite fit in are born in the middle of nowhere, it is usually to body-parents who don’t love each other. This results in a combination of vast magical power, inadequate emotional support, a not-exactly-human perspective being pressured into a human role, and frequent monster attacks. A combination that tends to go badly for all involved. This is part of why casual sex is stigmatized in so many cultures. (This is also why you cannot become a sorcerer via genetic engineering)

Magical Materials

Magical materials are a combination of baryonic and engrionic matter. Mithril, for example, is an alloy of beryllium and hardness, which forms when water rich in beryllium salts passes through a highly magical environment.

Casting a Spell

A spell is a combination of effects from a single magic school and (optionally) metamagics. Each effect and metamagic has a rating, and the sum of all the ratings is the spell’s rating.

To be able to cast the spell, you need:

The number of active spells a caster can maintain is equal to their intelligence modifier or two, whichever is higher. A caster who has reached this limit can still cast instantaneous spells, but cannot cast anything with a duration.

The default spellcraft dc is based on using verbal and somatic components (i.e. speaking at a normal volume and gesturing emphatically with at least one hand) but not material components. It is also based on a standard action casting time. Modifiers are available (though check if your magic source affects these):

Casting Style DC Modifier
No verbal component (a.k.a. Silent cast) +2
No somatic component (a.k.a. Still cast) +2
Use material component -2
Swift cast (bonus action) +5
Ritual cast (1 minute) -5
Ritual cast (1 hour) -10
Assistant -2

Note that these are modifiers to the DC, not the rating. They do not affect cost.

Material components, like verbal and somatic, are personal and meaningful to the caster. Gathering components for a spell from a well-packed component pouch takes a standard action.

Assisting in a spell requires a DC 10 spellcraft check and is only possible in ritual casting. A 1 minute ritual can accept one assistant, whereas a 1 hour can take assistants equal to the primary caster’s wisdom modifier.

If the spell allows a save, the dc is 10 plus the caster’s int mod (plus any bonuses from feats or the Heighten Spell effect).

When casting in interplanetary space (excepting dark-matter nebulae), you take a -2 on casting checks and cannot cast spells with rating greater than 20. In interstellar space, this becomes -4 and 15. Intergalactic, -6 and 10.

Scrolls

A scroll is a magic item that can shape raw magical energy into a specific spell. Each scroll has one specific spell (selection of effects and metamagics) on it. You can cast from a scroll without knowing the school, though your magic source must be compatible with it. You still pay the cost and need the relevant skills.

Scrolls weigh 0.1lbs per rating of the spell plus the (usually neglegible) mass of the materials.

Crafting a scroll requires ability to cast the spell, a dc 10+rating spellcraft check and rating hours of work. Note that the “ability to cast” may be based on having another scroll (which you are essentially copying). While this is a shaping of magical energy, it is more self-contained than an active spell, and does not count against the active spell limit. Similarly, scrolls cannot be disspelled, though destroying the physical object will also destroy the magic.

Scrolls are not expended by use.

Spellbooks

A spellbook is not a magical item. It is simply a text describing magic. In high tech settings, casters routinely carry a set of spellbooks on their pocket computers. A standard spellbook describes one school of magic.

A spellbook can substitute for knowledge of a school in hour-long ritual casting, wizard preparation, or crafting of a scroll. It cannot be used in other casting contexts, as finding, understanding and applying each relevant paragraph is simply too slow.

Learning Magic

Learning Spellcraft

To begin learning spellcraft, you must have some contact with raw magical energy and some idea of what the energy is.

Once you have a rank in spellcraft, additional ranks can be learned like any skill.

Note that a magic source is not required. Someone with spell craft and no magic source can perform all non-spellcasting applications of spell craft, including counter spelling, and they’ll have a useful head start if they expect to gain a magic source soon.

Learning a School

To learn a new school, a caster needs one of:

The first three options result in knowing all the standard effects in the school, but the true from-scratch option grants a single proof-of-concept effect. Additional effects can be researched according to the Researching New Effects rules.

It should be presumed that any civilized high-magic setting has spellbooks available.

Magic Sources

Under most circumstances, souls are so specialized in possessing bodies that they cannot directly manipulate engrionic matter with any efficiency. As such, most humans cannot cast spells. Those who can are those with a magic source. The source determines the cost associated with spellcasting and which schools the mage can cast. Each source also comes with a special benefit and drawback.

A magic source has both a deep nature and an activation requirement. A mage who has not activated their powers is known as “latent”. For some magic sources, latent magi experience the special benefits and drawbacks, but mostly not.

Latent mages can on rare occasions cast spells using improvised (inefficient and unreliable) effects under extreme stress or intense emotion. This cannot be done deliberately, and generally goes badly for all involved, but it is how some latent mages learn what they are.

A mage with multiple sources must choose which to use for each spell they cast.

In high-magic games, each character starts with a (possibly latent) magic source based on their magic priority. Outside of chargen, or in games not using magic priority, gaining a magic source requires a deep spiritual undertaking or other extraordinary intervention.

Costs

The cost of a spell is paid when the spell is attempted, regardless of whether it succeeds.

Spellpool

A spellpool is an explicit reserve of magical energy. Its size is the product of a characters spellcraft ranks and character level. Attempting to cast a spell costs spellpool equal to the spell’s rating. Refilling the spellpool takes eight hours, though eight hours of what depends on the magic source. Characters with multiple spellpool magic sources have a single spellpool, but multiple ways to refill it.

Increasing…

If a cost is increasing, add the total number of spells (including this one) cast since the last good night’s sleep to the rating of this spell. This gets you the Accumulated Level. Then either make a will save against that dc or roll d20+AL on the appropriate table, as the cost specifies. A good night’s sleep is eight uninterrupted hours. Characters with multiple magic sources with increasing cost track a single combined number of spells, but spells from non-increasing-cost magic sources don’t count toward it.

Gaining a Magic Source

Many magic sources require a mystical connection, unhealthy obsession or deep commitment. If you do not start the game with one, the first step is to live the belief: treat the subject with utmost respect. Then, immerse yourself in the subject. If you wish to become a druid, you should probably live in a wilderness with minimal technology for several months. Similarly, to become a paladin, fight for your ideal no matter the cost. Finally, embrace mindfullness and become deeply aware of what you’re doing.

This last step is particularly tricky, because the primary reason to do it is to unlock the magic, but if you go into the entire process with the primary goal of obtaining magic, the initial mental state will be corrupt and improper. If you can view the potential for magic as a tool in service of the primary obsession, this resolves the paradox nicely. Failing that, some form of actionless action, or at least of precommiting to a course of action, deliberately forgetting why, and going on with it anyway may be needed.

Ultimately, there is no guaranteed path to magical power, except at chargen. Rule negative one applies.

The Magic Sources

Name Source Activation Cost Compatible Schools Pri Extra Ability Restriction
half blood magical ancestry spell craft, 1 rank spell pool, regenerates with rest any 1 spellcraft a class skill for all classes frequent monster attacks (~1/week, cr 1d6)
druid mystical connection to nature survival +10 mana elemental *, augment senses, boost, healing, metamorph, summoning (elementals and fey only) 1 can take cross class ranks in spell craft provided survival is higher cannot cast while wearing inorganic armor or clothing
artificer mystical connection to crafts craft (any) +10 spell pool, regenerates with crafting abjuration, elemental air/Earth/wood/metal, materialism, space manipulation 2 duration extending metamagic 1/2 cost (round up) on targets you created save DCs -2
monk mystical connection to martial arts any attack +7 vitality boost, elemental fire, healing, hexing, second sight, space manipulation 2 spell craft class for full bab cannot still-cast
Bard mystical connection to music perform (any music) +10 spell pool, regenerates w/ performance boost, enchantment, phantasms, telepathy, summonning (fey only) 2 can take cross class ranks in spell craft provided perform is higher cannot silent-cast
wizard deep understanding of magic itself spell craft +15 preparation any 3 can create and use (even when latent) magical gems cannot quick cast
sorcerer distant magical ancestry spell craft +5 spell pool, regenerates with rest any, max 2 3 can take spellcraft cross class for double cost cannot ritual-cast
psyker touched by the chaos beyond reality knowledge(planes) +5 increasing warp phenomena summonning (aberration only) plus 5 random schools (roll at chargen or when touched) 3 can overreach: add 2 to max rating, 4 to casting check, 8 to effective rating for purposes of warp phenomena cannot assist or receive assistance in magic rituals except with other psykers
astrologer unhealthy obsession with stars knowledge (astronomy) +7 increasing risk of rejection augment senses, elemental air/fire, second sight, shadows and light, space manipulation 3 1/day may preroll d20 for one planned action that day cannot cast during new moon (or when too far from Earth for this to have meaning)
mad biomancer unhealthy obsession with biology knowledge(biology) +7 increasing risk of insanity augment senses, boost, healing, metamorph 3 duration extending metamagic 1/2 cost (round up) on living targets cannot use reagents
mad scientist unhealthy obsession with physics knowledge(physics) +7 increasing risk of insanity augment senses, materialism, shadows and light 3 can deliberately enter fugue state and roughly aim it cannot use reagents
paladin deep commitment to a righteous cause knowledge(planes), 1 rank cast from hp summonning (celestial only), healing, others based on the cause 4 can project unforgeable aura of righteousness lose powers if betray or abandon cause
Shaman made a pact with a powerful spirit knowledge(planes), 1 rank spell slots summoning (restricted), others based on patron 4 signature spell must obey patron’s orders (even when latent)

Half Blood

Source: Magical ancestry
Activation: spell craft, 1 rank
Cost: spell pool, regenerates with rest
Compatible Schools: any
Pri: 1
Extra Ability: spellcraft a class skill for all classes
Restriction: frequent monster attacks (~1/week, cr 1d6)

Obtaining magical ancestry if you are not born with it is nearly impossible. In theory it could be achieved by killing a powerful spirit and grafting pieces of their soul onto yourself, or maybe given by an even more powerful being, but these are legends, not known techniques.

Half-blood souls are extremely nutritious and oddly visible to demons, so once a half-blood activates his powers, demons will spontaneously attack. Most will simply summon themselves in and attack immediately, but some will attempt subtlety. When a half-blood child is expected, the parents may hide all information about spellcraft from them to prevent them from activating before they master some non-magical defenses. Alternatively, schools for half-bloods may be placed in highly defensible pocket dimensions where infernals can’t directly target their conjury spells.

In addition to rest, half bloods can refill their spell pool by eating magic gems (see wizards).

Druid

Source: Mystical connection to nature
Activation: survival +10
Cost: mana
Compatible Schools: elemental *, augment senses, boost, healing, metamorph, summoning (elemental and fey only)
Pri: 1
Extra Ability: can take cross class ranks in spell craft provided survival is higher
Restriction: cannot cast while wearing inorganic armor or clothing

A druid’s casting is activated by their total survival modifier (excluding any bonus from tools or circumstances), but their ability to take ranks in spellcraft requires that the ranks in spellcraft be less than the ranks in survival.

Mana

A mana caster pays no cost directly, but draws on the energies of surrounding life. Such a caster takes a bonus or penalty to their casting check and available rating based on their local environment (roughly 100ft circle):

Envirement Mod
Fecund +5
Normal Wilderness 0
Barren -5
Urban -10

Every thousand rating’s worth of spells cast from a place decrease its modifier by 1, and said modifier recovers by 1 point per day. It is usually not necessary to track this.

Artificer

Source: Mystical connection to crafts
Activation: craft (any) +10
Cost: spell pool, regenerates with crafting
Compatible Schools: abjuration, elemental air/Earth/wood/metal, materialism, space manipulation
Pri: 2
Extra Ability: duration extending metamagic 1/2 cost (round up) on targets you created
Restriction: save DCs -2

The restriction applies to the save DCs your targets experience on spells you cast, if you cast spells that allow saves.

Monk

Source: Mystical connection to martial arts
Activation: any attack +7
Cost: vitality
Compatible Schools: boost, elemental fire, healing, hexing, second sight, space manipulation
Pri: 2
Extra Ability: spell craft class for full bab
Restriction: cannot still-cast

A monk treats any class with a full attack bonus as having spellcraft as a class skill. While this is not true of latent monks, it is true retroactively, so newly activated monks can take many ranks in spellcraft at once.

The total attack bonus includes all of your relevant abilities, but not bonuses from circumstances or from the weapons you use.

Vitality

A monk spends vitality equal to the rating of the spell. Vitality recovers normally.

Bard

Source: Mystical connection to music
Activation: perform (any music) +10
Cost: spell pool, regenerates w/ performance
Compatible Schools: boost, enchantment, phantasms, telepathy, summonning (fey only)
Pri: 2
Extra Ability: can take cross class ranks in spellcraft provided perform is higher
Restriction: cannot silent-cast

A bard’s casting is activated by their total perform modifier (excluding any bonus from their instrument), but their ability to take ranks in spellcraft requires that the ranks in spellcraft be less than the ranks in perform.

Wizard

Source: Deep understanding of magic itself
Activation: spell craft +15
Cost: preparation
Compatible Schools: any
Pri: 3
Extra Ability: can create and use (even when latent) magical gems
Restriction: cannot quick cast

The mathematics underlying magic is considerably more complex than the simple differential equations that govern most baryonic matter. And simply being skilled at manipulating symbols will not make one a wizard. But if one works with the mathematics long enough, one may develop a true intuitive understanding of the underlying principles. With this understanding, it is possible to build spells slowly out of the magical side effects of ordinary thoughts, and store them almost-finished for later use.

Mathematicians who gain this understanding without ever learning spellcraft (a rare occurrence, even in low-magic societies) often develop a strong but unrooted sense that they have discovered some important physics. For example, believing that Lie Groups can be used to predict proton decay (they cannot).

A mad scientist who directs a fugue at investigating magic will likely become a latent wizard.

Magical Gems

A magic gem is a crystal infused with usable magic. Any crystal will do. Quartz is commonly used because it’s cheap, pretty and durable. In high-magic communities, it is often common to use colorless quartz for rating 1 gems, rose for rating 2, all the way through amethyst for rating seven, but this is only convention. Infusing a sugar crystal and eating it delivers disorganized magic into a person’s body, which can refill spellpool equal to the gem’s rating for half-bloods or sorcerers.

The crystal must be at least 1cm on a side. Note that this makes it 3 grams for quartz. The magic masses an additional 10 grams per rating.

A wizard, including a latent wizard, can use a magic gem as the cost of a spell. The gem’s rating is decreased by the spell’s. Once the rating is reduced to zero, the gem reverts to being a mundane crystal and the spell that created the gem counts as completed.

An active wizard can create a magic gem using a spell. The spell’s rating is 1.2 times the rating of the gem to be created, rounded up. By default, the gem lasts one hour, though a shorter time may be chosen at no additional cost. Gems empowerments count against the limit of active spells.

In theory, magic gems could form without spells given the right combination of natural magic and precipitation of crystals, most likely in a plutonic intrusion. Most worlds do not have these.

Preparation

To cast a spell as a wizard (without using gems), you must first prepare it. The required time is the spells rating divided by your spellcraft ranks in hours. When you cast the spell, the preparation is expended. You can hold a number of prepared spells equal to your intelligence score, and can drop a prepared spell at any time.

A wizard can prepare and cast-from-prepared a spell of a school he does not know using a spellbook. He cannot use a spellbook and gem to cast spontaneously.

Sorcerer

Source: Distant magical ancestry
Activation: spell craft +5
Cost: spell pool, regenerates with rest
Compatible Schools: any, max 2
Pri: 3
Extra Ability: can take spellcraft cross class for double cost
Restriction: cannot ritual-cast

The child of a half-blood and an ordinary mortal may be a half-blood or a sorcerer. The child of that child and an ordinary mortal will almost certainly be a sorcerer.

Sometimes two parents whose magical heritage is too small to notice will conceive a sorcerer, simply because the magical equivalent of genes shuffled correctly.

In addition to rest, sorcerers can refill their spell pool by eating magic gems (see wizards).

Psyker

Source: Touched by the chaos beyond reality
Activation: knowledge(planes) +5
Cost: increasing warp phenomena
Compatible Schools: summonning (aberration only) plus 5 random schools (roll at chargen or when touched)
Pri: 3
Extra Ability: can overreach: add 2 to max rating, 4 to casting check, 8 to effective rating for purposes of warp phenomena
Restriction: cannot assist or receive assistance in magic rituals except with other psykers

The primordial chaos beyond reality is extremely dangerous. It is said that only the mad would seek it out, and that those who find it inevitably go mad. If this contradiction bothers you, you are not ready to embrace the primordial chaos.

Nevertheless, it can be sought out. There are places where the veil runs thin. There are ancient tomes which describe how to summon chaos beasts. Meddle in such things long enough and survive and you are likely to become a psyker. Or you can find a powerful psyker and anger him – that sometimes works.

Warp Phenomena

When casting a spell, roll d20 + Accumulating Level and look up the result on this table:

# Effect
3 Gain +2 to a random stat (roll 1d6)
4 Gain +4 to a random skill you already have ranks in
5 Become squammous. Gain +2 DR that stacks with armor but suffer -2 on all social skills. If you are already squammous, reroll instead.
6 Gain the ability to see ultraviolet
7 Gain a 10 foot long prehensile tail. It has strength like an off-hand
8 Any attack you make does 2d6 bonus fire damage and ignites the target if flammable
9 Learn the surface thoughts of everyone within 60 feet who fails a dc 15 will save. Do not learn which thoughts are from which person. This happens just once, not ongoing.
10 Conjure whatever small nonmagical item you most recently wished for. It glows bright blue.
11 Conjure whatever small nonmagical item you most recently refered to as a metaphor. It glows bright cyan.
12 Change skin color. Roll seperately for R, G and B. If your skin is entirely covered in fur, scales, etc, that changes also. The new color lasts one day.
13 All text within 60 feet is translated into the language which serves metonymically for incomprehensibility in its original language. If the original language has no such idiom, it becomes unpleasant arcane sigils.
14 Conjure 10d10 axolotls. They act in accordance with their nature (likely ignoring all matters that interest you).
15 Whatever marketting jingle has most recently run through your head plays from thin air seven times through at an uncomfortably high volume.
16 Everything in 100 feet smells distinctly of blood. This persists until the item is washed. No hemoglobin or genetic material is present, just thiols, aldehydes, and other smelly chemicals
17 A terrible, ominous voice counts down from 100 at a rate of one number per second. When it hits zero, item 1d12+8 on this table happens.
18 Whatever small nonmagical item you most recently used is encased in amethyst
19 You are compelled to deliver a dramatic but honest soliloquy about why you are here and what you hope to accomplish. Once the solliloquy is complete you may act normally
20 Any nonviolent content you have with a flammable item (excluding your own clothing) sets it on fire
21 One random limb is paralyzed
22 Become completely red/green colorblind
23 Become rugose. Divide all you movement speeds by 2 and take a -4 on all social skills. If you are already rugose, become more rugose.
24 Take a -4 penalty to a random skill you have ranks in
25 Take a -2 penalty to a random stat (roll 1d6)
26 4d4 demons of cr 1d4 appear within 50 feet of you and act according to their nature (in most cases, attack whoever looks like they’ll scream loudest)
27 5 randomly chosen 5x5 squares of earth within 50 ft of you shoot upward by 50 ft. Any structures spanning effected and uneffected squares suffer severe damage. This does not revert.
28 Create an intense thunderstorm including hail and wind for roughly a mile around yourself. It lasts until normal meteorology causes it to dissipate.
29 5 randomly chosen 5x5 squares of earth within 50 ft of you experience a sudden burst of heat. Everything in them takes 1d6 fire damage and flammable objects ignite. This is an instantaneous effect, though things remain on fire until extinguished or out of fuel.
30 All of your equipment is randomly teleported to a different person within 50 ft. If no one else is within 50 ft, your equipment will be scattered among the 4 most person-like objects in the space. This includes armor and clothing.
31 All allies and neutral people within 100 ft forget who you are or why they might want to work with you. Enemies remember.
32 Lose the ability to use language: you can no longer speak, understand, write, read, sign, etc.
33 Develop a deep hatred of anything and anyone whose name begins with the letter J. If your name begins with J, you may rename yourself.
34 6d6 demonds of cr 1d6 appear surrounding you and try to kill you
35 A fireball surrounds you for 50 ft. Everything in the space takes 2d6 fire damage. Flammable things ignite (those fires behave mundanely going forward)
36 All enemies within 50 ft become Psychers and gain one free magic school plus 10 temporary ranks in knowledge(planes) and spellcraft. The magic source and school are permanent
37 Gravity ceases to function in a 100 ft radius sphere centered on your current location
38 Any order you receive is a compulsion, regardless of who said it or why
39 You and all creatures within 50 ft are teleported 100 ft in a random direction. If this results in clipping into a solid object, reroll, but if this leaves you 100 ft in the air, so be it.
40 Everything within 50 ft of you catches fire and takes 1d6 damage per round, regardless of flamability. Fires can be smothered, but not using something currently burning. When the effect ends, nonflammable things cease burning, but fires of flammable things behave mundanely.
41+ Roll d20+20 on this table twice; both results happen

If this table becomes too predictable, the DM should replace items on it with stranger effects of roughly equal danger, without warning the player.

Effects last 4d10 minutes, unless otherwise stated. Ongoing effects centered on the caster’s location remain centered on location at casting time, and do not move with the caster.

Astrologer

Source: Unhealthy obsession with stars
Activation: knowledge (astronomy) +7
Cost: increasing risk of rejection
Compatible Schools: augment senses, elemental air/fire, second sight, shadows and light, space manipulation
Pri: 3
Extra Ability: 1/day may preroll d20 for one planned action that day
Restriction: cannot cast during new moon (or when too far from Earth for this to have meaning)

To use the preroll ability, an astrologer must specify a plan in which a single d20 roll (skill check, attack roll, save…) has particular importance. They then roll the d20 and mark the result. If they go ahead with the plan, when that step comes, they must use the prerolled value. To not use the value, the astrologer must avoid doing anything that meets the specification of the plan. If the plan is not used by the next sunset, the preroll effect vanishes. This is not a spell, just a separate ability all astrologers have.

Rejection

If an astrologer casting a spell fails their will save against the Accumulated Level, they become repelled rather than attracted by gravity for the next 24 hours. For each 5 points they fail by, the effect of gravity is doubled. If they fail a save while already effected, add the anti-weights. Note that many ceilings do not make very strong floors.

Mad Biomancer

Source: unhealthy obsession with biology
Activation: knowledge(biology) +7
Cost: increasing risk of insanity
Compatible Schools: augment senses, boost, healing, metamorph
Pri: 3
Extra Ability: duration extending metamagic 1/2 cost (round up) on living targets
Restriction: cannot use reagents

Insanity

A mad biomancer who fails their casting save enters a fugue state in which they only care about researching the mystery in front of them. They can care about other things (such as survival) only insofar as it supports solving the mystery. This last 1d4 hours or until the mystery is solved. While in a fugue state, the mad biomancer can use magic at no cost (including spells cast this way do not count against spells-since-sleep).

Mad Scientist

Source: Unhealthy obsession with physics
Activation: knowledge(physics) +7
Cost: increasing risk of insanity
Compatible Schools: augment senses, materialism, shadows and light
Pri: 3
Extra Ability: can deliberately enter fugue state and roughly aim it
Restriction: cannot use reagents

A mad scientist’s fugue state is like a mad biomancer’s, except that if they enter the state deliberately, they may choose what mystery to investigate.

Paladin

Source: Deep commitment to a righteous cause
Activation: knowledge(planes), 1 rank
Cost: cast from hp
Compatible Schools: summonning (celestial only), healing, others based on the cause
Pri: 4
Extra Ability: can project unforgeable aura of righteousness
Restriction: lose powers if betray or abandon cause

A paladin’s cause must be righteous in their own eyes. Furthermore, it may not be to champion their own family, country or other such group, even if they believe that diminishing circles of concern are morally proper. However, there is no absolute morality checking these causes. A man who sincerely believed that strict patriarchal gender roles were best for everyone could become a paladin of that.

Anyone perceiving a paladin’s aura of righteousness will intuitively recognize it, but only those with knowledge of paladins will be confident it could not have been forged. When a paladin truthfully states his cause while showing his aura, the aura flares in a similarly unforgeable way.

A paladin typically gains access to three schools specific to their cause. These are schools that the paladin sincerely perceives as connected to the cause. For example, a paladin of Protecting the Innocent might have abjuration, boost and materialism, whereas a paladin of Making Peace might have Enchantment, Second Sight and Telepathy.

Casting from HP

Whenever a paladin casts a spell, they lose HP equal to the spell’s rating. There is no need for them to cause any injury – the spell simply tugs at their life force. The process is painful, but less painful than a mundane injury of that severity.

Shaman

Source: Made a pact with a powerful spirit.
Activation: knowledge(religion), 1 rank
Cost: spell slots
Compatible Schools: summoning (restricted), others based on patron and pact
Pri: 4
Extra Ability: signature spell
Restriction: must obey patron’s orders (even when latent)

Contacting a powerful spirit can be both difficult and dangerous. Often the best way is with a magic item of Send Spirit. Alternatively, you can seek one out where it dwells, or try to catch its attention. Regardless, the being is under no obligation to make a pact, or, more generally, to refrain from cursing you.

A pact carries obligations to serve the patron’s interests in the material world. Different spirits may demand more or less concrete promises, and also offer more or less assurance of what is acceptable.

In any case, if your performance falls short of your promises, however vague, your patron has the ability to issue you orders on how to correct it. You will obey these orders. You have no choice in the matter. This applies even if latent.

Usually a shaman is eligible for two or three schools that reflect the patron’s nature (not counting summoning), but others are possible if a patron is willing to put in additional effort.

Example Pacts

A pact with Mammon, archfiend of greed, might require that the mortal cause at least five other mortals a week to steal something they otherwise wouldn’t have and grant internal summoning, hexing, and phantasms.

A pact with Avon, spirit of that river, might require the mortal to protect the river from pollution and damming, and grant fey summoning, elemental water and metamorph.

A pact with Ra, elder fire elemental, might require the mortal to uphold order in the world in accordance with ma’at, and grant elemental summoning, elemental fire, shadows and light, and healing.

A pact with Raphael, archangel of healing, might require the mortal to diligently strive to prevent war, and also to act with kindness and honor at all times. It might grant celestial summoning, healing and boost.

A pact with Shub-Niggurath, the infamous black goat of a thousand young who dwells beyond the universe, might require the mortal to aid any aberrations who find their way into the material universe, and to act with bissonomy at all times. It might grant aberrant summoning, hexing and space manipulation. Note that “bissonomy” cannot be translated into any language mortals can speak, so no sane mortal would promise it. Also, repeated mental contact with Shub-Niggurath will eventually count as being “touched by the chaos beyond reality” and make the shaman a (possibly latent) psyker as well.

Signature Spell

Pick a specific spell of rating no more than one quarter your knowledge(religion) ranks rounded up. You may cast it at no cost. As your knowledge(religion) increases, you may add effects to the spell, but you may not change effects already added.

Spell Slots

A shaman’s highest rating spell slot is his knowledge(religion) ranks. He has one slot at this rating, 2 at the next highest, 3 next, etc to a maximum of his wisdom modifier. For example, a shaman with 6 ranks and a wisdom modifier of +3 would have 3,3,3,3,2,1 spell slots. A shaman without a positive wisdom modifier has one slot at each rating. Temporary changes to wisdom do not affect spell slots, but long term (day or longer) do, starting when the slots are refreshed.

A shaman refreshes slots by making mental contact with his patron. This may be done once a day, at a symbolically appropriate hour (usually dawn) and takes ten minutes.

To cast a spell, a shaman must spend a slot of equal or higher rating.

Classes

Mage

A mage is someone who focuses on mastering their magic to the exclusion of almost everything else.

Level Bab Ref Fort Will Special
1 0 0 0 2 Bonus Feat
2 0 0 0 3 Bonus Feat
3 0 1 1 3 Specialization +2
4 0 1 1 4 Bonus Feat
5 0 1 1 4 Specialization +4/+2
6 0 2 2 5 Bonus Feat
7 0 2 2 5 Specialization +6/+4/+4
8 0 2 2 6 Bonus Feat
9 0 3 3 6 Specialization +8/+6/+6/+6
10 0 3 3 7 Bonus Feat

Vitality d4
Skills 2+int
Class Skills: Spellcraft, Knowledge(arcana), Knowledge(planes), Knowledge(religion), key skills for known schools (retroactive if needed), skills that activate your magic source(s) (retroactive if needed).

Bonus Feat: Gain one feat with the [Magic] tag for which you meet the prerequisites

Specialization: At the indicated levels, choose an additional school to specialize in. Then assign the bonuses in the table to the specialty schools. Gain this bonus on spellcraft checks to cast from that school.

Houngan

A houngan learns the art of stepping aside from themself to allow other loas access to their body, while preserving the fundamental soul-body link so they can go back to being themselves afterwards.

Level BAB Ref Fort Will Special
1 0 1 1 2 Invite Least Loa
2 1 1 1 3 Hybrid Mind: Skills and Saves
3 2 2 2 3 Invite Multiple Loas
4 3 2 2 4 Invite Lesser Loa
5 3 3 3 4 Hybrid Mind: Attacks and Feats
6 4 3 3 5 Invite Other Spirits
7 5 4 4 5 Invite Greater Loa
8 6 4 4 6 Hybrid Mind: Magic
9 6 5 5 6 Invite Extraplanar Spirits
10 7 5 5 7 Invite Greatest Loa

Vitality: d6 Skills: 4+int Class Skills:

Invite Loa: Ask a nearby loa to take over your body briefly. The loa will address your current problem in a way it finds appropriate. You can end the possession at any time, but if you part on bad terms, this particular loa will be reluctant to possess you again.

Hybrid Mind: You can ask a nearby loa to join you in operating your body. You remain in overall control, but the loa will express opinions, and depart if you do anything it deeply opposes. You can add its abilities to your own up to a limit of your Houngan level (for numeric abilities).

Multiple Loas: You can invite multiple loas to join your hybrid mind simultaneously and enjoy the benefits of all of them. The number of loas is capped by your wisdom modifier.

Other Spirits: You can invite non-loa spirits, and intermediate between them and your body to allow them to act like loas.

Extraplanar Spirits: Any spirit which can be summoned, you can invite into yourself. This is not restricted by location, but most such spirits will leave if your plans don’t suit their interest.

Feats

Feat Prerequisites Description
Soul Sight any active magic source, knowledge (religion) +5 detect all souls and soul-like spirits within 10 * wis mod meters of you and how they relate to your magic source
Elemental Sight any active magic source, two elemental schools sense elements whose schools you know
Life Sight druid or healing school, spellcraft +6, heal +6 sense the presence and health of living beings
Magic Sight spellcraft +6 sense active magic and counterspell more quickly
Word Sight any active magic source, telepathy school, spellcraft +6 sense the meaning of all words spoken or signed with intent that you understand them
Quiet Soul knowledge religion 1 rank hide from Soul Sight, Life and Magic Sight
Deceptive Soul Quiet Soul appear as aligned as you choose to a Soul Seer’s magic source
Familiar Druid or any other active magic source and handle animal +5 You have lightly connected your soul to a single animal
Fluid Caster 6 ranks spell craft Treat your spells as one rating smaller for purposes of cost
Multi School two known schools combine effects from different schools in one spell
Multi Source Caster two active magic source, spellcraft +10 Split cost between schools
Spells of Power - Save DC +2 for a linked skill
Spell School - You know a spell school and all its standard effects
Spells of Skill - Spellcraft +4 for a linked skill
Combined Reset Spellpool and an Increasing cost Whenever you do eight solid hours of whatever refills your Spellpool, you also reset the count of how many spells you’ve cast for Increasing cost purposes
Rapid Recovery Spellpool Your Spellpool refills at twice the regular rate, going from empty to full in only four hours
Graceful Failure Half blood or sorcerer When you fail, still cast a weaker spell
Mana Reach druid pull Mana from somewhat farther away
Natural Spell druid, metamorph School, knowledge(nature) +8 use verbal and somatic components normally while metamorphed
Stable Enchanter artificer, mad scientist, mad biomancer or wizard; spellcraft 6 ranks Your spell forms are especially stable and require less effort to maintain
Perfectly Stable Enchanter artificer, stable enchanter, spell craft 9 ranks structure your spells into completely stable forms, separate from yourself
Arcane Strike Monk or Holy Warrior You may cast a spell and make an attack as a single standard action
Determined Caster monk, Bard or paladin If you fail a spellcasting check, you can immediately try again (to cast the same spell) as a swift action
Emotive Caster Bard or paladin Add your charisma bonus (if positive) to your maximum castable spell rating and to any save DCs from the spell
Musical Duration Bard, perform (any music) +10 If you cast a spell with a duration while performing music, you may set the duration to “as long as the music lasts” at no cost
Checklist Caster wizard You can take 5 on spell craft checks to cast spells
Improved Checklist Caster Checklist Caster You may roll 5d4 instead of 1d20 on spell craft checks to cast spells
Extra Preparation wizard You may prepare twice as many spells as normal
Disciplined Caster psyker, iron will, NOT Embrace Chaos When rolling for warp phenomena, you may roll twice, look at the table, and choose which happens
Embrace Chaos psyker, knowledge (planes) +7, NOT Disciplined Caster When warp phenomena affect everyone or everything in a radius around you, you may choose for this to exclude you
Multiple Portents astrologer You may consider up to three plans a day and pre roll one d20 for each of them
Lunar Caster astrologer, spell craft 5 ranks On the night of the full moon, treat your spells as five rating lower (minimum 1) whenever this is beneficial to you
Body and Soul Specialist mad biomancer, knowledge(religion) +10 When casting a spell on an ensouled being (including yourself) you can anchor the spell to the target’s soul and not to your own magic
Techno Mage mad scientist, craft(electronics) +10 use electronic magic boosters
Holy Warrior paladin, soul sight, spellcraft 5 ranks, Bab+3 When you make an attack against someone who you know strongly opposes your cause, gain a +2 morale bonus for every 5 spellcraft ranks you have
Holy Trickster paladin, soul sight, spellcraft 5 ranks When you make an opposed skill check against someone who you know strongly opposes your cause, gain a +2 morale bonus for every 5 spellcraft ranks you have
Holy Mage paladin, soul sight, spellcraft 5 ranks Add 2/5 morale bonus to save dcs and counterspelling
Human Sacrifice Shaman, knowledge(religion) +5 empower spells by killing people

Sight Feats

Sight feats allow you to detect something using your magical senses. The range limit is 10 * wis mod meters. To activate your sense, make a dc 10 knowledge check (save the result in case someone uses the Deceptive Soul feat). It remains active for one hour or until you turn it off. If you fail your check, you cannot retry until an hour has past. Sight feats do not require line of sight, but they are blocked by the Invisibility magic effect or by darksteel.

Soul Sight

Prerequisite: any active magic source, knowledge (religion) +5
You can detect all souls and soul-like spirits within 10 * wis mod meters of you and how they relate to your magic source. If you are a paladin, this means the extent to which they support or oppose your particular cause. Activate this with knowledge(religion)

Elemental Sight

Prerequisite: any active magic source, two elemental schools
You can sense elements whose schools you know. Elements which are parts of the bodies of ensouled beings don’t count. Activate this with knowledge(physics).

Life Sight

Prerequisite: druid or healing school, spellcraft +6, heal +6
You can sense the presence and health of living beings. Activate this with knowledge(biology).

Magic Sight

Prerequisite: spellcraft +6 You can sense active spells, as if always using the Detect Magic ability. You still need a spellcraft check to learn about them, but as a swift action. Activate this with knowledge(arcana). Additionally, Magic Sight allows Counterspelling as a reaction, because it’s easier to interfere with incoming magic if you can just see it.

Word Sight

Prerequisite: any active magic source, telepathy school, spellcraft +6
You can sense the meaning of all words spoken or signed with intent that you understand them. This works regardless of language or audibility. Activate this with knowledge(religion).

Quiet Soul

Prerequisite: knowledge religion 1 rank.
You can hide from Soul, Life and Magic Sight if your concentration check or will save exceeds the seer’s knowledge check to activate the sight. Make a fresh check once an hour if you remain nearby.

Deceptive Soul

Prerequisite: Quiet Soul.
You can appear as aligned as you choose to a Soul Seer’s magic source if your bluff check exceeds their knowledge(religion) activation. You must know what magic source you are faking.

General Magic Feats

Familiar

Prerequisites: Druid or any other active magic source and handle animal +5
You have lightly connected your soul to a single animal. The animal gains an intelligence score equal to half of yours, and becomes fanatically loyal to you. You can communicate telepathically. You may count your position as being the animal’s for magical purposes provided it is within 100 meters.

Fluid Caster

Prerequisite: 6 ranks spell craft.
Treat your spells as one rating smaller for purposes of cost. You may take this feat multiple times and its effects stack, but no cost can be reduced below zero. (Note: for Increasing costs, a rating zero spell can still be dangerous to cast.)

Multi School

Prerequisite: two known schools
You can combine effects from different schools in one spell. All schools must be compatible with the spell’s magic source.

Multi Source Caster

Prerequisite: two active magic source, spellcraft +10.
When you cast a spell from a school both magic sources support, you may split the cost between them, as if you had cast two spells, one from each source, whose ratings sum to the original rating.

Spells of Power

Choose a linked skill. Increase save DCs for spells from schools with that skill by +2.

Spell School

You know a spell school and all its standard effects. You may take this feat multiple times. Choose a new school each time.

Spells of Skill

Choose a linked skill. Gain +4 on spellcraft checks to cast spells from schools with that skill.

Source-Specific Feats

Combined Reset

Prerequisite: Spellpool and an Increasing cost.
Whenever you do eight solid hours of whatever refills your Spellpool, you also reset the count of how many spells you’ve cast for Increasing cost purposes.

Rapid Recovery

Prerequisite: Spellpool.
Your Spellpool refills at twice the regular rate, going from empty to full in only four hours.

Graceful Failure

Prerequisite: Half blood or sorcerer.
When you fail a spell craft check to cast a spell, you may remove effects or meta magics to decrease the rating until you passed the check by as large a margin as you originally failed by. The spell now succeeds. Note that this is after you paid the cost based on the original rating, and that is not refunded.

Mana Reach

Prerequisite: druid.
You can pull Mana from somewhat farther away. Treat yourself as being somewhere within a mile of your actual location for purposes of Mana cost. As a side effect, you can sense Mana levels within a mile radius.

Natural Spell

Prerequisite: druid, metamorph School, knowledge(nature) +8
You can use verbal and somatic components normally even if a metamorph effect denies you your normal limbs and phonemes, provided you can move and make noise at all.

Stable Enchanter

Prerequisite: artificer, mad scientist, mad biomancer or wizard; spellcraft 6 ranks.
Your spell forms are especially stable and require less effort to maintain. You can have twice as many ongoing spells as normal.

Perfectly Stable Enchanter

Prerequisite: artificer, stable enchanter, spell craft 9 ranks.
You can structure your spells into completely stable forms, separate from yourself. Treat this as a meta magic effect with rating +5. Spells cast with this do not count against your ongoing spell limit.

Arcane Strike

Prerequisite: Monk or Holy Warrior.
You may cast a spell and make an attack as a single standard action. The spell and attack must have the same target. If the attack misses, the spell is wasted (but still paid for).

Determined Caster

Prerequisite: monk, Bard or paladin.
If you fail a spellcasting check, you can immediately try again (to cast the same spell) as a swift action. The casting dc is unchanged.

Emotive Caster

Prerequisite: Bard or paladin.
Add your charisma bonus (if positive) to your maximum castable spell rating and to any save DCs from the spell.

Musical Duration

Prerequisite: Bard, perform (any music) +10.
If you cast a spell with a duration while performing music, you may set the duration to “as long as the music lasts” at no cost.

Checklist Caster

Prerequisite: wizard.
You can take 5 on spell craft checks to cast spells. This includes non wizard spells, if you are a multi caster.

Improved Checklist Caster

Prerequisite: Checklist Caster.
You may roll 5d4 instead of 1d20 on spell craft checks to cast spells.

Extra Preparation

Prerequisite: wizard.
You may prepare twice as many spells as normal.

Disciplined Caster

Prerequisite: psyker, iron will, NOT Embrace Chaos.
When rolling for warp phenomena, you may roll twice, look at the table, and choose which happens.

Embrace Chaos

Prerequisite: psyker, knowledge (planes) +7, NOT Disciplined Caster.
When warp phenomena affect everyone or everything in a radius around you, you may choose for this to exclude you. Similarly, when the phenomena affect you specifically, you may choose to have a random other person within 50 feet affected.

Multiple Portents

Prerequisite: astrologer.
You may consider up to three plans a day and pre roll one d20 for each of them. The plans must be substantively different.

Lunar Caster

Prerequisite: astrologer, spell craft 5 ranks
On the night of the full moon, treat your spells as five rating lower (minimum 1) whenever this is beneficial to you.

Body and Soul Specialist

Prerequisite: mad biomancer, knowledge(religion) +10.
When casting a spell on an ensouled being (including yourself) you can anchor the spell to the target’s soul and not to your own magic. The spell does not count against your ongoing spells limit. The target can have as many spells anchored this way as their wisdom modifier.

Techno Mage

Prerequisite: mad scientist, craft(electronics) +10.
You can use electronic magic boosters. Each booster provides a specific effect or set of effects. These effects do not count as part of the spell’s rating for cost or max rating purposes, though they do for casting DC and any other purposes. A booster costs 1000 money and consumes 1 mega joule per squared rating of the effects delivered.

Holy Warrior

Prerequisite: paladin, soul sight, spellcraft 5 ranks, Bab+3.
When you make an attack against someone who you know strongly opposes your cause, gain a +2 morale bonus for every 5 spellcraft ranks you have.

Holy Trickster

Prerequisite: paladin, soul sight, spellcraft 5 ranks
When you make an opposed skill check against someone who you know strongly opposes your cause, gain a +2 morale bonus for every 5 spellcraft ranks you have.

Holy Mage

Prerequisite: paladin, soul sight, spellcraft 5 ranks When you cast a spell on a target who strongly opposes your cause, add a +2 morale bonus to the save dc for every 5 spellcraft ranks you have. Add the same morale bonus to all counterspelling checks (whether you are counterspelling or casting despite a couterspell). Normally spellcraft checks do not benefit from morale; this is an exception.

Human Sacrifice

Prerequisite: Shaman, knowledge(religion) +5.
If you kill one or more ensouled beings immediately before casting a spell, you may add effects with rating equal to the square root of the number of people killed. This does not affect the rating of the spell.

Schools

# School Summary Skill
1 Abjuration affects other magic, mostly by making it more difficult. Knowledge (arcana)
2 Augment Senses affects biological sensory organs Heal (wis)
3 Boost affects muscles and similar living tissues. Heal (wis)
4 Elemental Air affects air. Most simple gasses qualify as air. Knowledge(physics)
5 Elemental Earth affects rocks, including gravel and sand. Knowledge(chemistry)
6 Elemental Fire affects the process of combustion and anything burning. Knowledge(physics)
7 Elemental Metal affects metals, including alloys. Knowledge(chemistry)
8 Elemental Water affects water Knowledge(physics)
9 Elemental Wood affects plant matter. Knowledge(biology)
10 Enchantment affects souls or other spirits, particularly the parts that manage emotions. Diplomacy (cha)
11 Health affects living bodies, specifically their self-repair capabilities. Heal (wis)
12 Hexing disrupts the connection between soul and brain. Knowledge (Religion)
13 Materialism affects the chemical bonds that give objects their structure. Knowledge (chemistry)
14 Metamorph effects anatomy of living creatures Heal (wis)
15 Phantasms targets the part of the soul that manages awareness of the outside world. Bluff (cha)
16 Shadows and Light manipulates light itself. Knowledge(physics)
17 Second Sight supports the part of the soul that manages awareness of the outside world. Spot(wis)
18 Space Manipulation bends space itself. Knowledge(physics)
19 Summoning works with extraplanar spirits. Knowledge(the planes)
20 Telepathy touches the parts of the soul that handle communication. Diplomacy(cha)

Abjuration

This school affects other magic, mostly by making it more difficult.

Save: None
Skill: Knowledge (arcana)
Target: Object Touched
Duration: skill total minutes

Effects:

  1. General Resistance: Future spells effecting the same target cost +X (cost: X)
  2. Specific Resistance: Future spells from chosen school effecting the same target cost +2X (cost: X)
  3. Very Specific Resistance: Future spells using chosen effect effecting the same target cost +4X (cost: X)
  4. Passcode: Resistances do not apply if caster thinks a specific phrase (cost: 2)
  5. Optional Resistance: Target person may choose to waive resistances (cost: 3)
  6. Including Internals: Abjuration also effects any objects inside the convex hull of the target (cost: 2)
  7. Retroactive: If target already had spells, their casting DCs are increased to the new rating (cost: 1)
  8. Order Spells: Spells on an object can only be dispelled in chosen order (cost: 3)

The three resistance types do not stack.

It is sometimes possible to evade Very Specific Resistance by inventing a new effect that is slightly different from the specified one. There does need to be some difference, but it need not be practically relevant. See the rules for inventing spell effects.

Optional Resistance specifically works for people (that is, animals possessed by spirits). You can apply it to a non-possessed animal, in which case any spirit which possesses said animal will have the option to waive resistances.

If Retroactive and Including Internals are used, any creature or object entering the abjuration with a spell on it will be affected. If the original spellcraft roll wasn’t saved, reroll it but reroll any value that would have failed at the original DC.

Order Spells includes itself (usually last). Once spells have been ordered, they cannot be reordered.

Augment Senses

This school affects biological sensory organs (usually, though not necessarily, embedded in a living being). Many of its effects are similar to effects in Second Sight or Boost – remember that bonuses of different type stack.

Save: Fortitude (usually willing)
Skill: Heal (wis)
Target: Creature Touched
Duration: skill total rounds

Effects:

  1. Enhance vision: Grant +X enhancement bonus to search and spot (cost: X)
  2. Darkvision: All penalties from darkness are halved (cost: 2)
  3. Enhance hearing: Grant +X enhancement bonus to listen (cost: X)
  4. Enhance taste and smell: Grant +X enhancement bonus to checks to taste or smell precisely, including survival checks to follow tracks by scent (cost: X)
  5. Enhance touch: Grant +X insight bonus to any check based on precise manipulation of hidden objects, including mechanical lockpicking and some annoying repairs (cost: 2*X)
  6. Enhance proprioception: Grant +X insight bonus to any dex-based skill check or attack roll (cost: 2*X)
  7. Enhance hunger and thirst: Target knows exactly which nutrients their body requires and in what ratio, but not those nutrients’ names (cost: 4)

Boost

This school affects muscles and similar living tissues.

Save: Fortitude (usually willing)
Skill: Heal (wis)
Target: Creature Touched
Duration: skill total rounds

Effects:

  1. Enhance Skill: Grant +X enhancement bonus to a physical skill (cost: X)
  2. Enhance Ability: Grant +X enhancement bonus to a physical attribute (cost: 2*X)
  3. Enhance Save: Grant +X enhancement bonus to reflex or fortitude saves (cost: 2*X)
  4. Enhance Movement: Multiply a movement speed by 1+X/4 (cost: X)
  5. Enhance Natural Weapons: Increase damage dice on natural attacks by 2X faces to a maximum of 12 (cost: X)
  6. Enhance Natural Attack: Increase DC for natural attacks by X (cost: 2X)

If Enhance Natural Weapons produces a nonstandard die size (e.g. d5), round up (e.g. to a d6)

For purposes of this school, a human’s unarmed strike counts as a natural weapon, and any unarmed combat technique with a save dc (e.g. a blood choke) counts as a natural attack.

Elemental Air

This school affects air. Most simple gasses qualify as air.

Lightning falls into this school because aiming it requires creating a path of ionized (and therefore slightly conductive) air from the voltage source to the target. Otherwise magically produced electricity will act naturally.

Save: Reflex
Skill: Knowledge(physics)
Target: Object or space within 60 ft
Duration: skill total rounds or instantaneous

Effects:

  1. Lightning: Deal Xd6 electricity damage (cost: X)
  2. Wind: Move X cubic meters of air at a speed of up to 45 mph (cost: 1+X)
  3. Air Manipulator: Move 1 cubic meter of air. It can move objects or perform combat manuevers with an effective strength and dex scores of X. (cost: 3+X)
  4. Control Weather: Alter temperature, wind or precipitation by one step in a kilometer radius (cost: 13)
  5. Ghost Sound: Create sound, up to shouting volume. Requires perform(imitation) check to fool anyone. (cost: 1)
  6. Crashing Thunder: Deal Xd4 sonic damage, which bypasses all dr and er. Any creature which loses more than half its hp to sonic damage is also deafened. (cost: X)

Elemental Earth

This school affects rocks, including gravel and sand.

Save: Reflex
Skill: Knowledge(chemistry)
Target: Object or space within 60 ft
Duration: skill total rounds or instantaneous

Effects:

  1. Earth Manipulator: Animate 1 cubic meter of rock or soil. It can move objects or perform combat manuevers with an effective strength score of 10+X and dex of X. (cost: 3+X)
  2. Shape Stone: Reshape a stone of up to X cubic meters. Detailed shapes require a craft(stonecarving) check. (cost: 1+X)
  3. Minerology: Convert minerals in target rock into other minerals obeying stoichiometry but ignoring chemical energy (cost: 5)
  4. Earthquake: All creatures within 200m fall prone (save negates); all structures take 100 damage (cost: 15)

Elemental Fire

This school affects the process of combustion and anything burning.

Save: Reflex
Skill: Knowledge(physics)
Target: Object within 60 ft
Duration: skill total rounds or instantaneous

Effects:

  1. Burn: Target takes Xd8 fire damage (cost: X)
  2. Freeze: Target takes Xd6 cold damage and a -X dex penalty for 1 round if applicable (cost: X)
  3. Resist Fire and Cold: Target gains 3X ER to fire and cold (cost: X)
  4. Burning Weapon: Target weapon or ammunition deals an additional Xd6 fire damage (cost: 2*X)
  5. Manipulate Fire: Control which way if any a fire that currently fits within X cubic meters spreads (cost: 3+X)

Elemental Metal

This school affects metals, including alloys.

Save: None
Skill: Knowledge(chemistry)
Target: Object within 60 ft
Duration: skill total rounds

Effects:

  1. Metal Manipulator: Animate X kg of metal. It can fly, carry objects or perform combat manuevers with an effective strength score of 10+X and dex of 5+X. (cost: 3+X)
  2. Shape Metal: Reshape a metal object of up to X cubic meters. Detailed shapes require a relevant craft check. (cost: 1+X)
  3. Magnetize: Target metal becomes magnetic, with an effective strength score of X (cost: X)

Magnetize does not require a ferromagnetic target. However, if the target is ferromagnetic and the effect is maintained for over an hour, the magnetization will become permanent and nonmagical.

Elemental Water

This school affects water. This includes water with solutes, but not other liquids.

This school cannot affect water that is part of a living being.

Save: None
Skill: Knowledge(physics)
Target: Object within 60 ft
Duration: skill total rounds

  1. Water Manipulator: Animate X kg of water. It can fly, carry objects or perform combat manuevers with an effective strength score of 5+X and dex of 5+X. (cost: 3+X)
  2. Shape Ice: Reshape a piece of ice of up to X cubic meters. Detailed shapes require a relevant craft check. (cost: 1+X)
  3. Salt Swap: Convert X liters of salt water into half acid and half alkali. Each liter deals 1d6 corrosion damage on a splash, or 5d6/round for continual contact. (cost: X)
  4. Fog: Convert 10X grams of water into 10X cubic meters of dense fog (cost: X)

Combining Salt Swap and Fog produces a corrosive fog that deals 1d6/round to anyone or anything in it.

Elemental Wood

This school affects plant matter.

Save: None
Skill: Knowledge(biology)
Target: Object within 60 ft
Duration: skill total rounds

Effects:

  1. Wood Manipulator: Animate X kg of wood. It can fly, carry objects or perform combat manuevers with an effective strength score of 10+X and dex of 10+X. (cost: 3+X)
  2. Shape Wood: Reshape a wood object of up to X cubic meters. Detailed shapes require a relevant craft check. (cost: 1+X)
  3. Shillelagh: Wooden melee or thrown weapon gains +X to attack, +Xd4 damage (cost: 2*X max X=5)

Enchantment

This school affects souls or other spirits, particularly the parts that manage emotions.

Save: Will
Skill: Diplomacy (cha)
Target: Creature Touched
Duration: Skill total rounds

Effects:

  1. Charm Creature: Target creature becomes X levels friendlier (cost: X^2)
  2. Encourage Skill: Target gains +2*X morale bonus to one applicable skill (cost: X)
  3. Encourage: Target gains +X morale bonus to all applicable rolls (cost: 2*X)
  4. Discourage: Target takes a -X morale penalty to all applicable rolls (cost: 2*X)
  5. Taboo: Target becomes unwilling to perform a simple action of the caster’s choice, such as “harm me” (cost: 3)
  6. Lesser Compel: Target becomes compelled to perform a simple action (cost: 3)
  7. Greater Compel: Target becomes compelled to perform a complex action (cost: 5)
  8. Enforce Calm: Target becomes calm and rational, and loses all emotion-based bonuses or penalties (cost: 3)
  9. Phobia: Target becomes afraid of object of your choice. Must make will save (spell dc + 4) for friendly interaction, (spell dc) for unfriendly interaction, (dc – 4) to remain in presence of. (cost: 5)
  10. Lullaby: Target becomes sleepy, see below. (cost: 5)

For taboos and compulsions, the target gains +4 on their save if the command runs contrary to their nature and a stacking +6 if it is very likely to result in their death. Furthermore, if the command at first seems innocuous and then becomes apparent not to be, the target gets a second save with the appropriate bonus.

Levels of friendliness:

Note: someone charmed and then treated in an unfriendly manner will not only cease to feel friendly, but will often be especially angry at being so betrayed.

Morale bonuses or penalties apply to physical and social skills, will saves, and melee attack rolls.

For lullaby, a target who merely fails their will save becomes drowsy, taking a -3 penalty on all rolls. A target who fails by 5 or more actually falls asleep (taking time to lie down first). A target who fails by 10 or more cannot be awoken by mundane means until the spell expires.

Health

This school affects living bodies, specifically their self-repair capabilities.

Save: Fortitude (usually willing)
Skill: Heal (wis)
Target: Creature Touched
Duration: Instantaneous

Effects:

  1. Cure Wounds: Heal X hit points (cost: X)
  2. Cure Deep Injury: Heal X points of ability damage (cost: 2*X)
  3. Cure Poison: Reduce poison DC by X (cost: X)
  4. Cure Disease: Reduce disease DC by X (cost: 2*X)
  5. Cure Cancer: Eliminate X points of cancer (cost: 3*X)
  6. Cure Major Injury: Restore non-functioning body part (cost: 5)
  7. Cure Amputation: Regenerate missing body part (cost: 10)

Hexing

This school disrupts the connection between soul and brain.

Save: Will
Skill: Knowledge (Religion)
Target: Creature Touched
Duration: Skill total rounds

Effects:

  1. Lesser Hex: Target takes -X penalty to a skill or saving throw (cost: X)
  2. Pacifying Hex: Target takes -X penalty to all attacks (cost: 2*X)
  3. Greater Hex: Target takes -X penalty to all skills and saving throws (cost: 3*X)
  4. Blindness/Etc: Target loses a sense (cost: 4)
  5. Confusion: Target looses a mental faculty, such as words, arithmetic or theory-of-mind (cost: 10)

Materialism

This school affects the chemical bonds that give objects their structure.

Save: Fort (if living)
Skill: Knowledge (chemistry)
Target: Small object (including creature) touched
Duration: Skill total minutes

Effects:

  1. Toughen: Adjust target hp and max hp by ±X0%, rounding down (cost: X, max X=5)
  2. Resistance: Object gains ±X DR (cost: 2*X)
  3. Specialized Resistance: Armor gains ±X DR and ER (cost: 2*X)
  4. Strengthen: Object becomes as strong as if it were +33% or +100% the weight (cost: 4 or 10)
  5. Lesser Optimize Weapon: Weapon gains ±X to hit or damage (cost: 3*X, max X=5)
  6. Greater Optimize Weapon:Weapon gains ±X to hit and damage (cost: 5*X, max X=5)
  7. Adhesion: Object becomes sticky such that releasing it require a DC 15+X str check (cost: 3+2*X)
  8. Lubrication: Object becomes slippery such that wielding or standing on it requires a DC 15+X reflex save (cost: 3+2*X)

If Lesser and Greater Optimize Weapon are combined, the max limit applies to the two together

Note: Strengthen is useful for guns, swords, armor, vehicles or other objects whose weight is necessary to provide strength. A ¾ weight gun can be fired normally when under this spell effect, but will destroy itself if fired without it.

Metamorph

The school effects anatomy by interacting with the semi-magical components of morphogen cascades.

Each metamorph spell is based on a blueprint animal, from which the caster must have a piece of flesh containing fully intact dna (for common animals, this has negligible cost and weight). By default the blueprint and target must be in the same family (e.g. primates), but see effect 1. The blueprint can be a living animal, but if said animal is neither cooperative nor constrained, a touch attack is needed (no extra action).

Under no circumstances can metamorph change the target’s size.

Save: Fort
Skill: Heal (wis)
Target: Living creature touched
Duration: Skill total minutes

Effects:

  1. Greater Metamorph: Allow blueprint to be from the same class/superclass/phylum/kingdom as the target (cost: 2/4/8/12)
  2. Assume Appearance: Target takes on the visual quirks of the blueprint, separate from practical benefits or gross rearrangements (cost: 1)
  3. Assume Skin: Target takes on the native DR and ER of the blueprint (cost: 2)
  4. Assume Senses: Target gains X of the blueprint’s senses (cost: 2*X)
  5. Assume Movement: Target gains X of the blueprint’s movement modes, or as close as size allows (cost: 3*X)
  6. Assume Weapons: Target gains X of the blueprint’s natural attacks, damage adjusted for size (cost: 3*X)
  7. Assume Form: Target is completely physically transformed into the blueprint (cost: 5)

For purposes of this school, tetrapoda is a superclass.

When assuming wings onto a body one category larger, maneuverability becomes clumsy. Two categories: nonfunctional. Similarly climb speeds: one size category full effect, two categories half speed, three categories nonfunctional.

Assuming form of a larger blueprint results in a child form. Complete transformation into a smaller creature simply fails.

Phantasms

This school targets the part of the soul that manages awareness of the outside world.

The target’s subconscious mind fills in details of these illusions. This means that two observers effected by the same phantasm could realize it’s fake by comparing notes. It also means that a phantasmal mirror will reflect what the target expects, and is therefore useless for peaking around corners. On the upside, it means that if the target knows what a thing should look like far better than the caster, the illusion will still hold up.

Save: Will
Skill: Bluff (cha)
Target: Creature within 60 ft
Duration: Skill total rounds

Effects:

  1. Figment: Target perceives a conceptually single object which fits in an X meter cube (cost: 1+X)
  2. Figments: Target perceives any number of objects within an X meter cube area (cost: 3+X)
  3. Invisibility: Target cannot perceive chosen creature or object (cost: 4)
  4. Figment Indirection: Target perceives the illusion’s reflection, image on real-time television monitors, etc. (cost: 2)
  5. Confuse Vision: Target suffers -X penalty to checks involving perception (cost: 2*X)
  6. Glamour: Target perceives chosen object or creature as a different object or creature of the same size and general shape (cost: 2)

If an invisible creature interacts with the target, the target gets a fresh will save. If the creature injures the target, the target adds twice the damage to the will save.

Shadows and Light

This school manipulates light itself.

Save: None
Skill: Knowledge(physics)
Target: Object or space within 60ft
Duration: Skill total rounds

Effects:

  1. Optical Figment: Create a figment that fits within an X meter cube (cost: 2+X)
  2. Blur: Target creature or object becomes blurry, gaining X to AC (cost: 2*X)
  3. Telescope: Lens effect makes object appear 1/X the distance (cost: 2*X)
  4. Light/Darkness: Adjust area illumination by ±X (cost: X)
  5. Laser: Create laser that deals Xd4 fire damage, aims with ranged attack increment 100m (cost: X)

Figments created with this school require a craft(illusion) check. Example DCs:

DC Illusion
2 A simple diagram
5 Lengthy legible text
10 A cartoon
15 A simple crate
20 A generic person
25 A specific person

An examiner can identify a figment of this sort by making a spot check dc 10 + caster’s overage on the craft(illusion) check.

When using the Laser effect, the laser source is the target of the spell (restricted by range). The laser beam then proceeds indefinitely according to normal physics, though aiming it at a relevant target becomes difficult with range.

Second Sight

This school supports the part of the soul that manages awareness of the outside world.

Save: Will
Skill: Spot(wis)
Target: Creature Touched
Duration: Skill total rounds

Effects:

  1. Enhance Simple Perception: Grant +X insight bonus to Spot, Listen and similar checks(cost: 2*X)
  2. Enhance Complex Perception: Grant +X insight bonus to Search, Insight, Appraise and similar checks (cost: 2*X)
  3. True Sight: Grant +X to will saves against Phantasms, and fresh saves against any ongoing (cost: 2*X)
  4. Share Othersight: Target gains Caster’s Sight Feats (e.g. soulsight) (cost: 5)
  5. Share Senses: Target can use Caster’s senses as well as their own (cost: 6)
  6. Scrying: Caster can use Target’s senses as well as their own (cost: 7)

Space Manipulation

This school bends space itself.

Several effects in this school depend on a Teleport Beacon. This is a bit of magic attached to an object which is easy to connect other bits of space to. A Teleport Beacon on its own does nothing, but it is an active spell for generic active spell purposes.

Save: None
Skill: Knowledge(physics)
Target: Object within 30 ft
Duration: Skill total rounds or Instantaneous

Effects:

  1. Place Beacon: Create a teleport beacon and attach it to the target (cost: 3)
  2. Locate Beacon: Determine the distance and direction to one of your teleport beacons (cost: 5)
  3. Teleport Send: Transport target object to a teleport beacon of yours (cost: 9)
  4. Teleport Fetch: Transport object with teleport beacon to target location (cost: 10)
  5. Portal: Create a X meter diameter circular portal connecting target surface and your teleport beacon. Anyone passing through the portal (in either direction) emerges on the other side. (cost: 12+X)
  6. Holding: Container holding X cubic meters now holds 8X, doubling all linear dimensions (cost: 5+X)
  7. Grow/Shrink: Object changes size (but not mass) by a linear factor of X (cost: 2*X)

Note: a container of holding still experiences the weight of its contents.

Summoning

This school works with extraplanar spirits.

Save: Will or None
Skill: Knowledge(the planes)
Target: Object or person touched or none
Duration: Skill total rounds

Effects:

  1. Summon Spirit: Extraplanar spirit of CR X becomes simultaneously in its home plane and inside target object (cost: X)
  2. Create Body: Convert X cubic meters of appropriate material into a body a CR X spirit can possess (cost: X)
  3. Send Spirit: Willing spirit becomes simultaneously in its location and in an extraplanar location adjacent to a named spirit. Target spirit is mostly gone, but can return as a standard action. (cost: 1)
  4. Summon Element: Bring X cubic meters of matter from an elemental plane into the material (cost: 5*X) [requires corresponding elemental school]

When selecting extraplanar spirits, you can either seek a spirit of a general description who would be happy to be summoned/contacted or a specific spirit by name (either true name or current use-name). If you select the former, the spirit will be grateful for the contact and broadly supportive of your goals insofar as they align with its nature. If you select the latter, the spirit can make a will save to reject the contact altogether, and will act according to its interests.

(Some summoners enchant the spirits they summon. With multi-school casting, the spell either succeeds or fails as a whole. Without it, there’s a risk that the spirit will make their save against the enchantment and become angry.)

A spirit without a body cannot do very much. It cannot move objects, make sound, or even perceive physical objects. Most spirits have some form of soulsight, so it can perceive people. It can cast spells if it has spellcasting feats, but cannot target anything it cannot perceive. (Among things it cannot do is summon more incorporeal spirits: the Summon Spirit effect requires a material target to anchor on.)

A generic CR X spirit has ability scores 8+X, base attack X/2 and X ranks in all thematically relevant skills. Generic bodies have a 1d6 bludgeoning natural weapon, or 1d8 slashing for infernals or aberrations. Fire elemental’s natural weapons do an additional 1d6 fire damage.

While many spirits can summon spirits of their own kind, this is limited by body materials. Except for elementals, who can pull materials from their planes and fey, whose needed materials are easy to find in any forest in autumn. Fortunately elementals and fey respect the balance of nature, and are generally unwilling to attempt this.

Send Spirit is mostly used to send the souls of humans to meet with powerful extraplanar spirits. While this is active, the extraplanar spirits can communicate with, cast magic upon, or empower as shamans the human souls. A human body with its soul mostly absent acts like a trained chimp. The effect can also be used by inhabitants of other planes to visit the material, if they have the true name of a human to target on.

When summoning an element, you may specify the general nature of the material you summon, but not the full details. For example, you could use summon earth to summon “a solid block of gneiss” but not one with large rubies. Summoning metal is limited to cisferric metals (including iron).

Telepathy

This school touches the parts of the soul that handle communication.

Save: Will
Skill: Diplomacy(cha)
Target: Person within 60 ft
Duration: Skill total rounds or Instantaneous

Effects:

  1. Send Thought: Target becomes aware of an idea or sentence (cost: 1) [No save]
  2. Insinuate Thought: Target thinks of an idea or sentence as if on their own (cost: 3)
  3. Mental Screech: Target takes Xd4 vitality damage (cost: X)
  4. Detect Surface Thoughts: Caster learns what the target is currently thinking (cost: 3)
  5. Search Memories: Caster learns the answer to a single question that the target knows (cost: 5)
  6. Borrow Skill: Caster gains target’s ranks in a single skill or a single feat target knows (cost: 7)
  7. Bestow Skill: Target gains use of caster’s ranks in a single skill, or a single feat (cost: 7)

Thoughts delivered via Send Thought feel foreign, but in a way that people unfamiliar with telepathy might not pick up on.

If the target makes their save against Insinuate Thought, the effect acts like Send Thought. Even if they fail the save, if the thought is sufficiently out-of-character they may brush it off as imp-of-the-perverse.

Skill ranks gained via Borrow or Bestow skill do not stack with actual ranks, but do with other bonuses such as skill focus. If a feat that can be taken multiple times and stacks with itself is gained this way, the magical and natural feats stack if and only if the donor has strictly more copies of the feat.

If Borrow or Bestow Skill is maintained for 30 days, the skill becomes permanent and nonmagical.

Metamagics

Magics of Time

  1. Extend: Increase a duration by a factor of 10^X (cost: 3X)
  2. Permanency: Make a duration permanent (cost: 15)
  3. Repeating: Instantaneous spell repeats X times at 1 round intervals (cost: 5X)
  4. Slowly Repeating: Instantaneous spell repeats X times at 1 minute intervals (cost: X)
  5. Trigger: Spell remains latent up to 1 hour for a condition, then activates and is discharged (cost: 2)
  6. Repeating Trigger: Spell remains latent for 1 hour and activates whenever a stated condition is met, max 1/rd, max 10X times total OR X per day (cost: 10+X)
  7. Retarget: When spell is triggered, it targets a new target (cost: 1)

If multiple durations can be mentioned in describing a spell, each can be extended or permanencied separately.

Conditions for a trigger must be discernable by the bespelled object. It can sense acceleration, physical contact and whether the contacting object is ensouled, the contacting person choosing to activate it (an intuitive mental motion), and any Sight feats the original caster had. If the object is manufactured for a specific purpose, the spell can detect when the object is used for that purpose. Targets for retarget use the same senses, plus an awareness of the object’s orientation.

If the spell on a repeating trigger has a duration, activating the trigger again cancels any otherwise active instances of the spell.

If the spell specifies an effect on the caster, and you are casting it with a trigger that is unambiguously caused by a single person, you may make that person count as the caster.

Magics of Space

  1. Reach: A spell normally requiring touch now affects a target within 10m (cost: 1)
  2. Enlarge: Increase a one-dimensional aspect of a spell by a factor of 10^X (cost: 3X)
  3. Widen: Increase a three-dimensional aspect of a spell by a linear factor of 2^X (cost: 5X)
  4. Strong Affinity: Treat an object and a former piece of that object as being the same (cost: 10)
  5. Moderate Affinity: Target an object based on an image of it being in range (cost: 12)
  6. Weak Affinity: Target an object based on a crude image or thing-that-touched-it being in range (cost: 16)

Magics of Space can be stacked on top of each other. You could, for example, target a point 10m above a person whose photograph you hold by combining Moderate Affinity and Reach.

Magics of Targeting

  1. Spread: Instead of a single target, the spell effects all valid targets in a meter radius sphere (cost: 1)
  2. Chain: Effect X additional valid targets, each of which must be within 10m of the previous (cost: X)

Magics of Power

  1. Heighten: Add X to save DC (cost: 2X)
  2. Enhance: Increase numeric effects by X * 25% (cost: X, max X=4)

Researching New Effects

Most magi go their entire careers without inventing or improving upon a spell effect, or do it once, badly, as a student and never again. The process is similar to a programmer writing an operating system kernel.

Nevertheless, effects came from past researchers, and unusual circumstances can happen.

To research a new effect, you must already know the school the effect will be a part of, that is, the correspondence of organized mundane matter and intrinsic spiritual force that you plan to exploit. To research a new school takes 80 hours and a DC 35 spellcraft check, and, of course, for the correspondence you want to exist in the first place.

Effects come into being in stages (with the spellcraft to to reach each from the previous):

Jumping two steps at once increases the DC by 5. A general idea only helps if you know it to be correct, and it cannot be confirmed by experiment, so this step must usually be skipped.

Research standardly takes a week. Each doubling of the time adds a stacking +2 circumstance bonus.

All effects in the book are polished and optimized.

Once an effect is researched, it can be taught to others or written in spell books just like a mundane discovery. A single effect makes a rather short book, but it is still referred to as a spell book (researchers often put together several related effects for publication, add practical notes about how to make the effect most useful, or simply pad the word count with gratuitous ego stroking). In high magic settings, there may be libraries filled with spell books of mostly useless, highly situational effects of varying quality.

There are always rumors of brilliant, beyond-optimized effects written in hidden tomes the brave might extract. Most of these rumors are false. Though the entire Boost school was the secret of an ancient empire until a shaman from a recently conquered province seduced it out of an occupying officer and spread it, so it is possible.

Example Effect Progression

Bare minimum proof of concept: painful but not damaging electric shock strikes both caster and target (rating 4)

Inefficient and unreliable: Xd4 electric damage to target (95% probability) or caster (5%) (cost 4X)

Basically usable: Xd4 electric damage to target (rating 2X)

Polished and optimized: Xd6 electric damage to target (rating X)

Other Uses for Spellcraft

Besides casting spells, spellcraft can be used for other things. These uses do not require a magic source. All except Identify Spell require a standard action (but see the Magic Sight feat).

Detect Magic

Dispel Magic

Remove an active spell within 10m.

If your spellcraft check minus 10 exceeds the original caster’s spellcraft check minus the DC, the spell is ended. If the original caster’s check wasn’t saved, roll it now, but reroll any value that would not have succeeded in the first place.

Counterspell

Block a spell being cast. You must have a way of perceiving the spell, and a readied action.

Like Dispel, but subtract 15 from the counterspelling check. Unlike dispel, multiple people can counterspell at once, in which case their (check minus 15)s sum.

Identify Spell

Without Detect Magic, you can still deduce an incoming spell’s identity from somatic and verbal components.

Deduce Spell

Usually DC 10: figure out how a spell will interact with edge-cases of its description.

Purchasing Magic

Spellbook: $500. Contains instructions for one school of magic.

Spellcraft Textbook: $2280. Includes a permanent +10% hp spell and a diagram thereof.

Scroll: $2R^2 . Enables casting a specific spell without school knowledge (compatible magic source still required).

Spell Cast: $5R^2 plus extras. Spells that require qualifications besides a magic source and a single school cost $100 extra. Spells that will last longer than a day cost $50 per day to a max of $500.

Note: abilities that decrease a spell’s rating for some casters (such as an artificer’s discounted time metamagic) do not affect the cost. The fact that some casters have such advantages is already factored into the cost, and the law of one price applies.

Bespelled Item: Cost of casting the spell plus cost of the mundane item.