Difference between revisions of "Magic"

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Two common special uses are listed below: Mixed spells and counterspelling.
 
Two common special uses are listed below: Mixed spells and counterspelling.
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Magic can be used to end an effect that another caster is maintaining using [[Tenacity]]. Generally the DC is the same as the original spell cast that is reserving the Tenacity.
  
 
Magic can also grant temporary ranks in any of the other disciplines, though it cannot grant ranks to adepts in disciplines they do not already have ranks in. It cannot grant more than 1/2 the ranks the caster has in the Magic discipline.
 
Magic can also grant temporary ranks in any of the other disciplines, though it cannot grant ranks to adepts in disciplines they do not already have ranks in. It cannot grant more than 1/2 the ranks the caster has in the Magic discipline.
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The primary use of the Magic discipline in Mixed Spells is allowing two or more casters to cast a mixed spell together. The spell is designed as normal. Once the spell has been designed a caster may make a Magic Discipline check of the same DC as the highest DC in the mixed spell. If this is successful, other casters (or the same caster who cast the magic discipline component) may then make checks to fulfill the requirements of the mixed spell.
 
The primary use of the Magic discipline in Mixed Spells is allowing two or more casters to cast a mixed spell together. The spell is designed as normal. Once the spell has been designed a caster may make a Magic Discipline check of the same DC as the highest DC in the mixed spell. If this is successful, other casters (or the same caster who cast the magic discipline component) may then make checks to fulfill the requirements of the mixed spell.
  
An unlimited number of casters may work together in this way, but for every caster involved in the spell over 2, the Magic Discipline DC goes up by 4.
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An unlimited number of casters may work together in this way, but for every caster involved in the spell over 3, the Magic Discipline DC goes up by 4.
  
 
Occasionally casters will become specialists in this and only assist in coordinating large, complex spells.
 
Occasionally casters will become specialists in this and only assist in coordinating large, complex spells.
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= Example Spells =
 
= Example Spells =
  
Detect Magic; Magic; DC 14, Informed of presence of any magic within 60 feet.
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Detect Magic; Magic; DC 14, Informed of presence of any magic within 60 feet. Can be made into a continuous effect but if so requires [[Tenacity]].
  
 
Raw Focus; Magic; DC 26, Target gains a +4 on their next spellcasting check.
 
Raw Focus; Magic; DC 26, Target gains a +4 on their next spellcasting check.
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Fount; Magic; DC 32, Target (not self) gains back 1d6 [[Capacity]]. This cannot put them over their total.
 
Fount; Magic; DC 32, Target (not self) gains back 1d6 [[Capacity]]. This cannot put them over their total.
  
Antimagic; Magic; DC 36, Target magical effect is cancelled.
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Antimagic; Magic; DC 36, Target unattended magical effect is cancelled (up to an effect that required a DC of 40).
  
 
Tear Down; Magic; DC 49, Target's Capacity falls to zero and they take a -6 on all casting checks for 24 hours. Will save resists.
 
Tear Down; Magic; DC 49, Target's Capacity falls to zero and they take a -6 on all casting checks for 24 hours. Will save resists.

Latest revision as of 09:10, 19 May 2011

Magic
Disciplines

Elements

Aspects

Materia

Prestige

Mastery

Rules

The Magic discipline is concerned with directly manipulating magical energies, and bending them in new and special ways.

Special Uses

Two common special uses are listed below: Mixed spells and counterspelling.

Magic can be used to end an effect that another caster is maintaining using Tenacity. Generally the DC is the same as the original spell cast that is reserving the Tenacity.

Magic can also grant temporary ranks in any of the other disciplines, though it cannot grant ranks to adepts in disciplines they do not already have ranks in. It cannot grant more than 1/2 the ranks the caster has in the Magic discipline.

Use in Mixed Spells

The primary use of the Magic discipline in Mixed Spells is allowing two or more casters to cast a mixed spell together. The spell is designed as normal. Once the spell has been designed a caster may make a Magic Discipline check of the same DC as the highest DC in the mixed spell. If this is successful, other casters (or the same caster who cast the magic discipline component) may then make checks to fulfill the requirements of the mixed spell.

An unlimited number of casters may work together in this way, but for every caster involved in the spell over 3, the Magic Discipline DC goes up by 4.

Occasionally casters will become specialists in this and only assist in coordinating large, complex spells.

Counterspells

Magic is the most important discipline for counterspelling as it can be used to counter any other discipline.

Example Spells

Detect Magic; Magic; DC 14, Informed of presence of any magic within 60 feet. Can be made into a continuous effect but if so requires Tenacity.

Raw Focus; Magic; DC 26, Target gains a +4 on their next spellcasting check.

Fount; Magic; DC 32, Target (not self) gains back 1d6 Capacity. This cannot put them over their total.

Antimagic; Magic; DC 36, Target unattended magical effect is cancelled (up to an effect that required a DC of 40).

Tear Down; Magic; DC 49, Target's Capacity falls to zero and they take a -6 on all casting checks for 24 hours. Will save resists.