Magic in Eurthasia
Arcane Magic is used by Wizards, Sorcerers and other classes to produce a vast range of effects. Arcane magic is distinguished from other schools of magic in that it taps into the very building blocks of the Verse. These building blocks are composed of the four inner (Air, Earth, Fire & Water) and four outer elements (Light, Darkness, Stasis & Temporal). Such elemental energy permeates virtually all of Eurthasia, although it is particularly concentrated on lay lines whose location may or may not be known to the wise. The elemental energy of the Verse is generally organized by nature and resists change or alteration. For whatever reason Arcane Weavers have a talent for and/or become learned in capturing & blending this energy to produce desired effects. Whether innate or learned this ability is a skill that must be refined and honed. Arcane Magic is by its elemental nature powerful and difficult to control. Weaving it can involve certain dangers both to the caster and the world. For this reason novices to the Art are taught (or learn) not to tap too deeply into arcane energy before they have mastered a given stage of difficulty. The stories of the irresponsible few who went too far, too fast are often told inside and outside the circles of the wise – the casters demise being often considered the least tragic of the results.
Arcane Mana Pools (Con)
The act of weaving arcane magic involves the caster utilizing a small part of his own essence to build a grid upon which s/he pulls elemental energy onto to create the desired effect. The more powerful the desired effect, the more robust the grid needs to be, and thus more energy is required from the weaver. This personal energy the caster taps into is referred to as a mana pool. The mana pool is finite but is restored naturally as a caster eats and rests. See below for a mechanical description of how all mana pools work.
Arcane Weaving (Int+Con)
You know how to weave arcane spells as well as having the requisite knowledge of the arcane world needed to function as a weaving class. This skill is also used to design new spells and to weave spells without incurring attacks of opportunity. This skill renders obsolete the concentration skill and encompasses the arcane lore skill from the standard rules.
Check – Whenever you weave an arcane spell, respond to a question on the nature of the arcane or attempt to craft a new arcane spell.
- Weaving a Spell Outside of Combat (DC = 8 + 2x Spell Level)
- Weaving a Spell in Combat (DC = 13 + 2x Spell Level)
- Creating a New Spell (DC = 28+2x Spell Level)
- Prepared Class Weaving a Prepared Spell (+4 Mod)
- Subsequent consecutive rounds of weaving the same spell (+1 Mod per consecutive weave)
- Additional pts of mana spent (2/+1 Mod to roll)
- Prepared Class Weaving an Unprepared Spell (-4 Mod)
- Weaving without incurring attack of opportunity (-5 Mod)
Weaving Arcane Magic involves the possibility of critical successes and critical failures. Any natural roll of a 20 provides an opportunity for a critical success and a follow-up successful roll will secure the opportunity. Effects will be determined by the GM on a case-by-case basis but will include increased dice of effect, elimination of savings throws, extra information, etc. Rolling a natural 1 on a weaving attempt creates the opportunity of a critical failure. A second failed casting will cause critical failure results again determined by the GM on a case-by-case basis.
(Note: In Eurthasia magic is woven, not cast, thus the term “weaver” should replace the term “caster” for purposes of in game language.)
Divine Magic is used by Clerics, Paladins and any who seek to access the magic of a spell gifting entity or Deity. Accessing the power of deities is unlike Arcane Weaving in significant ways. A true deity forms or embodies a realm of existence that represents the nature of that deity. This realm is outside of Eurthasia. For a follower of a deity to access the power of his or her god s/he must attune themselves to that realm and open a path through which the divine power will flow. Rather then creating a matrix as an Arcane Weaver would and feeding a part of their own energy into it a Divine Channeller must conform their soul and thinking to more perfectly match that of their deity. Many who are not of the faith believe that the deity capriciously grants (or doesn’t grant) their power to their followers but this is not the case typically. Deities in general are always willing to accommodate followers who are serving their purposes. Rather it is the follower who succeeds or fails to attune themselves to the deity that causes the deities power to seem capricious. Priests spend a good portion of each day meditating, chanting and praying to practice building the bridges necessary to channel their deity’s power. Even so, the aligning of one’ mind and spirit to that of a being of such awesome magnitude is eventually draining on the psyche. Ilar and Selar are far too divergent in nature to maintain the clarity of purpose held by deities for any meaningful amount of time.
Divine Mana Pools (Chr)
The act of attuning one’s self to one’s deity is spiritually exhausting, especially the more perfect alignment needed to perform the more substantial miracles of the faith. While the act of conforming can become easier with consecutive efforts, the burden on the soul can become overwhelming. This is largely because the soul of each entity is designed to conform to the flesh it inhabits. Adapting to the deities divine form stretches the soul beyond its normal function. Eventually the weary soul is drawn back to the anchor of its body and must rest before it can again stretch forth. See below for a mechanical description of how all mana pools work.
You know how to access the holy realm of your deity as well as having the requisite knowledge of the priestly world needed to function as a priest class. This skill is also used to develop new rituals (spells) and to pray without incurring attacks of opportunity. This skill renders obsolete the concentration skill and encompasses the religious lore skill from the standard rules.
Check – Whenever you make a prayer, respond to a question on the nature of faith or attempt to develop a new ritual.
- Praying Outside of Combat (DC = 8 + 2x Spell Level)
- Praying in Combat (DC = 13 + 2x Spell Level)
- Creating a New Ritual (DC = 28+ 2x Spell Level)
- Praying for a defaulted Heal/Harm/Realm Ritual (+6 Mod)
- Praying on holy ground dedicated to your deity (+5 Mod)
- Praying on holy ground (+2 Mod)
- Prepared Class Praying for a Prepared Ritual (+4 Mod)
- Subsequent consecutive rounds of performing the same Ritual (+1 Mod per consecutive prayer)
- Additional pts of mana spent (2/+1 Mod to roll)
- Praying on unholy ground (-2 Mod)
- Prepared Class Praying for an Unprepared Ritual (-4 Mod)
- Praying on unholy ground dedicated to the opposed deity (-5 Mod)
- Pray without incurring attack of opportunity (-5 Mod)
Channeling Divine Power does not involve any possibility of critical success or failure as Arcane Weaving does.
Natural Magic is used by Druids, Rangers and other classes to produce an array of effects. Unlike Arcane Magic, harvesting Nature Magic makes use of the Verse itself, rather then the elementary building blocks of the Verse. The magic of the verse is almost everywhere, embedded in trees, rocks, streams, sands and all the creatures that inhabit the world. There are ramifications to extracting this force in that a Harvester of such magics must have the wisdom to locate what s/he needs or to make the best use of what is around him or her. Harvesting Nature Magic is physically strenuous as the harvester must rely on their own physical strength to pull the Magic from around them and like any natural resource there are diminishing returns for excessive harvesting. It is worth noting that certain creatures such as Dalketh corrupt the very power a Harvester of Nature Magic seeks to employ. Natural Magic Harvesters face extreme disadvantages when seeking to employ their craft in areas such being inhabit.
Nature Mana Pools (Str)
The act of harvesting natural magic involves the caster locating the natural forces they wish to employ and then using their physical bodies strength to harvest that energy. The more powerful the desired effect, the more energy that must be harvested, and thus more energy is required from the weaver. The strength the caster uses to harvest is referred to as a mana pool. The mana pool is finite but is restored naturally as a caster eats and rests. See below for a mechanical description of how all mana pools work.
You know how to harvest the natural energy around you as well as having the requisite knowledge of the natural world needed to function as a harvesting class. This skill is also used to locate new energies and to harvest it without incurring attacks of opportunity. This skill renders obsolete the concentration skill and encompasses the natural lore skill from the standard rules.
Check – Whenever you harvest natural energy, respond to a question on nature or attempt to locate new natural energies.
- Harvesting Outside of Combat (DC = 8 + 2x Spell Level)
- Harvesting in Combat (DC = 13 + 2x Spell Level)
- Locating a New Energy Well (DC = 28+2x Spell Level)
- Prepared Class Harvesting From A Prepared Energy Source (+4 Mod)
- Harvesting in a natural sanctuary (+3 Mod)
- Subsequent consecutive rounds of Harvesting from the Same Source (+1 per consecutive weave)
- Additional pts of mana spent (2/+1 to roll)
- Harvesting/Foraging in a dead zone (-3 Mod)
- Prepared Class Foraging From A Local Energy Source (-4 Mod)
- Harvesting without incurring attack of opportunity (-5 Mod)
- Harvesting/Foraging in a corrupted zone (-5 Mod)
Harvesting Natural Power does not involve any possibility of critical success or failure as Arcane Weaving does.
Mana Pool Mechanics
All mana pools are tied to a specific key ability score (see list below). The mana pool itself is for mechanical purposes broken into two distinct pools of energy from which a weaver draws; the Primary Pool and the Reserve Pool. The Primary Pool reflects the amount of weaving a player may do without exhausting his ability score. The Reserve Pool on the other hand, once tapped into will cause temporary reductions in the key ability score. Mana points correspond to levels of spell casting, so a second level spell costs 2 mana points to cast (assuming the use is not modified). The formula for determining how many points of mana a caster has in each pool is as follows:
Primary Pool = current key ability score * caster level
Reserve Pool = base key ability score * base key ability score (i.e. squared)
The primary pool is always modified by the current level of the key ability score (so if the stat is temporarily enhanced by magic the Primary pool increases in size). The Reserve Pool on the other hand is always based on the base score (meaning magic items, spell effects and other modifiers will not affect the reserve, although racial modifiers will). This means that as you use your reserve its overall size does not shrink as you use it. Decreases to the Primary Pool will not drive a caster into reserves unexpectedly however.
For example, Laciel a level 2 Wizard has a Primary Mana Pool of 36 (Con of 18) and has spent 10 pts from her pool (leaving her at 26) at the time she is drained a level from an undead creature. Her pool size now drops to 18 (she loses 8 pts of available mana). Had she spent 20 pts initially (leaving her at 16 pts) her available mana would remain unchanged but she would only be able to recover up to 18 pts until she got her level back.
When a character exhausts their Primary Pool, they immediately begin to tap into their Reserve Pool. The Reserve Pool is staged in increments of the Base Key Ability Score. So a Wizard with a Con of 14 has 14 Reserve Levels each of which contains 14 Mana Points. Every level a weaver exhausts causes a temporary point of damage to the stat as soon as that level is entered.
For Example, Laciel has used all of her Primary Mana Pool and begins weaving from her reserve. The first level 1 spell she casts temporarily causes her to lose a point of Con. She can cast 17 more level 1 spells (remember her Key Ability Score Con = 18) before she loses 1 more point of Con, etc.
At low levels it is very unlikely a given character will penetrate much into their reserves because they only cast low-level spells. As higher-level spells (and spell feats) become available the reserve becomes more exhaustible. This is offset however by the growth in the Primary Pool.
Primary Pool mana is restored by getting a good night’s rest and with adequate food. Reserve pool mana is restored as the damaged ability is restored per the standard rules. In other words a character with a 14 Con who has overcast down to a 12 Con will get 14 reserve mana points back each time a point of Con is recovered.
Mana Pool Key Ability Scores by Weaver Type:
Arcane (Wizards, Sorcerers, Duskblades, Beguilers) – Constitution
Natural (Druids, Rangers) – Strength
Divine (Clerics, Paladins) – Charisma