Difference between revisions of "User:Paleomancer/Emerald Sun (3.5e Campaign Setting)/Magic"
Paleomancer (talk | contribs) (→Magic) |
Paleomancer (talk | contribs) (→Forbidden and Modified Magic) |
||
Line 26: | Line 26: | ||
Because Tellur is sealed behind a planar barrier, certain forms of magic do not exist, and others have been transformed. Examples of forbidden magic include long-range teleportation, with the exception of [[SRD:Gate|gate]] spells, which must be constructed at both ends, planar transport spells (with the exception of spells that link to the ethereal plane, which instead link to the Dreamlands), calling spells, and antimagic. | Because Tellur is sealed behind a planar barrier, certain forms of magic do not exist, and others have been transformed. Examples of forbidden magic include long-range teleportation, with the exception of [[SRD:Gate|gate]] spells, which must be constructed at both ends, planar transport spells (with the exception of spells that link to the ethereal plane, which instead link to the Dreamlands), calling spells, and antimagic. | ||
− | Summoning spells are also transformed. Instead of summoning planar animals, demons, and so forth, what a summoning spell actually calls forth is a lesser | + | Summoning spells are also transformed. Instead of summoning planar animals, demons, and so forth, what a summoning spell actually calls forth is a lesser Fremd or a astral spirit, in the process giving it form and substance for the spell duration. For the moment, the psionic power [[SRD:Astral Construct|astral construct]] is actually a very useful way to construct a dream minion. A spellcaster need only learn one spell, Summon Monster, and the level at which you cast summon monster allows you to bring forth more powerful creatures. |
One important spell to be discussed is [[SRD:Antimagic Field|''antimagic field'']]. The spell as written is more of a DM control mechanism than anything else, and tends to backfire on whomever uses it, including most monsters. I propose the following variant, still the same level and school, but it interferes with magical effects of a particular school, chosen by the caster when cast, that forces a caster level check equal to 10 + the antimagic caster's caster level + his/her/its key ability modifier to cast spells of that level (the duration is based on 1/2 level plus concentration, showing how the caster must focus the spell for it to work). If another caster fails the check, the spell is lost. Also note that technomantic items are allowed a Will save to avoid the effect, and that any magic item with a caster level greater than the caster is never effected. Normal rules for reentering the area and so forth still apply. | One important spell to be discussed is [[SRD:Antimagic Field|''antimagic field'']]. The spell as written is more of a DM control mechanism than anything else, and tends to backfire on whomever uses it, including most monsters. I propose the following variant, still the same level and school, but it interferes with magical effects of a particular school, chosen by the caster when cast, that forces a caster level check equal to 10 + the antimagic caster's caster level + his/her/its key ability modifier to cast spells of that level (the duration is based on 1/2 level plus concentration, showing how the caster must focus the spell for it to work). If another caster fails the check, the spell is lost. Also note that technomantic items are allowed a Will save to avoid the effect, and that any magic item with a caster level greater than the caster is never effected. Normal rules for reentering the area and so forth still apply. |
Revision as of 20:37, 13 January 2013
Contents
Magic
On a world ruled by supernatural entities, magic is always going to be prevalent. Tellur is best described as a setting where low-level magic (0th-3rd level) is commonplace, mid-level magic (4th-6th level) is less common, and high level magic (7th-9th) is very rare; do to the headaches of epic-level magic, until I can balance the rules, it does not exist for player characters (Great Old Ones on the other hand). DMs should be willing to allow relatively easy access to low-level magic, but restrict access to higher level magic not available to the players by virtue of class levels (after all, the Great Old Ones don't want people just learning magic).
Geomancy
Oneiromancy
Sorcery
Thaumaturgy
Arcane Magic
At once point the most common form of magical power used on Tellur, arcane magic is based on the notion that words and ideals have power. Normally, this power comes in the form of influencing the decisions of other beings by affecting their perspectives and emotions with words, but arcane spellcasters of Tellur believe it is possible to speak directly to the very fabric of reality itself, bypassing any intermediaries. Most arcanists treat arcane magic as a fusion of art and science, with a varying degree of mysticism. Arcane magic is not as spectacular as innate magic, but it is easier to control.
At one point, Tellurians made extensive use of arcane magic, with the Ophidians as a notable example. The Fremd can sense arcane magic (as per detect magic, but with a much greater radius of detection), but since they cannot control or use it directly, most fear and hate it. Most humans do not use it at all, although this is more a cultural prejudice, while Ophidians and Bathyians exalt it; even magicians not of those races can generally expect a more than civil welcome in the lands of those species. Non-native outsiders cannot use arcane magic at all and are barred from taking levels in classes that grant arcane spellcasting ability (Sorcery has been revised and is a form of innate magic, so outsiders that cast spells as a sorcerer retain that ability).
Divine Magic
Divine spellcasters derive their power from forming pacts with spirits (elementals, fey, incorporeal undead, and outsiders), and as such are more similar to druids or shamans than traditional D&D clerics. The natural world itself does not grant powers, since nature is apathetic to mortal appreciation or devotion, so druids as stated do not exist. The choice of patron affects what spells are available. Creatures with innate divine spellcasting ability either have it replaced with innate magic, or are rare exceptions to the rule. Generally, outsiders do not use divine magic since they have their own powers, and it would place them in service to other spirit creatures. On Tellur, most divine spellcasters serve the Fremd in some capacity.
One important point to consider is that the divine spellcasters of Tellur act as emissaries, heralds, and agents of their patrons, helping to move forth the agenda of their patrons. They are rarely evangelistic, given that the presence of other divine spellcasters implies the existence of other spirits, and trying to convert worshipers of other faiths is rarely seen as worth the bother. Most Tellurian priests regard attempts at conversion of others as quite uncivil at best, and some might even see it as watering down the teachings of their patrons. Even the Great Old Ones are uninterested in mass conversion, preferring a handful of truly loyal servitors to a mass of worshipers.
Innate Magic
Power based on one's intrinsic supernatural nature. Possessed by outsiders and other beings with innate supernatural tendencies.
Forbidden and Modified Magic
Because Tellur is sealed behind a planar barrier, certain forms of magic do not exist, and others have been transformed. Examples of forbidden magic include long-range teleportation, with the exception of gate spells, which must be constructed at both ends, planar transport spells (with the exception of spells that link to the ethereal plane, which instead link to the Dreamlands), calling spells, and antimagic.
Summoning spells are also transformed. Instead of summoning planar animals, demons, and so forth, what a summoning spell actually calls forth is a lesser Fremd or a astral spirit, in the process giving it form and substance for the spell duration. For the moment, the psionic power astral construct is actually a very useful way to construct a dream minion. A spellcaster need only learn one spell, Summon Monster, and the level at which you cast summon monster allows you to bring forth more powerful creatures.
One important spell to be discussed is antimagic field. The spell as written is more of a DM control mechanism than anything else, and tends to backfire on whomever uses it, including most monsters. I propose the following variant, still the same level and school, but it interferes with magical effects of a particular school, chosen by the caster when cast, that forces a caster level check equal to 10 + the antimagic caster's caster level + his/her/its key ability modifier to cast spells of that level (the duration is based on 1/2 level plus concentration, showing how the caster must focus the spell for it to work). If another caster fails the check, the spell is lost. Also note that technomantic items are allowed a Will save to avoid the effect, and that any magic item with a caster level greater than the caster is never effected. Normal rules for reentering the area and so forth still apply.