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HOSR Core Rules: Magic 2023-04-22T16:42:00-04:00 rules feature rhc

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Magic & Spells

Spells are patterns of energy that can be manipulated and used by some characters to alter reality to their will.

When reality is altered this way, it's called magic, and the characters who can do it are known as spellcasters.

Each spellcasting class has an associated type of magic: arcane or divine.

There's an additional class of spells known as rituals, which have their own requirements, and (in many cases) need not be performed by a spellcaster.

Memorizing Spells

Takes one hour, can only be done once per day.

  • A characters level determines how many spells they can memorize at one time.
  • The same spell may be memorized more than once, if the character can memorize more than one spell of that level.

Casting Spells

Memorized spells are cast by replicating necessary hand gestures and spoken words.

  • When a spell is cast, it is erased the the caster's mind.
  • The caster must be able to speak and move their hands freely (ex: can't be gagged, bound, or magically silenced).
  • The target (a specific monster, character, object, or area of effect) must be visible to the caster (unless stated otherwise).
  • The caster must have one hand free (or a magic item in one hand).

Ritual spells may be cast by performing the ritual as described.

Spell Effects

  • Some spells affect multiple targets, either by area or by Hit Dice total. If the spell doesn't say how to select the targets, the referee decides.
  • Some spells require the caster to concentrate to maintain the spell's effect.
    • Performing any other action causes concentration to end.
    • When distracted (ex: attacked) while concentrating, the spellcaster must make a Willpower check (highest of CHA or CON) or the spell ends.
  • Multiple spells cannot increase the same ability (e.g. bonuses to attack rolls, AC, damage rolls, saving throws, etc.).
    • Spells that affect different abilities can be combined.
    • Spells can also be combined with the effects of magical items.

Magical Research

New spells may be found and learned (or created) via research.

  • Requires access to information (ex: library, other spellbooks, etc.) .
  • Takes 2 weeks, and 1000 standard coins per spell level.
  • All spell casters are assumed to be able to perform magical research.

Alchemy

Alchemical formulas (for brewing potions and such) can be learned and used by anyone with access to the proper equipment.

  • Some arcane spellcasters store learned alchemical formulae within their spellbooks.
  • The difficulty with most potions is not in the brewing, but in aquiring the ingredients (and/or the correct formula).

Arcane Magic

Arcane spell casters memorize spells from their spell books, which must be close at hand.

  • If a spell can be reversed, its form must be selected when the spell is memorized
    • Both forms can be memorized if the character can memorize more than one spell of the given level.
  • Spells may be learned from a higher-level mentor (1 week / spell), copied from a scroll or spellbook with the Read Magic spell, or from research.
  • Lost spell books can be rebuilt spell-by-spell, with each spell taking 1 week of game time and 500 standard coins per spell level.
  • Arcane spells written by other spellcasters can only be translated by the Read Magic spell.
  • Arcane casters can use arcane magic items and scrolls.
INT SS CC
3 1 20
4-5 1 30
6-7 2 40
8-9 2 50
10-11 3 60
12-13 3 70
14-15 4 80
16-17 5 90
18+ 6 95
  • Starting Spells (SS): The number of starting spells in a new caster's spell book.
  • Copy Chance (CC): The chance to perfectly copy spells scrolls and other sources into spellbook. Referee rolls 1d100, result under score is success, failure means an interesting side effect occurs when the spell is cast (must wait until next XP level to try again).

Divine Magic

Divine spell casters memorize spells through prayer to their gods. When praying for spells, they may choose any spells in their class spell list that they are of high enough level to cast.

  • Divine casters must be faithful to the tenets of their alignment, clergy, and religion.
    • If they ever fall out of favor with their deity, penalties may be imposed (ex: -1 to attack, a reduction in spells, or being sent on a perilous quest).
    • To regain favor, they would need to perform a great deed for their deity (referee's choice - ex: donating relics or gold, building a temple, converting others to the religion, etc.).
  • Divine casters can cast reversed versions of spells (possibly gaining deity disfavor).
    • Lawful characters: Only use reversed spells in dire circumstances.
    • Chaotic characters: Usually use reversed spells, only using normal spell versions to benefit their allies.
    • Neutral characters: Usually favor either normal or reversed spells, depending on the deity.
  • Divine casters can use divine magic items and scrolls.

Pact Magic

Pact spell casters memorize spells through the use of ritual invocations to their patrons. When memorizing spells, warlocks may choose any spells in their class spell list that they are of high enough level to cast.

  • Pact casters must be faithful to their patron.
    • If they ever fall out of favor with their patron, penalties may be imposed (ex: -1 to eldritch blast damage, a reduction in spells, or being sent on a perilous quest).
    • To regain favor, they would need to perform a great deed for their patron (referee's choice - ex: collecting an artifact, constructing an altar, vanquishing a powerful enemy of the patron, etc.).
  • Pact casters can cast reversed versions of spells.
  • Pact casters can use arcane magic items and scrolls.

Ritual Magic

Ritual spells may be cast without being memorized / granted through prayer or supplication.

  • Ritual spells are often complicated, taking several minutes (or turns) to cast.
  • Rituals are many and varied - some can even be performed by non-spellcasters (with proper instruction).
  • The power of the ritual is based on several factors, including:
    • The time spent casting the ritual (with longer rituals being more powerful),
    • Any sacrifices made as part of the ritual (with willing and/or virginal sacrifices yielding more power), and
    • Any components used during the ritual (with more powerful rituals requiring rarer or more difficult to obtain components).

Magic Saves

Saving throws versus magical effects get an additional modifier, based on the character's Wisdom.

WIS Mod
3 -3
4-5 -2
6-8 -1
9-12 +0
13-15 +1
16-17 +2
18+ +3

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