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Magic of Astalia

Started by Wensleydale, September 07, 2006, 04:18:49 PM

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Wensleydale

This thread is for all the new magic prestige classes, spells, abilities etc that feature in Astalia. You can find the full campaign setting  here.




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CASTING SPELLS, the FUNDAMENTAL LAWS and WHY MAGIC IS DIFFERENT

Casting Spells

Due to a spell cast hundreds of years ago, spellcasters in Astalia must break invisible walls known as 'barriers' before using any magic. These barriers are mental obstructions between a caster and the ebb and flow of magic within him, and allow only the least powerful of magics through their protections. Due to this, spellcasting is different in Astalia than anywhere else. I'll describe this step-by-step for clarity, but first, cantrips.

 0-Level Spells (Cantrips): Spellcasters can use 0-level spells without breaking their barriers. A Spellcaster can cast cantrips freely a number of times equal to 6 + his charisma modifier per day (minimum 2), and after that must pull upon his residual Mana Pool (10 + cha modifier). This regenerates hourly at a rate of one point per minute, or regenerates instantly if ever you break a barrier (magic pours from beyond into your residual pool). Whilst a barrier is broken, you can cast cantrips freely.  

 Higher Level Spells

 Casting the spells: For spells of levels 1-6, a spellcaster must break his barriers. There are six barriers, and some spellcasters (often known as emotionals) can only break through when in a state of extreme emotion (Flavour option, has no effect on the rules). The six barriers each correspond to the level of the spell, and if you haven't broken the appropriate barrier, you can't cast spells of that level. The rules for breaking barriers are as follows:
It takes a full-round action to break a barrier. First of all the Spellcaster must succeed on a concentration check (DC 15 + the level of the barrier) to get in contact with the barrier. If he fails, he loses the full-round action and nothing further occurs.
If he succeeds, he must then succeed on a will save (DC 10 + 2x the barrier level). If he succeeds the barrier is broken and he can now cast spells, and if he fails he takes 1D3 wisdom damage and the barrier remains intact. You gain an amount of MP depending on your class (see the individual class descriptions for details), and you can augment spells up to an amount of MP equal to your caster level +1.

Duration: A Barrier is crippled totally for 3 rounds per caster level (during which you can maintain your grip on magic freely), after which it begins to regenerate. You have three options once it begins to regenerate, you can break it again (requiring another full-round action, another concentration check and another will save), which grants you full crippled time again, you can cease your grip on magic, or you can fight on. To maintain your grip on magic, you must make a concentration check once every round (free action). The check has a DC of 10 + the barrier level +1 for every previous success, and a failure at any time drops you down one barrier (or forces you to totally lose your grip on magic if you're at the first barrier).
If you break the next barrier up, the duration of the barrier you're on freezes. (example: Ath Urin has broken the first barrier, and then breaks the second. The time he has left over at the first barrier is retained, and the second barrier's duration continues.

Learnt Spells: You automatically know all the spells from your spell list, you just can't cast them until you've broken the respective barrier.

The Fundamental Laws  

The Law of Creation
It is impossible to create with magic. You can change, copy, transfer or move things through space, but you cannot create them.
A mage (shapers in particular) require some of the material used in their spells present to use their abilities. In some cases, this isn't a problem (cure spells, for instance, require flesh, and there should be plenty of that present if they're healing someone) and in others, nothing is required at all (detect poison, for example) but for elemental-based spells in particular (among others), some of the material or element used is needed.

The Law of Resistance:
Due to the effects of the ancient spell, direct connections to the Wells of Magic are barred by the Six Breakable Walls. These barriers require strength of will to break and even greater strength of will to withstand when first broken as the powerful wave of magic breaks through. Only a small amount of the population can sense the Wells, and an even smaller amount has the ability to touch them by breaking barriers. Holding the barrier open is always difficult, and whilst weak it is almost impossible to gain any measure of power.
See Casting Spells, above.

The Law of the Body
The body imposes restrictions on the soul, and this extends to magic. If a mage exceeds these restrictions, he can damage himself horribly.
All spellcasters gain the feat Overchannel for free at 1st level.

Wensleydale

The Healer

 "Feel the flesh. Sense the flesh. Be the flesh. Now mend..." - Healer excercise.

 HD: D8.
 Skill points at each level: 4 + int modifier.
 Class skills: Concentration (Con), Craft (Int), Knowledge (Arcana)(Int), Heal (Wis), Profession (Wis), Spellcraft (Int).

 Entry Requirements:
 Concentration 4 Ranks, Knowledge (Arcana) (8 Ranks), Spellcraft 4 Ranks.

[class]
[bab=rogue]
[levels=10]
[will=good]
[special][1]Experienced Healer, 1st Barrier[/1][3]2nd Barrier[/3][5]3rd Barrier[/5][7]4th Barrier[/7][8]Restore Limb[/8][9]5th Barrier[/9][10]Mendflesh[/10][/special]
[special=MP][1]1[/1][2]3[/2][3]9[/3][4]12[/4][5]22[/5][6]27[/6][7]42[/7][8]58[/8][9]67[/9][10]75[/10][/special]
[/class]

 Class Features: All the following are class features of the Healer.

Spellcasting: The DCs for a healer's spells are equal to 10 + the spell level + her wisdom modifier.

Experienced Healer: A Healer gains a cumulative +1 bonus on Heal checks for every Healer level she has.

Restore Limb (Su): A Healer of 8th level or above can heal a missing limb, organ or digit as a standard action a number of times per day equal to her healer level + her wisdom bonus. Alternatively, she could use this ability to heal 1D6 damage/healer level. She can only use this ability whilst at least one of her barriers are broken.

Mendflesh (Su): A Healer of 10th level can use the Heal spell 1/day as a standard action.  

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Wensleydale


Wensleydale

Sunbound Soldier

A soldier slowly mastering the talents of agelessness and battle, a Sunbound Soldier controls battlefield might beyond any other.

 HD: D6.
 Skill Points Each Level: 4 + Int Modifier.
 Class Skills: Climb (Str), Concentration (Con), Craft (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Swim (Str)
 Prerequisites:


[class]
[levels=10]
[bab=fighter]
[fort=good]
[special][1]1st Barrier, Necromantic Self I[/1][3]Necromantic Self II[/3][5]Necromantic Self III, 2nd Barrier[/5][7]Necromantic Self IV[/7][9]Necromantic Self V[/9][10]Necromantic Apotheosis, 3rd Barrier[/10]

[/class]

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Reserved for Twisted Master.

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Wensleydale

Reserved for new spells.