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Arcanology
Introduction
"To draw power from the universal core
through
our auras and channel it into miraculous spells that
support life is the highest expression
of our unity with the divine."
Zoric the Time Wizard
Avatar of the Age of Returning Light
Fantasy role-playing is driven by magical
quests and heroic adventures. It is a game of interactive
storytelling that engages the full powers of the human
imagination. It is also an exercise of our creativity
merged with our love and appreciation of great legends and
tales. Often the rules of magic in such games stifle the
imaginations of its participants. Full color, enchanting
stories that delve deep into the mythic resonance of the
collective racial memory are sacrificed for ease of game balance
and playability.
As a fantasy novelist, poet, world designer, and DM, I longed to
forge a system that duplicated closely what I saw happening in
stories, a system unfettered by dry limitations such as the
requirement that wizards have to store spells in their minds
each day. When was the last time Gandalf had to cautiously
select a limited assortment of magical powers each day?
Why can't a sorceress tap into the rich energy field of life
magic to bestow healing on the wounded? And why must a
spherical burst spell always be composed of fire, or a missile
spell be limited to magical force? Where is the spell for
a spherical burst of crystal shards or a missile of acid or
poison, depending on a wizard's attunement to the pure elemental
energies that shaped creation?
Wizards in books and movies seem to have gained cantrip spells as
natural spell-like abilities over time. Why can't a bard
master a simple cantrip like message in time? This
section on Arcanology is the result of asking many questions
like these.
What is different about
magic
in the World of Thandoria?
In this unique system
spellcasters are not required to memorize their spells each day.
All magic users gain the sorcerer's ability to cast
spontaneously any spell they have mastered. There's no
need to "prepare" them each day by selecting which ones you will
store in your character's mind. Your character is so
intimately familiar with his or her magic that he or she can
cast any spell they have mastered utilizing the spell power
stored within the aura as spell slots.
These magical spell slots symbolize packets of available quantized
magical energy used to "fuel" spells. This system puts a
well-deserved stake in the heart of this old
memorization/preparation method of governing spell powers.
The division between arcane, divine, and psionic magical
disciplines has been dissolved as well. Magic is magic, no
matter how you slice it. All types of magic have been
transformed into the Twelve Colleges of Magic. There's a
college of magic for Oracular divine spells as well as one for
druidic spells and psionic spells.
Spells with a material component can be cast using magical
substances found and harvested in nature or by utilizing a spell
focus, any object ritually designed to channel and transform
magical energy. Actual spell components from a spell pouch
doubles the casting time of any spell. A spell pouch laden
with magical substance components costs 10gp.
However, a spell crystal avoids this penalty and makes the casting
time normal. Many casters have crafted certain objects or
magical devices that incorporate spell crystals into their
design such as holy symbols or staves. A spell crystal
costs 100 gp. If a spell crystal is masterwork quality it
costs 500 gp. and adds +1 to the save DC of spells cast through
it. Dragonshard crystals can be found inside the brains of
dragons. They can bestow greater bonuses and metamagic
effects on spells cast though them. They cost between 1000
and 10,000 gp.
Sorcerers and Mystics (aka. Favored Souls) are the only classes
that do not require material or focus components. These
two classes start with the Eschew Materials feat as a bonus
feat. The Mystic's and Sorcerer's chakras crystallize
overtime eventually becoming rainbow-colored spell crystals
similar to dragonshards. As such, high level sorcerers and
mystics are often hunted by evil wizards for their inner
crystals. Once a Sorcerer (or Mystic) reaches 7th level,
his seven crystal chakras can protrude from his skin at will.
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Every core class in the World of
Thandoria campaign setting has only 12 levels of advancement.
For spellcasters, this means that the 6th level of magic is the highest
individual level of attainment. To go any further in spellcasting,
one must multi-class as a different kind of spellcaster. Certain
Prestige spellcaster classes will allow access to higher levels of
magic. But for the most part, 7th, 8th, and 9th level magic can
only be accessed through detailed rituals involving groups of casters
combining their power. Spell powers are categorized for each
College of Magic by levels as usual, but also by
general and advanced spells. At the cantrip/orison apprentice
level of magic, there are only general spells. When a spellcaster
gains a level, spell acquisition points are gained for selecting new
spells. One of these points can be used to learn an advanced spell
of the current level the caster is capable of or used to learn two
general magic spells (see below). A spell acquisition point can be
used to learn two general spells of the given level, or two advanced
spells from a previously attained spell level.
Using the Energy Substitution feat, casters can use a variety of
elemental forces in their spells, like transforming a fireball into a
waterball, or a magic missile into a missile of molten lava.
Spellcasters gain one cantrip or orison spell as a spell-like
ability usable 3/day every time the aura deepens and another spell level
is attained (3rd level, 5th, 7th, 9th, and 11th). At 1st level
spellcasters automatically gain two spell-like abilities: Read Magic
and Detect Magic.
A new NPC arcane caster called the sage has been introduced as a
scholarly expert who didn't have the focus or natural talent to become a
"real" mage, but who performs an essential role in a magical fantasy
society. Several other spellcasting classes have been imported
from other D20 books as well just because they fit the World of
Thandoria so perfectly.
The spell lists for the 12 Colleges of Magic are drawn from many
OGL products. Each spell will eventually have a description.
Psionic magic has been made into a College of Psionic (mentalist) Magic,
and the power point system has been deleted. Psions and Valtaeyans
(Thandoria's equivalent to a psychic warrior) receive spell slots
instead. All skills involving the Psi- prefix have been
substituted with their magic equivalents (Spellcraft for Psicraft, etc.)
Druidic magic and Oracular magic are the colleges of the druid and the
oracle (Thandoria's cleric). Also a new form of divine magic has
been introduced with the College of Celestial Magic. The Star
Wizard has been added as a specialist of Celestial Magic. There
are also some other new core classes. The Sabremage is basically a
wizard warrior. The Seer is one who taps into the ancestral memory
of the race, sort of like a fantasy version of the Internet. The
Rune Wizard is a master of Rune Magic, the imbuing runes with spell
powers. The Totem Warrior fills in a necessary gap for foreign
lands who have shamans as a tribal warrior in tune with an animal
spirit. With all these exciting changes in magic I hope you find
the World of Thandoria equally thrilling to play in.
Chapter 1:
Spellcasting Concepts
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