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Spell Caster

The Spell Caster is one of the most intriguing professions known to the people of Everlynn. These individuals learn to use the skill known commonly as Magic and are some times referred to the old Spell Casters called Magi. Though the title of Magi is a common name among Spell Casters this does not grant them title or superiority over other people of Everlynn. Laws and International respect give Spell Caster’s some leeway but unless they are Masters of the Arcane art they are more like apprentices in their school. Each Caster ranges from alignment as well as style of magic. Spell Caster’s are taught the basics that are required of them in Schools of Magic and the Arcane. Though they may learn basic spells and magic they must eventually choose their Arcane Domain or choose to become Wayward an individual with no class but one who learns from different schools. Spell Caster’s supply themselves and a party they join the ability to utilize magic in their journey and battles. The force of magic can be tremendous and as well dangerous. Since the end of the War of the Gods many things of magic still remain unknown to the community of the arcane however this does not stop most Spell Casters in learning the mysteries of the force known as Ether in their world that supplies life to all creatures as well exists in all things of the world of Everlynn.

Benefits> For a Spell Caster benefits are specified for their training in casting spells and learning spells. They are also one of the few professions that can scribe spells onto scrolls for later use. Also the Benefits listed are required in order for an individual to cast magic as well as utilize ether into their Arcane Domain.

Divine Arcana> This technique is taught to students at Schools of Arcane in utilizing components such as hands, voice, gestures, thought, and tools in order to cast spells. All Spell Casters must use these components together in order to cast spells from the spells they learned as well as master these forms and styles. Only people with this form and ability can cast spells, use magic devices and tools, as well as use magical components.

Knowledge Arcane> When it comes to Knowledges Spell caster’s get +4 Ranks in Occult when applied to Magic or Arcane. The Occult skill helps in defining rituals of magic and old occult arcane beliefs and magic. Where this can also apply as a +4 to spell craft which is the basics of all knowledge of magic. This bonus helps Spell Casters in information needed for anything of Occult or Common Magic.

Spells per Day> A Spell Caster can cast spells equal to their Mind Attribute per Day. Once they have spent all or just a few of their spells they must meditate 1 round / 10 game minutes to regain 1 Spell to their pool. If a Spell Caster is under heavy stress or in combat they must make a Concentration Check Difficulty 10 or fail in meditation. There are abilities and skills that will help increase your Mana Pool increasing the amount of spell you can cast per day.

School Domain> When a Spell Caster is ready they may choose one domain the form of spells they wish to know by choosing what type of Spell Caster they want to be. By choosing their Domain they gain a +2 to casting those spells and are able to learn all the spells in that Domain of Magic. This is only given to those that stick with their domain and learn no other spells than the Domain of Magic they wish to learn.

Being a Wayward> Though not a prestige group Wayward are Spell Casters that desire to learn by picking and choosing the spells they wish. However Wayward cannot have access to powerful spells unless they meet those requirements or only specify in that one domain. Because of this Wayward must choose and plan their pick of spells if they desire to learn certain stronger spells. This form of Spell Caster is frown upon as Magi not satisfied with just one power but one who desires to learn all powers. Wayward can only learn as many spells equal to their Mind Attribute for example if one has 17 Mind they can only learn 17 Spells. This is but one downside to being a Wayward aside from not being able to utilize specific Benefits from certain Spell Domains. Those desiring to be a Wayward must Submit an email as their choice of Spell Casting or choose such during Registration by describing of being a Wayward in their Background.

Abilities> Spell Caster not only learn their School Domain but also learn basic Cantrips when in training or beginning their life as a Spell Caster. Cantrips do not count against a Wayward spell count nor does it count against Spell Casters that have chosen a domain. Spell Caster’s May choose 3 basic Cantrips as their basic spells and must submit them to their update.

Cantrips> Basic Spells that can be learned at any skill level and are in some form useful

 

Name of Spell

Effect of Spell

Exp Requirements

Spell Difficulty

Hypnotize

Dazed Target

10 Exp

SCD> 3

Description: Hypnotize causes a single target to suffer a simple hypnotic suggestion that does not cause the target pain, death, or against themselves. The Target makes a Mind Check at a -1 Difficulty 14 to avoid the suggestion. A good example is telling the target to stand there or gaze at a tree as so it would not be a hindrance to the caster. The spell lasts d4 Rnds + Caster's Cast Bonus and for every 2 CR Bonus an additional target can be hypnotized.

 

Pure Light

Luminous Globe

10 Exp

SCD> 3

Description: A useful spell that offers light in dark areas the spell Pure Light can be cast to create a glowing sphere that reveals 10ft radius of light. It allows the caster's hands to be freed while traveling in the darker regions of the world. Pure Light lasts for d4 hrs + Caster's CR Bonus granting a possible long time of light. The small luminous sphere gives of no heat but if cast in front of a target's eyes in Melee Range blinds them for d4 Rnds. It can be cast multiple times to increase the 10Ft radius to an additional 10ft increasing its light even further.

 

Color Change

Change Color

10 Exp

SCD> 3

Description: This spell offers a numerous uses being able to change ones eyes, hair, and skin color. Used mainly by young Magi as childish tricks it can offer as a well disguise to change ones appearance. One must make an Ethereal Resist to avoid having their color change if they do not wish it at a Difficulty 14. For those who are totally changed in appearance of color a target attempting to identify you suffers a +1 difficulty to <Disguise> Checks Difficulty 14 for each part that is color changed. Female Magi enjoy this spell attempting to create different hair or eye colors for beauty purposes.

 

Insidious Laughter

Looses turns

10 Exp

SCD> 3

Description: Not a lethal spell but the effect causes a single target within 25ft to fall into gales of laughter. The target suffers d4 rounds of laughter as if something funny occurred or as if being tickled. Those whom are not Ticklish become ticklish due to this spell. Those wishing to avoid the effect must make an Ethereal Resist Check Difficulty 14 to avoid it. This Cantrip does not affect Draconic since it is difficult to make a Draconic laugh. As the caster advance in CR Bonus they can add their CR Bonus to the d4 Rnds to cause the effect to last longer. Till the rounds are over the victim is laughing insanely unable to make any actions except walk, fall, and laugh.

 

Obnoxious Noise

Figment Sounds

10 Exp

SCD> 3

Description: One who has this spell produces rude noises such as burping, farting, grunting, or odd sound effects on the target. There's not much use for this spell except for embarrassing some one or causing them grief as a joke. The spell only lasts for d6 Rnds and proves to be a good party trick for Magi.

 

Magic Tricks

Manipulate Magic

10 Exp

SCD> 3

Description: The use of this spell is used by Magi who manipulate the elements or performs simple magical tricks for entertainment. It could by creating small illusionary people performing a literature work, dazzling light show, dancing fire fairies, or anything that can be performed simply like creating flowers. This isn't a useful spell but for those who wish to entertain or have the Bard class as well. Those that perform these acts are referred to as Magicians or Magi street performers. This spell cannot create man made items but can create the illusion that it is there.

 

Detect Arcane

Locate Magic Source

10 Exp

SCD> 3

Description: Useful and affective Detect Arcane searches for Magical targets up to 30ft + Caster's Cr Bonus. The targets that are magical will create a golden aura around the object. This at times can be annoying since if other party members are Magi or are carrying Arcane items such as Scrolls or Relics they will glow as well. This goes the same for Enemies and the items they may carry. This only locates items not identify them for the Magi.

 

Light Repair

Small repairs

10 Exp

SCD> 3

Description: Used by Magi to repair small tears in clothes or slightly damaged material. Light Repair is favored scrolls for Arcane Archers whose bows have been snapped or Crossbows are slightly broken. Though many use it to repair travel torn clothing and mend slight clothing mistakes by tailors. It is greatly applied with damage Armor or Weapons Restoring 3 points to Armor if it has lost some potential and weapons if they have damaged. However this spell will not repair broken weapons, armors, or any broken items.

 

Arcane Tracker

Tracks target creature

10 Exp

SCD> 3

Description: Useless with out Detect Magic this spell can place a visible or invisible rune that cannot be removed physically. The Arcane Symbol is different for each magic in color, shape, size, and pattern. With Detect Magic also as a spell the Magi can locate the invisible marker as it will glow a bright blue overlaying the golden aura. By itself it is a visible grey magic mark that can be seen by all and other Magic. A simple Decast or Spell Removed can take the mark away. It only lasts for d10 hrs + Caster's CR Bonus.

 

Espuna

removes poison

10 Exp

SCD> 3

Description: This is a common Cantrip used by travelers to remove the effect of small poisons of at least first degree. Minor poisons that come from magic, items, or creatures can be removed. However the spell cannot remove the higher form of poison called Venom.

 

Nautika's Change

Change appearance

10 Exp

SCD> 3

Description: This changes the appearance of you or any target this spell is cast on. It changes the image and appearance to one's image or to the likeness of another. However this does not grant the same voice, behavior, actions, or thought of the target you choose to imitate. It will only grant you likeness or appearance of an image you create. On a Disguise Check anyone who looks with out using Magic must make a Disguise Check Difficulty 18 in order to see the target for who it really is. This spell is an Illusions so any form of seeing pass illusions or Decast, Dispel, Cancel Spell, or Remove Spell will reveal the target.

 

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