|
Navigation
() Main
() History
() Characters
() Rules
() Register
Navigation
() Gods
() Professions
() Races
() Ethics
() Skills
Navigation
() Shoppes
() Maps
() Laws of Everlynn
() Nyx's Library
|
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.
|
|
Navigation
() Forum Board
() Staff
() Server
() Contact
() FAQ
Navigation
() Updates
() Help and Support
() Host Schedule
() Library
() Player Advice
Navigation
() How to Play
() Dark Lands Game System
|