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Milo v3
2012-04-25, 01:09 AM
Spells as everyone knows are a main feature of Dungeons and Dragons. This has been done if several different ways. But everyone agrees that they have problems, generally it is balance. Because you grant hundreds of options to wizards, clerics, and druids which causes them to be amazingly powerful compared to classes such as Ranger, Barbarian, Rogue.

But what if there was no list of spells you choose to add to your list. What if instead you have rules on the mechanics of the spells. These mechanic's would allow for every possible spell you want to make. Your list is limited, but the possibilities aren't. You have an infinite number of potential spells that could be used, but your character might only know four at level one.

This is what this system aims for. To do this I am basing this off the Magic System of the game Talislanta and converting it into D&D 3.5e format.

I call it Modular Arcana.

Contents

How it works (See Below)
Casting Spells (http://www.giantitp.com/forums/showthread.php?p=13127789#post13127789)
Spell Casting Penalties, Magical Mishaps, and Side-Effects (http://www.giantitp.com/forums/showthread.php?p=13127798#post13127798)
School & Order Information (http://www.giantitp.com/forums/showthread.php?p=13127815#post13127815)
Class Changes (http://www.giantitp.com/forums/showthread.php?p=13127821#post13127821)
Obtaining Spells (http://www.giantitp.com/forums/showthread.php?p=13127841#post13127841)
Schools (To Be Posted)
Orders (To be posted)
Sample Spells (To be posted)


How it works
Each spell falls into a different school, these schools determine how the spell works and each school is a seperate skill (these skills will be detailed in depth in future sections).

Spells in Modular Arcana are defined by their parameters. Range, duration, effect, are all set at the time the spell is researched and scribed. Only the spell level is variable. Thus all spells have a Base Difficulty Class, which includes all penalties and bonuses except the spell level itself. The exceptions are
the Conjuration, Illusion and Transmutation Schools, which must also have the level specified in order to achieve the defined spell effect.

When a spell is cast you must roll a skill check (the skill used is dependent on the school of the spell being cast). The DC of the check is the Base Difficulty Class of the spell cast plus the DC caused by the Spell Level (Will be detailed in future sections).

For example: The spell Inferno Daggers has a Base DC of 3, which includes all modifiers except the spell level, which determines the damage inflicted. The spell Glitterhealhas a DC of 20, as it is a 4th level Transutation (healing) spell.

Mages often have several versions of a spell scribed in their spellbooks, with only minor variations, to give them added versatility. For example, a Cleric might have Glitterheal, a level 4 healing spell, and Healing Radiance, a level 12 healing spell.

Why not always use the most powerful spell you know, then? Why should your character learn any low level versions? Because the stronger a Spell is the more chance there is for not only failure but magical mishaps. Also the more spells you cast the more your chance of failure increases.

Milo v3
2012-04-25, 01:10 AM
How to Cast a Spell
Using Modular Arcana, a spell can be cast either from memory, or from a written medium (such as a scroll or spellbook). The following sections explain how these two methods function in-game.

Casting Spells from Memory
1. Stating Intent
Select a spell from among those you character has learnt. Keep in mind your character’s magical Order, how its members cast their spells, and whether
or not they use material components or rituals of any sort.

Once you’ve done this you can describe the type of spell the character is casting and its intended effect. Is the spell attacking something nearby? Is the magician cooking up a diabolical curse? Is she waving her arms and chanting? Is he drawing arcane runes in the dirt? The important thing is to state your Intent clearly, so the DM and other players can picture your action in the scene.

2. Choosing Spell Level
Each time a spell is cast from memory, the player must decide how much energy his character will invest in it. In game terms, the quantity of energy behind a spell is known as its Spell Level. Mages can usually cast a spell at any level desired. However, the higher the Spell Level, the more difficult the spell is to cast, and the greater the chance of a magical Mishap.

3. Determining Difficulty
After the mage's player has described the spell and the desired effect, the DM must determine the DC of the spell. This is done before the player rolls to cast the spell.
To determine the Difficulty Class, add the Level Difficulty and the Base
Difficulty.

The Level Difficulty is the level of the spell being cast times 5, as seen in the table:
{table="head"]Spell Level|Level Difficulty
1|5
2|10
3|15
4|20
5|25
6|30
7|35
8|40
9|45
10|50[/table]

4. The Casting Roll
Roll a Skill check, the skill used is the School of the Spell being cast. The DC of the check was determined in step 3.

On a successful check the spell is cast as normal. On a failed check the spell fails. If you roll a natural 20 and succeed on the check this spell doesn't contribute to the caster's Spell Penalty for the day. If you roll a natural 1 and fail on the check this spell fails and causes an Arcane Failure.

Casting Spells from Written Works
Mages can also cast spells by reading them directly from magic scrolls or spellbooks. There are benefits and drawbacks to this method. When casting a spell from a written work, the magician receives a bonus to his casting roll and it doesn't count for Spell Penalties. However, this type of spell casting requires more time.

Written spells can be written in one of two ways, detailed or brief. The detailed version of a spell, such as is found in spellbooks, contains all the background, esoteric information needed for learning, researching, or enhancing a spell. The brief version, on the other hand, contains no extraneous information, merely the basic instructions for spellcasting.

Spellbooks contain more than just the spells themselves. They are repositories of magical knowledge. Each spell includes notes from the author, scribbled diagrams of arcane energies, a history of unusual events that have occured in its use, tips on how to avoid or lessen mishaps with that spell, and more. It is for this reason that a spellbook is required when performing spell research or enhancing a spell.

While it is possible to cast a spell directly from a spellbook, it is not easy because the spell is not laid out in a simple, easily-read format. Using a spellbook affords a +3 insight bonus to the casting roll, but requires an extra 5 rounds to cast the spell.

Scrolls are simplified, edited versions of spellbooks. Only the essence of the spell is scribed, step-by-step instructions on casting it. This makes scrolls ideal for casting a spell, affording a +5 insight bonus to the casting roll, and requiring an extra 2 rounds to cast the spell.

A mage may use a scroll or spellbook to cast a spell he or she has not yet learned. In this case, the bonus to the spellcasting roll described above does not apply.

Note that is it possible to have a book where spells are written in brief, as on scrolls, or to have an exceptionally long scroll with all the detail of a spellbook. In any case, use the rules mechanism that applies to the format of the spell, not the medium. An engraved circle of protection, the runes on a stone witchgate, or the magic words on a map are all examples of brief spells on non-scroll surfaces.

The standard spellbook is roughly 400 pages, and each spell takes a number of pages equal to its Base Difficulty plus enhancement levels, if any. Arcane logbooks are spellbooks with just enough pages for a single spell. A brief, scroll-like spell entry takes 1 page. Most Mages are careful to guard their books from those who might want to steal their secrets.

Scrolls are lightweight and easily carried, and can be reused any number of times. Scrolls generally contain a single spell, though additional spells can be written on longer scrolls. Each spell after the first adds an additional round to the casting time due to having to scroll through to find the desired spell.

Milo v3
2012-04-25, 01:12 AM
Spell Casting Penalties
Casting spells from memory drains mana from the spellcaster in a more agressive way and slowly drains the mage. A spellcaster may cast a number of spells per day equal to their Will Save without incurring a spell penalty.

Every time a spell is cast beyond this limit, the magician incurs a cumulative penalty of -1 on further spell casting rolls for that day, with one exception: spells that result in a natural 20 and a success do not contribute to this penalty. A minimum of eight hours of rest is required to recover spellcasting abilities. “Rest” includes sleep, meditation, or any other form of relaxation.

If the spellcasting penalty reaches -5 or below then you start taking 1 point of damage per turn until you take a fullround action to draw mana into your body. This doesn't reset your penalty and if it lowers again then you start taking damage again as normal.

Arcane Failure
If a casting roll results in a natural one and a failure, the cast fails in turning the mana in his body into the require result causing the magic to malfunction.

In the case of an Arcane Failure the DM must roll 1d% in secret and use the following table to determine the result:
{table="head"]Roll|Effect|Description
1-30|Manaburn|The caster is dealt 1d4 per level of the spell. This damage can't be reduced by in anyway.
31-60|Warped Reality|All creatures in a 15ft radius of the caster Planeshift and transported to a random plane of existance. Each creature affected may make a will save to negate this effect on themselves (DC 20).
61-90|Unbound Soul|A random creature is summoned within 20ft of the caster. The creature's CR is equal to the spell level of the spell cast. The creature is uncontrolled and acts as a normal creature of its kind. It lasts indefinitely unless magic dispels it or otherwise expels it from the plane.
91-100|Strained Control|The caster suffers from a -10 penalty to all Spellcasting Rolls for xd4 hours, where x is equal to the level of the spell cast.[/table]

Side-Effects
Magic often has logical side eff ects not explicitely stated in the spell description.

For example: The party enters a shadowy tomb. The DM asks what source of
light they’re using. The warrior says he’ll draw his enchanted sword for light. Does it shed light? If so, how bright is it? This is an example of how side effects can come into play.

What constitutes a side effect is up to the individual DM, but in no case should it be used to add additional magical effects to a spell. Side effects are
not magical in nature. They are the natural results of certain effects. A loud noise can deafen, a glowing spell sheds light, a firey spell may ignite combustables... those effects are not magic. You cannot, for example, cast an illusion of a hypnotic effect and thereby charm a group of enemies, claiming the sideeffect rules.

To determine the level of effect of any side-effect, use one-third the spell level. The side effect level of a level 9 spell would be 3. In all cases, side effects are up to the DM to determine, using common sense.

Some example Side-Effects

With a level seven spell a Primal Druid erects a barrier in the form of a wall of fire, if the wall is attacked with unarmed attacks or natural weapons then they take 2d8 points of fire damage.
With a level nine spell a Skaldic Bard uses the Motion School to capture his foes in manacles made of beautiful music. As long as the spell lasts, any held by it will be calmed by the soothing sound.
An Illusionist who has great skill in the Illusion school creates an immitation of the sun. Those who fail their will save could be temporarily blinded, for a number of rounds equal to the Side Effect Level of the spell.

Milo v3
2012-04-25, 01:17 AM
Schools
Every spell that can be cast has one primary effect, or School. This idea holds true regardless of the outward form the spell takes. Does the spell heal injury? Does it move objects? Does it create illusions? Once you know the spell’s primary effect, you know its Mode, and how it works in the game.

A School is a general type of spell-effect, such as Illusion, Conjuration, etc. There are nine different Schools that together describe all the powers and abilities of modern magicians. Players should be familiar with the Schools that their characters know, as this tells them the kind of spells they can cast. DMs should know about how Schools work as well.

Each School functions as an individual skill and you must put skill points into them increase that skills ranks. The ability that modifies a school skill, is the ability used for the spellcasting of your highest spellcasting class. These skills aren't class skills for any class, instead the Order that the magician is using determines its class skills.

The Schools are as follows:
Conjuration
Destruction
Divination
Enchantment
Forbidden
Illusion
Manipulate
Motion
Transmutation
Ward

As stated above, choosing the right school to represent a spell is a process of determining what the spell’s primary effect is. The appearance and form of the spell make little difference when picking a School. An important point to remember is that the magician character does not know the School. Rather they know many specific spells that fall into 10 broad categories represented by the School. If a spell falls into a category that the mage hasn’t studied, then it cannot be cast, regardless of its outward form. This notion can seem confusing at first, so several examples are provided below to act as guidelines for the DM.

A Skaldic Bard has a 4 ranks in the Ilusion Skill and 2 to ranks in the Conjuration Skill. He often uses the Illusion School to create visual effects for his performances. But he decides that he wants to create an illusion which is some fearsome that this foes run in fear. The DM Rules that he cannot cast such as spell as emotional effects fall under Manipulation, regardless of the fact that he is creating the effect via an illusion.

Orders
An Order is a way of using Magic, like Skaldic or Sanguine Arcana — think of it as a character’s field of magical expertise. There are twelve Orders practiced by magicians currectly, described in detail in later posts. Though each interprets magic in a different way, a set of common, underlying principles governs its effects.

Players should concentrate on learning all about the Magical Order (or Orders) their characters have studied. This information describes how magic works for members of that Order, and how such spell casters view the practice of Magic.

Each order is a Feat which is generally only obtained as a Bonus Feat for a Spellcasting Class. If a class can gain an Order Feat it will be mentioned in its class features.

The Orders in the world are as follows:

Animagica
Cartomancy
Faustian Arcana
Geomancy
Primal Magic
Sanguine Arcana
Skaldic Magic
Shamanic
Sigillum
Sympathetic Magic
Theurgy
Verum Verbum

Milo v3
2012-04-25, 01:18 AM
Class Changes
As the system of magic has been changed in several significant ways many classes have to be modified to fit with these new rules.

Bard
Bardic Magic: A Bard can use his charismatic nature to cast spells. At first level a Bard gains access to one Order Feat from following list that he doesn't already have: Cartomancy, Skaldic Magic, Verum Verbum.

To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell. The Difficulty Class for a saving throw against a bard’s spell is 10 + the spell level + the bard’s Charisma modifier.

This replaces the spells ability of a Bard.

Whispers of the Mind (Su): Acts as the Suggestion ability of a bard except that it uses the Whispers of the Mind spell (seen in Sample Spells) rather than the suggestion spell. This replaces the Suggestion ability of Bards.

Shatter Spell (Su): Acts as the Song of Freedom ability of a bard except that it uses the Shatter Spell spell (seen in Sample Spells) rather than the Break Enchantment spell. This replaces the Song Of Freedom ability of Bards.

Orchestra of the Mind (Su): Acts as the Mass Suggestion ability of a Bard, except that it uses the Whispers of the Mind Spell rather than the suggestion spell. This replaces the Mass Suggestion ability of Bards.


Cleric
Gifts From the Mighty: A Cleric can channel the power of his lord to cast spells. At first level a Cleric gains access to one Order Feat from following list that he doesn't already have: Animagica, Faustian Arcana, Theurgy.

To learn or cast a spell, a Cleric must have a Wisdom score equal to at least 10 + the spell. The Difficulty Class for a saving throw against a Cleric's spell is 10 + the spell level + the bard’s Wisdom modifier.

This replaces the Spells, Domains, and Spontaneous Casting abilities of a Cleric.


Druid
Druidic Magic: A Druid can channel the power of the elementals to cast spells. At first level a Druid gains access to one Order Feat from following list that he doesn't already have: Geomancy, Primal Magic, Shamanic.

To learn or cast a spell, a Druid must have a Wisdom score equal to at least 10 + the spell. The Difficulty Class for a saving throw against a Druid's spell is 10 + the spell level + the Druid's Wisdom modifier.

This replaces the Spells, and Spontaneous Casting abilities of a Druid.

One with Nature (Su): At fifth level a druid gains the ability to turn himself into any Small or Medium animal and back again once per day. His options for new forms include all creatures with the animal type. This ability functions like the Beast Form spell (see sample spells), except as noted here. The effect lasts for 1 hour per druid level, or until he changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal with which the druid is familiar.

A druid loses his ability to speak while in animal form because he is limited to the sounds that a normal, untrained animal can make, but he can communicate normally with other animals of the same general grouping as his new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

A druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, a druid can use wild shape at will. As a druid gains levels, this ability allows the druid to take on the form of larger and smaller animals, elementals, and plants. Each form expends one daily use of this ability, regardless of the form taken.

At 6th level, a druid can also use wild shape to change into a Large or Tiny animal or a Small elemental. When taking the form of an elemental, the druid's wild shape functions as Primal State (See Sample Spells).

At 8th level, a druid can also use wild shape to change into a Huge or Diminutive animal, a Medium elemental, or a Small or Medium plant creature. When taking the form of a plant creature, the druid's wild shape functions as Verdant Flesh (See Sample Spells).

At 10th level, a druid can also use wild shape to change into a Large elemental or a Large plant creature. This replaces the Wild Shape ability of a Druid.

A Thousand Faces (Su): At 13th level, a druid gains the ability to change his appearance at will, as if using the Guise of Shadows spell (See sample spells), but only while in his normal form. This affects the druid’s body but not his possessions. It is not an illusory effect, but a minor physical alteration of the druid’s appearance, within the limits described for the spell.


Paladin
To be added

Ranger
To be added

Sorcerer
To be added

Wizard
To be added

Milo v3
2012-04-25, 01:24 AM
Obtaining Spells
Starting Spells
When a character first obtains an Order Feat he gains a number
of spells for each School equal to the number of ranks in that School Skill.
In addition, characters receive a number of bonus spell equal to the ability modifier for your Spellcasting Ability, these bonus spells can be from
any of their known Schools. These starting spells may be chosen from the examples provided later in this thread, or original spells may be created by the player.

Acquiring New Spells
Spells can be learned in a number of ways. In all cases the mage must know the Order and School of the spell to be learned.

By studying a spellbook, a magician can learn all the spells there. The base time is 1 day plus 1 day per Base Difficulty of the spell.
Learning a spell from a scroll or similar device has a base time of 3 days plus days per Base Difficulty of the spell.
Researching the desired spell directly has a base time of 2 weeks plus 1 week per Base Difficulty of the spell. (See the section
on Spell Research below.)
In all cases, when learning a spell that has any enhancement levels (see the section on Enhanced Spells), add the enhancement levels to the Base Difficulty for purposes of time required.

At the end of the base time, the student must make an School Skill check with DC equal to Base Difficulty of the spell. If one mage is teaching another, use the higher rating of the two.
On a failure, the magician must continue studying the spell for another period before re-rolling. On a success, the spell has been learned.

Spell Research
To create a new spell requires time and in some cases, resources. The base time to research any spell is 2 weeks plus 1 week per Base Difficulty of the spell. At least 8 hours each day must be spent in study. While this need not be entirely uninterrupted, frequent distractions will ruin any effort made for that day. At the end of the required time, the researcher
must make an School Skill check with a DC equal to the Base Difficulty of the
spell.
On a failure, research must continue for another similar period before re-rolling. period. On a full success or better, the magician has the desired spell.

Each Order of magic has a different manner of researching spells. (Animagica users might examine the anatomy of a corpse, create a sigil of fresh blood to see how it moves, etc.)

Milo v3
2012-04-25, 01:28 AM
Schools

Rules on Lowering Duration
If Duration is reduced to 1 round or less then spell's duration becomes 1 round. Unless the Duration is already 1 round or less.

Rules on Lowering Range
If range is reduced to 0 ft. then spell only affects the caster. Unless the range is already Personal or 0ft.

Rules on Lowering Difficulty
Difficulty can be reduced by lowered factors of the spell as opposites to increasing. Example: Decreasing the range of a Summoning Spell to 20 feat will decreases the Base Difficulty by 1.

But difficultly isn't reduced unless the whole factor is lowered by the amount by the +1 increment. Example: Decreasing the range of a summoning spell to 25 feet doesn't reduce the difficulty at all.[/I]

Conjuration School
The conjuration school covers spells that bring things into existence or take them out. There are three main category of Conjuration School spells: those that conjure inanimate objects, those that summon otherwordly creatures, and those that transport the creature instantaneously.


Conjure Object
Maximum Mass: 15 lbs. (+1 to Difficulty per additional 15 lbs)
Maximum Area: 5 cubic feet (+1 to Difficulty per additional 5 cubic ft)
Casting Time: 1 Round (-1 for every additional round)
Duration: 30 minutes (+1 to Difficulty per additional 10 minutes)

Conjuring inanimate objects creates material objects from magical energy. Up to 20 pounds of matter can be created per spell level, covering an area up
to 5 cubic feet per Level. Living matter cannot be conjured in this way. The caster must be familiar with the object or material to be conjured, though simple shapes like staves, swords, rope, etc. require no special training. The creation of exact replicas or finely detailed pieces incurs a penalty to the casting roll equal to a quarter of the Craft DC (rounding down).

When the duration of the spell ends, the object disappears, unless it has been consumed or mixed with other material. If a character drinks conjured water, it will quench his thirst, even after the spell duration expires.


Summoning
CR of Summoned Creature: 1 per Spell Level
Range: 50 feet (+1 to Difficulty per 10 extra feet of range)
Casting Time: 1 minute (-1 for every additional minute)
Duration: Varies (according to Pact; maximum 24
hours)

The Conjuration School is also used by spellcasters aiming to interact with extra-dimensional entities, such as bringing demons to the material plane and speaking with the dead. When used in this manner, it is no surprise to learn that Conjuration is perhaps the most dangerous and unreliable of the School, involving great risk when used at high levels of power.

The type of creature that is summoned is decided by the caster, though each of the Orders has restrictions on the types of beings it can summon. The level at which a summoning spell is cast determines the level of the creature that responds to the call. For example, a demon summoned with a level 3 spell must have an CR of 3.

If a spellcaster summons a creature for which there are no direct corresponding statistics, the DM must determine the game mechanics of the entity based on those of a similar creature. For example, the summoned
ghost of a long-dead Lizardfolk chieftain would have similar statistics to those he had in life: those of a Lizardfolk warrior. Summoned creatures may have additional special abilities, such as flight or incorporeality, as determined by the DM. As with all summoned entities, the CR of the summoned
creature is equal to the level of the spell.

Procedure of Summoning Spells
In any ritual summoning of creatures which might prove dangerous or hostile to the caster, he or she must inscribe the traditional Circle of Protection and Summoning Triangle upon the floor or ground. The form of these protective sigils vary by Order. Sigillum, Sanguine Sorcerers, and Animagicist may use various inks, chalks or even blood for the the inscriptions while Geomancers and Shaman may simply trace the pattern in the dirt, etc.

The time required to complete the circle and triangle is one minute. The more time and attention spent preparing the inscritptions, the better the chances of a successful binding. Five minutes spent crafting the inscriptions grants a +1 bonus to the save DC. One hour spent in preparation grants a +2 bonus while a full day grants a +3 bonus. Both the Magical Circle of Protection and the Summoning Triangle must be perfectly inscribed in order to have the desired effect. Even under ideal conditions, there is a chance that the caster will fail to correctly inscribe either the circle or the triangle
(Mishap on the spellcasting roll). A flaw in either of these two inscriptions may bring about disaster for the summoner.

The Summoning
While standing within the magical Circle of Protection, the summoner may then cast the desired spell of summoning. The summoned creature will arrive instantly, appearing within the confines of the Summoning Triangle. Anyone outside the magic circle may be attacked by any creature summoned.

Sealing a Pact
Once the summoned being has arrived, the caster may attempt to seal a pact with it. If the summoned creature is, by its nature, inclined to react with benevolence towards individuals of the caster’s Calling, it will offer to perform a service for the summoner (a friendly nature spirit for an Druidic Shaman or an Elemental to a Primal Sorcerer for example).
If the type of being summoned is one who has no such relationship towards members of the caster’s Order, it will always seek to resist the summoner. In this case, the summoner is allowed three chances to seal the pact by some other means. Each attempt causes the summoned creature to make a will save (DC 10 + any bonuses). If the creature fails on even one of these rolls, the pact is sealed. If the creature Succeeds on all 3 rolls, it is free to do as it wishes.

There are several methods which may be employed to seal a pact, ranging from offerings to threats and magical influence. The effects which any such attempt will have on a summoned creature are as follows:
Offering Riches: Fiends suffer a -1 penalty per each 1,000 gp worth of riches offered, per HD of the devil in question; i.e., an HD 8 Hellcat, for example, receives a -1 penalty when offered at least 8000 gp, -2 when offered at least 16,000 and so forth. Offering a soul (trapped by magic), or even one’s own soul, is one of the most common ways to bind a Pact with an entity from the lower planes because of its worth.
Offering a Service: This is most ideal method of sealing a pact. As long as the service offered is one which would appeal to the type of creature summoned (DM's discretion), a pact can be sealed without further delay.
Offering a Sacrifice: Fiends and other malicious creatures are extremely fond of sacrifices, and will always accept such an offering at once (as a rule, only the most evil summoners will make this sort of offer). On the other hand, many beings, like most elementals, never accept the offer of a living sacrifice.
Threat of Ham: Mere threats will never make a summoned creature agree to a pact unless the summoner possesses a weapon or magic item which the creature fears. If the summoner possesses such a device, the summoned being receives a penalty of between -1 to -10 on the Will save depending on the overall danger of the device to the creature.
Threat of Imprisonment: If the summoner possesses a spell or device that can imprison or trap a summoned creature, this type of threat will always
cause the creature to take a penalty of -4 on the will save.
Magical Constraint: Some spells of the Manipulation Skill may also be used to force a summoned creature to comply with a pact. This is the safest method of sealing a pact, as the summoned creatures resolve to resist the pact is reduced (-5 penalty to the Will save) with little risk to the summoner or even making them willing (-10 penalty to the will save).
Summoning by Name: If a spellcaster is able to learn the common name of any being, she is allowed an additional chance to seal any pact with that creature. Most creatures will reveal their common name (or names) in exchange for release from a pact of summoning, enabling the caster to summon the being by name the next time (+5 to casting roll on the summoning spell).
Uttering the True Name: If a spellcaster is able to learn the true name of any creature, he or she may coerce the creature into sealing any pact without delay. While knowledge of a creature’s true name allows the summoner to cast spells upon it at will, the possession of such knowledge is extremely dangerous; the creature itself will not rest until it has found a way to eliminate the individual who knows its true name. Furthermore, other individuals or beings desiring to learn the creature’s true name may attempt to coerce this knowledge from the summoner.
Failure to Seal A Pact
Failing to seal a pact of summoning also frees the summoned creature from restraint, allowing it to return to its home dimension. Hostile creatures may first seek to punish or slay the attacker, if they believe they can do so with comparative ease. If not, such creatures may instead seek revenge upon the caster at a later date.

Successfully Sealing A Pact
Once a pact has been successfully sealed, the summoned creature may be made to perform a service for the caster. The exact type of service which any summoned creature may be made to perform varies according to the creature’s abilities. No summoned being can provide answers to questions it cannot possibly know; for example, no summon shadow could enlighten a spellcaster about the principles of the weather cycle, but would be knowledgeable on matters of the soul and the afterlife. Ghosts are likely to know much of what they knew in life, though some will have more malicious knowledge, such as the name of their murderer if they were a victim of such a crime. The DM is the final judge on what a summoned being may or may not know.
Note that should the caster command a summoned creature to undertake any service which it is not within its abilities to perform, the pact is instantly broken. In such cases, the summoned creature will simply return to its home plane, though hostile beings may seek vengeance upon the caster at a later
date.
A Summoning effect requires time to cast, equal to 1 minute. The default duration of the summoned creature’s servitude depends on the terms of service agreed to in the Pact. Few entities will consent to service longer than 24 hours, unless forced or the summoner offers irresistable enticement. Once the duration of the spell ends, the being either vanishes, or remains on the material of its own volition if it is able to do so for any reason (immense power, magical ability, etc....)


Teleportation
Casting Range: 5 feet (+1 to Difficulty per 5 extra feet of range), or touch.
Casting Time: 1 minute (-1 for every additional minute)
Teleport Range: 1 mile per level.
Plane: Current (+5 Difficulty for planar travel)
Layer: Current (+1 Difficulty per layer travelled)
Saving Throw: A Will Save is allowed to negate (DC 10 + Half Spell Level + Spellcasting Ability Modifier).

The Conjuration School is also used by spellcasters wanting to travel long distances instantaneously. When used in this manner, it is no surprise to learn that Teleportation is perhaps the most valued of the School, being able to move armies across the world when used at high power.

All creatures within the casting range can be teleported, but the caster can decide to exclude individuals at the cost of increasing the Difficulty by +1.


Reverse: Banishment
CR of Banished Creature: 1 per Spell Level.
Range: 20 feet (+1 to Difficulty per 10 extra feet of range)
Casting Time: 1 Round (-1 for every additional round)
Saving Throw: Will (Negates) (DC 10 + Half Spell Level + Spellcasting Ability Modifier)
Spell Resistance: Yes

Cast in reverse, the Conjuration School dispels conjured objects and returns any summoned creature to its plane of existence. Attempts to banish entities are made with a base difficulty equal to the creature’s CR. Unlike summoning,
banishing summoned creatures takes only 1 round to cast. A spellcaster
can use the Banishment on entities that he cannot summon, but takes a -5 penalty on the casting roll when doing so.

Destruction School
The Destruction school covers spells that deals with channeling destructive
magical power and hurling it at an enemy, creating weapons of it, or basically any offensive spell.

These spells can deal different forms of damage (Such as piercing, bludgeon, fire, etc.), when cast the spell's damage is one of these types, choosen when the spell is first created. If the damage dealt is an energy (Acid, Cold, Electricity, Fire, Force, Positive, Negative, or Sonic), then the difficulty is increased by +2.


Ranged Destruction
Damage: 1d6 per Spell Level
Duration: Instantaneous (+2 to Difficulty per additional round)
Range: 30 feet (+1 to Difficulty per additional 10 feet)
Saving Throw: Reflex (Halves) (DC 10 + Half Spell Level + Spellcasting Ability Modifier)
Spell Resistance: No.
Target: One Target (+2 to difficulty per additional target)

Ranged Destruction spells create attacks at range, this can vary from launching blades, to a fireball, etc. but all deal 1d6 damage per the spell’s level; for example, a level 6 Ranged Destruction spell deals of 6d6. A mage may also cast an Destruction spell meant to subdue, rather than kill, dealing non-lethal damage.

At the cost of increasing the difficulty by +2 this can function as ranged touch attack.


Melee Destruction
Maximum Cost of Weapon: 25 gp (+1 difficulty per additional 25 gp)(Natural Weapons are worth 10 gp per size category above medium and are worth zero if its size category is medium or below)
Damage: 1d8 per Spell Level
Duration: 1 minute (+1 to Difficulty per additional minute)
Saving Throw: No
Spell Resistance: No.
Target: Personal or One (+1 to difficulty per additional target)

Melee Destruction spells can also be cast, such as a fiery blade or magical claws. These effects last for one minute or more depending on the duration specified.

A weapon is chosen at creation of the spell, you wield this weapon as if it were a normal weapon of its type except for traits mentioned here. Attacks with the weapon are melee touch attacks. The weapon deals 1d8 points of damage per level.

You can choose to make your weapon immaterial, your Strength modifier does not apply to the damage and it reduces difficulty by -1.
This effect is dismissed if the target stops being in contact with its weapon.


Zone Destruction
Area: 20ft (+1 to Difficulty per 10 additional feet of radius)
Damage: 1d4 per Spell Level
Duration: Instantaneous (+2 to Difficulty per additional round)
Range: 15ft (+1 to difficulty per additional 5 ft.)
Saving Throw: Reflex (Halves) (DC 10 + Half Spell Level + Spellcasting Ability Modifier)
Spell Resistance: No.
Targets: All within area (+2 Difficulty per exception)

Zone Destruction spells create area attacks, these deal 1d4 per the spell's level damage everything within, even the caster unless he is an exception.

Divination School
Divination spells are used to simulate supernatural senses, such as the ability to detect lies, divine the location of lost objects, see in darkness, or see
through illusions, or even see locations across the world.


Detection
Range: 20 feet (+1 to Difficulty per 10 extra feet of range)
Duration: 1 minute (+1 to Difficulty per additional minute)
Detected Factor: Specific (+1 to difficulty if not Specific, +3 to difficulty if Broad, +5 to difficulty if a concept)
Saving Throw: A Will Save is allowed to negate (DC 10 + Half Spell Level + Spellcasting Ability Modifier).

Detection spells allow you to sense things you might otherwise not. When a detection spell is created a Factor is choosen, this could be anything from Something you lost, Evil creatures, Magical Items, or even Lies. You can sense the presence of the choosen factor. The amount of information revealed depends on how long you study a particular area or subject.

1st Round: Presence or absence of your choosen factor.

2nd Round: Number of the Choosen factor in the area.

3rd Round: The location of each choosen factor within the spells radius. If one of the choosen factors is outside your line of sight, then you discern its direction but not its exact location.


Pierce Deception
Insight Bonus: +2 per Level
Target: 1 Creature (+2 Difficulty per additional target)
Duration: 1 hour (+1 to Difficulty per additional 10 minutes)
Range:: 20 feet (+1 to Difficulty per additional 10 feet)

Pierce Deception spells grants each target an insight bonus equal to the spells level times two. This insight bonus affects one of the following checks:
Saves against Illusions
Search Skill Checks
Sense Motive Skill Checks
Spot Skill Checks


Reverse: Obscure
Increased DC: +2 per Level
Target: 1 (+2 Difficulty per additional target)
Duration: 1 hour (+1 to Difficulty per additional 10 minutes)
Range:: 20 feet (+1 to Difficulty per additional 10 feet)
Target: Specific (+1 to difficulty if not Specific, +3 to difficulty if Broad, +5 to difficulty if a concept).

When cast in reverse, a Divination spell hides something from detection. Checks to locate the target have its DCs increased by a number equal to this spells level times two. This affects one of the following checks:

Search Skill Checks
Sense Motive Skill Checks
Spot Skill Checks

This also grants a bonus on saves to the targets against Detection and Scry Spells equal to this spells level times two.


Scry
Plane: Same Plane (+5 to Difficulty if Scrying a different plane)
Duration: 1 minute (+1 to Difficulty per additional 1 minute)
Range:: 1 Mile (+1 to Difficulty per extra Mile)

A Scry spell the grants ability to see and hear what is happening in a distant locale, as if one was standing there. The range of a Scrying spell is usually limited to one mile per spell level, though certain ancient races such as the
some know how to create spells that have inter-planar capabilities.

The caster must employ a reflective surface of some kind in which to view the images, and cannot automatically locate a particular spot within the Scrying area unless he or she has previous knowledge of the location to use as reference.

Only normal senses are effective while Scrying; though senses obtained through magic at the cost of +1 Difficulty per additional sense.

Coming soon is Supernatural Sense.

Milo v3
2012-04-25, 01:30 AM
Reserved for info

Milo v3
2012-04-25, 01:31 AM
Reserved for samples

EDIT: Vilpich can you remove your post then repost it as it ruins the order.

Empedocles
2012-04-25, 01:32 AM
post deleted since you were still reserving. my bad!

it said...
This sounds a LOT like chaos magic, from the Encyclopaedia Arcane series. Not accusing you of plagiarizing or anything, but it could be a source of information. Also, chaos magic is generally considered very broken...

Milo v3
2012-04-25, 01:36 AM
post deleted since you were still reserving. my bad!

it said...
This sounds a LOT like chaos magic, from the Encyclopaedia Arcane series. Not accusing you of plagiarizing or anything, but it could be a source of information. Also, chaos magic is generally considered very broken...

I've never heard of it. But this is a conversion of Talislanta's magic system so I don't take any credit for it really.

Debihuman
2012-04-25, 02:24 AM
Why not just use the free and official Talislanta D20 pdf product here: http://talislanta.com/?page_id=5#d20 The Orders and Modes in the book aren't open content, but you can always homebrew new ones.

Here's a quote from the book pg 193:


Modern Talislantan magic is not free-form or spontaneous. Rather, it is a precise discipline that involves the memorization of hundreds of formulaic spells. Players of spellcasting characters must create their own spells using the rules for spell creation as found under their particular Order. The spells that the player invents must fit within the style of the magician’s Order, the game-mechanics of the chosen Mode, and the practical restrictions of all modern Talislantan magic.

Magic in Talislanta expresses itself this way:


Players are free to design their own spells as long as they keep to the above restrictions on Talislantan magic, adhere to the limitations of their Order and have at least one rank in the Mode used for the casting of the spell being created. In other words, to design a spell that causes damage in the form of an explosive fireball, the character would need to have the Elementalism (pyromancy) feat and at least one rank in the Mode (attack) skill. A similar spell that manifests as an arcane
ball of energy would require the Wizardry feat along with the rank in Mode (attack).

If you are playing in the setting the rules on magic have more limits placed on them than they do in most other settings (Ravenloft setting is another example). However, if all you want to do is create homebrewed Orders, I say go for it.

Debby

Milo v3
2012-04-25, 02:43 AM
Why not just use the free and official Talislanta D20 pdf product here: http://talislanta.com/?page_id=5#d20

Here's a quote from the book:



Debby

This is going to be for 3.5e not D20.

Debihuman
2012-04-25, 02:55 AM
This is going to be for 3.5e not D20.

That is D20 3.5 not D20 4e. It is written under the OGL. They just didn't remove the logo.

Debby

Milo v3
2012-04-25, 04:01 AM
I plan to make new orders and make some changes. Also as it is the Talislanta Magic System doesn't work with 3.5e which is why I'm making this conversion. I have no idea about 4e and I'm basing everything I write here of the Pdf I got a year ago, which isn't for 4e Edition or 3.5e. It uses its own rules. It doesn't have feats and has a completely different set of rules.

Also I can't see that site you link to because of blocks on my laptop.

Debihuman
2012-04-25, 05:27 AM
I plan to make new orders and make some changes. Also as it is the Talislanta Magic System doesn't work with 3.5e which is why I'm making this conversion. I have no idea about 4e and I'm basing everything I write here of the Pdf I got a year ago.

Also I can't see that site you link to because of blocks on my laptop.

Dude, Talislanta d20 is NOT 4e, it is 3.5. The D20 system was originally licensed under 3e, but Wizards revoked the license. This product is designed to work with 3.5. You don't need to convert it. That's why I pointed it out to you.


Debby

Milo v3
2012-04-25, 05:41 AM
Dude, Talislanta d20 is NOT 4e, it is 3.5. The D20 system was originally licensed under 3e, but Wizards revoked the license. This product is designed to work with 3.5. You don't need to convert it. That's why I pointed it out to you.

Debby

I can't actually see what you linked to so I have never seen that version and still can't because of the blocks on my laptop.

Also my version of talislanta doesn't work with any version of D&D.

Debihuman
2012-04-25, 06:10 AM
I can't actually see what you linked to so I have never seen that version and still can't because of the blocks on my laptop. I can send you a copy, if you want. Just send me a private message.


Also my version of Talislanta doesn't work with any version of D&D.

Now I am really confused. If you are making it 3.5, why wouldn't it work with D&D? 3.5 is still D&D .

If you mean that it strictly tied to the setting, then you haven't seen my approach to gaming. I play with everything. Not all of it all the time but if I were DMing a game and one of my players said he wanted to play a Talislantian Magician, I'd be for it.

The only drawback to Talislantian magic is keeping track of penalties and doling out mishap consequences. Still, its not that difficult, just a bit more time intensive. I'd just make sure to have my charts handy and wing it.

Since you haven't posted your system yet, I can't say how it compares.

Debby

Milo v3
2012-04-25, 06:24 AM
Now I am really confused. If you are making it 3.5, why wouldn't it work with D&D? 3.5 is still D&D .

If you mean that it strictly tied to the setting, then you haven't seen my approach to gaming. I play with everything. Not all of it all the time but if I were DMing a game and one of my players said he wanted to play a Talislantian Magician, I'd be for it.

The only drawback to Talislantian magic is keeping track of penalties and doling out mishap consequences. Still, its not that difficult, just a bit more time intensive. I'd just make sure to have my charts handy and wing it.

Since you haven't posted your system yet, I can't say how it compares.

Debby
The PDF of Talislanta I have isn't compatible with 3.5e. Which is why I started to make this system. The PDF I have was published by Morrigan Press not Wizards of the Coast so I think it is different to yours.

Mine is Talislanta Fifth Edition. I'm converting its spell system from Talislanta 5e to D&D 3.5e

Yitzi
2012-05-11, 05:06 PM
For my own remake I've been considering a "every spell you might want to make" system, so once you post more here (particularly in terms of what effects require what levels) it's definitely something I'll want to look at.

Milo v3
2012-05-11, 07:02 PM
For my own remake I've been considering a "every spell you might want to make" system, so once you post more here (particularly in terms of what effects require what levels) it's definitely something I'll want to look at.

Luckily that was what I was planning on adding today, starting with the Conjuration Effects.

I've decided that I'll likely add in the rest of the class updates last as I should finish the main feature of this system.