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Chapter 6: Magic
Magic in Feyworld
Saving Throws
The
saving throw for a spell in the Feyworld game is determined by
rolling D20 + the level of the spell + the appropriate Attribute
Modifier of the spellcaster (Int for Wizards, Cha for Sorcerors,
etc.). The caster may elect to use or memorize a spell at a higher
spell level than its basic level and receive a bonus to the saving
throw. This bonus is automatic when a Feat increases the spell
level. Spellcasting in Feyworld is much more fluid than in other D20
worlds and the spellcaster doesn’t always know how well he will
throw a spell.
Natural Spell Resistance
Magic is a pervasive
part of Feyworld, but it has a strange effect on the so-called
mortal races, such as humans, orcs, dwarves and hobbits. Individuals
exposed to a great deal of certain types of magic begin to build a
natural Spell Resistance to that sort of magic. This exposure has to
be direct exposure: casting spells of a certain school has no
effect, but being the target of a spell does. Natural Spell
Resistance is unlike the Spell Resistance of some magical creatures,
as it cannot be consciously or even magically suppressed.
This affect most
often manifests itself as a result of Conjuration (Healing) magics.
Natural Spell Resistance begins to build after an individual has
been subject to approximately 200 levels of magic. After the
200-level mark has been reached, the body begins to build a Natural
Spell Resistance to that specific type of magic at a rate of 1 NSR
per 20 levels thereafter. Natural Spell Resistance applies to the
specific subset of a school, if there is one, so someone who has
found themselves often receiving magical healing would gain an NSR
to Conjuration (Healing), but not to Conjuration (Calling) spells. A
particularly hardy and unlucky person could gain an NSR to Evocation
(Fire) spells, but still have no resistance against Evocation (Acid)
spells.
The only way to
counter this effect is by losing ones mortality. Elves are naturally
immortal and, thus, do not gain Natural Spell Resistance. Similarly,
once-mortal beings such as Undead do not gain Natural Spell
Resistance and lose any Natural Spell Resistance they gained in
life. Magical Beasts and Outsiders, already accustomed to the flow
of magic through their bodies, also do not build up this resistance.
Natural Spell
Resistance very rarely comes into play in a normal game, as most PCs
and most campaigns simply do not last long enough. But older and
sickly individuals who have repeatedly extended their lives through
the use of magic often find it more and more difficult to maintain
their hold on life through magic. Eventually, they become immune to
the spells that would save them and die of old age or the natural
causes that have beleaguered them.
Conjuartion (Summoning)
Spells
Most Conjuration
(Summoning) spells do not summon Outsiders, but instead teleport the
requested creature from a location on the Prime Material Plane to
the locale of the caster. This is a change to the Summon Monster
table (PHB p. 258) and the Summon Nature’s Ally table (PHB p. 260).
Whenever a normal animal is listed on those tables as Fiendish or
Celestial, the normal, non-Outsider version of the creature is
summoned. A Fiendish or Celestial creature can be summoned using
Summon Monster, but at a level two higher than the level listed in
the PHB. For example, Summon Monster III can be used to summon a
normal black bear or a celestial dog, but not a celestial black bear
(as listed on the table). This rule reflects that magic in Feyworld,
particularly Conjuration (Summoning) spells, operate along the path
of least resistance. It is much easier to translocate a creature
than to move it through the planar barrier. Even when merely
teleporting a creature, however, a planar catastrophe can occur, as
mentioned in the next section.
Planar Magic
Planar Magic in
Feyworld is a tricky thing. The gods established the barriers
between worlds for a reason and when those barriers are breached
without their consent, it can sometimes unravel, often with
devastating effects. Whenever a non-Divine caster attempts to use a
Conjuration (Summoning) or (Calling) spell, the caster must succeed
in a Spellcraft (Planar Magic) roll. If this roll succeeds, the
fabric of reality opens normally (for him) and no ill effects result
(outside the parameters of the spell in question). If a catastophic
failure is rolled, the spellcaster loses control over the rift.
Usually, this results in the appearance of an undesired Outsider
(who is not in control of the caster), but it could result in a
permanent planar rift, wherein creatures of another plane could walk
into the Prime Material without difficulty. Planar Rifts are strange
and often chaotic things and sometimes occur naturally, such as a
rift to the Elemental Plane of Fire in the heart of a particularly
violent volcano or a rift into Hell at a place where an especially
horrific event took place.
The DC for this roll
is a base 10 + the spell level, modified by the table below. If the
roll fails by 10 points, it is a catastrophic failure.
Planar Spellcasting Table
| Situation |
Modifier |
| Conjuration (Summoning) – Outsider |
+5 |
| Conjuration (Calling) |
+10 |
| Each level of
Abjuration spells cast to protect the area |
-1 |
| Sorceror spell |
-5 |
| Sorceror class |
-5 |
| Divine spellcaster |
-5 |
| Druidic spell |
-2 |
| Druidic class |
-2 |
| Per EL of creature(s)
summoned |
+2 |
For example, a
Sorceror casts the sorcery spell Summon Monster IV, attempting to
call a Hell Hound. This is a fourth-level spell, so the base DC is
14. Summon Monster IV is a Conjuration (Summoning) spell and the
Sorceror is attempting to summon an Outsider, so the difficulty
rises to 19. A single Hell Hound has a EL of 3, so the difficulty
rises to 25. Because he is a Sorceror, the DC drops by –5 to 20.
Because he is using
a Sorcery spell, the DC drops by –5 again to 15. If he were also a
divine spellcaster (multiclassed Sorceror/Cleric), the DC would drop
to 10. If he were also a Druid, the DC would drop to 8. If he wasn’t
a sorceror at all, but a single-classed Wizard, the DC would have
stayed at 25!
A wizard casting
Gate (a ninth-level Conjuration [Calling] spell) to summon a Balor
(an 18 EL creature) must succeed in a Spellcraft (Planar Magic)
check with a DC of 55! Without a number of Abjuration spells
operating in the area, even a 25th level mage will most likely fail
catastrophically.
Divine spellcasters are not subject to this rule. They have at least
tacit permission from their deity or their deity’s servants to
manipulate planar magic. There is no need for a Planar Magic check
when a non-outsider is summoned with a Conjuration (Summoning)
spell, as the planar barriers have not been breached.
If the caster fails
his Planar Magic roll by more than 10 points, a catastrophic failure
occurs. The effects of a catastrophic failure are up to the whim of
the DM. If the summoner succeeds by more than 10 points, the
summoned Outsider(s) remain for as long as the caster wishes, though
any control the caster has over the Outsider ends with the duration
of the spell.
The Barricades
Magic on Feyworld is
unusual and often unpredictable, but no single magical effect has
confounded researchers and philosophers alike are the Barricades
which criss-cross the globe. The longitudinal Barricade runs through
the Great Ocean just north of the Great Empire, enters the Betshaban
Waters south of Eeridia and runs through Haleland, the Pale Marches
and Vagorosh before entering unknown territories. The latitudinal
Barricade runs north-south, crossing into land between the Plains of
Tazgrat and Kadach, affecting Deiros, Elarean, and Darria before
entering the Great Ocean; it touches land again in Lun Dorak and
runs north through Daciara before entering the Endless Sea in the
north. Each barrier is approximately 30 miles in width and are
invisible to normal and magical sight.
The Barricades have
a strange affect on magic. Mortal magic cannot pierce the veil,
preventing divinations, teleportation and other magic which would
normally reach regions on the other side of the Barricade. Within
the Barricades, most magic operates normally, but magic that would
allow any form of communication or quick travel automatically fails.
Some philosophers
believe that the Barricade was created by some powerful
intelligence, perhaps even the gods themselves, to prevent easy
travel between the four corners of Feyworld. The central problem
with this theory is that divine spellcasters are as hindered as
other types of casters. Opponents of this theory point out that, if
the gods had created the Barricades, their priests should be able to
pierce it. Others suggest that Feyworld is actually composed of four
separate planes of existence which interact in such a way to appear
geographically connected along the Barricades, but actually exist
independently of one another. Opponents of this theory point out
that planar magic should work through the Barricades if this theory
is true. Because of the dangers inherent in planar magic and the
lack of extensive knowledge on the subject in academic circles, this
theory is extremely difficult to prove or disprove. For now, the
enigma Barricades is as unbreachable as the Barricades themselves.
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