magnimar:spells
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magnimar:spells [2016/06/26 14:52] – created sam | magnimar:spells [2016/10/01 10:47] – sam | ||
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====== Spells and Magic ====== | ====== Spells and Magic ====== | ||
- | ===== Arcane | + | ===== Spells ===== |
- | Free spells gained when going up a level must be taken from the //Core Rulebook//. | + | ==== Arcane Spells ==== |
+ | |||
+ | Free spells gained when going up a level must be //Common// spells | ||
Other spells must be purchased (or obtained via ' | Other spells must be purchased (or obtained via ' | ||
- | ^ Source | + | ^ Source |
- | | Core Rulebook | + | | Core Rulebook |
- | | Non-Core Rulebook | + | | Non-Core Rulebook |
- | | Other Paizo Source | Rare | x5 | | + | | Other Paizo Source | Rare | x5 |
- | | Non-Paizo Source | + | | Non-Paizo Source |
- | This doesn' | + | This doesn' |
- | ===== Divine Spells | + | |
+ | === Gaining Spells === | ||
+ | |||
+ | //Common// spells automatically gained when going up a level are gained immediately after a night' | ||
+ | |||
+ | Wizards and other book learners can learn other spells by spending time studying and researching them. | ||
+ | |||
+ | If you have a copy of a spell in a scroll or a spell book, you must first decipher the spell. This requires either the use of //Read Magic// (in which case the process is automatic, and takes 1 minute per spell level), or a // | ||
+ | |||
+ | Learning a spell you have a deciphered copy of takes 1 day per spell level, and requires a Spellcraft DC 15 + level of the spell. If you fail, then you must wait until gaining another rank in // | ||
+ | |||
+ | If you don't have a copy of the spell, then you need to research the spell. It takes 1 week per spell level, and the cost is 100gp per level of the spell in materials. You need to make a Spellcraft check equal to 15 + 2 x level of the spell, modified by rarity. If you fail, you lose the money and the time. You can try again, and get a cumulative +1 for each previous attempt at that spell. | ||
+ | |||
+ | == Sorcerers == | ||
+ | |||
+ | Sorcerer' | ||
+ | |||
+ | If you have a deciphered copy of a non-Common spell scroll (not a spell book) prior to going up a level, then you may automatically learn that spell when you select your spells when levelling up. The scroll is consumed in this process as you ' | ||
+ | |||
+ | Sorcerers are unable to invent or research non-common spells they haven' | ||
+ | |||
+ | ==== Divine Spells ==== | ||
As for //Arcane// spells, Divine spells can only be selected from the //Core Rulebook// unless the character has had a chance to study them first. Temples, NPCs or scrolls are possible sources. Temples and NPCs will generally charge for access to these spells. | As for //Arcane// spells, Divine spells can only be selected from the //Core Rulebook// unless the character has had a chance to study them first. Temples, NPCs or scrolls are possible sources. Temples and NPCs will generally charge for access to these spells. | ||
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Costs are as for //Arcane// spells. | Costs are as for //Arcane// spells. | ||
- | ===== Psychic Spells | + | ==== Psychic Spells ==== |
If you are a //Psychic// character (not permitted by default), then spells in //Occult Mysteries//, | If you are a //Psychic// character (not permitted by default), then spells in //Occult Mysteries//, | ||
+ | |||
+ | ===== Magic Items ===== | ||
+ | |||
+ | There is a restriction on how good some items can be. Weapons and armour are limited by their type, so bigger weapons and heavier armour are easier to enchant than smaller of lighter items. | ||
+ | |||
+ | Weapons are limited by the maximum damage they do. A weapon can have a maximum enhancement bonus equal to half it's maximum damage (round down), to a limit of +5. This is the base damage of the weapon. So a dagger (d4) is limited to +2, a longsword (d8) to +4. A small dagger (d3) is limited to +1. | ||
+ | |||
+ | Armour is limited to half the armour bonus (rounded up), to a maximum of +5. | ||
+ | |||
+ | ===== Raise Dead ===== | ||
+ | |||
+ | If a character is raised from the dead using //Raise Dead//, // | ||
+ | |||
+ | This assumes humans. Halflings and Half-elves have a x2 multiplier to the roll, Gnomes and Dwarves x3 and Elves x5. The multiplier applies to the raised and the raiser independently. | ||
+ | |||
+ | This means people are generally unwilling to //raise// someone unless there' |
magnimar/spells.txt · Last modified: 2016/12/10 11:53 by sam