Casting Classes and Requirements
Bards: need vocal and material component (musical instrument or other prop).
Rune Mages: Somatic components only.
Gypsy: Somatic components (dancing) required, material component (violin or other musical instrument) not necessary.
Blade Singer elven multi-class: material component (weapon) and verbal component (whistling) required.
The mage spends two weeks and 1d10 X 100gp and the appropriate nwp cost. The chosen spell is one he already knows. Signature spells allow the mage to cast the spell as one xp level higher if the spell is level based. If the spell is not level based, the caster can bestow a -1 to the target's saving throw or gain a -1 to his casting time if the spell is not level - based.
1st - 3rd level costs one nwp
4th - 6th level costs two nwp
7th - 9th level costs three nwp.
Signature Spells Double - Specialization and Components Needed (Replaces Awakening Table)
A generalist mage can double specialize in a spell to gain the benefit of no material component if materials are needed, no somatic component if somatic components are needed, and if only a verbal component is needed, then the caster needs only to think about the spell, not even say a syllable. As a cost of this double - specialization the mage will spend the appropriate number of nwps, an additional 1d10X100gp per spell and a minimum of two weeks research time per spell.
1st - 3rd: costs two nwp
4th - 6th: costs three nwp
7th - 9th: costs four nwp
Specialist School Double - Specialization and Components Needed (Replaces Awakening Table)
The specialist can double specialize in his specialty (his primary school, no other schools allowed in the specialty) and allows him to cast any and all spells within his primary school with no material component if materials are needed, no somatic component if somatic components are needed, and if only a verbal component is needed, then the spell has a casting time is halved.
As a cost of this specialization, the wizard will spend the appropriate number of slots as per the signature spell double specialization, an additional 1d10X100 gp, and a minimum of two weeks of research time per signature spell in his primary school.
A mage can reinforce his familiar as per the 3rd edition PHB. The mage needs only to devote a spell slot when he reaches the appropriate level for the specific ability listed in the 3rd PHB. This ability will last for 24 hours. This option is allowed on a trial basis only.
Magic - User Sub-Classes
Channeler Wisdom 15 Constitution 15
A character can channel a number of spell points equal to a magic-user of the same level. A channeler has open spell points and does not have to memorize a spell once he successfully cast it. So at third level, the channeler has two first level open spell slots and one-second level open spell slot.
The Channeler can do the following at first level:
*Cast spells for greater effect; increase limited to no more than +2 xp level with one spell.
*Cast spells for lesser effect; not limited
*Never forgets spells once learned; must study new spells normally
*Does not need spell components to cast spells;
*Does need spell book for new spells not yet memorized
* Casts spells with casting time halved
Channelers gain their spell points back much quicker than normal magic-users.
Chart I. Spell Points Recovered
Walking / riding 2 / hour
Sitting / resting 4 / hour
Sleeping 8 / hour
Channelers can also use their own hitpoints, as spell points but cannot cast more spells a day then a magic-user of equal level.
Chart II. Fatigue in Relation to Massive Hit Point Loss From a Single Spell
25% loss: stunned for 1 turn
50% loss: stunned for 2 turns
75% loss: stunned for 3 turns
*100% loss: unconscious. The character must make a system shock roll or die.
Other character classes, except clerics, can become a channeler with the same frequency as someone might begin to exhibit psionicist's wild talents. Characters check at 1st, then once every five experience levels. Multi-classed channelers gain the spell points of a single - class channeler.
Base chance 1%
Wis, con, 18+ +3
Wis, con, 17 +2
Wis, con 16 +1
Mage chara +2
Per awakening +2
Chara 5th - 8th +1
The Rare Systems: Dream Magic, Ley Magic, And High Rune Magic
Rune Magic Dexterity 15 Wisdom 14
Rune Mages can use most swords and one-handed melee or thrown weapons because of his high dexterity needed to trace the arcane runes to empower them. This increases his THAC0 to that of a rogue's.
A rune mage can cast spells as a 2nd edition bard. These spells are known as low runes because they are only temporary effects. These runes are traced in thin air. Variations can include sigils inked into the skin or etchings of sigils placed upon items. These mages who specialize in utilizing items as their rune targets are known as artificers. These arcane sigils (what rune mages call tattoos) and etched runes can only be temporary runes that act exactly like casting a scroll. Like all mages, a rune mage must be one higher level than needed to cast the specific spell in order to make sigils (tattoos) or etchings upon an item.
He gains one permanent rune per level of experience. These runes are spells that have permanent effects. Any magic-user spell can become permanent especially guards, wards, and protection spells. Other racial runes such as giant and aboleth runes are very magical in nature and only the species themselves know of their meanings. A human who knows the species language can research other species arcane runes like researching a spell. He must spend the time to ponder its angles to realize its meanings and successfully understand the rune.
Activating Non - Magical Runes
A rune mage can, at 6th level, activate everyday runes, symbols and languages, such as private or do not enter, that is found along streets and in buildings around the city. The rune mage, as long as he understands the language, will be able to magically activate the signs intended purpose. Activating a non - magical rune is similar to a mage casting from a scroll. They do not count against his memorized total. Again, the rune mage must be one level higher than needed to activate the meaning of the particular non - magical rune. These runes are temporary unless the rune mage decides to take additional time and make it permanent. If so, the rune mage must over lay it with the corresponding arcane rune of similar meaning.
Ley Line and Node Magic
Nodes are sites or locations that act as a funnel to fill our world with energy from other planes of existence. This is similar in the way to how a spring feeds a lake from its bottom instead of a stream from the surface. Elves have referred to them as "springs". Ley lines gradually distribute this concentrated energy the same way a stream distributes water and nutrients as it flows. The energy from the ley line becomes accessible as that common energy found everywhere and in everything which the mage harnesses through the components of his spells.
Benefits of a Node and Ley Line
Directly tapping a node for purposes of spell casting will greatly modify the spell's original effect depending on if a minor or major node was accessed. Ley lines will have only a limited effect on spells. A magic-user is required to be at least 5th level in order to attempt to gain access to a ley line; to be 10th level to attempt a minor node and 15th level to attempt a major node.
Using a node or ley line will not increase the caster's level in regards to additional spells allowed to be cast, only the specific spell he wants to be reinforced by the ley line or node will be affected.
Major Node - range and duration: x2 to caster's level
Area of effect: +2 to caster's level, can be altered as ley line below
Damage: +2 damage die for all spells 1st - 3rd
Opponent magic resistance -30%, mr applies;
Save penalty: -2, one school or sphere -3
Specialist wizard penalty applies with node magic
Minor Node - range and duration: + 2 to caster's level
Area of effect: +1 to caster's level; can be altered as ley line below
Save penalty: -1, one school or sphere -2
Specialist wizard penalty applies with node magic
Ley Line - Range: +1 to caster's level, duration: n/a
Area of effect: square circle - alter shape of effect,
Length or side of square area = diameter of circle or spherical area
Damage: +1 damage die for all spells 1st - 3rd
Black Nodes / Tainted Springs and White Nodes
Black Nodes or " tainted springs " as some of the olven folk call them.
A black node is caused by over extended exposure to the negative material plane or controlled by an evil person. White nodes are simply the opposite of black nodes; overextended exposure to the positive material plane or controlled by a good person.
Gaining Access to Nodes For Mages
In game terms, a mage needs to make a constitution check with a -1 penalty for each alignment shift away from evil to gain access to a black node; an evil mage must make the same con check for a white node. For these purposes, only good, neutral, and evil alignments are used. For example, a lawful good mage will have a penalty of -3. Once successful, the mage can gain access to the concentrated amounts of magical energy being generated by the node.
If failed, the mage cannot cast any magic for a number of rounds equal to the difference between his roll and his constitution score. The mage can begin to cast at his normal spell ability after this time has elapsed.
* A mage will acquire an evil deity, demon, or devil's attention similar to a witch's patron or a Ravenloft Power's Check from gaining access to a black node. A mage will acquire the attention of a good entity, rarely a major deity, from gaining access to a white node.
Gaining Access to Nodes for Clerics
Before a good cleric can use a tainted or black node, the good cleric must first perform the Consecrate Ground ceremony and the prayer of Dispel Evil to disrupt the negative material plane in the local area. Evil clerics must do the same with a white node. Good clerics gain a >penalty while inside a black node as does evil clerics inside a white node. A Neutral Node is what scholars believe to be druid's groves.
Good aligned priests incur a -2 penalty for turning attempts inside a black node
A cumulative -2 penalty is incurred when the undead's creator is within 30'
Gaining Access to Ley Lines for Magic-Users
Since ley lines are unaligned, there are no constitution checks to be made or ceremonies to perform. A detect magic spell cast consecutively will show a ley line. A detect ley line spell will do the same but with one casting. A successful intelligence check or spell craft check, depending on the DM, is needed to identify a ley line. Clerics do not concern themselves with ley lines, unless they are druids or someone who worships the deity of magic.
Ley Line and Node Specific Spells
Level Level Name
1 1 Detect Ley Line
3 2 Access Ley Line
3 2 Locate Source Node Personal Spell
3 2 Read Node
5 3 Secure Ley Line Personal Spell
5 3 Scry Via Ley Personal Spell
7 4 Dam
12 6 Fork
12 6 Secure Node Personal Spell
14 7 Enhance Node Personal Spell
14 7 Ley Ride Personal Spell