Posts Tagged With: non-vancian

Non-Vancian Class: Elementalist

The last entry on the Urbanekovian Magic system for a while.  Finishing this class up has exhausted my ideas about it for the time being.

Please refer to the intro piece first for more information about the spellcasting system this class makes use of.

Ability Scores:

Minimum score: Wis 16

10% XP bonus: Wis 18+

Hit die:


Class Skills:

Concentration, Craft, Decipher Script, Knowledge (Nature), Knowledge (Planes), Profession, Spellcraft

Skill proficiencies:

4 at first level, plus one additional every 4 levels above first

Table: The Elementalist

Level BAB Fort Ref Will Special Primary Element Secondary Element Tertiary Element Quartenary Element Pentenary Element
1 +0 +0 +2 +2 Magesight, familiar +3
2 +1 +0 +3 +3 +4
3 +1 +1 +3 +3 +5
4 +2 +1 +4 +4 Secondary Element +5 +1
5 +2 +1 +4 +4 +6 +2
6 +3 +2 +5 +5 +7 +3
7 +3 +2 +5 +5 Tertiary Element +7 +3 +1
8 +4 +2 +6 +6 +8 +4 +2
9 +4 +3 +6 +6 +9 +5 +3
10 +5 +3 +7 +7 Quartenary Element +9 +5 +3 +1
11 +5 +3 +7 +7 +10 +6 +4 +2
12 +6/+1 +4 +8 +8 +11 +7 +5 +3
13 +6/+1 +4 +8 +8 Pentenary Element +11 +7 +5 +3 +1
14 +7/+2 +4 +9 +9 +12 +8 +6 +4 +2
15 +7/+2 +5 +9 +9 +13 +9 +7 +5 +3
16 +8/+3 +5 +10 +10 +14 +10 +8 +6 +4
17 +8/+3 +5 +10 +10 +15 +11 +9 +7 +5
18 +9/+4 +6 +11 +11 +16 +12 +10 +8 +6
19 +9/+4 +6 +11 +11 +17 +13 +11 +9 +7
20 +10/+5 +6 +12 +12 +18 +14 +12 +10 +8

Bonus SP:

If the Elementalist has a Wisdom of 17, she gains an additional SP per level, assignable to any element’s pool that she currently has access to.  If the Elementalist has a Wisdom of 18, she gains two extra SP, each assignable to any elemental SP pool that the Elementalist currently has access to.

Class Abilities:

Armor and Weapon proficiencies:

Elementalists begin with 2 weapon proficiencies chosen from the following list: club, dagger, hammer, quarterstaff, sling, handaxe.  A new weapon proficiency is gained every 4 levels above 1st.  They are not proficient with armor or shields.


An Elementalist has the ability to sense the flow of thaum through the world.  By spending one spell point, she may open her mind to see this flow directly.  She may leave this Magesight open as long as she desires, but prolonged exposure to the true nature of the world will have serious repercussions on the mind of the Elementalist.  Everything seen via Magesight is indelibly imprinted in the memories of the Elementalist, and can never be expunged by any means short of death.  For every minute spent viewing dark energies or creatures, a wisdom check must be made.  A failed check means the Elementalist has permanently lost one point of wisdom.


Being attuned to the natural world, the Elementalist will be especially attractive to certain members of the natural world.  In particular, a single unusually intelligent specimen (Int. of 4, and able to understand the Elementalist’s native language) of the avian, canine, feline, or rodent family will attach itself to the Elementalist, regardless of the attitude of the Elementalist.  The animal will simply appear one day, and refuse to leave.  It will not force it’s company upon the Elementalist, but will stay closer if fed or shown affection.  If the familiar is ignored by the Elementalist, it will follow at a distance, and be seen perhaps once a week, occasionally leaving gifts near the personal effects of the Elementalist.  A befriended familiar will act much as a ranger or druid’s animal companion.  However, the ignored familiar will still have an uswerving loyalty to its chosen master, and will attack any being who seems to be imminently threatening the life of the Elementalist.  Additionally, it will appear in serendipitous moments as it is able to provide distraction, misdirection, cover, or any other service a cunning animal might provide.  If the familiar is slain, a new one will appear unbidden after approximately one year.


Elementalists draw upon the variations the thaumflow has as it flows through the basic elements in the Material Plane.  These elements are Air, Fire, Water, Earth, and Spirit.  At the beginning of his career, the Elementalist is able to channel the thaum as it flows through a single element.  As her power increases, she is able to master more elements.  Which elements she focuses on is up to her, though at least two elements must be mastered before she may begin mastering Spirit.  The “carrying capacity” of spell points is exponential, i.e. if 1 SP can lift one pound, 2 SP can lift 2, 3 SP can lift 4, 4SP can lift 8, and so on.

  • Air – controls gasses, both native atmospheric gasses and other “heavier” chemical gasses.  May be used to manipulate light objects, condense liquids out of vapor phase (creating fog or dew), and at increased power levels, deal damage and mimic weather effects.

1 SP will allow the Elementalist to move a 1 lb object within Close range, create a light fog bank of 5 cu. ft., or deflect projectiles of 1 oz or lighter (with sufficient warning).

  • Fire – controls or creates flames or fire, and increases the temperature of objects or areas.  Flames so conjured are of a magical as well as physical nature, and thus are able to harm creatures of the magical world.  Continuing fires lit by these magical flames are not so spiritually endowed.

1 SP will deal 1d6 fire damage to a touched target, or warm 1 lb of material 10 degrees.

  • Water – controls any liquid, whether water-containing or not.

1 SP will move 1 cu. ft. of touched water (approx. 7 gallons) up to 5 feet, or sense the location of Small or larger creatures within 20 feet which are submerged in a body of water.

  • Earth – controls stone, dirt, metals, or any other non-organically derived solid matter. May be used to change shape, strength, compositional arrangement, induce/remove magnetism in appropriate materials or other effects.

1 SP will make a 1 lb piece of steel lightly magnetic (able to pick up smaller pieces of metal, but unable to support it’s own weight on a larger iron/steel surface), or manipulate the shape of 1 cu. ft of metal/stone.

  • Spirit – controls/manipulates life force/living matter.  May be used to track, heal, harm, hide, control or manipulate living beings.  Several large scale organizations (international in scope) probably exist to regulate how this element is manipulated by Elementalists.

1 SP may be used to locate the source (raw direction only) of a piece of organic material for 1 minute, or deal 1 point of damage to a touched living creature.

Harnessing the Elements:

Certain natural activities create a buildup of available thaum in some locations that an Elementalist may tap into to power his spells.  Storms generate Air energy, sex (and other intense human emotions) generates Spirit energy, earthquakes generate Earth energy, volcanoes and large fires generate Fire energy, and tsunamis and fast-flowing water generate Water energy.

As much energy as is desired may be tapped by the elementalist from events such as thunderstorms, eruptions, tsunamis and the like.  Spirit energy generated during moments of intense human emotion is equal to half the total HP of the individual with the most HP in the group experiencing the same emotion, multiplied by the number of individuals simultaneously experiencing the emotional high (or low).

Harnessing a large amount of raw Elemental energy can be dangerous, however.  An Elementalist may safely harness up to his level in environmental SP.  If he taps more than his level, he suffers nonlethal damage per additional point of environmental up to his level again.  Above this limit, each additional point of additional SP inflicts 1 point of damage per SP harnessed.  Thus a 12th level Environmentalist could safely tap 12 SP from a thunderstorm, and a further 12 SP (taking 12 points of nonlethal damage), and up to his current hit points (say, about 60), for a total of 84 SP.  After tapping environmental SP, the Elementalist must wait a number of rounds equal to the point total tapped before he may attempt to channel any more environmental energy, as the local supply has “dried up.”

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Non-Vancian Magic: Options

Here are some additional things to increase the scope of my particular non-vancian magic system. Since some people complain about the 15-minute workday that the Vancian system perpetuates, I thought I would add in some extra rules that I had thought of previously to address that particular issue.  I didn’t include them originally because I didn’t want to make the whole thing too bloated.  But I guess I’ll bloat it up over here and call them “optional” rules or some such so that I can claim the whole system is actually elegant and streamlined.

Hmm.  I should come up with a name for my system, shouldn’t I?  From here on out, let’s call it Urbanekovian magic.  Is that too egotistical?  If Elminster, Mordenkainen, Tenser, and Otiluke get to name spells after themselves, why shouldn’t I name my system after myself? Especially since it’s fantastically brilliant.

Anyway, here are the “optional” variants:

1) Cantrips or At-Will magic:

Any minor spell effect may be effected for free, as long as the base cost for the spell is lower than the caster’s level divided by 3 rounded down.  Thus, a 3rd level Arcanist may cast any spell worth 1 SP (before any focus or specialization reductions) for free.  Familiarity point reductions do apply.

2) Healing and SP regain:

There are three options for this variant: Mild, Moderate, and Brutal.

Mild version:  Hit points regained by the caster also add half as many SP into the caster’s pool, up to the max number of SP the caster is allowed.

Moderate version:  The caster’s SP pool is not refilled by sleeping.  Each hour the caster does not work any magic (cantrips included), the caster regains his Int (or Wis bonus for Elementalists) bonus in SP.

Brutal Version:  The caster’s SP pool is not refilled by sleeping.  Each hour the caster does not work any magic (cantrips included), the caster regains his Int (or Wis bonus for Elementalists) bonus in SP.  Further, if the caster is healed, he regains half as many SP to his pool as he gains in HP.  Also, each time the caster takes damage, he loses half as many SP as HP.  Thus, if a caster takes 12 damage, he also loses 6 SP.  If he is healed 12 damage, he regains 6 SP.

Personally, I like the Brutal version best, because it reflects the physical toll that manipulating the thaumflow takes on a body.  Physical exhaustion makes it harder to manipulate the supernatural energies, so taking damage also affecting your casting ability makes sense.

Also of note, neither of these variants has much effect on Called Ones, since their manipulation happens through an intermediary, and they technically don’t even have a SP pool. Which is another way they are differentiated from Arcanists and Elementalists.

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Non-Vancian Class: Called One

This is the second of three major classes related to my non-vancian magic system.  Please see the introduction piece for a thorough description of how the system works.

Ability Scores:

Minimum score: Cha 16

10% XP bonus: Cha 18+

Hit die:


Class Skills:

Concentration, Craft, Decipher Script, Knowledge (Religion), Knowledge (Planes), Profession, Speak Language, Spellcraft

Table: The Called One

Level BAB Fort Ref Will Special Max Spell points:
1 +0 +0 +0 +2 Ceremony 1 3
2 +1 +0 +0 +3 4
3 +2 +1 +1 +3 Prayer 4
4 +3 +1 +1 +4 5
5 +3 +1 +1 +4 Ceremony 2 6
6 +4 +2 +2 +5 7
7 +5 +2 +2 +5 Miracle 7
8 +6/+1 +2 +2 +6 8
9 +6/+1 +3 +3 +6 Ceremony 3 9
10 +7/+2 +3 +3 +7 10
11 +8/+3 +3 +3 +7 Vision 10
12 +9/+4 +4 +4 +8 11
13 +9/+4 +4 +4 +8 Ceremony 4 12
14 +10/+5 +4 +4 +9 13
15 +11/+6/+1 +5 +5 +9 Intercession 13
16 +12/+7/+2 +5 +5 +10 14
17 +12/+7/+2 +5 +5 +10 Ceremony 5 15
18 +13/+8/+3 +6 +6 +11 16
19 +14/+9/+4 +6 +6 +12 16
20 +15/+10/+5 +6 +6 +12 Holy One 17

Class Abilities:

Skill proficiencies:

2 at first level, plus one additional every 5 levels above first.

Weapon and Armor proficiencies:

Called Ones begin with two weapon proficiencies. A new weapon proficiency is gained for every four levels above 1st. The proficiencies may be selected from the following list: bola, bo stick, club, flail, godentag, jo stick, hammer, mace, maul, morningstar, quarterstaff, sling, staff sling.

Called Ones are proficient with any armor and shields.


Unlike Arcanists, who recognize patterns in the universe and exploit them to create magical effects, the Called are individuals specifically chosen by a supernatural power (either a god or an agent of a god) for a special task on the Material Plane.  The Called are themselves aware of their particular mission, but often it is to spread the knowledge of their deity and increase the number of worshippers (meaning that the player is allowed to determine their own divine mission, which once chosen cannot be changed).

When a Called One casts a spell, it is not so much the Called him/herself manipulating the thaumflow, but the supernatural entity assigned to the Called One which does the manipulating.  The Maximum Spell Points given on the table above indicate the maximum number of SP that the supernatural entity attached to the Called One (hereafter called the Guardian Angel or Angel) will allow in any one casting.  The number of castings per day is unlimited so long as the Called One is directly acting to accomplish their mission.  If the Called One wishes to cast a spell not directly pertaining to the mission, the Angel will allow a number of spells per day equal to the Called One’s level plus Charisma Modifier.

There are 4 “Realms” which comprise the Called’s spell bases:

  1. Blessing – aid for those who the Called wishes to bring into the fold
  2. Bane – curses against those who oppose their deity’s agenda
  3. Creation – Bringing material objects into existence
  4. Destruction – Removing material objects from existence.

Base effects for each Realm:

Blessing –

  • +1 to attack or damage for 1 round – 1 SP
  • Cure subject of natural disease – 3 SP
  • Restore 1d6 HP – 1 SP

Bane –

  • -1 to attack or damage for 1 round – 1 SP
  • Cause natural disease – 3 SP

Creation –

  • Create food for one meal for 1 person – 1 SP
  • Advance 1 lb plant by 1 season – 1 SP
  • Create 1 gallon water in held container – 1 SP
  • Restores deceased 1 HD creature to life – 10 SP

Destruction –

  • Remove 1 cu. ft. of inert material from existence – 1 SP
  • Inflict 1d6 HP loss on touched target – 1 SP
  • Raise corpse as 1 HD undead – 5 SP

Any spell which a Called One casts through his guardian angel will be tied to one of these four Realms, and may not combine realms.

Divine Focus:

A Called One may possess or create for themselves a symbol which assists in the channeling of thaum  from the Angel to the material world.  Such a symbol will either be an image of the deity itself, or a part thereof, or else a stylized representation of a key portion of the deity’s theology.  The purpose of the benefit of the divine focus is to make more clear to unbelievers who is responsible for the power that they witness.  There are four classes of divine focus, which provide increasing benefit to the Called One who wields it:

Type Cost Benefit
Humble 10 gp +2 SP per spell
Righteous 100 gp +4 SP per spell
Mighty 1000 gp +8 SP per spell
Exalted 10,000 gp +16 SP per spell

Benefit:  A divine focus increases the maximum SP available to the Called One per spell.


The Called is invested at various levels with the authority to conduct certain ceremonies on behalf of the calling power.  The format of the individual ceremonies varies greatly between religions, but lasts at least an hour and involves many symbolic elements, whether physical objects, actions, or invocations.

  • Ceremony 1:Burial, Induction

The induction ceremony “claims” a soul for the deity and opens access to the deity’s particular afterlife for the individual.  Spells cast by Called Ones of the same deity as the Inducted person belongs to are cast at a 20% SP discount.  Receiving a second induction from a different deity invalidates the previous induction, and will mark that person as a traitor to the Called Ones and priests of the original deity.

The burial ceremony (usually) places the soul of a deceased person to rest, opening the way into the afterlife for the soul, and preventing the recently deceased from rising as undead.  This may be performed on any dead person, not just those who follow the same deity as the Called One. An emergency burial may be performed in one minute given a grave is already provided.

  • Ceremony 2:  Marriage, Investment

Married individual enjoy several blessings in relation to both their relationship and the production of offspring.  +2 Morale bonus to attacks, damage, and skill checks while the spouse is within 30 ft, +4 to attacks and damage when the spouse is in mortal danger, +20% to fertility checks.

Invested priests may participate in religious ceremonies and are blessed with the power to perform some simple magic and ritual magic dedicated to the deity. Priests may perform induction, burial, and marriage ceremonies, as well as lead ordinary worship services, offer standard sacrifices, and hold revival services to encourage more worshipers to join.

  • Ceremony 3: Excommunicate, Consecrate

Inducted followers who deviate greatly from the teachings/laws of the calling deity may be excommunicated by the Called of the same deity, whether in person or not.  This ceremony strips the offending individual of any blessings currently ongoing, and marks forever that soul as one who is cursed.  This mark is visible to all Called Ones and Priests, and may only be removed by an Atonement ceremony.

Holy ground or buildings may be consecrated by a Called One.  From that point on, as long as the site is maintained, any dead buried in the consecrated ground/building are immune to spontaneous undead generation.  Blessings cast and ceremonies performed on consecrated ground by followers of the same deity receive bonuses.

  • Ceremony 4: Atonement, Imprecate

Atonement will restore an excommunicated individual (of any religion) into the good graces of the deity (and church) the Called One serves.

Imprecate will call down the wrath of the divine upon any individual, typically leaders of groups directly opposed to the mission of the church or deity served by the Called One.

  • Ceremony 5:  Anoint, Desolate

Anoint is the ceremony whereby sovereigns of nations or heads of churches are installed in their offices, granting blessings to the rulers as long as they support the deity which installed them.

Desolate calls a curse upon an entire nation or region for their defiance of the deity confirming the desolation ceremony.  Effects may vary widely.


A Called One may spend at least a minute in prayer to ask for intercession in an urgent matter to the Called.  The prayer may be accompanied by any number of rituals (including sacrifices, relics, and any other manner of thing depending on the deity being prayed to) for increased effect/likelihood of intervention.  Things typically in the purview of a Prayer are blessings for a large number of people (such as an army before a critical battle), good weather for abundant crop production, or other wide-ranging but numerically small boons.


The Called One may request some form of miraculous event from his deity.  Such things may be creation of large amounts of material, forestalling or causing natural events, or other signs and wonders.  Final result left to the discretion of the DM.  Typical miracles might include the destruction/rout of a military enemy, the creation of enough food to support a nation in time of famine, a particularly showy event to convince undecideds to follow a particular deity.


The Called One may receive an immutable vision of the future (typically far in the future). Most will be compelled to record the vision for future generations.  Sometimes the vision is of the deity itself imparting knowledge for a particularly important upcoming event, or for the encouragement of the Called One.


Once per week the Called One may ask his deity for some direct intervention on the part of himself or another which is not technically directly involved in the Mission the Called One received.  (effects similar to a small Miracle or a larger Prayer)

Holy One:

The Called One has gained the highest honor from the deity who called him.  He may now perform at will any minor miracle (any miracle that would have a minor effect on a large number of people, or a profound effect on one person that does not defy existing natural patterns).

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Non-Vancian Class: Arcanist

Please refer to the intro piece first for more information about the changes to spellcasting abilities this class makes use of.

Ability Scores:

Minimum score: Int 16

10% XP bonus: Int 18+

Hit die:


Class Skills:

Concentration, Craft, Decipher Script, Knowledge (any), Profession, Speak Language, Spellcraft,

Skill Proficiencies:

4 plus one additional proficiency at every 4 levels above first.

Table: the Arcanist

Level BAB For Ref Will Special Spell points -16 Int Spell Points – 17 Int Spell points – 18 Int.
1 +0 +0 +0 +2 Magesight +3 +4 +5
2 +1 +0 +0 +3 +4 +5 +6
3 +1 +1 +1 +3 +5 +6 +7
4 +2 +1 +1 +4 +6 +7 +8
5 +2 +1 +1 +4 +7 +8 +9
6 +3 +2 +2 +5 +8 +9 +10
7 +3 +2 +2 +5 +9 +10 +11
8 +4 +2 +2 +6 +10 +11 +12
9 +4 +3 +3 +6 +11 +12 +13
10 +5 +3 +3 +7 +12 +13 +14
11 +5 +3 +3 +7 +13 +14 +15
12 +6/+1 +3 +3 +8 +14 +15 +16
13 +6/+1 +4 +4 +8 +15 +16 +17
14 +7/+2 +4 +4 +9 +16 +17 +18
15 +7/+2 +4 +4 +9 +17 +18 +19
16 +8/+3 +5 +5 +10 +18 +19 +20
17 +8/+3 +5 +5 +10 +19 +20 +21
18 +9/+4 +5 +5 +11 +20 +21 +22
19 +9/+4 +6 +6 +11 +21 +22 +23
20 +10/+5 +6 +6 +12 +22 +23 +24

Class Features:


An Arcanist has the ability to sense the flow of thaum through the world.  By spending one spell point, he may open his mind to see this flow directly.  He may leave this Magesight open as long as he desires, but prolonged exposure to the true nature of the world will have serious repercussions on the mind of the Arcanist.  Everything seen via Magesight is indelibly imprinted in the memories of the Arcanist, and can never be expunged by any means short of death.  For every minute spent viewing dark energies or creatures, a wisdom check must be made.  A failed check means the Arcanist has permanently lost one point of wisdom.

On the other hand, a minute spent beholding creatures or events of extreme beauty and light will have a 25% chance of restoring a lost point of wisdom, or a 25% chance of increasing the Arcanist’s Charisma by 1 point.  An Arcanist may only achieve a maximum of 18 Charisma this way.


Arcanists use their force of will to reach into the thaumflow that suffuses the material plane and alter aspects of it to suit them. Altering the material plane costs a certain amount of energy of the Arcanist, measured in spell points.  Greater magical effects cost a greater amount of spell points.

There are 8 schools of magic, which utilize the thaumflow in different ways.  (Focus given as examples, other focuses may be effective depending on desired spell effects). Each spell cast by the Arcanist pulls from at least one school, known as the Base school or Major school for that spell, and may include aspects of other schools, known as the minor schools.  Each school included in a spell increases the spell cost by at least 1 point per school.

Abjuration: Deflects or channels energies – compel motion

Focus: shield charm (Ru), chalked pentagram/circle (Ad), precious metal/stone charm (Sup), Permanent circle of precious material (Subl)

Conjuration: Alters space-time to deliver materials/creatures

Focus: fetish representation of subject (Ru), actual piece of subject (Ad), prepared fetish containing piece of subject (Sup), freely donated piece of subject (Subl)

Divination: Extends perception, even into the near future

Focus: natural reflective surface (Rude), highly polished crystal sphere (Ad), Silvered glass (Sup), polished metal mirror (Subl)

Enchantment:  Binds thaumic energies to objects/persons

Focus: strand of rope (R)

Evocation:  Transforms thaumic energy into tangible energy

Focus: lit candle (R)

Illusion:  Alters perception

Focus: alcohol (R)

Necromancy:  Direct interaction with life and quasi-life forces

Focus: blood or bone (R)

Transmutation:  Transform substances through either displacement or alteration

Focus: insect cocoon (R)

Minor effects cost a small number of spell points, while extending and enlarging those effects cost greater amounts of points.  Examples given below.

Abjur: +1 to one saving throw for 1 round – 1 point

Conj: Summon 1 HD creature for 1 round – 1 point

Div: +1 to attack for 1 round – 1 point

Ench: Make any object a Rude focus for 1 minute – 1 point

Evoc: 1d4 energy damage to touched subject – 1 point

Illus: Create small, silent image for 1 round – 1 point

Necr: 1 point of ability damage to touched target – 1 point

Trans: +1 to physical ability score for 1 round – 1 point

These effects are provided as a baseline for players and DMs to adjudicate desired spell effects.  Any possible effect may be achieved with enough creativity and spell points.

School Specialization:

Most Arcanists, intentionally or not, become more familiar with certain schools of magic than others.  Through exposure, practice, or study, moving energy along similar paths will create “ruts” in the Arcanist’s mind.  These “ruts” make moving energy along those paths easier.  This is similar, and builds on to the “Familiarity” factor, but is specific to the Arcanist’s schools.  When an Arcanist has cast a spell based primarily on one school a certain number of times in a certain period of time, the Arcanist is considered to be a Level 1 caster of that school (Level 1 Evoker, or Level 1 Diviner, etc.).  As a level 1 Evoker, the Arcanist may now cast spells with Evocation as the major school using 1 less spell point.  At higher levels, more points are saved, but the requirements are more intense.

Specialization Level: Point Saved (Major) Points Saved (Minor) Requirement A Requirement B
1 1 0 30 in 30 15 in 10
2 2 1 45 in 40 23 in 13
3 3 1 60 in 50 30 in 17
4 5 2 75 in 60 38 in 20
5 8 4 90 in 70 45 in 23
6 13 6 105 in 80 53 in 27
7 21 10 120 in 90 60 in 30
8 34 17 135 in 100 68 in 33

Specialization Level: There are 8 levels available for specialization in any one school.

Points Saved (Major): The number of spell points saved in any spell with this school as the major school.

Points Saved (Minor): The number of spell points saved in any spell with this school as a minor school.

Requirement A: The basic requirement for specialization to this level.  Given in the formula (Number of Spells) in (Number of Days).  As soon as the caster has cast the requisite number of spells in under the number of days indicated, he is eligible to utilize the school specialization discount.  Also at that point, the caster may begin working towards their level 2 specialization.

Requirement B: The more stringent requirement for specialization levels.  Given in the same formula as Requirement A.

Bonus Level (optional):

If an Arcanist gains a specialization level in all eight schools, they gain a bonus level.  They are considered to have their current XP plus the full difference between their current level and the next level. Thus, they will have the same amount of XP above that required for their current level as they did previously.

For example:  If an Arcanist had 720 XP and required 1000 XP to advance to level 2, and then cast enough spells to become a level 1 specialist in all 8 schools (an unlikely feat, but anyway…), he would then have 1720 XP.

Alternative method:  As an option, the DM may choose to award 100 times the specialization level for each specialization level gained.  Thus reaching specialization level 8 in any school will gain 800 XP.  (There is a total XP award of 3,600 available per school).

Personal Focus:

An Arcanist may craft for himself a personal focus to assist his concentration and control of the thaumflow. It must be crafted of materials worth at least 100 gp, and he must spend at least one week crafting the focus.  It may take any form, but common forms are wands, staves, totems, talismans, and the like.  Each day spent crafting the focus, 8 hours must be spent exclusively on the crafting of the focus.  A further 8 full hours must be spent resting.  The remaining 8 hours may be spent however the Arcanist wishes to spend them.  Further, the Arcanist must weave at least 3 spell points of Enchantment school magic into the focus each day of crafting.  Each day counts as one spell with Enchantment as the major school.

Cost Time to create Bonus
100 gp 1 week +1 save, +1 damage, +1 round duration, +10% range, or -10% SP
1000 gp 10 weeks +3 save, +3 round duration, +1 damage die, +20% range, or -20% SP
10,000 gp 100 weeks +5 save, +5 round duration, +2 damage die, +30% range, or -30% SP; soul fragment
100,000 gp 1000 weeks +10 save, +10 round duration, +4 damage die, +50% range, or -50% SP; Soul bind

Creating a focus may be broken up by week, so that a 1000 gp focus may be worked on for one week, and then put down for some time and then worked on again for another week.  The interval between sessions may be no more than a year and a day.

Personal foci may be used by Arcanists (or even hedge wizards) other than the creator, but only after the Arcanist that created it has died.  Physical descendants of the creating Arcanist may use the focus at no penalty, as well as any Arcanist or hedge mage trained by the creating Arcanist.  Those who would murder the Arcanist and steal a powerful focus will find it a difficult task, however, due to the soul fragment/soul bind properties of particularly powerful foci.

Soul fragment:  The focus is now an intelligent item, with a personality that matches that of it’s creator and an Ego score of 5

Soul Bind: After the creator’s death, instead of going to an afterlife, the creator’s soul enters the focus, and lives on in the form of an intelligent item.  If the focus is destroyed, the soul is released to travel to its appointed final destination.

Spellcrafting Example:

Since all of this has been the bare-bones structure of the system, rather than an explanation of how the system itself works, I will endeavor to provide a few examples of how this process would work.

Example 1: Fireball

Suppose we would like to recreate the classic spell Fireball.  First, we determine which school it belongs to, and if any secondary schools would apply.  Evocation is the primary school, and at the moment it is the only school.  The baseline for evocation spells is 1d4 to a touched target.  To increase the damage to 1d6, we would spend another spell point (2 total now).  Now, since we’d like the damage to be a ranged effect, we add another point to increase the range to Medium, so we have a spell costing 3 SP at the moment.  Now to make it an area effect instead of a single target, we will invest another two points to increase the radius by 20 ft.  So now we have a 40 foot wide gout of flame that we can place (almost) anywhere within 100+ feet of us that will deal 1d6 damage to everyone in the blast radius for a total of 5 SP.  Oh, wait, we need more than that to equal an SRD Fireball?  Ok, how many damage dice would you like?  Add another point for each one beyond the first, and an additional point to bring them up to a d6.  We’ll add 8 points to bring the total up to 5d6 damage, same as a 5th level caster normally would have.  That will make 13 SP for this spell, the first time it’s cast, for an Arcanist who does not yet have any specialization in Evocation.  Which puts it in the realm of possibility for a 4th level Arcanist (though it will drain a significant amount of power from her). The saving throw DC for the spell would be 10+Int bonus (at least 3)+SP/3 (4, in this case) for a total of 17.

That is completely unaided.  However, if the Arcanist has any sort of focus available, she may use it to reduce the SP cost of the spell.  Since the casting time is one round, she has the option to use one focus.  Assuming a fellow party member has a lit torch nearby, she could use that as a seed focus to reduce the cost of the spell by 20% (in this case 2.6 which rounds to 3) for a total of 10 SP.  That is just the right amount to avoid the chance of breaking the focus.

Or, if the Arcanist had cast the exact same spell within the last hour (being a higher level than 4th, obviously), it would reduce the cost of the spell by 1 point (to 12), and the seed focus would reduce the cost by another 2.4 SP (rounded to 2), for again, a total cost of 10 SP.

I know that seems like kind of a lot, but there is a lot of flexibility in the system.  Perhaps you wished to make the fireball effective against only your enemies and leave your allies unscathed.  Adding in Divination as a secondary or minor school would add 1 to the cost, plus 1 for every ally in the radius you wished to avoid.  Or you could add in extra points to make the spell last a whole round or more, potentially filling a doorway.  (The cost for the increased damage and extra dice would need to be paid every round).  Or you could pump in extra points to make the save DC higher.

Categories: Rules | Tags: , , , , , | 1 Comment

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