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Magic

To the Taumur, magic is a dead art, a failed school of thought that should be given no legitimacy in discussion. Those who claim to practice it are either charlatans and outright liars, or worse, pagan barbarians wielding arcane powers beyond their understanding or control. Self-proclaimed casters should be captured and held if known to be weak and ineffectual. Those observed summoning dark arts or wielding magic as a weapon are the most dangerous enemies of the Taumur, and should be hunted down and destroyed.

For the denizens of Harth, magic was a part of their everyday lives prior to The Fracturing. Few wielded magic on a powerful and terrible scale, but the ability to cast minor magic was seen as a talent just as necessary as harvesting wood, or working metal. Those with true gifts were admired for their innate skill, and often became teachers within their communities, passing on their knowledge.

In the early years of the invasion, magic was a powerful weapon that kept the resistance from being overrun, and without it, many fear the Taumur will sweep across Harth, perhaps even to invade Brume, conquering the land and its' people. A brave few are not content to await such a fate, and have answered a new calling. Some hunt for signs of their fellow casters, while others search for lore and magic lost to The Fracturing, but all have chosen to set out despite the dangers they might face.

To embark on a journey seeking answers to the mystery of magic.

 

Casting Arcane Spells

Due to the failure of arcane magic, when a caster attempts to cast an arcane spell their chance of success depends on the level of the spell being cast and their Arcane Caster Level. A characters Arcane Caster Level is combined caster level from any arcane based spell-casting classes. Arcane casters may also receive an additional bonus to success, determined by a number of factors that are unknown to most arcane casters and not easily discovered.

Supernatural Abilities: Any supernatural ability tied to an arcane magic based class is treated as a 1st level spell where the Arcane Caster Level is doubled (before adjustments from feats or racial traits are applied).

Spell-Like Abilities: Any spell-like ability tied to an arcane magic based class is treated as having a spell level equivalent to the level of the spell the ability resembles or duplicates, where the Arcane Caster Level is doubled (before adjustments from feats or racial traits are applied). 

 

Percentage chance to successfully cast Arcane Spells

  Spell Level
Arcane Caster Level 0 1 2 3 4 5 6 7 8 9
1 10 - - - - - - - - -
2 20 - - - - - - - - -
3 20 10 - - - - - - - -
4 35 20 - - - - - - - -
5 35 20 10 - - - - - - -
6 60 35 20 - - - - - - -
7 60 35 20 10 - - - - - -
8 80 60 35 20 - - - - - -
9 80 60 35 20 10 - - - - -
10 90 80 60 35 20 - - - - -
11 90 80 60 35 20 10 - - - -
12 95 90 80 60 35 20 - - - -
13 95 90 80 60 35 20 10 - - -
14 100 95 90 80 60 35 20 - - -
15 100 95 90 80 60 35 20 10 - -
16 100 100 95 90 80 60 35 20 - -
17 100 100 95 90 80 60 35 20 10 -
18 100 100 100 95 90 80 60 35 20 -
19 100 100 100 95 90 80 60 35 20 10
20 100 100 100 100 95 90 80 60 35 20

 

Feats

Arcane Affinity
General
Prerequisites: 5 ranks in Knowledge (arcania)

For the purposes of spell success, your arcane caster level is increased by one.


Greater Arcane Affinity
General
Prerequisites: Arcane Affinity, 10 ranks in Knowledge (arcania)

For the purposes of spell success, your arcane caster level is increased by one. This stacks with Arcane Affinity.


Arcane Focus
General
Prerequisites: Arcane Affinity, chosen school

Pick a school. For the purposes of spell success, your arcane caster level is increased by two for arcane spells from this school. This bonus stacks with Arcane Affinity and Greater Arcane Affinity.

This feat can be selected multiple times, each time with a different school.