Old Spells & Psionics

Skill at Powers

Fundamentally, only Spellcraft, Faith, or Discipline are required to manifest power. The other skills outlined below enhance metaphysical knowledge and the ability to function in the role of wizard, cleric, or psion.

Spellcraft (INT, 3/2), Faith (PRE, 3/2), Discipline (EGO, 3/2)

The skill used to overcome spell limitations or exercise knowledge of magical theory (Spellcraft), divine challenge (Faith), or mental focus (Discipline). These skills cannot exceed 13- without an appropriate Class skill. It cannot exceed 16- without a Class skill of 14- or greater.

Class: Wizard (INT, 3/2), Class: Cleric (PRE, 3/2), Class: Psion* (INT, 3/2), or Class: Psionic Adder (+3 pts)

This skill reflects influence within the mystic, divine, or psychic worlds, guild/clerical rank or status, and the ability to draw upon the organization's resources. It is a combination of Professional Skill and Contact.

* If the character is not a dedicated psion but manifests psychic discipline as part of another class as a 3 point adder to his existing class skill.

KS: Mystic World (2/1): This represents knowledge of people, places, items, and other things of import to the arcane world. If it has relevance to either Spells, Arcane Society, Magic skill, or SS: Thaumaturgy, this skill will cover its knowledge.

KS: Divinity (2/1): Like KS: Mystic World, this skill is all thing relevant to divine order, celestial history, teachings, philosophy, secrets, and so on.

KS: Psychic World (2/1): Like KS: Mystic World, this skill is all things relevant to psionic organizations, history, etc.

KS: Planes, Demons, Dragons, Mystical Creatures, Undead, Artifacts, etc. (2/1): Specific knowledge of interest to mages and clerics.

Language: Arcane or Divine (1-4 pts, +1 for alphabet): Fluency is required to invent new spells at 30 active points per level of fluency; at fluency 4 there is no maximum . Knowledge of the alphabet and fluency levelx30 Active Points is required to read scrolls or rituals. When casting from a text if the fluency required differs from that of the caster a Magic skill roll is required at -1 per 10 active points. For each level of difference beyond 1 assess an additional -2 penalty.

Wilderlands Power Matrix Calculator (spreadsheet for table below - plug & chug)

Stat Bonus: Wizard = EGO, Cleric = PRE, Psion = CON

Cantrip AP = Rote AP * 0.6

Greater Rote AP = Rote * 1.5

Major Evocation AP = Evocation AP * 1.75

Greater Evocations AP = Evocation AP * 2.5

Cantrips

Cantrips are the most fundamental affect. All casters can perform these at will and with minimal expediture of energy. Some cantrips can be maintained either with concentration or continuous expenditure of energy, and can even be sustained with ambient energy.

Only non-attack, non-adjustment powers can be cantrips. Movement powers can only be cantrips at half the maximum AP. No cantrips can be Persistant.

Optional Advantages

    • Reduced Endurance (0 END) +1/2

    • Sustained +1/4; must be Constant power; can be maintained by spending a half-phase non-attack action at no additional END

Rotes

Rotes are finesse spells. Like Greater Evocations they also stress the caster's body and can only be used once without resting. Rotes are generally utilitarian in nature, changing the environment, enhancing movement, senses, etc.

Rotes must be non-attack powers. They cannot be Persistant, but can be Uncontrolled or Triggered (set trigger, no time).

Wizards can learn Healing as a rote power. When learned as a ritual, double the Real Points for purposes of calculating the cost. This is a transmutation power.

Adjustment Powers are built with Succor and only used once.

Required Limitations

    • Charges (1 or 2, possibly continuing, recoverable, recovers under limited circumstances: 5 min rest -1/4 more) (-1 1/2 or -1)

Greater Rotes

As with standard Rotes but usable only once per day.

Required Limitations

    • Charges (1, possibly continuing) (-2)

Minor Evocations

Minor Evocations are raw magic in its mastered form. Minor Evocations can be cast at the caster's will, but often require significant expenditure of energy. They are often elemental in nature and must be of one of the following special effects:

Force, Fire, Air, Earth, Water, Ice, Acid, Radiant, Infernal, Astral, Ethereal

Evocations must be attack powers. Evocations cannot be Persistant or take Extra Time.

Major Evocations

These evocations manifest significantly greater power than base evocations, but due to their increased level of power a casters body is greatly stressed during their casting. As such, there is a limited number of times a caster can cast a single spell without resting. The rest period need only be 5 minutes of inactivity for the caster and his body will recover from all spells cast.

Required Limitations

    • Charges (1, possibly continuing, recoverable) (-1 1/2)

Greater Evocations

These evocations manifest significantly greater power than even Major Evocations, and due to their increased level of power a casters body is stressed so much that only a full period of sleep can allow the caster to recover.

Required Limitations

    • Charges (1, possibly continuing) (-2)

Turning Undead

Undead are affected by the presence of the divine. As an attack action, a cleric can exercise Faith in the presence of undead. All undead present will take 1 point of BODY damage (NND does BODY) per point of success + a base of PRE/5 points. This damage is reduced by range (-1 point per range increment). The level of the undead however provides protection, reducing damage by 1 point per 50 total points of the undead. If the undead takes damage, they will not approach, although if attacked this will effect will be broken. If they suffer damage equal to their STR dice, or half their remaining BODY, they are pushed back 1" per point greater than that amount and must make a DEX roll or fall down, and will not approach. A cleric can sustain this by spending a half-phase attack action. If the turning is sustained, any undead who are attacked will defend themselves and then flee. Any undead that are prone from being pushed back will not rise but will crawl away until out of sight of the cleric. Sustaining this longer than a turn requires an EGO roll, and cumulative -1 penalty for each turn after the first.

A cleric may make 1 such attempt per encounter. After that the undead are immune to the presence of the cleric and cannot be affected further. Some undead may be more vulnerable to the presence of the divine as well.

Undead Disadvantages:

Physical Limitation: Undead, susceptible to divine energy (-10)

Vulnerability: divine channels x1.5 (-10)

Vulnerability: divine channels x2 (-20)

All Spells

All spells have the following baseline limitations. These baseline limitations do not affect the cost of the spell. The cost of the spell is based only on the advantages and limitations that impact the effect of the spell.

All non-attack spells have a Cost Multiplier of x0.5

All attack spells have a Cost Multiplier of x0.33

Baseline Limitations for Arcane Spells

    • Spell (-1/2)

    • Lingering Signature (All spells have a signature which can be tracked and identified to a single mage. Casting is +4 PER to magical senses.; -1/2)

    • Gestures (-1/4)

    • Incantations (-1/4)

    • Must Use at Full Power (-1/4) if the power could be used at lower effect

Baseline Limitations for Divine Spells

    • Spell (-1/2)

    • Only When Serving the God's Purposes/Must have Holy Symbol (-1/2)

    • Gestures (-1/4)

    • Incantations (-1/4)

    • Must Use at Full Power (-1/4) if the power could be used at lower effect

Baseline Limitations for Psionic Power

    • Spell (-1/2)

    • Lingering Signature (All spells have a signature which can be tracked and identified to anyone with Mental Awareness and Tracking. Casting is +4 PER to mental senses.; -1/2)

    • Combination of the following at manifest totalling -1: Gestures (Standard or Complex; -1/4 to -1/2), Incantations (Standard or Loud; -1/4 to -1/2), Extra Time (Full Phase, Extra Phase, 1 Turn; -1/2, -3/4, -1 1/4), Concentration (1/2 DCV to 0 DCV, Blackout; -1/4 to -1), Costs END (x1 or x2; -1/2 or -1)

Rituals

Real Cost: 1 character point

Rituals are the magics requiring finer technique, time, and material components. Rituals can be used to perform nearly any magical effect, including summoning entities, creating magical hovels, or everlasting fields of force.

The real points of the Ritual determines the market price for acquiring the Ritual, the cost of the components, and the level of magic skill required to perform the ritual.

Baseline Limitations should not be included in the Real Point calculation, only limitations above and beyond the baseline (e.g. Extra Time > 1 minute).

Cost Multipliers (as described for Rotes & Evocations) do not apply.

Magic Skill Required: 10 + Real Points/5

Ritual Price: (Real Points/2.5)^2 * 10 gp (do not round)

Component Price: Ritual Price / 5

Baseline Limitations

    • Focus (Bulky Ritual Focus; -1 1/4); Ritual Focus is by power type: Wizards = spellbook, Clerics = codex, Psions = meditation gear (mat, crystals, and oils)

    • Consumable Focus (Material components; -1/2)

    • Requires Light (-1/4)

    • Extra Time (1 Minute; -1 1/2)

    • Concentration (1/2 DCV; -1/4)

    • Standard Baseline Limitations

Additional limitations can be applied to reduce the Real Points of the spell.

Optional Limitations

    • Extra Time (5 Minutes; -1/2); increased casting time

    • Extra Time (20 Minutes; -1); increased casting time

    • Extra Time (1 Hour; -1 1/2); increased casting time

For Rituals that have a duration, they must be built as follows:

Duration

    • Continuous (+1); Required if power is not Constant

    • Sustained +1/4; can be maintained by spending a half-phase non-attack action at no additional END

    • Duration (1 Turn per Skill greater than 10-; +1/4)

    • Duration (1 Minute per Skill greater than 10-; +1/2)

    • Duration (5 Minutes per Skill greater than 10-; +3/4)

    • Duration (20 Minutes per Skill greater than 10-; +1)

Encumbrance Penalty

If the caster has an ENC Penalty, all spells will require a simple success/failure Spellcraft/Faith roll modified by the ENC Penalty. If the caster attempts to overcome limitations of the spell as described above, the ENC Penalty is added into the roll as well. The penalty, as is applied to spellcasting, is reduced by 1/5 the caster's STAT - 2, so a caster with a 13 STAT can ignore a -1 penalty, while a caster with an 18 can ignore -2.

Clerics ignore the first -1 of the ENC Penalty.

Psions are unaffected by encumbrance but any metallic DEF (Armor) on the head will have the same effect using the Armor's DEF * 0.75, ignoring magical bonuses.

Buying Powers & Ritual Foci

Cantrips/Minor Evocations 1gp/AP

Rotes/Major Evocations 3gp/AP

Greater Rotes/Evocations 9gp/AP

A Ritual Foci cost 50gp and hold 1280 active points. Spellbooks/Codexes require 1 page per 10 active points. Meditation Gear requires 1 crystal per 10 active points in the ritual.

Magical Healing

This is an interesting area of magic. The Healing power is available via Transmutation. However, the ability to heal damage caused by negative energy, generally associated with the undead, is only available to those who can channel divine energy. Additionally, raising someone from the dead also requires the intervention of the gods, although skillful conjurors have managed to grab a soul before it has flown to far from its body, bind it long enough for the body to be healed, and restore an individual to life. Channeling divine energy is an act of Conjuration, and requires the tacit approval of a god, generally only available to those with Ardor and knowledge of the appropriate rituals.

Only Simplified Healing (aka Normal Damage rolling) is allowed as an Evocation and must have the limitation Cannot Heal Impairing/Disabling Wounds (-1/2).

BODY healing can only be learned as a Ritual. The standard restriction of only healing the maximum amount of damage for the healing power is still in effect. Healing is considered an Attack Power with the appropriate Cost Multiplier.

Only clerics can learn healing applied to other stats besides BODY. Psions can learn healing as Self Only (-1/2) with the exception of EGO healing; psychic healing can be applied to others just as BODY healing can by clerics. Wizards can only learn Healing as a Rote or Ritual.

Ardor

Ardor represents ones connection to a particular god. Ardor costs 1 character point per 1d6 (Luck: No Conscious Control -2, Only in specific god's sphere of influence -1 1/2, Only when serving the god's purposes -1/2). Applying Ardor is a mechanic representing divine intervention at the will of the god-being. Any 1s rolled when exercising Ardor use up that Ardor until the next sunrise. Each pip of ardor generated can be used as a point of luck in a specific situation sanctioned by the deity. As a rule of thumb, 1 pip = reroll, 2 pips = success with side effect (disarmed, fall down, etc.) and secondary effect (PRE Attack, Recovery, skill use), 3 pips = success with secondary effect and +1 to all rolls for this encounter.

Temporary Ardor

Temporary Ardor can be awarded through sacrifice, donations, prayer, and notable deeds. Such Ardor works like any other, but if a 1 is every rolled during use, the Ardor fades and is gone for ever. This type of Ardor costs 0 points, and can only be earned during play.

Gifts

Gifts are spell like abilities bought with Charges, Extra Time (Full Phase minimum), Gestures (throughout if appropriate), Incantations (throughout if appropriate), Concentration (DCV 0, throughout if appropriate). Optionally can have Window of Opportunity, Ritual, Gradual Effect, and where appropriate Visible. All rituals are subject to GM approval and must reflect some aspect of the god.

The effect of these gifts should be to represent divine blessings or boons associated with the god. Lay On Hands, Cure Disease, Divine Power, sacrifices, etc. For the most part they can be any ability that fits the god's influence. Beyond Ardor a character need only pay for the gift, allowing non-spellcasters to acquire useful magical abilities.

Typically these abilities are only granted as a reward for completing a quest for the god, or as a mark of rank within a divine order, although they may be granted for a very short period by praying at an appropriate shrine.