All arcane and divine spellcasters can prepare a number of additional level 0 spells (cantrips/orisons) equal to their primary spellcasting ability modifier. Spontaneous Casters also gain this number of additional level 0 spells to their number of known spells.
Example: A level 3 wizard with an Intelligence score of 16 (+3 modifier) would be able to prepare the normal 4 level 0 spells and an additional 3 for their Intelligence modifier, for a total of 7 cantrips.
When casting a cantrip or orison that deals damage:
If the spell’s damage is 1d3, it now deals 1d6 damage instead.
If the spell’s damage is 1d6, it now deals 1d8 damage instead.
*Cantrips & Orisons on the Edrilia Site have already been adjusted for Expanded Damage.
When casting a cantrip or orison that deals damage, all arcane and divine spellcasters add their primary spellcasting ability modifier to the damage dealt. The additional damage is of the same type dealt by the cantrip or orison.
Example: A level 3 wizard with an Intelligence score of 18 (+4 modifier) casting the acid splash cantrip would deal 1d6+4 acid damage instead of just 1d3.
It is possible to disrupt a spell as it is being cast by using your own spell energy to interfere. Counterspelling works even if one spell is divine and the other is arcane.
Ready an Action: You must ready an action to counterspell, choosing a specific opponent as your target.
Identify the Spell: When the opponent begins casting, make a Spellcraft check (DC 15 + spell level) as a free action.
Success: You identify the spell and may attempt to counter it.
Failure: You cannot counter it this round.
Cast a Counterspell: To counter, you must expend an appropriate spell:
The same spell (if prepared/known and available), or
A spell of the same school that is at least one spell level higher, or
A spell specifically designated as its counter (such as haste vs. slow).
If the target is within range, both spells automatically negate each other with no further effect.
Metamagic feats are ignored when determining whether a spell can be used to counter another.
Dispel magic may always be used to attempt to counterspell, even without identifying the target spell. See dispel magic for details.
When a spellcaster successfully counters a spell that targets themselves, and both casters are within 50 feet, there is a 50% chance a Feedback Loop forms.
Feedback loops are never triggered by the use of Dispell Magic.
Both casters are locked in a magical duel and cannot take other actions until the loop ends.
Both casters gain the effects of Mage Armor and Shield for the duration of the loop (these do not stack with existing instances).
A visible line of force connects the casters.
This line functions like a Lightning Bolt of force, dealing 1d6 force damage per level of the countered spell to creatures in its path (Reflex save DC = 10 + spell level to avoid).
Creatures crossing the line later take the same damage once per square entered.
The line is divided into 5 zones with a glowing orb of energy in the middle.
At the start of each caster’s turn, both casters roll a caster level check (1d20 + caster level).
The higher roll pushes the orb one zone toward the opponent.
If a caster takes damage during the loop, they must succeed at a Concentration check (DC 10 + damage taken + spell level) or the orb shifts one additional zone toward them.
When the orb reaches a caster, it detonates:
That caster takes 1d6 force damage per total caster level of both participants.
That caster is knocked back 5 feet per combined caster level. If they strike a solid object, they also take 1d6 bludgeoning damage per 10 feet of movement prevented (minimum 1d6).
If a caster dies while the loop is active:
The orb explodes in a 15-ft. radius burst centered on the deceased caster.
All creatures in the area take 1d6 force damage per caster level of the surviving caster (Reflex save DC 10 + spell level for half).
In Edrilia not everyone posses the ability to wield magic. When characters are created they roll 1d100 to determine which classes they have access too.
Example: A new character rolls 1d100 and gets 82. This character has access to all classes listed in the Divine, and Non-Magic Columns.
*Wizard: If the Wizard Class is taken from the Non-Magic category, it must be taken at character creation and the starting age of the character must be at least Middle-aged. This is to account for the many years of dedicated study taken to achieve an understanding of the Arcane.
*Cleric: If the Cleric Class is taken from the Non-Magic category, it must be taken at character creation and the starting age of the character must be at least Middle-aged. This is to account for the many years of dedicated study and prayer taken to achieve an understanding of the Divine.
The region of the campaign determines the Innate Magic Table(High or Low) used when creating a new character.
In the Edrilian magic System, Mana, Grace, and Focus represent three distinct sources of magical energy. While all are used to cast spells, they draw from different wellsprings of power and have their own unique methods of replenishment and use.
This system replaces the normal Spells per Day system. It is intended to provide casters with an easy to track and more versatile way to prepare and cast spells. All Spells per Day are converted into a Mana, Grace, or Focus Pools that can be used to prepare, or spontaneously cast spells based on your class's level of spells per day allotment.
To calculate your Magic Pool take the number of Spells per day and multiply them by the level of the spell.
level 0 spells are not calculated in the Magic Pool and function normally for all classes.
Bonus spell slots granted by high ability scores are included in this pool.
Your total Magic Pool can now be used to prepare or spontaneously cast any spell you are normally capable of casting.
Each spell costs 1 point of your Magic pool per spell level.
Casters who prepare spells must still prepare their spell slots as normal.
*Example #1: A 5th level Wizard has the following Spells per Day: 3 level 1, 2 level 2, and 1 level 3, and an Intelligence score of 16 which grants an additional 1st, 2nd, and 3rd level spell slot.
1 level spells: (3+1)*1 = 4
2 level spells: (2+1)*2 = 6
3 level spells: (1+1)*3 = 6
Total Mana Pool 16
That wizard can now choose to prepare spells in any combination using the Mana Pool, and maintains the use of all of their Cantrip level 0 spells as normal.
*Example #2: A 5th level Sorcerer has the following Spells per Day: 6 lvl 1, 4 lvl 2 and an Charisma score of 16 which grants an additional 1st, 2nd level spell slot.
1 level spells: (6+1)*1 = 7
2 level spells: (4+1)*2 = 10
Total Mana Pool 17
That Sorcerer can now choose to spontaneously cast spells in any combination using the Mana Pool, and maintains the use of all of their Cantrip level 0 spells as normal.
All arcane and divine casters gain the Ritual Casting Feat as a bonus feat when gaining their first caster level and must select their class’s class spell list. Arcane casters can also take the Ritual Casting Feat a second time and choose another class spell list. Ritual spells can be cast using the normal rules for spell casting, or as a ritual. When casting a spell as a ritual the casting time is increased by 10 minutes per level, but does not consume mana. Spells cast as a Ritual still require any spell components the normal version of the spell does. Ritual spells cannot be cast at a higher level than the base level of the spell.
To cast a spell as a ritual, the caster must posses the Ritual Casting Feat, and posses a Ritual Book with the spell.
*Wizards can cast a wizard spell from their spellbook as a ritual if that spell is on the ritual spell list and in their spellbook.
In Edrilia, spell levels are unlocked faster. When your class unlocks a new spell level, you instead gain access to all the spell levels listed on the right.
1:1
2:2,3
3:4
4:5
5:6
6:7
7:8
8:9
Example: A 5th-level Wizard would normally gain access to 3rd-level spells, but in Edrilia, that Wizard gains access to all spells up to 4th-level.
Casters who gain additional spell slots per level through schools or other bonuses still gain those bonus slots as normal, based on their actual class progression and not the accelerated spell level unlock.
Example: A Wizard with the Conjuration School gains an additional spell slot for each spell level after 0. In this system, the level 5 Wizard would gain a bonus Conjuration spell slot for 1st through 3rd-level spells as normal, but not for 4th-level spells.
Bonus spells gained from favored class bonuses must meet the normal level requirements, not the faster unlock track.
Example: A Human Oracle who uses their favored class bonus to gain an extra spell must follow the rule that the spell must be one level below the highest spell level the Oracle can cast. This "highest spell level" is determined by the normal spell level unlock progression, not the accelerated track.
This faster unlock system does not affect magic item creation.
Example: A Wizard can only create a scroll of Fireball once they have reached the normal level (5th) required to cast the spell, even though they can cast it at level 3 in this system.
Cost: When a caster wishes to add a spell to their spellbook, they must go through a process of purchasing the spell and copying it into their book. This process involves two primary costs: the cost of obtaining the spell in scroll form and the cost of transcribing it into the spellbook. The total cost is the sum of these two expenses, and the scroll is destroyed in the process.
Example: A 1st-level spell: A wizard wishing to add a 1st-level spell to their spellbook would need to purchase the scroll for 2 GP 5 SP (cost of a 1st-level spell scroll) and pay 1 GP to write it into their spellbook. The total cost would be 3 GP 5 SP, and the scroll would be destroyed in the process.
Time: The process of copying a spell into a spellbook or ritualbook takes 1 hour per spell level. Cantrips (0-level spells) take 30 minutes to record.
Space in the Spellbook: Each spell takes up one page per spell level in the spellbook or ritualbook. Even a 0-level spell (cantrip) takes one page. A typical spellbook and ritualbook has 100 pages.