Magic in Kinadh

The Epic RPG magic system is used with the following adjustments.

There is no longer an Arcane Arts skill, it has been replace by Wizardry and Sorcery as follows:

Wizardry (RSN)

The practitioner of this skill possesses general knowledge of the arcane, including the ability to identify the kind of power an entity is using, common variant effects, and the history of arcane events and relics. In order to learn a new variant a wizard must spend 1 week per variant cost researching it. Each week researching a new spell costs the character 10 silver pieces in reagents and workshop supplies. If the wizard has access to a spell in writing, the research cost is reduced to 3 days and 5 silver piece per spell cost.

Arcane Lore – Knowledge of arcane history within and outside of the character’s realm. Any Arcane Lore check receives a bonus if it is made with access to a library or collection of arcane treatises. This bonus varies according to the quality and scope of the collection and the time spent consulting it. This specialty can also be used to gather obscure facts surrounding arcane creatures or sects that employ arcane powers. An arcane lore roll with a DC based on the power and obscurity of the item can be used to identify the powers and specific effects of imbued items.

Walking Librarium (mastery): The wizard gains a + 2 bonus to all Arcane Lore rolls

Arcane Revelation (grandmastery): The wizard gains a +4 to all Arcane lore rolls and a +2 bonus to all Dominion Resistance rolls.

Memory – The capacity of levels of variants a character may cast from memory. The character must spend 2 hours studying from his spellbook in order to change which spells have been memorized. A character may always memorize at least 1 variant, regardless of spell cost.

Quick Study (mastery): Reduction of memorization time to 1/2 hour.

Arcane Retrieval (grandmastery): Doubled memory capacity.

Sorcery (ITU)

An innate understanding of arcane power. This specialty can be used to identify the kind of power an entity is using, and common variant effects. A sorcery roll of 15 or higher can be used to identify the powers and effects of imbued items.

Arcane Sympathy – Innate understanding of arcane power. This specialty can also be used to gather obscure facts surrounding arcane creatures or sects that employ arcane powers.

Mystical Insight (mastery): Adds ESS modifier to calculating protection level when no metal armor is worn.

Mystical Revelation (grandmastery): Adds the ESS modifier to calculating life points.

Variance – Sorcerers get 1 new spell per level of Variance. They must make an Arcane Sympathy check with the spell’s level subtracted from the roll in order to learn the spell. The roll has differing effects PDL. Each level a sorcery may also attempt to replace a known spell for a new one.

Epiphany (mastery): Learn 5 variants of choice instantly.

Endowment (grandmastery): After one week of meditation and introspection, all variants of a given specialty are known.

DC10: learn the intended spell DC5: learn a spell of the same level in the same specialty

Magic in Kinadh

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