Spells: Difference between revisions

From The Domains of Dread
mNo edit summary
 
(4 intermediate revisions by the same user not shown)
Line 1: Line 1:
All spells in [[The Domains of Dread|''The'' ''Domains of Dread'']] are subject to their type - in other words, their origin and font of power. [[Classes and Archetypes|Classes]] who share spell types also share spellbooks. Certain classes or archetypes may have unique spell-like abilities, but all spells are localized to spell type, not class. This is a major divergence from Third Edition rules where spellbooks are, broadly, specific to a spellcasting class.
All spells and spell-like abilities in ''[[The Domains of Dread]]'' are governed by their type—put another way, their source of power. [[Classes and Archetypes|Class]] archetypes which share spell types share spellbooks. Certain class archetypes may have unique spell-like abilities such as those from [[Divine Domains|divine domains]], but all spells are localized to spell type, not class archetype.


== Spell Types ==
== Spell Types ==


=== [[Ancient Spells|Ancient]] ===
=== [[Ancient Spells|Ancient]] ===
Ancient magic is derived from primeval, fundamental forces found in nature. The traditional custodians are [[Druid|Druids]], but varieties of [[Hunter|Hunters]] also find themselves aligned with the Cycle. The oldest form of supernatural power tapped by humanoids in most worlds with the Misty Plane, then, unlikely to be exempted from this wisdom.
Ancient spells are derived from primeval, fundamental forces found in Nature. Their traditional custodians are [[Druid|Druids]], but some varieties of [[Hunter]] also align themselves with the Cycle. It is thought to be the oldest form of supernatural power harnessed by humanoids in most Prime Material worlds, with the Misty Plane unlikely to be exception.


=== [[Arcane Spells|Arcane]] ===
=== [[Arcane Spells|Arcane]] ===
Arcane magic is derived from a force which stands in subversion of natural law. Practitioners may be born with influence over the arcane, as are [[Sorcerers]], but more often come into mastery as part of lifelong study and application, like [[Wizards]]. Varieties of Hunters and [[Rogues]], too, dabble in the arcane in pursuit of their goals.
Arcane spells are derived from an ephemeral force considered to exist in parallel to natural law, variously described across worlds as the Weave. Practitioners may be born with inherent influence over the arcane like [[Sorcerer|Sorcerers]] but more often come into mastery as part of lifelong study as [[Wizard|Wizards]]. Varieties of Hunters and [[Rogue|Rogues]], too, dabble in the arcane in pursuit of their goals.


=== [[Artificer Formulae|Artifice]] ===
=== [[Artificer Formulae|Artifice]] ===
Neither arcane nor divine ''per se,'' artifice is of two worlds. By impressing an almost fanatical belief in the pursuit of progress - their so-called Great Work - an [[Artificer]] is able to wrought effects indistinguishable from magic. In the Realms of Terror, artifice is subject to the same rules as any other type of spell-like ability, like culpability to dispel.
Neither arcane nor divine per se, artifice is of two worlds. By impressing an almost fanatical belief in the pursuit of progress—their so called Great Work—an [[Artificer]] is able to reproduce effects near indistinguishable from magic, yet stands as an other than. In the Realms of Terror, acts of artifice are subject to the same rules as any other type as spell-like abilities, like culpability to dispel.


=== [[Bardic Spells|Bardic]] ===
=== [[Bardic Spells|Bardic]] ===
Speak the word and watch the world move. That is the power of bardic magic, tapping into powers hitherto pulled from diction and song. Though identified often with the arcane, bardic magic in practice is expressed through the particular whimsy of the individual, offering little heed to formula and rigid incantations. [[Bard|Bards]] are the namesake, however certain [[Berserker|Berserkers]] develop similar aptitude for the song of battle itself.
Bardic spells are derived from a power animated by humanoid creativity, conditioning reality to suit the performer through enchanted performance and song. Though identified often with the arcane, bardic spellcraft lacks its defined structures and instead expresses as pure, towering whimsy. [[Bard|Bards]] are their namesake, but certain [[Berserker|Berserkers]] develop similar aptitude for the songs of battle itself.


=== [[Divine Spells|Divine]] ===
=== [[Divine Spells|Divine]] ===
Those who call upon a power greater than themselves draw from this font of potential be it through the lips of a [[Cleric]] or the ''edicts'' of an [[Inquisitor]]. A [[Paladin|Paladin's]] ''oaths'', too, kindle this power from within - and there are Sorcerers who forsake their arcane talents in service of holy dogmas.
Divine spells are derived from those who call upon a power greater than themselves, be it from the lips of a [[Cleric]] or the ''edicts'' of an [[Inquisitor]]. Though the mechanisms of gods and goddesses are unknown in the Realms of Terror compared to other worlds, seemingly only true faith in an [[Ideoligions|ideoligion]] is required to summon forth these powers—or in goodness itself, as for [[Paladin|Paladins]].


=== [[Occult Spells|Occult]] ===
=== [[Occult Spells|Occult]] ===
Perhaps the most mysterious force in the Realms of Terror, occult magic seems to manifest through not only supplication with outsiders, but the Mists themselves. It is then the hands of despotic intelligences and the wicked which most often come into this power but, as some [[Necromancer|Necromancers]] prove, occultism is not evil on its face, just as the Mists themselves are not. This does not curtail the fear and revulsion for such practices common almost everywhere in the Core, likening it to "black magic" as with [[Warlock|Warlocks]] and [[Dark Knight|Dark Knights]]. Some Rogues, meanwhile, demonstrate their abilities by paying fealty to the Dread Plane of Shadow.
Occult spells are among the most mysterious and misunderstood beyond the Misty Border. Indeed, it would not be wrong to suspect that these cultic powers must in some way derive from the Mists of Death themselves, unknowable and despotic. Despite their reputation for “dark magic” as expressed by [[Warlock|Warlocks]] and [[Dark Knight|Dark Knights]] not all practitioners are necessarily evil as some [[Necromancer|Necromancers]] prove, but all seem to answer to some greater master.


=== Inherent ===
=== Inherent ===
There is no spellbook associated with inherent powers. This is the domain of exceptional individuals whose abilities connect to a force found in all people such as the mind, like [[Psion|Psions]], or the body and soul, like [[Ascetic|Ascetics]].
Inherent spell-like abilities are the domain of exceptional individuals whose abilities seem to demonstrate a force found in all people such as the mind, like [[Psion|Psions]], or the body and soul, like [[Ascetic|Ascetics]].


== Spell Schools ==
== Spell Schools ==
All spells in addition to alignment with a type are also subject to a spell school. These are notable in some cases, as with Wizards specializing in a spell school (except Divination), or specific consequences associated with certain spell schools around the Realms of Terror (evil Necromancy spells are, almost always, hated by a [[domain]]'s society). A small number of spells are universal, belonging to no school.
All spell and spell-like abilities have an associated spell school in addition to their type. These are notable in some contexts such as Wizards specializing in a given spell school, or with specific consequences associated with them in the Realms of Terror—evil necromancy spells for example are almost always hated by a [[Domains|domain]]’s society and produce strong reactions when conducted in the open. A small number of spells are universal, belonging to no school.
 
A list of all spells sorted by spell school except Artifice is available in [[Spells (list)|this article]].


=== Abjuration ===
=== Abjuration ===
Abjurations are protective spells. They may create magical barriers, negate the effects of other abilities, or bring harm to trespassers.
Abjurations are protective. They may create barriers, negate the effects of other spells or spell-like abilities, or bring harm to trespassers.


=== Conjuration ===
=== Conjuration ===
Conjurations involve the transport of an energy, thing or creature from another place, or the spontaneous manifestation thereof. In the Realms of Terror, no conjuration spell may bridge the Misty Border with another plane of existence as to call upon outsiders - only rituals. Neither is it possible for a spell to teleport a subject and certainly not over domain or planar borders.
Conjurations involve the transport of an energy, thing or creature from another place or their spontaneous manifestation thereof. In the Realms of Terror, no mortal conjuration may bridge the Misty Border with another plane of existence so to call upon true Outsiders—only rituals. Neither is it possible for a spell or spell-like ability to teleport a subject and certainly not over domain or planar borders.


=== Divination ===
=== Divination ===
Divinations are the determination of fate through magical means. The Mists conspire to choke all but the simplest organs of augury in their Realms of Terror. Those who seek this path anyway while not warded by the [[The Vistani|Vistani]] Sight may find themselves discovering that fate beyond the Misty Border is a question better left unanswered.
Divinations are the determinations of past, present or future fates as augured through supernatural means. The Mists of Death conspire to choke all but the simplest organs of augury in the Realms of Terror from anyone not gifted with the [[Vistani]]’s Sight, often condemning those who dare try anyway to outcomes better left unknown.


=== Enchantment ===
=== Enchantment ===
Enchantments affect the minds of others, influencing or controlling their behavior. All enchantments count as mind-affecting spells.
Enchantments alter the minds of others, influencing or controlling their behavior with or without their knowledge.


=== Evocation ===
=== Evocation ===
Evocations bring something forth to then apply to another or an item, typically as a form of attack but not always. They may be rays, bolts or other expressions.
Evocations harness a force to then express as itself or to an item, normally as a form of attack but not always. They might be rays, bolts or other kinetic expressions.


=== Illusion ===
=== Illusion ===
Illusions seek to deceive or confabulate the senses. They may be phantom imagery, sounds or sensations.
Illusions seek to deceive or confabulate the senses. They could be phantom imagery, sounds or sensations.


=== Necromancy ===
=== Necromancy ===
Necromancies alter the status of a being's life or life force. Though many necromancies heal, others harm - and worse bestow the hollow facsimile of life in undeath.
Necromancies alter the quality of a being’s life, body or life force. Though necromancy is also the discipline of supernatural healers in the Realms of Terror, many necromancies bring harm—and worse yet bestow the hollow facsimile of life that is undeath.


=== Transmutation ===
=== Transmutation ===
Transmutations alter the nature, shape or aspect of a thing or creature.
Transmutations temporarily or permanently alter the nature, shape or aspect of a thing or creature in terms of physical capabilities or features.
 
== Metamagic ==
Certain class archetypes have access to metamagic, or the ability to modify a spell or spell-like ability’s requirements, effects or outcomes using metamagic points. The points made available depends on their class archetype, level and primary spellcasting modifier. Metamagic in The Domains of Dread may be combined and attached to any spell or spell-like ability prior to casting—it does not upgrade the spell circle when doing so. Furthermore all options are made available to those who fulfill their requirements without expending [[feats]] to do so.
 
=== Still Spell ===
<code>'''Prerequisites'''</code>: 1st Circle spellcasting
<code>'''MP Cost'''</code>: 1
The spell or spell-like ability will be activated without somatic or verbal components. A spell or spell-like ability cast this way will not suffer from Arcane Spell Failure. Does not supersede the effects of ''<code>[[Status Effects|silence]]</code>.''
 
=== Extend Spell ===
<code>'''Prerequisites'''</code>: 1st Circle spellcasting
<code>'''MP Cost'''</code>: 2
The spell or spell-like ability upgrades its duration tier - ''reaction'' becomes ''quick, quick'' becomes ''short, normal'' becomes ''long,'' and has no effect on a spell or spell-like ability already ''long''.
 
=== Enlarge Spell ===
<code>'''Prerequisites'''</code>: 1st Circle spellcasting
<code>'''MP Cost'''</code>: 2
The spell or spell-like ability increases its deployable range'','' not size, by 2x its base value so long as it is not ''touch'' range.
 
=== Heightened Spell ===
<code>'''Prerequisites'''</code>: 3rd Circle spellcasting
<code>'''MP Cost'''</code>: 3
The spell or spell-like ability gains +2 CL for purposes of overcoming SR.
 
=== Maximize Spell ===
<code>'''Prerequisites'''</code>: 3rd Circle spellcasting
<code>'''MP Cost'''</code>: 4
The spell or spell-like ability has all of its numerical dies set to their maximum possible values.
 
=== Quicken Spell ===
<code>'''Prerequisites'''</code>: 3rd Circle spellcasting
<code>'''MP Cost'''</code>: 5
The spell or spell-like ability activates as a ''reaction'', while maintaining normal duration and effects.
 
=== Empower Spell ===
<code>'''Prerequisites'''</code>: 5th Circle spellcasting
<code>'''MP Cost'''</code>: 5
The spell or spell-like has all of its numerical die outcomes multiplied by 0.5x.
 
=== Widen Spell ===
<code>'''Prerequisites'''</code>: 5th Circle spellcasting
<code>'''MP Cost'''</code>: 5
The spell or spell-like has its area size increased by 1.5x base values.


== Spell Durations ==
== Spell Durations ==
There are five named tiers of spell and spell-like ability durations in ''The Domains of Dread:''
There are five named tiers of spell and spell-like ability durations in ''The Domains of Dread:''


# ''<code>'''Reaction'''</code>'': <code>1 round (6 seconds [[Date and Time|IRT]]) + round/caster level</code>
# ''<code>'''Reaction'''</code>'': <code>1 round [[Date and Time|IGT]] (6 seconds IRT) + round/caster level</code>
# <code>'''''Quick'''''</code>: <code>1 turn (60 seconds IRT) + round/caster level</code>
# <code>'''''Quick'''''</code>: <code>1 turn IGT (60 seconds IRT) + round/caster level</code>
# '''<code>''Short''</code>''': <code>1 turn + turn/caster level</code>
# '''<code>''Short''</code>''': <code>1 turn IGT + turn/caster level</code>
# '''''<code>Normal</code>''''': <code>1 hour (15 minutes IRT) + turn/caster level</code>
# '''''<code>Normal</code>''''': <code>1 hour IGT (15 minutes IRT) + turn/caster level</code>
# '''''<code>Long</code>''''': <code>1 hour + hour/caster level</code>
# '''''<code>Long</code>''''': <code>1 hour IGT + hour/caster level</code>


''<code>Reaction</code>'' is unique, as any spell or spell-like ability with this duration tier may be cast or activated as a free action out of round order, without the usual action time associated.
''<code>Reaction</code>'' is unique, as any spell or spell-like ability with this duration tier may be cast or activated as a free action out of round order, without the usual action time associated.

Latest revision as of 02:16, 8 June 2025

All spells and spell-like abilities in The Domains of Dread are governed by their type—put another way, their source of power. Class archetypes which share spell types share spellbooks. Certain class archetypes may have unique spell-like abilities such as those from divine domains, but all spells are localized to spell type, not class archetype.

Spell Types

Ancient

Ancient spells are derived from primeval, fundamental forces found in Nature. Their traditional custodians are Druids, but some varieties of Hunter also align themselves with the Cycle. It is thought to be the oldest form of supernatural power harnessed by humanoids in most Prime Material worlds, with the Misty Plane unlikely to be exception.

Arcane

Arcane spells are derived from an ephemeral force considered to exist in parallel to natural law, variously described across worlds as the Weave. Practitioners may be born with inherent influence over the arcane like Sorcerers but more often come into mastery as part of lifelong study as Wizards. Varieties of Hunters and Rogues, too, dabble in the arcane in pursuit of their goals.

Artifice

Neither arcane nor divine per se, artifice is of two worlds. By impressing an almost fanatical belief in the pursuit of progress—their so called Great Work—an Artificer is able to reproduce effects near indistinguishable from magic, yet stands as an other than. In the Realms of Terror, acts of artifice are subject to the same rules as any other type as spell-like abilities, like culpability to dispel.

Bardic

Bardic spells are derived from a power animated by humanoid creativity, conditioning reality to suit the performer through enchanted performance and song. Though identified often with the arcane, bardic spellcraft lacks its defined structures and instead expresses as pure, towering whimsy. Bards are their namesake, but certain Berserkers develop similar aptitude for the songs of battle itself.

Divine

Divine spells are derived from those who call upon a power greater than themselves, be it from the lips of a Cleric or the edicts of an Inquisitor. Though the mechanisms of gods and goddesses are unknown in the Realms of Terror compared to other worlds, seemingly only true faith in an ideoligion is required to summon forth these powers—or in goodness itself, as for Paladins.

Occult

Occult spells are among the most mysterious and misunderstood beyond the Misty Border. Indeed, it would not be wrong to suspect that these cultic powers must in some way derive from the Mists of Death themselves, unknowable and despotic. Despite their reputation for “dark magic” as expressed by Warlocks and Dark Knights not all practitioners are necessarily evil as some Necromancers prove, but all seem to answer to some greater master.

Inherent

Inherent spell-like abilities are the domain of exceptional individuals whose abilities seem to demonstrate a force found in all people such as the mind, like Psions, or the body and soul, like Ascetics.

Spell Schools

All spell and spell-like abilities have an associated spell school in addition to their type. These are notable in some contexts such as Wizards specializing in a given spell school, or with specific consequences associated with them in the Realms of Terror—evil necromancy spells for example are almost always hated by a domain’s society and produce strong reactions when conducted in the open. A small number of spells are universal, belonging to no school.

A list of all spells sorted by spell school except Artifice is available in this article.

Abjuration

Abjurations are protective. They may create barriers, negate the effects of other spells or spell-like abilities, or bring harm to trespassers.

Conjuration

Conjurations involve the transport of an energy, thing or creature from another place or their spontaneous manifestation thereof. In the Realms of Terror, no mortal conjuration may bridge the Misty Border with another plane of existence so to call upon true Outsiders—only rituals. Neither is it possible for a spell or spell-like ability to teleport a subject and certainly not over domain or planar borders.

Divination

Divinations are the determinations of past, present or future fates as augured through supernatural means. The Mists of Death conspire to choke all but the simplest organs of augury in the Realms of Terror from anyone not gifted with the Vistani’s Sight, often condemning those who dare try anyway to outcomes better left unknown.

Enchantment

Enchantments alter the minds of others, influencing or controlling their behavior with or without their knowledge.

Evocation

Evocations harness a force to then express as itself or to an item, normally as a form of attack but not always. They might be rays, bolts or other kinetic expressions.

Illusion

Illusions seek to deceive or confabulate the senses. They could be phantom imagery, sounds or sensations.

Necromancy

Necromancies alter the quality of a being’s life, body or life force. Though necromancy is also the discipline of supernatural healers in the Realms of Terror, many necromancies bring harm—and worse yet bestow the hollow facsimile of life that is undeath.

Transmutation

Transmutations temporarily or permanently alter the nature, shape or aspect of a thing or creature in terms of physical capabilities or features.

Metamagic

Certain class archetypes have access to metamagic, or the ability to modify a spell or spell-like ability’s requirements, effects or outcomes using metamagic points. The points made available depends on their class archetype, level and primary spellcasting modifier. Metamagic in The Domains of Dread may be combined and attached to any spell or spell-like ability prior to casting—it does not upgrade the spell circle when doing so. Furthermore all options are made available to those who fulfill their requirements without expending feats to do so.

Still Spell

Prerequisites: 1st Circle spellcasting
MP Cost: 1
The spell or spell-like ability will be activated without somatic or verbal components. A spell or spell-like ability cast this way will not suffer from Arcane Spell Failure. Does not supersede the effects of silence.

Extend Spell

Prerequisites: 1st Circle spellcasting
MP Cost: 2
The spell or spell-like ability upgrades its duration tier - reaction becomes quick, quick becomes short, normal becomes long, and has no effect on a spell or spell-like ability already long.

Enlarge Spell

Prerequisites: 1st Circle spellcasting
MP Cost: 2
The spell or spell-like ability increases its deployable range, not size, by 2x its base value so long as it is not touch range.

Heightened Spell

Prerequisites: 3rd Circle spellcasting
MP Cost: 3
The spell or spell-like ability gains +2 CL for purposes of overcoming SR.

Maximize Spell

Prerequisites: 3rd Circle spellcasting
MP Cost: 4
The spell or spell-like ability has all of its numerical dies set to their maximum possible values.

Quicken Spell

Prerequisites: 3rd Circle spellcasting
MP Cost: 5
The spell or spell-like ability activates as a reaction, while maintaining normal duration and effects.

Empower Spell

Prerequisites: 5th Circle spellcasting
MP Cost: 5
The spell or spell-like has all of its numerical die outcomes multiplied by 0.5x.

Widen Spell

Prerequisites: 5th Circle spellcasting
MP Cost: 5
The spell or spell-like has its area size increased by 1.5x base values.

Spell Durations

There are five named tiers of spell and spell-like ability durations in The Domains of Dread:

  1. Reaction: 1 round IGT (6 seconds IRT) + round/caster level
  2. Quick: 1 turn IGT (60 seconds IRT) + round/caster level
  3. Short: 1 turn IGT + turn/caster level
  4. Normal: 1 hour IGT (15 minutes IRT) + turn/caster level
  5. Long: 1 hour IGT + hour/caster level

Reaction is unique, as any spell or spell-like ability with this duration tier may be cast or activated as a free action out of round order, without the usual action time associated.