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The Magic of Nightspawn
On the Earth of Nightspawn, the understanding of magic has dwindled to but a mere spark of the burning flame that once shone across the planet. Of course with my new magic system some changes have to be made to use the Sorcerer and Mystic O.C.C.'s and their Nightspawn counterparts given through the scenario books.
Sorcerer O.C.C.: The Sorcerer of Nightspawn has a much more limited understanding and grasp of magic compared to those of Palladia or other magicly inclined worlds. As a result, a Sorcerer's CA is only equal to sum of their Mental and Physical Endurance half over. That's (M.E.+P.E.)x1.5, but their CP remains 2x their starting CA, and their CA increases by the average of the sum of their M.E. and P.E. for each level of experience, and their CP increases by the sum of their M.E. and P.E. times two, that's (M.E.+P.E.)x2 at levels 5, 10, and 15.
The Sorcerer of Nightspawn Earth may elect to roll for Field Talent and Minor Talent (shown here), and then choose spells as designated by their talent, or elect to take no talent and take three spells from each level of magic up to level four from the Spell List, meaning that they can easily diversify their knowledge, but it leaves Wards, Circles, Summoning Magic, and Combination Magic out of the loop until they are able to obtain the knowledge through study, seeing as these more powerful magics have been lost to antiquity.
Unlike a PFRPG Sorcerer, these Sorcerers only begin with Sense Magic, and Blinding Flash, and while they are considered Wizard Spells, are still not applicable for modifiers in terms of Field Talent and Minor Talent.

Mystic O.C.C.: These peculiar channelers have an odd comprehension of magics that at times tail behind and other times surpass Sorcerers. Of course, as they also have a grasp of Psionics, Mystics channeling capabilities are reduced severely. A Mystic's CA is only equal to the sum of their M.E. and P.E., but their CP remains equal to 2x their starting CA, and increases per level just as a Sorcerer.
As for beginning spell knowledge, Mystics are unable to select Field Talent, as their Psychic Abilties counter balance such expertise. They simply get to select six spells total from first and second magic levels of any magic category which has levels. Learning new spells proceeds as normal and the Sorcerer may learn through study.
As for gaining spells with levels, it works much as given in the Nightspawn RPG Book, with the following exceptions.
Level 2: The Mystic may either take: Two Combination Spells, Two Circles from Protection or Summoning, One Spell of Summoning, a series of Wards (2 Alarms, 2 Conditions, and 1 Major), or the usual (three spells from levels one to three).
Level 5: One Combination Spell, One Circle of Protection or Summoning, or a series of Wards (1 Alarm, 1 Condition, 1 Major), or the usual, (two spells from levels one to five).
Level 8: One Circle of Power, One Spell of Summoning, a series of Wards (1 Alarm and 2 Conditions), or the usual (two spells from levels one to eight).
Level 11: Two Combination Spells, One Circle of Protection or Summoning, a series of Wards (2 Conditions, or 1 Major), or the usual (two spells from levels one to eleven).
Level 14: One Circle of Power, Two Spells of Summoning, or the usual (two spells from levels one to fourteen).
As always, Mystics cannot learn spells through study.

Nightspawn Sorcerer: A Nightspawn Sorcerer has learned to harness his raw inner energies for the purposes of casting magic and utilizing their talents. Their C.A. & C.P. is identical to a Mystics as is it's growth, as their odd Morphus and Facade's seem to throw their balances off kilter. This technically means that a Nightspawn Sorcerer can use their Nightspawn Talents indefinitanely, but because of the odd conversion process, it costs twice the amount of M.P. that it would normally cost in P.P.E. to activate a talent. What's more, for the purposes of purchasing Talents (since a Nightspawn Sorcerer only gets one free talent), sacrificing one point of C.A.=one point of P.P.E., and two points of C.P.=one point of P.P.E. Please note that C.A. & C.P. DO change between Facade and Morphus.
As for spell selection, a Nightspawn Sorcerer does not have access to Field Talent or Minor Talent, as their own innate Nightspawn abilities cancels this out. So therefore they may only select spells as the Sorcerer given above would, and is able to learn more through study.

Nightspawn Mystic: Nightspawn Mystics C.A. & C.P. are identical to the Nightspawn Sorcerer, while their spell progression is identical to the Mystic given above, and their Talent progression the same as given in the Nightspawn RPG book. However they are now completely unable to sacrifice C.A. & C.P. for new talents, and unable to learn magic through study.

Astral Mage O.C.C.: Coming soon.

Arcane Detective O.C.C.: Coming soon.

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