Magic

Regarding magic in Nuwerth.

Mechanically the game functions the same as it is written in almost all cases. However in the setting and story the distinction between the traditional forms of magic, Arcane and Divine, is not in effect. Magic is magic regardless of the person casting it. What is emphasized is the method used to access and control the magic you use.

Magic permeates everything on Nuwerth. This ever present force can be interacted with just like any other aspect of the world. If you release a heavy weight you can expect gravity to cause it to fall. In the same way, if you do the right things you can manipulate magic to respond as you wish. Accordingly anyone who has the right training can manipulate magic into spell effects given the time and materials required. The following feats are available to everyone


Ritual Casting (General)

As you draw the final rune in the air above you can see that the hours of concentration have been worth the effort and the magic you have been carefully crafting coalesces into the spell you desired

Prerequisite: Intelligence 10

Benefit: You are capable of casting a spell or infusion by following the directions found in a Wizard or Magus Spell Book or an Alchemists Formula Book. In order to perform the ritual you must have an Intelligence score of 10 plus the spell level. The casting time of the spell is equal to the regular casting time of the spell plus 1 hour per spell level, plus 1 hour per caster level needed to cast the spell. The table below details standard additional casting times.

Spell Level Wizard Magus Alchemist
0 1 1 1
1 2 2 2
2 5 6 6
3 8 10 10
4 11 14 14
5 14 18 18
6 17 22 22
7 20
8 23
9 26

Your caster level for all spells cast in this way is equivalent to your current total hit dice. You must have the book open and available to reference during the entirety of the casting time. Interruptions, even a casual conversation, will cause the casting to fail. Any material components are expended at the end of the casting therefore, if the ritual is interrupted they are not lost.


Ritual Mastery (General)

Having done this ritual so many times you remember the next step and know you can skip the one after that.

Prerequisite: Ritual Casting, Special (see text)

Benefit: Pick a number of rituals equal to 1 plus your intelligence bonus. When casting those spells using the Ritual Casting feat the additional casting time is reduced by half. In order to pick a spell for use with this feat you must have cast the spell as a ritual at least one time.


Wizards, Alchemists and Magi are masters of casting spells through formula and practice. They have spent the years of study needed to be able to perform the majority of a casting ritual quickly and leaving the end of the spell to be cast on a moments notice.

Everyone is born with a magical reservoir inside them. This Reservoir may not have a very strong concentration but could be strong enough to use with some practicality. Those who have a particularity strong Reservoir cast spells by releasing the magic from within in a focused wave. Sorcery is the apex of this form of magic.

Bards are similar but gain their control over their inner magic by studying at the College of Windgate located in Angels Reach.

Summoners are born with enough of a Reservoir that an Eidolon is attracted to them. The connection with this creature augments the summoners power to the degree that they can also cast spells in the traditional sense.

Inquisitors are specially trained by the Judiciary, (the governing body of Angels Reach) and they undergo a right that augments their Reservoir so that they can perform their duties.

Paladins are so focused on an ideal that they can force the magic within themselves to project outwards and effect the world as they see fit.

Druids and Rangers spend so much time surrounded by the living beings of the wild, that have an untapped reservoir, that they learn to draw power from those sourses into themselves and release it in a desired spell effect.

The witch forms a connection with a powerful entity and is given their control of magic as a boon that may have unknown strings attached.

Oracles are similar to Witches in that the spells they cast are derived via a powerful outside force but the exact relation this entity has to the Oracle, or it’s motivations are generally unknown even to the Oracle herself.

Clerics suffer from a stigma. There are no traditional D&D gods in Nuwerth. At no point will a god appear to a character and save the day and no one will be crusading to destroy some god they have a quarrel with. That isn’t to say there are no powerful beings out there. Something obviously does grant a Cleric the spells they pray for but on one too many occasions has it turned out to be a selfish entity that has corrupted the pious worshiper into doing something for their own benefit. Therefore to anyone who is not as devoted to your faith as you are, there is always the fear that the entity giving spells is in it for its own good and may be a source of trouble to you and yours. From the clerics point of view, you have faith that the spells are being given to you by your god, maybe via a intermediate source, but after all, god works in mysterious ways.

Magic

Nuwerth Ryoden Ryoden