Spell List and Magic Basics

Magiclike effects, Supernatural Abilies, and Spellcasting

  In Sarru Adnāti there are three different forms of magical effects; supernatural abilities, Dwarf Magic, and manipulation of Spirits.
  • Supernatural Abilities are covered in their respective feats, but are essentially the mechanical catchall for strange abilities that are beyond the mundane, but otherwise not really "magic" as far as the setting is concerned.
  • Dwarf Magic is the only "true" form of magic that does not involve the manipulation of Spirits (they consume specific mineral elements to power their abilities) and its powers are treated as a Supernatural Ability (see How Dwarf Magic Works section).
  • Spirit Manipulation, or Spellcasting, is what would be considered "actual" magic within Sarru Adnāti, and is closest to what would be considered traditional fantasy magic.
  Pact Magic (also called Summoning Magic), Guild Magic and Song Magic are the methods for directly manipulating Spirits (see also: Spellcasting).

Indirectly manipulating Spirits through
Alchemy (uses Self-Experimentation feat),
Artificing (uses Artificer feat), and
Spell Scripting (uses Spirit Scripter feat) are all technically subfields of Guild Magic, but those without magical talent can learn these crafts to indirectly manipulate spirits (by using the Spirit Shunned feat). Indirectly manipulating spirits is not considered Spellcasting.  

Spellcasting or Directly Manipulating Spirits

  When choosing your first feat that allows you to directly manipulate Spirits, choose whether you are practicing Pact Magic (take the Divinity or Patron of Nature feats), Guild Magic (take the Smug Intellectual feat) or Song Magic (take the Performance Magic feat).  
Guild Magic
Guild Magic manipulates non-sapient Spirits (though it isn't unknown for them to take on a Patron, which is also a Spirit). They use finger gestures to issue commands, requiring at least one hand free.
The Smug Intellectual feat teaches Guild Magic (see How Guild Magic Works section for more detail) and uses the INT Stat for all spellcasting checks and DCs.  
Pact Magic
Pact Magic users don't directly manipulate the Spirits themselves, but instead make a Pact with a powerful sentient Spirit (Patrons are the same, except they actually inhabit the users' bodies). They speak their commands, and the Spirit they've made the Pact with manipulates other Spirits on their behalf (see How Pact Magic Works section).
The Divinity and Patron of Nature (can be granted by the Patron Bound feat) feats teach Pact Magic and uses the WIS or CHA Stat for all spellcasting checks and DCs.  
Song Magic
Song Magic manipulates Spirits through artistic expression (almost always music, but the feat is called Performance Magic to allow for player character flexibility).
The Performance Magic feat teaches Song Magic and uses the CHA Stat for all spellcasting checks and DCs.  
Lucky Bastard
The Lucky Bastard feat works similarly to the other spellcasting feats, but costs more PP to cast a spell, and spells work somewhat differently, being willed into existance rather than cast. This means no hand gestures or spoken commands, making them more difficult to stop from casting spells, and mechanically they do not count as Spellcasters (they can take feats prohibited for Spellcasters).
The Lucky Bastard feat uses the CHA Stat for all spellcasting checks and DCs.  

Spell Saves and Spell Attacks

  To cast a spell use a PP (or more for metamagic, some spells have a higher cost which is listed on this page).
If the spell has a save the total DC is 7+Casting Stat+Focused Skill Bonus if you have the appropriate Focused Skill for the spell.
If it is a targeted spell, roll an Attack Roll (against Defense Bonus) using the appropriate Magic Skill.  

The Spell List

  The Spells are Listed Together, But Dwarf Magic cannot be taken by other Spellcasters (see How Dwarf Magic Works for more info). Artificers are able to learn Dwarf Magic spells except Silver and Gold.  
Dwarf Magic
Has no requirements outside of Dwarf Mage feat   Iron   Lead   Chromium   Platinum   Carbon   Copper   Tin   Zinc   Silver   Gold  
Alteration Magic
  Cleanse Liquid - CL 0   Mend - CL 0   Animate Object - CL 1   Decay - CL 1   Degeneration - CL 1   Enhanced Senses - CL 1   Grow Flora - CL 1   Mage Hand - CL 1   Regeneration - CL 1   Water Breathing - CL 1   Convert to food - CL 2   Lockpicking - CL 2   Animal Affinity - CL 3   Command - CL 3   Damage Resistance - CL 3   Disco's Magnetism - CL 3   Enlarge - CL 3   Grant Ability - CL 3   Grow Fauna - CL 3   Heightened Skills - CL 3   Magic Weapon - CL 3   Move Earth - CL 3   Add Sentience - CL 4   Alter Light - CL 4   Animate Flora - CL 4   Charm - CL 4   Halo of Earth - CL 4   Harden - CL 4   Lifesteal Touch - CL 4   Wings - CL 4   Change Matter and Matter State - CL 5   Cleanse Creature - CL 5   Diamondskin - CL 5   Battle Ready - CL 6   Alter Gravity - CL 7   Greater Magic Weapon - CL 7   Paralyze - CL 7   Flight - CL 8   Lifesteal Aura - CL 8   Haste/Slow - CL 9 (CL 7 if taken with Unnatural Ability feat)   Greater Command - CL 11   Mass Charm - CL 11   Polymorph - CL 13   Timestop - CL 17 (5 PP cost)   Stop Heart - CL 18 (10 PP cost)  
Guild Magic
  Elemental Ray - CL 0   Heat/Cool - CL 0   Message - CL 0   Power - CL 0   Ward - CL 0   Arcane Missile - CL 1   Elemental Flare - CL 1   Mage Shield - CL 1   Protection - CL 1   Psychic History - CL 1   Spellbreak - CL 1   Element Shield - CL 2   Elemental Aura - CL 2   Mage Armor - CL 2   Kinetic Weapon - CL 3   Elemental Halo - CL 4   Double Elemental Aura - CL 5   Double Elemental Flare - CL 5   Neural Net - CL 5   Spellbreaker - CL 5   Arcane Missile Storm - CL 6   Deflection Shield - CL 6   Elemental Grasp - CL 6   Spell Shield - CL 7   Magical Construct - CL 12   Elemental Wall - CL 11   Spell Siphon - CL 11   Ice Storm - CL 13   Lightning Storm - CL 13   Meteor Storm - CL 13   Jar of Memory - CL 22  
Summon Magic
  Farstep - CL 0   Illusory Sounds - CL 0   Lesser Heal - CL 0   Conjure Disease - CL 1   Dazzle - CL 1   Disco's Secret Stash - CL 1   Static Image - CL 1   Vanish - CL 1   Conjure Acid - CL 2   Channel energy - CL 3   Disguise - CL 3   Restoration - CL 3   Sonic Blast - CL 3   Summon Creature - CL 3   Animate Corpse - CL 4   Conjured Halo - 4   Dominate - CL 4   Minor Illusion - CL 4   Silence - CL 4   Create Illness or Injury - CL 5   Mindwipe - CL 5   Create Spirit Weapon - CL 6   Invisibility - CL 6   Teleport CL 7   Greater Invisibility - CL 9   Greater Teleport - CL 9   Major Illusion - CL 9   Astral Projection - CL 10   Mass Dominate - CL 10   Scry - CL 11   Restore Life - CL 11   Disco's Magic Lamp - CL 20

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