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.
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.
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