DARK LEGACIES
------------------
Summarizing from various sections of the Dark Legacies Player's Guide... detailing not just the
how's but also the
why's, which are so important with a low-magic setting.
Classes: Arcanists are the only magic-oriented class, though a character of any class can learn and cast spells to a lesser degree. Magic in DARK LEGACIES is rooted in the Abyss rather than the Earth, thus there is no natural magic or druidic tradition. Likewise, there is no magical bardic tradition; bard archetypes can be emulated by creating an expert or rogue with ranks in Perform and Spellcraft, or even a musically inclined priest. Priests are the only divine-oriented class, replacing clerics, with militant priests taking the place of paladins.
Nature of Magic: The origin of all magic on Earth is Azrae and the Abyss. It is said that magic is the soul of Azrae, and that each demon is given life by being invested with a portion of that soul. Demons and their subtypes have an inherent ability to wield magic in the form of spell-like abilities. Mortals gain access to magic through the science of arcanism, whereby they transmute demonic energy into spells through incantation and alchemy; this science is dangerous, often vile, used sparingly, and then only when the desired result could not be achieved through mundane means.
Unlike the Voice, which is specific to priests, arcanism is accessible to all characters, regardless of class. It is an unrestricted power, the practice of which has grown steadily since the Great War, much to the horror of the churches of humanity. Those that use it do so knowing that they practice a forbidden science that exists in violation of the laws of Deihass and the Faith, but among those that travel the dark road, the promise of unrestricted personal power outweighs all concerns of retribution for heresy.
Divine Magic: Priests use the "Voice," rather than magic, to produce miraculous effects. This unique power, specific to priests, grants them supernatural abilities associated with their holy dominions, as well as the ability to augment their normal voice beyond human limits. Though priests have used the Voice freely for three thousand years, new questions as to the roots of this power have emerged as a result of a growing awareness of arcanism among the general populace. Similarities are drawn between the two powers, suggesting that the Voice is perhaps just a different kind of magic: “divine magic”. Such controversial views are generally kept private, however, as they attract vicious retribution from religious authorities.
How Does Spellcasting Work? Spellcasting in DARK LEGACIES is an involved process that requires great physical and mental sacrifice on the part of the caster, as well as exposure to additional risk and consequence should his spell fail. The spellcasting flow below outlines the process of casting a spell, and the descriptions that follow explain each step of the process.
- Choose a spell from those that you heave learned, and which you have either memorized or have the spell’s formula available to reference.
- While the spell is being cast (but before it has completed) make any Concentration checks necessary to avoid casting interruptions.
- If the spell completed without interruption, make a Spellcraft check to determine whether it was cast successfully or failed. If the spell is terminated prematurely or fails due to a failed Concentration check, make a modified Spellcraft check to determine if there are any additional consequences.
- Check off material components consumed by the spell.
- Apply spellcasting strain (nonlethal damage, ability score damage, ability score drain).
- If the spell was successfully cast, adjudicate the results; otherwise, apply the relevant spell failure consequences.
- Apply taint.
The Spellcraft Check: Spellcasting is a difficult and unforgiving science, which demands great skill and concentration on the part of the caster. In order to successfully cast a spell, you must make a Spellcraft check (DC10 + the spell’s level squared), modified by your armor and encumbrance check penalties. An arcanist gains a bonus to Spellcraft checks equal to his arcanist level. When casting a spell that takes a full round or longer to cast, the Spellcraft check is made on the completion of the spell’s casting; its imminent success or failure is unknown for the duration of the casting. If your Spellcraft check fails, the spell is lost and you suffer a spell failure side effect.
Spellcasting Strain: In addition to the material components required to cast a spell, the act of summoning and manipulating demonic forces is fatiguing and inflicts casting strain in the form of nonlethal damage upon the caster. The amount of casting strain is equal to 1d4 points of nonlethal damage per spell level of the spell being cast. The spell’s effective level for calculating this nonlethal damage is reduced by 1 level for every point of casting resistance gained from the arcanist class, though this effective spell level can never be reduced below 1st-level, meaning you always suffer at least 1d4 points of nonlethal damage when casting a spell. Casters that are immune to nonlethal damage instead take half the rolled amount as regular hit point damage. If you fall unconscious as a direct result of taking nonlethal damage from spellcasting strain (regardless of any unrelated nonlethal damage previously incurred), all excess damage is applied as regular hit point damage.
Many powerful spells also exact additional strain in the form of temporary ability damage, permanent ability drain, or other effects such as hit point damage. These effects may occur as a direct consequence of channeling particularly powerful energy, to fulfill a requirement for an investment of the caster’s essence, or as a result of duress directly related to the nature or effects of the spell. Particularly risky spells also require that the caster suffer some damage or effect during the casting process that is neutralized only if the spell is successfully cast. Ability score damage and hit point damage heals normally but ability score drain suffered in this manner can never be restored. Nonlethal damage, ability damage, ability drain, and any other additional effects are incurred in that order immediately following the completion of the spell (whether or not the spell succeeds) but before the spell result or failure effects.
Taint: Magic is inherently corrupting to mortals. The reckless channeling of demonic energy invariably pollutes the minds and bodies of characters that cast spells too frequently; the promise of ever-greater power draws them down a dark road that is devoid of friends and allies. A character gains 1 point of taint every time he casts a spell, regardless of the spell’s level and whether the spell is successfully cast or not. As a character accrues an increasing amount of taint, he suffers the effects of corruption, usually in the form of a loss of control over his own actions.