[Midnight] Quick Question: Divine Magic?

Wisdom Penalty

First Post
I'm interested in Midnight but was curious as to how the game handles the absence of divine spellcasting (assuming divine spells no longer work). I've been to the website and the Yahoo group, but have been unable to find a (simple) answer. I understand there's 3 paths of magic and PC's choose feats to be able to cast spells...but that's it.

Could a kind Midnight veteran slap up a paragraph or two giving a very broad overview of the Midnight magic system?

W.P.
 

log in or register to remove this ad

Technically, there still is divine magic. Unfortunately, only the servants of the Enemy (Izrador) have access to it, through the pseudo PC class in Midnight called the Legate.

You are correct that feats grant access to spellcasting. Any pc with the right feats can cast, they just can't do much of it as they will be severely lacking in Spell Energy (point system instead of slots). The base class that really supports spellcasting is the Channeler. They gain free spellcasting feats as well as accumulate Spell Energy.

There is still magic healing in Midnight. The basic rule is that all spells are available except those that appear solely on the Core Rules Cleric spell list. So if your Channeller has access to the Conjuration school, then you will be able to cast the Cure Spells because they also appear on the Druid's spell list. The high powered healing is only on the Cleric list and so only Legates can cast it.

Most if not all of the 'flashy' magic is unavailable until higher levels. Teleportation of any kind is unavailable. In short life in Aryth is rough. I haven't even mentioned the Astirax and how they can ruin a spellcaster's day.

Magic is around, its just rarer and in general less tacky. Check out the Midnight d20 yahoo group. Join and ask a question, you'll get an answer to whatever it is very quickly.

Anyway, hope this helps.
 

Thanks

Thanks for the info. Sounds interesting. I'd imagine that all spells that have some "planar" component - Teleport, Rope Trick, Ethereal Jaunt, etc. - won't work, right? If that's the case, I really like the way it sounds.
 

Yes, you've basically got the idea. Magic has a more rationale, down to earth feel in some ways. It's still cool, but the rarity makes it even better.

It's simple touches, like having it as something that anyone can use a little of if they take the training, but can only really be used to its maximum by a channeler.

And things like lower levels of magic items. Any items you have will be even more valuable.

And when it comes to enchanting items, this can only be done in certain "nexus" locations, which are known to gather natural magical energy. Anywhere else just doesn't work. So enchanting items in itself becomes an adventure.

Banshee
 


Remove ads

Top