Magic (Arderwert Supplement)
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[edit] Magical Forces
Arcane magic the magic that comes from the manipulation of the universe, as much art as science, it is neither very precise nor unconditionally working. Divine magic, on the other hand, is granted to mortals as a gift by the gods, working on the whims of the gods.
[edit] Arcane Magic
Arcane spellcasters need to make a spellcraft check of DC 10 + 3 × spell level in order to cast a spell without side effects. If a side effect does happen, roll 2d6 and refer to the following table.
| Die roll | Effect |
|---|---|
| 2 | Spell has reverse effect |
| 3 | Spell fails |
| 4 – 5 | Caster gains 1d4/spell level damage and needs to make a concentration check to finish casting the spell. |
| 6 – 8 | Caster gains 1d3/spell level nonlethal damage, spell goes through. |
| 9 – 10 | Caster is dazed for 1d3 rounds, spell goes through. |
| 11 | Spell is treated as having a caster level two lower than the caster's actual caster level, if this reduces the caster level to below the level needed to cast the spell, the spell fails. |
| 12 | Caster is paralyzed for 1d6 rounds, spell fails |
[edit] Divine Magic
A divine spellcaster's spells cannot be used to undo the cause of the spellcaster's god, and with extensive use of spells for private purposes those too might be restricted by the spellcaster's god.
All gods have their own sanctified regions, divine spellcasters gain a +2 on effective caster level in their god's sanctified region, a +1 on allied gods' sanctified regions, and a -1 or -2 on enemy gods' sanctified regions.
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