Regicide (5e Sourcebook)/Chapter 3

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Magnitude-Based Spellcasting[edit]

Casting Spells[edit]

A character must be able to move his hands to make gestures and be able to chant in order to cast a spell and must be able to see his target.

When the character is casting a spell, he must roll 1d20 + his spellcasting modifier + his proficiency modifier against a DC of 10 + the Magnitude of the spell to successfully cast the spell. If the check succeeds, the spell then takes effect. If the check fails, the spell does not take effect. If the character is relaxed and has all the time in the world then no casting test is needed, the spell is automatically cast.

Casting Time[edit]

No other action may be taken whilst casting a spell, though the character may slowly walk up to half their Speed while spell casting.

All spells require one action to cast.

Casting begins at the start of the round and a spell’s effect happens on the caster’s initiative.

Distractions, or severe attacks on the caster as he casts, will automatically ruin the spell as normal.

Variable Magnitudes[edit]

Many spells can be cast at higher magnitudes than the base magnitude. Bards, rangers, sorcerers and wizards treat each magnitude of a spell as a different spell that must be learned. Clerics, druids and paladins can cast any spell they know at a higher magnitude without having to learn each variant. No class can cast a spell of a higher magnitude than their class normally allows, unless cast from a scroll, but can still learn the spell.

Spell Traits & Descriptions[edit]

Unless otherwise stated all spells have the following traits.

They have Variable Magnitude. This means that the Magnitude of the spell starts from the stated Magnitude and then can be cast at a higher Magnitude, if the caster knows it, giving an increase in the effect of the spell. The maximum Magnitude that a caster can learn is governed by their class. Base Magnitude is one.

Other traits used by spells are detailed below.

Ranged: Ranged spells may be cast upon targets up to a maximum distance of the character’s spellcasting modifier x 25 in feet.

Area (X): The spell affects all targets within a radius specified in feet. The area must be within spellcasting modifier x 25 feet of the caster.
Touch: Touch spells require the character to actually touch his target for the spell to take effect, using a touch attack to make contact. The caster must remain in physical contact with the target for the entire casting. Touch spells with more than two targets can be channeled through the touch of affected targets.

Duration (X): The spell’s effects will stay in place for the number of minutes indicated. Default duration is 1. Progressive durations are only increased if the spell is cast above the base Magnitude.

Instant: The spell’s effects take place instantly.
Permanent: The spell’s effects remain in place until they are dispelled or dismissed.
Trigger: The spell will lie dormant until an event stated in the description takes place. The spell then takes effect and is expended. A Trigger spell will otherwise dispel after 1 day.

Magnitude (X): The strength and power of the spell. Also the minimum number of Magic Points required to cast it.

Non-Variable: The spell may only be cast at the stated Magnitude. Optional: A spell with both the Non-Variable and Save traits can be learned above the normal magnitude to increase the save DC by 2 per additional Magnitude.
Progressive: This indicates that the spell can be learnt and cast at greater levels of Magnitude than the minimum. Each Magnitude of a spell must be learned separately. These spells are typically denoted by adjectives or numerals.
Note: Starting Magnitudes above 1 scale all scalable effects except Duration, when the Duration is counted in combat rounds. e.g. A spell dealing D5 damage per Magnitude with a Progressive Duration that starts at Magnitude 2 would deal 2D5 damage and have a Duration of 1 minutes, whereas casting it at :Magnitude 3 would increase the damage to 3D5 and the Duration to 2 minutes.

Save: The spell’s intended effects do not succeed automatically. The target may make a saving throw in order to avoid the effect of the spell entirely. Any spell cast above its base Magnitude increases the save DC by 2 per Magnitude point above its base.

Spells[edit]

Animal Whisperer[edit]

Duration: 1 (Progressive); Magnitude: 1 (Progressive); Ranged; Save: Wisdom; School: Illusion

The caster whispers into the ear of a distressed animal of up to 3 hit dice per Magnitude, calming it. If the distressed animal is under the influence of a spell such as Fear or Scare, then its gets another Wisdom save to shake off the effect of the spell.

Animate (Substance)[edit]

Duration: 1 (Progressive); Magnitude: 3 (Progressive); Touch; School: Transmutation

This spell allows the Sorcerer to animate the substance indicated (solid, liquid, gaseous or ethereal matter), up to 5 cubic feet per point of Magnitude. The Sorcerer can cause it to move about and interact clumsily (Speed of 5 feet per point of Magnitude).

The Sorcerer’s chance to have the animated object perform any physical skill successfully is equal to his own chance to perform that action with disadvantage. If the appropriate Form/Set spell is cast immediately after this spell, the caster can perform much finer manipulation of the object. In this case, the animated object will use the caster’s full ability without disadvantage for physical activities.

This spell can only be used on inanimate matter.

Blur[edit]

Duration: Trigger; Magnitude: 2 (Progressive); Touch; School: Enchantment

For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.

Energy Explosion (Type)[edit]

Instant; Magnitude: 1 (Progressive); Area: 20; Save: Dexterity; School: Evocation

Energy is projected as a ball, which explodes in a 20 foot radius. If the spell takes effect the targets take damage equal to 1d6 per the Magnitude of the spell. Types of energy that can be projected by this spell are Acid, Cold, Fire, Force, Lightning, Necrotic, Radiant, Thunder.

Energy Projection (Type)[edit]

Instant; Magnitude: 1 (Progressive); Ranged; Save: Dexterity; School: Evocation

Energy is either projected as a beam or a ball towards the target, which can avoid the attack by dodging. If the spell takes effect the target takes damage equal to 1d12 per the Magnitude of the spell. Types of energy that can be projected by this spell are Acid, Cold, Fire, Force, Lightning, Necrotic, Radiant, Thunder.



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