Friday, April 1, 2016

Remains of Atlantis: Mastering Magic (OGL d20)

Here's another preview of The Love Witch, a comics/rpg hybrid book from NUELOW Games. We present five feats that unlock special abilities for each of the major Atlantean spellcasting traditions. The material is expands upon the information in this post and this post. Ultimately, the rules work best with games that use both feats and talent trees, but the feats in this post work with any d20 System variant where characters can cast spells.
   All content in this post is released under the Open Game License and it may be reproduced in accordance with it. Copyright 2016 by Steve Miller.


Art by Larry Elmore
MASTERING ATLANTEAN MAGIC:
THE FIRST STEPS
Technology, science, and magic were equally respected in Atlantis, and anyone who had even the slightest aptitude for magic was encouraged to explore one or more of the magical orders to see if that was a suitable career path for them.  Magic-wielders could come from all walks of life--so in d20 System games, they could be of any character class. (Limitations and penalties for casting spells while wearing armor still apply, but access to spells in the system modeling Atlantean magic is tied to feats and talent trees, not class abilities.)
   The following feats represent the lowest level of mastery someone who aspired to a mage in time-lost Atlantis would have. The majority of such aspirants never made it past the point of having one of these feats. Although there were dozens of different magical traditions, and hundreds of schools within each of them, these five feats represent those that had the most practitioners. (They also represent the Atlantean magical traditions that have survived to modern times.)
   For GMs setting games in the time of ancient Atlantis, or where the heroes have been raised in an Atlantean enclave or have had knowledge of Atlantean magical traditions from an early age, one of these feats may be chosen as one of the starting feats. Otherwise, they can only be selected whenever a bonus feat is gained, after the character has become aware of Atlantean magic and has encountered someone to teach them some basic techniques and rituals. (For games using the rules from Feats of Mysticism & Magic, these feats are available to characters who may select Arcane feats.)


Aeromancy
The elemental power of air and fire flow through your body.
   Prerequisite: Int 12, Con 11
   Benefit: You know and may cast the following 0-level spells, at will: Message, Spark
   You may cast a combination of these spells a number of times equal to your Intelligence bonus each day.
   Special: The casting time, somatic, and verbal components of the spells remain, whatever is listed in the spell description, but all material components are replaced by this feat. The caster level is equal to your total number of character levels.


Biomancy
You have a strong connection to the physical world, and you turn that into magical energy.
   Prerequisite: Wis 12, Con 11
   Benefit: You know and may cast the following 0-level spells, at will: Detect Poison, Touch of Fatigue.
   You may cast a combination of these spells a number of times equal to your Wisdom bonus each day.
   Special: The casting time, somatic, and verbal components of the spells remain, whatever is listed in the spell description, but all material components are replaced by this feat. The caster level is equal to your total number of character levels.


Geomancy
The elemental power of earth and water flow through you body.
   Prerequisite: Int 11, Con 12
   Benefit: You know and may cast the following 0-level spells, at will: Ray of Frost, Resistance.
   You may cast a combination of these spells a number of times equal to your Constitution bonus each day.
   Special: The casting time, somatic, and verbal components of the spells remain, whatever is listed in the spell description, but all material components are replaced by this feat. The caster level is equal to your total number of character levels.


Philiamancy
Your magic is created by the bond between friends and lovers.
   Prerequisite: Cha 13
   Benefit: You know and may cast the following 0-level spells, at will: Dancing Lights, Open/Close.
   You may cast a combination of these spells a number of times equal to your Charisma bonus each day.
   Special: The casting time, somatic, and verbal components of the spells remain, whatever is listed in the spell description, but all material components are replaced by this feat. The caster level is equal to your total number of character levels.


Technomancy
You hope to master the pinnacle of Atlantean sorcery--the union of technology and magic.
   Prerequisite: Int 13
   Benefit: You know and may cast the following 0-level spells, at will: Grease, Mending.
   You may cast a combination of these spells a number of times equal to your Int bonus each day.
   Special: The casting time, somatic, and verbal components of the spells remain, whatever is listed in the spell description, but all material components are replaced by this feat. The caster level is equal to your total number of character levels.

No comments:

Post a Comment