Different Forms of Domibian Magic
Imondian Magic (Wizards)
Imondian Magic is probably the most often encountered form of magic on Domibia. It is the codification of all the written magical formulae that the Arahjay left behind in their cities. The Imondi translated the texts from the original Arahjay and reproduced the spells in their own language, Durch. This allowed the study of magic to be made without having to learn the difficult to master Arahjay tongue. Imondian magic is as scientific as possible with such an inherently unstable field of study as thaumaturgy. In the Imondi homeland magical training is very regimented and it is not until 3rd or 4th level that wizards are allowed to learn destructive spells. Unfortunately, enough unscrupulous wizards traveled to other lands to teach that this practice was not implemented in other lands. Spells of 6th through 9th level are difficult to come by in outside lands, however, and spellbooks containing these level spells are very expensive and rare. (See
the "standard" Domibian spell list here).
Imondian magic uses magic points to power spells,
the magic points are deducted from a character's Magical Energy. The spells are just as described for Wizards in the
PHB, except that Material Components are not required (this
obviously doesn't count for magic being cast on an item, like Kateksis).
They have one extra spell that is not standard.
Kateksis
Level: Wiz 1
Components: M, XP
Casting Time: 1 day per level
Range: Touch
Target: Any item; need not be a masterwork
Duration: Permanent
Kateksis is the act of permanently sacrificing a part of one's magical power into an inanimate object. By successfully casting Kateksis and sacrificing XP equal to the final
Magical Energy added to the item times 200. This expenditure of XP forges a magical link with the object involved.
If the ceremony is successful roll to find out how strong the bond is, roll on the Kateksis
Magical Energy table to see how much Magical Energy the item now can provide. The item has a
Magic Recovery equal to its owner's, thus weak items will usually
recover fully within one day. As a character progresses in levels he can make one additional Kateksis attempt per level on the same item, with further rolls adding to the
Magical Energy of the item. A character may only have one item with Kateksis cast on it at any time, and there is no way to remove the
Magical Energy from one item and place it in another. If an item is destroyed, the character that owned it loses any
Magical Energy they had invested in it, he can, however, create a new link with another object.
|
Kateksis Magical Energy Table |
|
| Level | Roll * |
| 1 | 1d6-5 |
| 2-3 | 1d6-4 |
| 4-5 | 1d6-3 |
| 6-7 | 1d6-2 |
| 8-9 | 1d6-1 |
| 10-11 | 1d6 |
| 12-13 | 1d6 + (1d6-5) |
| 14-15 | 1d6 + (1d6-4) |
| 16-17 | 1d6 + (1d6-3) |
| 18-19 | 1d6 + (1d6-2) |
| 20 | 1d6 + (1d6-1) |
| * Minimum per die is always "1" | |
Ungian Magic (Sorcerers & Bards)
Ungian magic is an attempt to harness the intrinsic magical abilities of all living creatures. All living creatures must have been at one time part of their Creator and thus must be able to tap into the same well of power that spawned them in the first place. Ungian sorcerers do not use books and memorization to weave their magic, they simply learn to harness their inner power and twist it into specific ends.
Ungian magic uses magic points to power spells. The spells are just as described for Sorcerers in the PHB. The primary advantage over Wizards is that Sorcerers do not have to pay the extra
magic points that Wizards do for casting spells that are "out-of-mind", since all known spells are "in-mind" (unless they are attempting to cast a spell that they do not know).
Religious Magic (Clerics & Paladins)
The deity of the character is actually providing religious magic, not the character himself or herself. It functions exactly as Clerical magic is described in the PHB, and is limited in the number of castings per day just as a normal D&D character. The advantage of this type of magic is that there is no chance of a fumble and there is no chance of exceeding one's
Magical Energy. A roll must still be made to cast the spell, with a natural "1" being a failure of the spell to go off, and a natural "20" doubling the effect of the spell. A consecrated location can add to this "threat range" in either direction. The consecrated area of a deity would add to the failure range of any enemy clerics, and the to the success range of friendly clerics. This type of magic is also appropriate for
Paladins. Religious mages may make an effort to have their deity extend the amount of spells that they can cast. Any time a spell is cast the player may attempt to roll Cha + level + any consecration levels as a percentile to retain the just-cast spell for another use.
Druids & Rangers
Druids & Rangers have learned to tap into the residual creation energies that flow throughout all things. While they have limited "divine" assistance, they are primarily Ungian sorcerers. The primary differences are that they can "pray" for spells in the way that clerics may, they may pray for any class spells that do not cost more
magic points than their Level + Wis bonus. These "divine" spells are cast just like clerical spells. They learn other class spells in the same way as Sorcerers, and use the same table (3-17). They also may treat a
fumble as being caused by a spell of one
magic point less than was actually the case, this means that 0 level spells have no fumble result, and 1st and 2nd level spells are treated as being 0 or 1st level respectively. The "divine" assistance that they receive is the remnant of the Creator, who permeates all natural things.
Hedge Magic (Adepts)
Hedge Magic is a type of low-level quasi-Clerical spellcasting ability. All Hedge Magic takes
approximately 10 minutes or so per spell to cast (treat "1 action" as being (10-Wis
bonus) minutes and multiply the casting time for other spells accordingly). All Hedge
Magic uses somatic, material and vocal elements, whether the basic spell
requires them or not. In this case the material component may be anything
that is appropriate to the spell being cast, nothing is set in stone with this
type of magic.
In addition, all Adepts have a Magical Energy equal to (Adept level+Wis bonus) which
can be used normally (with all the normal drawbacks; extended casting time,
components, etc).
Enegalan Magic (Anyone who wants it) see the Chaotic
Features Table
An Enegalan magician uses the power of unchecked creation to fuel his spells. An Enegalan Mage has a
Magical Energy equal to his spellcasting level plus his Wis bonus multiplied by the number of chaotic features he has (either beneficial or detrimental). The drawback is that there is no real "Recovery" unlike with normal magic use,
Magical Energy just continues to accumulate until a calamity occurs. Each spell cast costs 1d6-3
Magical Energy per point of normal Magical Energy that the spell would cost. A negative result on the roll is the only way that
Magical Energy will be reduced without a calamity occurring. Once a calamity is resolved, all
Magical Energy is recovered. A roll must be made to cast a chaotic spell, which will fail on a 5 or less, minus any Wis modifier. Any spell failure with a chaotic spell is automatically a Threat for a Fumble. On the positive side, there is no modifier for casting an improvised spell. Any result on the Fumble table that would produce a monster instead results in a chaotic feature for the caster. If the caster gains a chaotic feature, he must make a Cha save (DC 10); a failure results in a Detrimental Chaos Feature and a success resulting in a Beneficial Chaos Feature. A natural "1" results in two Detrimental Features and a natural "20" results in two Beneficial Features. A roll that succeeds by rolling exactly what was needed results in one of each type of feature. Every time you gain a Chaotic Feature you must make a DC 10 Wis check or lose a point of Wis. It should be noted that this is the Domibian equivalent of Satan worship and that it is usually frowned upon in most cultures.
Spirit Magic (Shamans)
Spirit magic is spellcasting that uses the energy of spirits for fuel. A spirit may be tapped for
Magical Energy equal to its Cha bonus plus one. To convince a spirit to allow this use of its energy a Spirit Mage must beat the spirit in a contest of Cha versus Wis, if the spirit loses it gives up its
Magical Energy to the mage. If the mage loses the spirit may immediately attempt to possess his body. Repeat the Cha versus Wis roll and if the mage loses the spirit possesses him, if the spirit loses it is dismissed.
Kahlayan Magic (Prestige Class)
Kahlayan magic is a type of "psionic" ability using the Metacreativity discipline, and having a 2:1 ratio when it interacts with regular magic. It is only practiced by the Mage/Monks of Ilajiakahlay, the Kahlayan's homeland.
Nordami Prophesy
Many Nordami are born with a psionic ability to prophesy the future. This is a purely psionic ability and is totally different from magic.
Nyalae Healing
The Nyalae are able to heal wounds and disease by using psionic abilities. This is a purely psionic ability and does not interact with magic in any way.
Dwin Telepathy
The Dwin are a psionic race, specializing in telepathy. This is a purely psionic ability and has no interaction with magic at all.
Destean Psychic Vampirism
The Destea have the ability to psychically drain abilities, emotions and dreams. They also have an anti-magic aura that they project out to a two-yard radius. Their abilities are treated as psionics, but interact with magic normally.
H'skela Mimicry
The H'skela ability to mimic the physical features of another person are a psionic ability, however, the ability interacts normally with magic.
Weepeleez "Wild Mana"
The Weepeleez generate a "wild mana" field around themselves. The benefit from this is that all
Magical Energy is recovered immediately (1 round), though a large spell could still require a roll on the calamity table. The drawback is that all failed spells are treated as fumbles and an actual fumble will result in some sort of unique magic marvel.
Glossary
Magic Points: The points of Magical Energy that a
spell requires to be cast, usually equal to the (spell's level+1).
Magical Energy: The amount of magic points a character
can use before suffering possible adverse effects.
Magic Recovery: The rate that Magical Energy is
recovered by a character.