Arcane Magic

- Arcane magic users are policed by The Tower and it’s agents, who find, train, and control them. Inherently more unstable than some of the other magics, there are those who demonstrate the intellectual capacity and seek out the Tower in Ark, but enrollment is extremely expensive and gruelingly difficult. Then there are those whose blood still carries ancient power or blessing, these are found and brought back for training, as an uncontrolled Arcane user is dangerous and problematic. Found to be the power of the “Void” and aberrant, users are closely monitored for any sign of corruption. Arcane casting is illegal, on pain of death per Inquisitorial decree in Kallonia. Arcane magic causes restlessness/nervousness in natural areas and animals. If used with control and accessing personal power Arcane magic can be useful and good.

The Pale Elves use foci known as Leystones. These are manufactured using Bright or Darksteel orbs, Crystals, or any number of magically imbuable substances. Creating these requires the forceful transfer of latent magical energy from an object or being and “overcharges” the Leystone. This generally kills or incapacitates the creature, unless done with extreme care, or kills the one attempting this magic. Those who have perfected the art of stealing magical power for their own use are known as Siphoners. The pale elves also invite and interact with Aberrations, the cosmically wrong spawn of Tsothogga. There are still many Aberrations in Aenor, and to find and befriend or enslave one is the dream of siphoners, for Aberrations are creatures with no natural base and so create magic from other things. Their very existence is wrong arcane, but allows Spellcraft-less and no failure casting. Siphoning is generally (in almost all cases) an evil practice.

Anathema to Nature Magic

Rules:
When casting an arcane spell you are attempting to tap into a trickle of power that flows throughout Aenor, where once there was a flood.

1. First in order to cast a spell you must pass a concentration check to tap into the magical trickle, if you fail nothig happens, but a standard action is used.

2. In order to cast a spell at all you must pass a Spellcraft Check DC 15 + Level of Spell, in order to correctly shape and manifest the tapped power.

3. After that, any spell of the highest level you can cast has only a 50% chance of being cast successfully. For each spell level below your highest, reduce the chance by 1, (If you can cast 2nd lvl, then 1st level is 3-6, etc) Roll a d6 and consult the table:

4-6: Spell successfully cast
2-3: Spell fails, keep spell as you simply did not manifest it.
1: Control Lost, consult below table. —>

1: Spell-Coma (Will Save: DC of Spell (10+Int/Cha Mod+Spell Level))-
Spell effect targets you if negative, Act as target of spell w/ no save. If buff etc. lose spell, and take damage based of Spell lvl: 0-1d3, 1-1d6, 2-4d6, 3-6d6, etc.
Fail: Caster rendered helpless, prone, paralyzed, and asleep, for 2d6 rounds.

2: Purge!
Spell effect targets you if negative, Act as target of spell w/ no save. If buff etc. lose spell, and take damage based of Spell lvl: 0-1d3, 1-1d6, 2-4d6, 3-6d6, etc.
- Unable to cast spells for rest of encounter

3: Drain !
Spell effect targets you if negative, Act as target of spell w/ no save. If buff etc. lose spell, and take damage based of Spell lvl: 0-1d3, 1-1d6, 2-4d6, 3-6d6, etc.
Roll D3, lose that many spells randomly for the day (not 0 lvl)

4: Backlash!
Spell effect targets you if negative, Act as target of spell w/ no save. If buff etc. lose spell, and take damage based of Spell lvl: 0-1d3, 1-1d6, 2-4d6, 3-6d6, etc.

5: Feedback (Will Save: DC of Spell (10+Int/Cha Mod+Spell Level))
Pass: no effect, spell lost
Fail: Spell effect targets you if negative, Act as target of spell.
Fail: If buff etc. lose spell, and take damage based of Spell lvl: 0-1d3, 1-1d6, 2-4d6, 3-6d6, etc.

6: Surge (Will Save: DC of Spell (10+Int/Cha Mod+Spell Level))
Pass: Caster gains +2 AC, Haste, +4 Enhancement bonus to all stats, Spell goes off, with UP to 3 metamigics applied, no spell level cost.
Fail: Lose spell.

Feats:
Siphoning:
1. As a standard action you may tap into the magical force inbued in almost all living things in Aenor and siphon some of it off. As a ranged touch attack deal 1d6 damage to a creature, make a note of the damage siphoned. Powering a spell costs 1d6+Spell level siphoned energy. You can expend the siphoned energy completely to cast the spell without the requirements below, or you can spend 2 points to reduce the dice roll requirement by one step (4-6 to cast, spend 2 siphoned energy and reduce to 3-6). Siphoning kills plants nearby, causes animals to flee. You may also siphon from yourself. All damage is lethal, as you are siphoning the life force. Siphoning from a “Magical Beast”, “Fey”, “Outsider”, “Aberration”, or magic user counts as twice as many siphoned points.

Siphon Familiar: Prereq→ Siphoning. A familiar may share it’s life force to power spells. In this case the familiar may give up to 6 siphon points per round, and this does not count against the actions of the Caster. If an outsider or fey has agreed to this it is ok, but if forcefully taken, then evil.

Vortex: Prereq→ Siphoning. Instead of targeting one enemy, deal 1 pt of damage to all creatures in a 15 t radius around the caster, kills all plants, gain damage dealt + 1 siphon charges.

Craft (Leystone): Allows the crafting of a leystone. Consult Wands for time.

Arcane Magic

Aenor RJONeil RJONeil