Warlords Of Kruhl 4e EN:Magic

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All magic in Warlords Of Kruhl is either arcane or sacred. Spell casters do not have set spell lists: they can use a standard action to cast any appropriate spell if they have the power to fuel that spell, and if they succeed at their skill roll to cast it.

Arcane Casters

Arcane casters manipulate the raw essence of the universe through a combination of training, education, and inherent ability. The entire spectrum of magical practice is available to arcane casters, with one exception: restoration magic. Arcane casters can't use magic to heal or to restore lost attributes.

An arcane caster has Arcane Power, which is an expendable resource used to empower their spells. The character's maximum Arcane Power is equal to their Power Level ×2. The character regains all of their spent Arcane Power after a solid night's rest. They may also regain a partial amount by studying their magical texts and meditating. They may recover half of their spent Arcane Power (round down, even if the fraction is more than one-half) by studying their magical texts and meditating for about an hour.

Sacred Casters

Unlike arcane casters, sacred casters do not rely on education or training. Sacred casters channel the power of their god or gods (or in the case of druids, the primal power of nature itself) to perform miracles. Sacred casters focus on the spheres of influence of their gods, and are not able to cast spells which would directly undermine their gods' authority or importance.

A sacred caster has Sacred Power, which is an expendable resource used to empower their spells. The character's maximum Sacred Power is equal to their Power Level ×2. The character regains all of their spent Sacred Power after a solid night's rest. They may also regain a partial amount by studying their religious texts and meditating. They may recover half of their spent Sacred Power (round down, even if the fraction is more than one-half) by studying their religious texts and meditating for about an hour.

The Cost Of Magic

If the skill roll to cast a spell succeeds, the caster must pay the cost in Arcane Power or Sacred Power. The more complex the spell, the more it drains the caster's reserve of magical power. However, it is possible to reduce that cost, up to a point.