Caster Class

Spell-casting is the practice of extracting and manipulating energy, bending it to your will and then releasing it with control and precision. Casters can draw this energy from a diverse number of sources; directly from the Warrens, passed on to them through a powerful patron such as a god, ascendent or even a demon, perhaps they derive their power from the moon the sun and the stars, or from the spirits of their ancestors. Casters come by many names; wizards, warlocks, mages, priests, clerics, sorcerers, witches, enchanters, mystics, necromancers, but regardless of what they call themselves they all fall under the class of caster.

Special Limit: For a player to have access to the Caster class he must use his attribute rolls as rolled. You may not swap one ability for another, you may use BPs to buy up your attributes.
Players already with caster characters are exempt from this clause.

Meanas
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Class abilities/skills

Spell Resistance: Casters gain a +2 bonus to any savings throw made against a spell drawn from a warren that they have at least average mastery of.

Proficiencies: Casters may purchase weapons proficiency in any weapon at a cost of; low skill: 4 medium skill: 6 and high skill: 8 building points. (this is slightly less than the phb). Casters may also purchase proficiencies in armor and shield, however equipping said armor or shield can provide significant penalties to their spell-craft checks increasing the chance of a spell mishap or worse.
Casters gain the magical transcription talent for free. However since I have done away with spell books the talent has less use than before, I am considering it to essentially be a language and philosophy known to casters that helps them understand the arcane mysteries of the realm and the workings of Warren.

Bonus Skills: Casters receive an initial purchase of Arcane Lore and Religion Lore at first level. They may earn a free master die in one of the skills each time they advance in level.

Magic Sensitivity Strong magic cast in the vicinity of a caster can be detected without effort. The range the magic can be sensed is relative to the strength of the magic, the strongest forms of magic can be detected on a global scale (think Obi-Wan Kenobi when Alderan is destroyed by the death star).

Warren Senses A caster who has at least average mastery in a Warren can open the Warren to augment his normal perception. The effects of doing so depend entirely upon the Warren being opened. But opening any Warren allows the caster to tell a great deal about his immediate and extended surroundings specifically in matters of magic. A caster can immediately recognize other casters and possibly what warrens they can call upon, this is automatic against another caster who has opened a warren but against a caster attempting to conceal his identity or power it requires an opposed check (spell-craft which is discussed further on.)

A caster with an open Warren is prepared for combat in situations where initiative is called for he may use a die one better than called for.

Each warren has additional powers that can be gained from opening and using them.

However their is a vulnerability as well. A caster with an open Warren is like a beacon to all other casters or anybody sensitive to warren magic almost every man-at-arms knows to kill a caster first chance or they may never get a second. In most cultures it is offensive to open a warren in situations when a caster is not defending himself or performing a specific task doing so may provoke other casters offended by the invasion of privacy. Lastly some creatures of ethereal nature are attracted to open Warrens and those that control them.
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Spellcasting

There are numerous ways of accessing the mystic energy to cast spells but the most common is through accessing specific Warren. To cast a spell a caster must open himself to a warren of magic literally opening a small portal to extra-dimensional space and draw energy from within it. The caster can then attempt to mold the energy into a specific effect.

Warren Mastery
As a caster masters his warren he gains access to new spells, the level of spells he knows are limited to his level of mastery.

Novice Mastery grants a caster access to all spells from cantrip to level 3
Average Mastery grants a caster access to all spells up to level 5
Advanced Mastery grants a caster access to all spells up to level 10
Expert Mastery grants a caster access to all spells up to level 15
Complete Mastery grants a caster access to all spells up to level 20

Warren Progression
Level 1 select your first warren at Average Mastery
Level 3 select a second warren at Novice Mastery
Level 5 Gain Advanced Mastery in your first warren
Level 6 Gain Average Mastery in your second warren. Gain a third warren at Novice Mastery
Level 9 Gain Average Mastery in your in your third warren. Gain a fourth warren at Novice Mastery
Level 10 Gain Expert Mastery in your First Warren, Gain Advanced Mastery in your second Warren
Level 12 Gain Average Mastery in your fourth Warren. Gain your fifth and final warren at Novice Mastery
Level 13 Gain Advanced Mastery of your third Warren
Level 15 Gain Expert Mastery of your second warren. Gain Average Mastery of your fifth warren.
Level 16 Gain Complete Mastery of your first warren. Gain Advanced Mastery of your fourth warren
Level 18 Gain Expert Mastery in your third warren
Level 19 Gain Advanced Mastery in your fifth Warren
Level 20 Gain Complete Mastery of your second warren gain expert Mastery in your fourth.

A List of Warrens Warrens of Magic

Warren Relevant Attribute: Each warren will have a respective attribute, while Intelligence is the most common some will require Wisdom or Charisma.

The warren progression describes the level of spells available to a caster to select from.

Spell Selection
All spell selection must be made from a warren and spell level you have mastery of.
Level 1 Select 6 spells that you know from your single warren
Level 2 select 2 spells that you know from your single warren
Level 3 select 4 spells from any of your warrens
level 4 select 3 spells from any warren
Level 5 select 3 spells from any warren
level 6 select 5 spells from any warren
Level 7 select 4 spells from any warren
level 8 select 4 spells from any warren
Level 9 select 6 spells from any warren
Level 10 select 5 spells from any warren
level 11 select 5 spells from any warren
level 12 – level 20 gain 6 spells per level from any warren you know.

Hammerfist

Casting a spell
note: these are playtest rules so if it makes it too difficult or easy we will be changing them.
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To cast a spell a spellcaster must make a Spellcraft check. This is a d20p check against a target of 10 + the spell level attempting to be cast.

Spellcraft Modifiers:
+0 for Novice Mastery in the Warren
+1 for Average Mastery in the Warren
+3 for Advanced mastery in the Warren
+6 for Expert Mastery in the Warren
+10 for Complete Mastery in the Warren
+1 for every 2 caster levels. (for example a 2nd level caster would have a +1 a 6th level caster would have a +3)
+1 spell being cast is a lower level spell than your caster level.
-1 spell being cast is a higher level spell than your caster level.
-1 for every spell cast this combat encounter (a rest for double the duration of the combat is required to recover).
-1 for each second of spell fatigue the caster has left.
-1 for every failed spell this day since the caster last slept.
-2 for casting while in melee engagement range
-1 for every +1 provided by non-robe armor
-1 on top of the penalty provided by equipping a shield
+5 for relevant attribute 19-20
+4 for relevant attribute 17-18
+3 for relevant attribute 15-16
+2 for relevant attribute 13-14
+1 for relevant attribute 11-12
+0 for relevant attribute 10
-1 per 1 below 10 of relevant attribute
+1 for every increasing the casting time of spell to double the required. For instance if a 3 second casting time spell and you take 6 seconds to cast it you would receive a +1 on your casting, for every full casting time duration beyond the normal casting time you would receive a +1 to a maximum of +5 for taking five times as long to cast the spell.



Spellcraft Result
The success and potency of spells cast is determined by the spellcraft margin of success.

Telas warren
* Results is a roll < 1 or a natural 1; roll 1d6 modified by the difference in spell level and caster level/2 rounded up. For instance a level 2 caster casting a level 4 spell would have a modifier of -1 (-2/2=1). On a result of 0 or less the caster suffers warren corruption + patron taint (if the caster has a patron) + a spell misfire. On a result of 1-2 casters suffers warren corruption. On a result of 3 caster suffers patron taint or a warren corruption if the caster has no patron. On a result of 4-6 the caster suffers a misfire.
* Caster misses successfully casting the spell by 1, spellcaster suffers 1/2 normal spell fatigue and the spell does not count as a failed spell for future checks.
* MOS = 0-2 spell is cast normally.
* MOS = 3-5 spell is cast at progression 1
* MOS = 6-8 spell is cast at progression 2
* MOS = 9-11 spell is cast at progression 3
* MOS = 12-14 spell is cast at progresson 4
* MOS = 15-18 spell is cast at progression 5
* MOS = 19-22 spell is cast at progression 6
* MOS = 23+ spell is cast at progression 7

Here is an example spell progression for Scorching Ray a second level spell

Normal: One target takes 1d6p + caster level damage. Additionally, it must make a dodge save or catch fire. Each round thereafter it suffers an additional 1d6p damage until it succeeds a dodge save to extinguish the fire. Flammable objects on the target (e.g., scrolls or tomes) have a 75% chance of catching fire unless protected.

Progression 1: One target takes 1d8p + caster level damage. Additionally, it must make a dodge save or catch fire. Each round thereafter it suffers an additional 1d6p damage until it succeeds on a dodge save to extinguish the fire. Flammable objects on the target (e.g., scrolls or tomes) have a 75% chance of catching fire unless protected.

Progression 2: The caster can launch two rays, at the same target or at two targets. Each ray does 1d10p + caster level damage. Additionally, each target must make a dodge save or catch fire. Each round thereafter the target suffers an additional 1d6p damage until it succeeds on a Ddodge save to extinguish the fire. Flammable objects on the target (e.g., scrolls or tomes) have a 75% chance of catching fire unless protected.

Progression 3: The caster can launch three rays, at the same target or different targets. Each ray does 1d12p + caster level damage. Additionally, each target must make a dodge save or catch fire. Each round thereafter the target suffers an additional 1d6p damage until it succeeds on a dodge save to extinguish the fire. Flammable objects on the target (e.g., scrolls or tomes) have a 75% chance of catching fire unless protected.

Progression 4: The caster sends forth a fanning wave of flames. The attack is shaped like a cone, centered on the caster and expanding to a width of 40’ at its farthest end 80’ away. All targets within the cone take 1d12p + caster level damage. Additionally, each target must make a dodge save or catch fire. Each round thereafter the target suffers an additional 1d6p damage until it succeeds on a dodge save to extinguish the fire. Flammable objects on the target (e.g., scrolls or tomes) have a 75% chance of catching fire unless protected.

Progression 5: The caster detonates a blast of fire centered on himself. He suffers no damage, but all targets within 20’ are automatically immolated for 1d12p points of damage. In addition, the blast sends out up to a dozen jets of flame, each 80’ long and aimed at a single target. Each jet does 1d20p + caster level damage and automatically catches the target on fire for an additional 1d6p damage each round until the target makes a dodge save. Flammable objects on the target (e.g., scrolls or tomes) automatically catch fire. No target can be damaged by more than one jet of flame.

Progression 6: The caster detonates a blast of fire centered on himself. He suffers no damage, but all targets within 30’ are automatically immolated for 1d20p points of damage. In addition, the blast sends out up to a dozen jets of flame, each 80’ long and aimed at a single target. Each jet does 1d20p + caster level damage and automatically catches the target on fire for an additional 1d8p damage each round until the target makes a dodge save. Flammable objects on the target (e.g., scrolls or tomes) automatically catch fire. No target can be damaged by more than one jet of flame.

Progression 7: The caster summons a jet of magma and flame from the earth’s core, which explodes upward from his feet then blasts out at his enemies. He can direct a scorching ray of flame at any target he can see, to a range of 1,000’. The amount of damage done by each ray depends on how much the caster must dilute the pure magma of the earth’s core. A single target takes 6d20p + caster level damage; 2-5 targets each take 4d20p + caster level damage; 6-10 targets each take 3d12p + caster level damage; 11-30 targets each take 1d20p + caster level damage; 31-50 targets each take 1d12p + caster level damage; 51-100 targets each take 1d8p damage; and 101 or more targets each take 1d6p damage. Every target must succeed on a dodge save or catch fire, suffering an additional 1d6p damage every round thereafter until they again succeed on a dodge save.

Misfire Results Roll 1d4
1 — Caster explodes a ball of fire centered on himself, causing 1d6 damage and burning up all flammable objects on his person.
2 — Caster sends forth an errant ray of fire that causes 1d6 damage to one randomly determined ally within 30’
3 — casters lights the nearest ally on fire briefly for 1d4 damage
4 — caster inadvertently reverses the spell, summoning a wave of chilling cold that automatically extinguishes all flames within 100’ of him.

Clearly there will need to be a table for each spell. As this is a mountain of work I will be doing it on the fly, but I intend on prioritize on the spells casters select.
Patrons
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Patrons

A caster can take a Patron by purchasing the Trait “Patron” for 25 BP . The same trait is available to non-casters but the effect is different and the cost is less. Traits will grant some combination of bonus spells, granted abilities, proficiencies and skills.

An example Patron template follows.

Patron benefits for followers of Mormekar the God of Death and Rebirth
Required warren: Drakend
Required Alignment: Caster must be NG, N or NE
Spell Restrictions: Caster may never use any spells that raise/animate the dead or spells that are designed to spread undeath, summon undead.
Bonus Spells: At the time of taking the talent the caster gains a bonus spell from the Drakend Warren, and gains one spell from that warren at each new level.
Free Proficiency: WP Staff
Level 1 Granted Power: Turn/Rebuke Undead with a +2 modifier (your gm has rules for this if ever you need it)
Level 3: The Blessing: Devoted of Mormekar may bless the recently deceased to prevent magics that would bring them back to life or reanimate them from having an effect.
Level 5 +1 Bonus to attacks and damage against undead +2 bonus to defense against undead
Level 7 Animal Companion: The caster gains either a Vulture of a Coyote as a companion.
Level 10 The Fire of Rebirth: Any time after reaching level 10 a Caster may purchase the Patron Talent a second time and go through the Fire of Rebirth Right.

For a non-caster the Patron trait costs 10BP

1 Free Mastery in First Aid, Observation, and Monster Lore, WP Staff
The ability to invoke Mormekar to shield them from negative energy 1/week (as the character levels this becomes available more frequently)

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h3. Half Caster Classes

For Thief-Mages and Fighter-Mages discard the normal spellcasting benefits and replace with the following rules. Spellcasting follows the same rules as a straight caster.

Warren Progression

Level 1 gain Novice mastery in first warren!(media-item-align-right)
Level 3 gain Average mastery in first warren
Level 7 gain second warren at Novice mastery
Level 8 gain Advanced mastery in first warren
Level 10 gain Average mastery in second warren
Level 11 gain Novice mastery in third warren
Level 12 gain Expert mastery in first warren
Level 14 gain Advanced mastery in second warren
Level 15 gain Average mastery in third warren
Level 19 gain Expert mastery in second warren
Level 20 gain Advanced mastery in third warren

Spell Selection

Rashan

Level 1 select 4 spells.
Level 2 select 2 spells.
Level 3 select 2 spells.
level 4 select 2 spells.
level 5 select 2 spells.
level 6 select 2 spells.
Level 7 select 4 spells.
Level 7 select 2 spells.
Level 8 select 2 spells.
Level 9 select 2 spells.
Level 10 select 2 spells.
Level 11 select 4 spells.
Level 12 select 3 spells.
Level 13 select 3 spells.
Level 14 select 3 spells.
Level 15 select 3 spells.
Level 16 select 3 spells.
Level 17 select 3 spells.
Level 18 select 3 spells.
Level 19 select 3 spells.
Level 20 select 4 spells.

Caster Class

Cold Steel Hot Blood Aphexs Aphexs