Magic Rules

This is a collection of the different magic rules I have in place.

## Spell Rarity

This is a simple breakdown of the rarity of some spells. A spell may have a number of asterisks, 1-3 (\*, \*\*, or \*\*\*) denoting a spell being more and more rare. Most spells do not have any rarity attached, meaning they are available as any other spell.

For each of these, additional rules are required.

**\*Obscure:** These spells are practiced in small groups or specialized by a specific family.  Purchasing a scroll of these spells costs twice the normal amount for the spell's level. You must make a DC 15+ spell level spellcraft check to select one of these spells when learning a new spell. The DC to identify these spells is increased by +2.

**\*\*Rare:** These spells are hidden in the locked chest of a dead wizard's basement or found only in the back corner of the ancient library. These spells must be found in the world or given as payment for a significant personal favor or quest. They may be learned while leveling by making a DC 25+ spell level spellcraft check. The DC to identify these spells is increased by +5.

**\*\*\*Fabled:** These spells have been scrubbed from history, existing locked in the mind of some long-lost Lich's astral self, trapped in a demiplane. These spells are almost exclusively found as plot devices, or used as rewards for long quests. These may not be selected while leveling. The DC to identify these spells is increased by +10.

Tenth level spells are always considered Fabled. Vampire spells are considered Obscure.

## 10th-Level Spells

10th-level spells are incredibly powerful and do not exist in nature. They represent a creature's long experimentation in magic, and unlocking the secrets of the universe. As such, 10th level spells are always presented as being owned by the caster that created the spell or who most commonly used it. There are certain spells, referred to as Primordial spells, which are more akin to manipulating reality than they are to harnessing magic.

In order to create a 10th level spell, a creature must possess the Epic Spell feat.

**Epic Spell:**

*You've done it. You have surpassed the natural limitations of magic in the world and tapped into true magical power, if only for an instant.*

Note: This feat may also require significant amounts of research before being allowed.

Prerequisites: Caster Level 20, relevant casting score of 20, ability to cast 9th level spells.

Benefit: You learn a single 10th level spell and gain a single tenth level spell slot. You do not receive bonus spells per day of tenth level. Additionally, whenever you would gain a new Mythic tier, you may instead choose to learn a new 10th level spell.

Special: You may select this feat multiple times. Each time you do, you gain a single additional 10th level spell slot and learn another tenth level spell.​ Optionally, your DM may allow you to create your own 10th level spell.

**Primordial Casting**

Prerequisites: Caster Level 20, relevant casting score of 20, ability to cast at least 5 10th level spells, Mythic Rank 10, Divine Score 1

Benefit: You learn a single Primordial spell that you may cast once per week. This costs a 10th level spell slot. Additionally, you may elect to learn a new Primordial spell instead when you gain your Unique Divine Abilities from Divinity Scores 3 and 7.

**Optional 10th level spell rules**

At the DM's discretion, one or more of the following may be true of some or all attempts to cast a 10th level spell:

\*The first attempt to cast a given 10th level spell automatically fails.

\*You must have at least a score of 20 in all three mental ability scores.

\*You must have a second caster in order to cast the spell, that must also meet any prerequisites.

\*You Must be 20th level or higher to attempt to cast a 10th level spell

\*Any attempt to cast a 10th level spell, even a failed attempt, results in the caster losing a level that must be regained by leveling up again.

\*10th level spells only have a 1 in 10 chance of succeeding (rolling a 90-100 on a d%).

\*The caster is affected by Feeblemind with no save after the spell is completed

\*The god of magic (or some other relevant god) takes notice. This is immediately true if used to attempt to destroy a magical artifact or otherwise interfere with the flow of magic in the universe.

\*A wild or primal magic event occurs after the attempt, whether or not the spell succeeds

\*You must expend a use of Mythic power to attempt to cast a 10th level spell

## Vampire Spells

Spells in this section are classified differently than regular spells. They do not belong to any particular spell list, but rather are automatically learned by any creature that is a vampire with spellcasting ability at the listed character level. It is treated as a different spell level depending on the maximum spell level the class allows. If unable to cast spells, the Vampire may forgo a feat and gain the ability to use one of them once per day as a Spell Like Ability as long as they are of the required HD (forgoing feats treats you as a full caster to determine spell level).

It will appear as such:

**Level** Vampire [Vampire HD] (level if max of 9th, level if max of 6th, level if max of 4th)

Relevant Vampire Rules can be found here.

Additionally, some pre-existing spells are also counted as Vampire Spells. The following are the applicable spells, and the HD the Vampire must be to gain them.

* Avasculate (15)
* Avascular Mass (20)
* Bestow Curse (11)
* Bestow Greater Curse (15)
* Bestow Superior Curse (19)
* Blood Biography (5)
* Blood Money (3)
* Blood Salvation (7)
* Blood Scent (5)
* Blood Transcription (3)
* Bloodstone Mirror (15)
* Bloody Claws (11)
* Dominate Person (12)
* Extract Blood Elemental (14)
* Expel Blood (14)
* Explode Head (15)
* Explosion of Rot (9)
* Fleshcurdle (5)
* Invisibility (3)
* Greater Invisibility (12)
* Open Wounds (15)
* Crimson Tide (17)
* Touch of Bloodletting (7)
* Waves of Blood (7)
* Vampiric Touch (9)
* Improved Vampiric Touch (12)
* Greater Vampiric Touch (15)
* Vampiric Feast (18)

## Galactimancy

A spell school that focuses on altering the very nature of existence itself. Through extreme calculations, the nature of time and space can be altered, even if just temporarily, for a multitude of different effects. Galactimancy has 3 subschools; Chronomancy, Choromancy, and Calculomancy, all of which can be used as spell descriptors.

**Galactimancy** is the source from which magic spawns, pure and raw, and is an evolved form of Universal magic. As such, all spell schools can technically come from it. Because of this, a caster's knowledge of previous schools can aid them in the casting and understanding of spells from this school as well.

**Calculomancy** (also known as mathemagics) is a magic that involves the manipulation and editing of cosmic numbers, frequencies, and quantities to alter the world in the caster's favor. Whether it's the simple act of predicting how many of a single object are in an area, or solving any mundane mathematical equation, more moderately powerful acts such as re-allocating a creature's weight or mass into a new form, calculating the exact location of a creature for improved accuracy, or even more grand cosmic events such as predicting the end of the world, manipulating arcane energy after a spell has already been cast, or calculating the proper energy output to go back and fourth through time, Calculomancy is the base of Galactimancy and allows for Chronomancy and Choromancy to function.

**Chronomancy** is magic that uses calculations and predictions to determine the past, present, and future as well as manipulate them in your favor. Some existing spells such as time stop also are treated as chronomancy spells as chronomancy spells are closely related to Necromancy, Conjuration, Illusion, and Divination spells, and as such any abilities that you possess that effect Necromancy, Conjuration, Illusion, and Divination spells, can be applied to chronomancy spells, but not from the same source (I.E. If you possess spell focus for Necromancy, and Conjuration, they don't stack). The Chronomancy descriptor is applied to all time based spells.

**Choromancy** is magic that uses calculations to perfectly alter and manipulate spatial energy, rifts, and the power of distance and gravity itself. Some existing spells such as teleportation and shape stone are treated as Choromancy spells as choromancy is very closely related to Abjuration, Evocation, Enchantment, and Transmutation. Because of these, any abilities that you possess that effect Abjuration,

Evocation, Enchantment, and Illusion spells, can be applied to choromancy spells, but not from the same source (I.E. If you possess spell focus for Evocation, and Transmutation, they don't stack). The Choromancy descriptor is applied to all space/teleportation based spells.

## Mythic Magic Rules

Mythic spells draw upon the caster’s mythic power to create more powerful magical effects-mythic fireball sets affected creatures on fire, mythic mage armor can negate critical hits, and so on. These spells aren’t separate spells you gain as a spell known from your spellcasting class, but rather mythically charged versions of spells you already know.

**Learning Mythic Spells**: To learn a mythic spell, you must either select the Mythic Spellcasting universal path ability or the Mythic Spell Lore feat. In doing so, you unlock the secret of using your mythic power to amplify non-mythic spells you choose.

**Casting Mythic Spells**: If you know the mythic version of a spell, any time you cast the spell, you may expend one use of mythic power to convert the spell into its mythic version as you cast it. This doesn’t change the level of the spell slot you use to cast the spell. If you’re a caster who prepares spells (such as a cleric or wizard), you never have to prepare the mythic version of a spell-if you prepare the non-mythic version, you may cast it as the mythic version by expending one use of mythic power. Unless otherwise specified, casting the mythic version of a spell doesn’t take any longer than casting the non-mythic version.

**Effects of Mythic Spells**: Unless otherwise specified, a mythic spell works just like the non-mythic version of the spell. For example, zombies created by both animate dead and mythic animate dead count toward the spell’s HD limit of how many undead you can control at one time, and a chaotic creature is immune to mythic chaos hammer in the same way it’s immune to chaos hammer. Unless a mythic spell’s description says it improves, replaces, or upgrades an effect of the non-mythic spell, or says that it creates an effect instead of the non-mythic spell’s effect, it retains all the effects of the non-mythic spell in addition to the effects of the mythic version. For example, the mythic blasphemy spell has penalties for creatures that fail their saves; because the description doesn’t indicate that these penalties replace those of non-mythic blasphemy, the penalties are in addition to the non-mythic spell’s effects.

**Augmented Mythic Spells**: An augmented version of a mythic spell has the same effect as the mythic spell, plus additional benefits, options, or an increased effect. Some augmented effects require you to have a minimum tier in order to cast it as an augmented mythic spell. If so, the tier requirement for the augmented effects is listed in parentheses in the entry. For example, “Augmented (4th)” means you must have at least 4 mythic tiers to use this option. If you know a mythic spell, you automatically know how to cast the augmented version of that mythic spell upon reaching the required tier. Casting the augmented version of a mythic spell requires you to expend more uses of mythic power when you cast it. The number of additional uses required for the augmented version is listed in the spell’s augmented entry and includes the one use of mythic power necessary to cast the mythic version of the spell. When you cast a spell, you must decide whether you want to cast the nonmythic version, the mythic version, or the augmented mythic version, and expend the appropriate number of uses of mythic power. You can’t cast the non-mythic version of the spell and later expend one use of mythic power to change it to the mythic version, nor can you cast the base mythic version of a spell and later in the duration expend the difference in mythic power to change it to the augmented version. Example: You’re a 9th-level wizard/6th-tier archmage who knows mythic animate dead and has animate dead prepared. Casting animate dead works as normal and requires no uses of mythic power. Casting mythic animate dead requires you to expend one use of mythic power when you cast your prepared animate dead. Casting the augmented version of mythic animate dead requires you to expend two (not three) uses of mythic power when you cast your prepared animate dead spell.

**Mythic Spells in Magic Items**: Mythic spells can’t be crafted into magic items unless the item is an artifact (for example, you can’t brew a potion of mythic cure light wounds).

**Mythic Spells in Stat Blocks**: In a creature stat block, a superscript “M” indicates the creature knows the mythic version of the spell.

**Potent**: Any spell you cast as a mythic spell can also be cast in a potent form that is harder to resist. By expending one additional use of mythic power, you increase the spell’s save DC by 2 and gain a +2 bonus on your caster level check to overcome spell resistance.

**Resilient**: Any spell you cast as a mythic spell can also be cast in a resilient form that is harder to dispel or counterspell. Expend one additional use of mythic power; any check attempted in order to dispel the spell then takes a -4 penalty, and the spell can’t be countered unless the opposing caster also expends a use of mythic power to overcome your spell’s resilience (in which case the normal rules for counterspelling apply). You may combine the potent and resilient forms of a spell; to do so, you must expend a total of two additional uses of mythic power. You can cast potent and resilient forms of augmented mythic spells in the same manner.

**Tiers in Mythic Spell Descriptions**: Unless otherwise stated, any reference to tier in a mythic spell description refers to the tier of the creature casting the spell. Whenever a mythic spell refers to half your tier, the minimum is 1 (meaning you still get a benefit at 1st tier).

## Harnessing Ambient Magic

Spells in this section are used to generate physical manifestations of magic that casters may draw on to enhance or even replace their regular spells. [Information on how to utilize them is withheld until my players reach that point in the story]. Note that the spell list for these spells is incredibly exclusive, meaning that characters without the proper levels in the listed class can not learn the spells, even with class features that allow you to learn a spell from another list. This also specifically excludes sorcerers and oracles.

A brief description of the visuals of each type of Retainer is listed below. They are cool colours, such as greens, blues, purples, and black.

 Font
 Well
 Reservoir

**Usage of Ambient Magic Retainers**

Tapping into a retainer requires a concentration check (DC equal to the DC to move them). This does not take an action, but must be attempted separately for each ability you wish to use. You may also link yourself to a retainer by taking a full round action to make a concentration check (DC= twice the move DC). Doing so successfully allows you to automatically use abilities without having to tap them for 1 day per caster level.

You may spend points to do the following. The cost is in parenthesis. 0 level spells count as 1/2 for costs that multiply spell levels. A metamagic increase of +0 counts as +1.

* Cast a spell you know without expending a spell slot (=spell level).
* Cast a spell on your spell list you don't know (=x2 spell level)
* Cast a spell of the same type (Arcane, Divine, Psychic) that isn't on your list (=x3 spell level)
* Cast a spell of another type (=x4 spell level)
* Learn a new spell (=x10 spell level)
* Apply a metamagic feat you don't have (=x2 metamagic cost)
* Apply a metamagic feat you have without increasing level (=x3 metamagic cost)
* Apply a metamagic feat you don't have without increasing level (=x4 metamagic cost)
* Learn a metamagic feat (=x10 metamagic cost)
* Cast a mythic version of a spell (increase multiplier by 5) [x5 if you know the spell, x9 if of another type]
* Augment a mythic spell without expending mythic power (=x2 mythic power cost)
* Cause a concentration spell you have cast to be concentrated on by the retainer (=spell level each round)

So a cleric could cast a Silent, Stilled, Quickened, Mythic Wish by expending 101 points.