Arcane Magic is often dangerous and unpredictable, with the potential to have unintended consequences or even backfire on the user. Those who do manage to wield this power are often corrupted by it and are either torn apart by its effects or turn to chaos and evil in search of greater power.
For every caster level of Arcane Magic gained after first level, characters must make a WIL save or have their alignment shifted toward Chaotic Evil by one step.
Steps are moved either Right or Down, never Diagonally.
When a characters alignment is shifted as a result of a failed WIL save they can choose which way it shifts, either toward Chaos or Evil. If a shift is possible it must be made, for example if a character has already reached Chaotic they must choose to shift toward evil if possible. Once a Character has reached Chaotic Evil they are no longer required to roll a WIL Save each new level gained.
The Save for each level is equal to 10 +1 for every Caster Level of Arcane caster they already possess.
Classes that do not allow for level 9 spells such as Ranger which has a max spell level of 4, only adds +1 for every two Caster levels gained.
Classes that do not gain Arcane Spells until later levels do not start making Saves until they gain access to Arcane Magic.
*Example at level 4 a Ranger gains access to Arcane Magic so their Save would be DC/10, 10+0(1/2 Existing Arcane Caster Levels).
*Example at level 2 a Sorcerer's WIL save would be DC/11, 10+1(Existing Arcane Caster Levels)
On a successful Save there is no change to the individuals Alignment.
Characters in the Chaotic Alignment Range gain access to Chaos Magic
Characters in the Evil Alignment Range gain access to Blood Magic.
Chaotic Evil Characters have access to both Blood Magic, and Chaos Magic.
The Arcane Purification ritual is a complex and costly endeavor aimed at cleansing an individual of the corrupting effects caused by arcane magic. The individual undergoing the ritual must make a series of challenging Will saves, with the DC determined by the Game Master based on the campaign's context and the potency of the corruption. Success in the saves results in the removal of one or more steps of arcane corruption, while failure may have unforeseen consequences.
Divine casters, those who draw power from their gods or deities, are often blessed with profound strength and purpose. However, the deeper they immerse themselves in the teachings and doctrines of their faith, the more they risk becoming overwhelmed by the divine force they channel. The more a divine caster advances in their faith, the more they may succumb to zealotry—a dangerous devotion that can warp their sense of reality and judgment. The impact of this zealotry depends on the alignment of their deity and their religion's tenets, pushing the caster toward either fanatical devotion or dangerous extremism.
For every caster level gained in Divine Magic after first level, characters must make a Will save or become increasingly zealous in their devotion to their deity. This can lead to shifts in their behavior, mindset, and alignment. The intensity of the caster's devotion is tied to their alignment and the nature of their god, manifesting in a different set of effects depending on whether they worship a good, neutral, evil, chaotic, or lawful deity.
Will Save DC: The save DC for each level is equal to 10 + 1 per caster level in Divine Magic already possessed.
*System to be implement in next Phase.
The deeper a caster delves into the unknown and forbidden realms of occult magic, the more their mind becomes exposed to the eldritch forces they manipulate. This unnatural power, steeped in madness and ancient secrets, slowly wears away at the sanity of those who wield it. As the caster grows in power, they risk losing their grip on reality, unraveling their minds and stepping further toward madness.
For every caster level gained in Occult Magic after first level, characters must make a Will save or begin to lose their sanity. This manifests as a gradual descent into madness, with each failed Will save causing their mental state to deteriorate. The effects are not immediate but accumulate with each new level of power, pushing the caster toward madness.
Will Save DC: The save DC for each level is equal to 10 + 1 per caster level in Occult Magic already possessed.
*System to be implement in next Phase.
Mana (Arcane) vs. Grace (Divine)
In the Edrilian magic System, Mana and Grace represent two distinct sources of magical energy. While both are used to cast spells, they draw from different wellsprings of power and have their own unique methods of replenishment and use.
Mana (Arcane Magic):
Arcane magic is fueled by the caster’s connection to the raw forces of the universe. Mana represents the personal well of magical energy that a spellcaster has access to. This energy can be drawn from the caster’s own power or from external sources like ley lines and magical artifacts.
Mana Pool: For arcane casters, the Mana Pool is calculated by the spells per day and the spell level, with bonus spell slots from high ability scores included in the pool.
Casting: Arcane casters use Mana to prepare or spontaneously cast their spells, and the amount of Mana required is based on the spell’s level.
Grace (Divine Magic):
Divine magic, on the other hand, draws its power from a higher source, be it a god, divine entity, or other celestial forces. Grace represents the divine favor or blessing bestowed upon the caster to enact their magic. Divine spellcasters may be granted spells based on their faith and devotion to their deity or higher power.
Grace Pool: Divine casters also use a Mana Pool-like system, but instead of Mana, it’s referred to as the Grace Pool. This pool functions similarly to Mana but is tied to the divine power of the caster’s faith and devotion.
Casting: Divine casters channel Grace to prepare their spells, and they are typically limited by their faith and divine intervention rather than sheer arcane energy. Divine casters still have a set number of spells they can prepare, but they are also deeply connected to their deity’s will.
Calculating Mana & Grace
This system replaces the normal Spells per Day system. It is intended to provide casters with an easy to track and more versatile way to prepare and cast spells. All Spells per Day are converted into a Mana or Grace Pool that can be used to prepare, or spontaneously cast spells based on your class's level of spells per day allotment.
To calculate your Mana/Grace Pool take the number of Spells per day and multiply them by the level of the spell.
level 0 spells are not calculated in the Mana/Grace Pool and function normally for all classes.
Bonus spell slots granted by high ability scores are included in this pool.
Your total Mana/Grace Pool can now be used to prepare or spontaneously cast any spell you are normally capable of casting.
Each spell costs 1 point of your Mana/Grace pool per spell level.
Casters who prepare spells must still prepare their spell slots as normal.
*Example #1: A 5th level Wizard has the following Spells per Day: 3 level 1, 2 level 2, and 1 level 3, and an Intelligence score of 16 which grants an additional 1st, 2nd, and 3rd level spell slot.
1 level spells: (3+1)*1 = 4
2 level spells: (2+1)*2 = 6
3 level spells: (1+1)*3 = 6
Total Mana Pool 16
That wizard can now choose to prepare spells in any combination using the Mana Pool, and maintains the use of all of their Cantrip level 0 spells as normal.
*Example #2: A 5th level Sorcerer has the following Spells per Day: 6 lvl 1, 4 lvl 2 and an Charisma score of 16 which grants an additional 1st, 2nd level spell slot.
1 level spells: (6+1)*1 = 7
2 level spells: (4+1)*2 = 10
Total Mana Pool 17
That Sorcerer can now choose to spontaneously cast spells in any combination using the Mana Pool, and maintains the use of all of their Cantrip level 0 spells as normal.
An Arcane Spellcaster may choose to cast spells beyond the limits of their normal Mana Pool. When doing so, they immediately take burn damage equal to twice the spell level of the spell cast. This damage cannot be negated or reduced in any way, and cannot be healed by any means until the caster takes an 8-hour rest.
Healing Rate for Burn Damage: Burn damage sustained by a character heals at a rate equal to their Hit Dice (HD) per day, provided the character takes at least 8 hours of rest. This healing occurs after a full rest period and is applied once per day. For example, a character with 5 Hit Dice would heal 5 points of burn damage after a full 8-hour rest.
Spell Preparation: Casters who prepare spells must still cast spells from the spells they have prepared that day.
Restrictions: Mana Burn can only be taken to cast spells and abilities that utilize your primary Mana Pool.
In Edrilia, spell levels are unlocked faster. When your class unlocks a new spell level, you instead gain access to all the spell levels listed on the right.
1:1
2:2,3
3:4
4:5
5:6
6:7
7:8
8:9
Example: A 5th-level Wizard would normally gain access to 3rd-level spells, but in Edrilia, that Wizard gains access to all spells up to 4th-level.
LoE II Campaign only:
1:1
2:2,3,4
3:5,6
4:7
5:8
6:9
Casters who gain additional spell slots per level through schools or other bonuses still gain those bonus slots as normal, based on their actual class progression and not the accelerated spell level unlock.
Example: A Wizard with the Conjuration School gains an additional spell slot for each spell level after 0. In this system, the level 5 Wizard would gain a bonus Conjuration spell slot for 1st through 3rd-level spells as normal, but not for 4th-level spells.
Bonus spells gained from favored class bonuses must meet the normal level requirements, not the faster unlock track.
Example: A Human Oracle who uses their favored class bonus to gain an extra spell must follow the rule that the spell must be one level below the highest spell level the Oracle can cast. This "highest spell level" is determined by the normal spell level unlock progression, not the accelerated track.
This faster unlock system does not affect magic item creation.
Example: A Wizard can only create a scroll of Fireball once they have reached the normal level (5th) required to cast the spell, even though they can cast it at level 3 in this system.
All arcane and divine spellcasters can prepare a number of additional level 0 spells (cantrips/orisons) equal to their primary spellcasting ability modifier. Spontaneous Casters also gain this number of additional level 0 spells to their number of known spells.
Example: A level 3 wizard with an Intelligence score of 16 (+3 modifier) would be able to prepare the normal 4 level 0 spells and an additional 3 for their Intelligence modifier, for a total of 7 cantrips.
When casting a cantrip or orison that deals damage:
If the spell’s damage is 1d3, it now deals 1d6 damage instead.
If the spell’s damage is 1d6, it now deals 1d8 damage instead.
*Cantrips & Orisons on the Edrilia Site have already been adjusted for Expanded Damage.
When casting a cantrip or orison that deals damage, all arcane and divine spellcasters add their primary spellcasting ability modifier to the damage dealt. The additional damage is of the same type dealt by the cantrip or orison.
Example: A level 3 wizard with an Intelligence score of 18 (+4 modifier) casting the acid splash cantrip would deal 1d6+4 acid damage instead of just 1d3.
When a caster successfully initiates a Counter spell, on a spell that targets themselves and both the caster and the target are within 50 ft. of one another there is a 50% chance a magical feedback loop will be created. If this happens both parties become locked in a battle of wills, and are unable to take any other actions until it is resolved. The excess energy generated from the feedback loop surround the two parties involved and provides them with the benefits of both of the spells Mage Armor and Shield for the duration of the Feedback Loop (These do not stack with existing instances of Mage Armor or Shield and these bonuses end immediately when the feedback loop is resolved). *Mage Armor & Shield: +8 AC Bonus, Negates Magic Missile Attacks directed at you, Cannot be bypassed by incorporeal attacks;
The feedback loop forms a line of energy between the two casters in the most direct route possible, and functions in the same way as the spell lightning bolt, damaging anything that it touches with a Caster Level equal to the level of the spell cast by the attacker. This beam deals 1d6 Force Damage per level of the Attacking Spell. Targets caught in this line during its creation are given an immediate Reflex save DC/10+(Attacking Spell level). On a success they may shift 5 ft. out of the way if an open space is available. Any creatures in this line take damage every turn they remain in the beam at the start of their turn. Any target attempting to move through the line must make the same Reflex save to avoid taking DMG once for every space in the lines effect that they traverse.
Regardless of the distance, the line is composed of 5 zones with a ball of energy that forms in the center zone upon creation of the feedback loop. On each party's turn both parties make a Caster Level check (1d20 + Caster Level), the caster with the higher check forces the ball of energy one zone closer to the other caster. If one of the casters it attacked and receives damage during a feedback loop they must make a concentration check of (10 + Damage Dealt + Attacking Spell level) or the ball of energy moves one zone closer. When the ball of energy reaches one of the two parties it deals 1d6 Force damage equal to the total number of caster levels of both parties involved with no limits. It also throws the target back 5 ft. per caster level. If the body of the loser is pushed back into a solid wall or other such obstructions an additional 1d6 bludgeoning damage per 10ft they should have been thrown is inflicted. If one of the casters is killed before the Feedback loop is resolved the ball of energy instead detonates dealing 1d6 force damage per caster level of the remaining caster to all targets within a 30 foot radius of the caster who perished.
Once a Feedback Loop has been formed other casters can on their turn attempt to bolster an allies effort. Additional caster must be within 10 feet of the caster they are attempting to aid. These casters must first as a free action identify the type of spell the attacker has cast in the same way the counterspell check was made. If successful they too must choose an appropriate spell to add to the Feedback Loop. These additional casters must make a DC/10 Will save every time the energy ball moves into a new zone. If they are successful they can add a bonus equal to their primary casting modifier to the primary casters Caster Level check. If the Will save is failed the secondary caster takes 1d6 force damage and their connection to the loop is broken. (These secondary casters can rejoin the feedback loop on their next turn if they have another spell of the appropriate type and level to spend.) When a Feedback Loop is resolved by the energy ball reaching one of the casters and there are secondary casters involved their caster level is added to the total levels used to determine the damage. Total damage is divided among all casters involved on the losing side of a Feedback Loop.
Counterspell: “As a general rule, a spell can only counter itself. If you are able to cast the same spell and you have it prepared (or have a slot of the appropriate level available)” You may also use a prepared spell of the same school of Magic.
Improved Counterspell: When counterspelling, you may use a spell of any school that is one or more spell levels higher than the target spell.
Items with counterspell abilities never risk starting a feedback loop.
Cost: When a caster wishes to add a spell to their spellbook, they must go through a process of purchasing the spell and copying it into their book. This process involves two primary costs: the cost of obtaining the spell in scroll form and the cost of transcribing it into the spellbook. The total cost is the sum of these two expenses, and the scroll is destroyed in the process.
Example: A 1st-level spell: A wizard wishing to add a 1st-level spell to their spellbook would need to purchase the scroll for 2 GP 5 SP (cost of a 1st-level spell scroll) and pay 1 GP to write it into their spellbook. The total cost would be 3 GP 5 SP, and the scroll would be destroyed in the process.
Time: The process of copying a spell into a spellbook or ritualbook takes 1 hour per spell level. Cantrips (0-level spells) take 30 minutes to record.
Space in the Spellbook: Each spell takes up one page per spell level in the spellbook or ritualbook. Even a 0-level spell (cantrip) takes one page. A typical spellbook and ritualbook has 100 pages.