True and Epic Magic

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D&D Home > Magic > True and Epic Magic

True magic is the ability to manipulate the Weave to produce a magical effect without the need for preparation, without the need for spell-points and without the need for spells. True Magi simply think about changing reality and reality is changed. Every time they cast magic it is like a mini Wish spell has gone off, and there is no limitation on their power except for the magus's skill and his courage.

If this sounds too good to be true then it is. In a primordial past where magic was easier, True Magic was the norm. However, in these latter days the knowlegde of True Magic has been lost. Where it has gone, why it stopped working and how spellcasters went from using it to using all the other forms of magic documented in this section is a story for the indivdual campaign setting to tell. I have more than enough thoughts on the matter in regard to Iourn, I can tell you.

True Magic

So, having said you can't use it I am now going to tell you how True Magic works. I am nothing if not contrary. The reason why I am doing this will become apparent as you read on, so please give me the benefit of the doubt for the time being.

Availability: Well, I've already covered that. No-one in the campaign at the moment can use True Magic. It is an ancient form of magic use that is now lost. Perhaps it can be rediscovered, perhaps the Weave has changed so it cannot work anymore. Whatever the case no-one starts out at first level knowing True Magic.

Spellcasting: True Magic uses similar mechanics for spellcasting as Epic Magic (see below). As the True Magus advances in levels he gradually gains mastery over the twenty four seeds of magic. He can maipulate these seeds on the fly, creating various magical effects as documented on pp71-102 of the Epic Level Handbook. The True Magus must make a Knowledge (arcana) or equivalent skill check to create these magical effects, but he gains significant bonuses to the roll the more powerful he becomes.

Gaining Spells: There are no spells to gain, and no limit to the magic effects the true magus can create. The one limitation they face is that they do not gain mastery over all the seeds until a very high level, and therefore each true magus, by definition, specialises in a particular brand of magic.

Epic Magic

The notion of Epic Magic was first introduced in the Epic Level Handbook and has not thusfar been reproduced for the 3.5 edition of the game (I expect we'll see it in the upcoming Complete Arcane). For the purposes of the House Rules, Epic Magic is True Magic. Spell-weavers - be they wizards, druids, clerics or psions - that have grown powerful enough in their understanding of the Weave, have the potential to tap into some of the power that True Magi enjoyed. Knowledge becomes power and they can shake the foundation of reality with spells that transcend ninth level.

Availability: In order to cast epic magic a character must select the Epic Spell Casting feat (Epic Level Handbook p55). In order to qualify for this feat they need the following prerequistes. Song and Arcane spellcasters must have 24 ranks in Knowledge (arcana) and the ability to cast ninth level arcane or song spells. Divine spellcasters must have 24 ranks in Knowledge (religion) and the ability to cast ninth level divine spells. Practitioners of nature magic must have 24 ranks in Knowledge (nature) and the ability to cast ninth level nature spells. Psionicists must have 24 ranks in Knowledge (psionics) and the ability to manifest ninth level psionic powers.

It is probable that any twenty-first level spellcaster will meet those criteria. However, GMs should be enouraged to limit the availability of this feat even to these powerful characters. The ability to work epic magic is not a right, it is something to be strived for. The spell-weaver does not spontaneously develop the feat they must learn it from ancient carvings in the walls of buried temples, or hear it from the lips of the first wizard.... make attaining this feat a campaign-shaking event. After all, once a PC gets his hands on it the setting will never be the same again.

Spellcasting: I do not intend to reproduce the mechanics of epic spellcasting laid down in chapter two of the Epic Level Handbook (pp71-102). In brief, the epic caster learns how to manipulate the twenty-four seeds of magic. These seeds are: Afflict, Animate, Animate Dead, Armour, Banish, Compel, Conceal, Conjure, Contact, Delude, Destroy, Dispel, Energy, Foresee, Fortify, Heal, Life, Reflect, Reveal, Slay, Summon, Transform, Teleport and Ward. He can produce any magical effect by combing the seeds.

Unlike true magic, epic casters cannot combine the seeds on the fly. They need to spend a great deal of time, money and effort in researching epic spells. Epic spells make use of the seeds to create effects more powerful than ninth level magic. However, the caster must know and prepare an epic spell before he can cast it.

The spell-weaver can cast a number of epic spells per day equal to his ranks in his Knowlegde skill divided by ten. Therefore a thirtieth level sorcerer with 33 ranks in Knowlegde (arcana) could cast three epic spells per day (33 ÷ 10 = 3.3). This limitation doesn't effect the number of other spells the character can cast. Epic Spells work slightly differently.

The casting of an epic spell is such an incredibly draining and dangerous procedure that any creature less than a god runs a very real risk of doing themselves permanent and irreversible harm. There is something far more primal in the casting of epic magic than any other form of magic. After casting the limitation of epic spells per day the caster must rest and refrain from epic spellcasting for at least eight hours. If he is called upon to cast an epic spell again within that time then he instantly and permanently gains a +5 to his madness rating. See the section on Secrets Man was Not Meant to Know for an explanation of this mechanic.

This bonus to the Madness Rating cannot be removed by any means. The spellcaster is stuck with it. A spell-weaver may, in his career, take this gamble once or twice, but any more and he is walking the road to oblivion.

Gaining Spells: The Epic Level Handbook explains at length how an epic level spell-weaver must research and prepare an epic spell. There are great costs in terms of time, money and experience in creating these powerful enchantments. However, if the caster is willing to pay this cost there is no limit to the repetoire of epic spells the caster can know. The limitation the spell-weaver faces is how many times he can cast these powerful spells in one day.

Note on Epic Magic: Epic magic uses exactly the same effects and mechanics as the tradition of the spellcaster. Therefore epic spell cast by a wizard are arcane and utilises the power of the weave; epic spells castby a cleric are divine and utilises power derrived from the cleric's god and so on.

 
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