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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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