Magic Scrap Notes

Magic Schools

Amnfactia Magic of Souls Necromancy/Healing
Cogfactia Magic of Mind Enchantment
Verfactia Magic of Energy Evocation
Metafactia Magic of Contingency Abjuration/Traps
Sentifactia Magic of Extrasensory Awareness Divination
Morfactia Magic of Physical Form Alteration/Transmutation
Loxfactia Magic of Translocation Conujuration Etc

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Rituals
Longform spells anyone with ranks in Knowledge can cast with Downtime

Stay Dead [Ritual] (Religion- 24 Hours)
Resurrection or Animation of corpse becomes nigh impossible.
Requires a Casting Ability Save of Level 8 + Proficiency bonus + Int or Wis of Ritual Leader.
+1 for every day the Ritual is done for.
Liches may make the save every day to start the rez process.

etc

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Magic Zones

Null Magic Zone
Common Names: Deadlands, Anticarnsphere, The Quiet, Tranquil Field

  • All magic items are supressed
  • All ongoing spells are suppressed
  • Summons are dismissed
  • Spells (and the like) cannot be cast
  • Supernatural Powers are suppressed and cannot be accessed

Wild Magic Zone
Common Name: This is considered standard

  • Passive effects, once created simply continue on as normal
  • Magic Item creation has a 5% chance of including an unexpected effect
  • Spells and Use Activated Magic Items have a 5% chance of Surging
  • Consumables do not surge (i.e. Potions and the like)

Arcane Pollution
Common Names: The Ringing, Saturation Field, Overflow, Floodlands

  • Passive effects have a 5% chance of degrading every 24 hours.
  • Magic Item creation has a 20% chance of including an unexpected effect
  • Spells and Use Activated Magic Items have a 20% chance of Surging
  • Consumables have a 5% chance of degrading every 24 hours.
  • Sentient Creatures have a 5% chance of encountering spell-residue every 24 hours.
  • Inanimate objects have a 5% chance of degrading every 24 hours.
  • Sentient Spells tend to spawn in these areas at random.
  • DC 15 Fortitude save or suffer Spell-Sickness (Sanity Loss, Con Damage) every 24 hours.
  • Weather is often unstable, 5% chance of hazardous weather every 24 hours, weather is unpredictable
  • Spell-warped/Phrenic Creatures are the result of prolonged Arcane Pollution

Divine Silence
Common Names: The Exiles, Unforgiven Lands, Hoplessness

  • Divine Spells, Turn Undead, Smite, and similar effects have a 20% failure chance

Arcane Silence
Common Names: The Reaches, Badlands, Barbaric Enviorn

  • Arcane Spells, Dragon’s Breath, and similar effects have a 20% failure chance

Wild Magic Item Crafting Surge

10% Functions as Desired & Decently Beneficial Effect
15% Functions as Desired & Mundane Silly Effect
20% Functions as Desired & Cursed Effect
20% Only Decently Beneficial Effect
15% Only Mundane Silly Effect
10% Only Cursed Effect

10%
1% Functions as Desired & Decently Beneficial Effect & Silly Mundane Effect & Cursed AND Intelligent
1% Functions as Desired & Decently Beneficial Effect & Silly Mundane Effect AND Intelligent
1% Functions as Desired & Decently Beneficial Effect & Cursed AND Intelligent
1% Functions as Desired & Decently Beneficial Effect AND Intelligent
1% Functions as Desired & Silly Mundane Effect AND Intelligent
1% Functions as Desired & Cursed AND Intelligent
1% Decently Beneficial Effect AND Intelligent
1% Only Silly Mundane Effect AND Intelligent
1% Only Cursed AND Intelligent
1% Only Intelligent

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Chakras

Crown Helmets, Circlets, Hats
Face Masks, Lenses, Goggles
Shoulders Capes, Cloaks, Shawls
Heart Shirts, Vests, Tunics
Shell Armor
Hands Gauntlets, Gloves, Bracers
Waist Belts, Girdles, Sashes
Feet Boots, Sandals, Slippers

Ring 1 Ring
Ring 2 Ring
Throat Amulets, Brooches, etc

Magic Scrap Notes

The Azure Triskele Vivika