Magic and Psionics (Ricasa Supplement)

From D&D Wiki

Jump to: navigation, search

Ricasan magic and psionics are nothing special, using the standard magic-psionic transparency rules and the basic SRD spell lists. Different forms are practiced elsewhere, but have largely been banned in Ricasa under the basis of "no god-forsaken demons in MY living room". However, each school is generally ordained over by one of two great Orders, each with its own style of doing things, which tends to transfer over to its members.

The Order of Arcanus is by far the more public and flashy of the two- it's hard not to be, given the prominence they've attained from their participation in Ricasan politics and such. Arcanus spell teachings tend towards the more flashy and destructive means of arcane magic- spells like Fireball, Cone of Cold, and Telekinesis are basic topics on all their courses, while more subtle teachings, such as healing magic or Control Creature, are left as optional. Order members also tend to stand out in a firefight due to their bright red robes, and as such prefer widespread death to selective removal.

The Great Link is the more mysterious of the two, and by far the less well known- many of Ricasa's citizenry aren't even aware that such a thing exists as psionics, and those that do only assume that the field must have a grand high order simply because magic does. Operating not from a magic-crafted tower on a high bluff but rather from a half-ruined keep on Kinshold Point known as the Hawser (and half the time the thing doesn't seem to be there), the Link tends more towards the quiet forms of their art, such as mind control, suggestion, and stealth- in line with their modus operandi of quiet observation and secretive action. Flashy and open spells like Telekinesis or Mind Blast are discouraged at best, and while they are taught, they are intended to be used only if there is no other option. If the Link has any uniform color, it's gray, but more often members just tend to remain in their normal clothing.

There are also a few interesting spells that have been specially created by the Orders for various uses, though they've only deigned to release the information for one of them as of this date.


[[3.5e Transmutation Spells|Transmutation]]
Level: Wiz/Soc 11, Drd 10
Components: V, S, M
Casting time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: All stone/wood objects within a 20 foot radius
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: Yes (object; see text)

Spellcraft DC: 48

Pulverize is somewhat of a middle-of-the-road spell, requiring a Spellcraft DC as well as a certain level in a class. When cast, it instantly transforms all wooden and stone objects within its radius to a pile of sawdust or powder half their former height. Weapons, armor, and other objects carried by creatures are effected as well. A magic object made of either substance effectively has spell resistance equal to 20 + its caster level against this spell. Artifacts cannot be transmuted. Weapons and armor effected by this spell must pass a DC roll of 25 or instantly be destroyed.

Only limited wish, miracle, wish, or similar magic can restore a transmuted object to its original state.

Material Components: A teaspoon each of charcoal, sulfur, and saltpeter. (Gunpowder does not work)

(Warning: This section may expand without notice, but it's not likely)

Back to Main Page3.5e HomebrewCampaign SettingsRicasa

Home of user-generated,
homebrew pages!