NKOM SRD

TOC

Spellcasting
Creating a Caster
Casting a Spell
Spell Components
Spell Tags
Grand Rituals
Spells Tomes

Spellcasting

*Spells are sentient creatures formed from fragments of magic in the world. Spellcasters use their connection to a familiar like a net catching these spells and using them to create instant magical effects. *

Example Spellcasting Ability:

MD: 2+INT+Level, Max MD: [½level]
Return: 1-2, Imprinted Spells: 2+INT
Spells Known: You begin knowing 1 tome of magic of your choice.
Gained Spells: Gain either +1 tome or +1 slot per template. These are included in the level table.

Glossary

When Creating a Spellcaster

To cast a spell

Spell Components

Casting a spell requires special components to be done correctly:

While wearing Medium or Heavy Armor you cannot use a Focus or make the precise Gestures unless you have been specially trained.

Spell Tags

Cantrips: Are basic spells that can be cast at will.
Quick Spells: Take an action to cast.
Slow Spells: Take a slow action to cast. Slow spells also provoke attacks of opportunity.
Ritual (x): Takes X rounds to be cast, A fast action needing to be spent each round to continue the ritual.
Concentration: Last as long as the caster does not take damage, lose their focus or cast another concentration spell.

Losing Focus
Concentration spells are mentally taxing to maintain over longer time periods. As a general rule a caster will have to save MENT every 10 minutes to maintain a concentration spell.

Grand Rituals

Sometimes you want to do something big with your magic, or something just outside the spell description. This is Grand Magic, where you alter your spell into a more expansive ritual.

To cast a spell as a Grand Ritual:

    1. Choose the spell1 that will be used by the ritual, this must be a spell you know, which will be unable to cast until you spend a downtime action to recover it, or have a spell scroll for, which will be consumed.
  1. Tell the GM what you are trying to accomplish, they will tell you if it will cost; downtime to design (long term project), coin for materials (1 for each scale2) and/or stamina in energy (2 for each MD eqivilient).
  2. Spend 1d4 minutes/hours (as determined by the GM) preparing and casting the ritual.
  3. Make a skill check using an appropriate magical skill and the ability score the GM deems appropriate.
  4. The degree of success determines how much the magic follows the intention of the caster, the spell will always accomplish the goal in some respects. No matter the outcome, you are unable to cast the spell used until the a downtime action is used to recover it.

Spell Tomes

  1. Some spell tomes have special grand ritual spells designed for use in these. These do not need to be recovered after use.

  2. Eg, Person (1 coin), Household (2 coin), City (4 Coin), Nation (16 coin).