Post by gatalis on Apr 27, 2012 18:41:49 GMT -5
At Ball's request, I provide you with...
Sources: The Book of Vile Darkness, The Book of Exalted Deeds, Heroes of Horror, Call of Cthulu Core Rulebook, Complete Arcane, and Unearthed Arcana.
Corrupt and Sanctified magics are an interesting topic. For all intents and purposes, Corrupt and Sanctified Magics should be considered to fall under the same branch of magic as they act the same in all aspects except for an unmentioned "good" and "evil" descriptor. In the following thread, I'll describe how the spells work, whom can use them, and the "differences" between Sanctified and Corrupt spells.
Since for all intents and purposes Corrupt and Sanctified magics are the same, I'll describe in the following the basic effects both have, how they work, etc. For this purpose, I'll hereby refer to them as "Supernatural Magics" as they come from the caster themselves.
Who can cast Supernatural Magics?
The short answer? Anyone. Whether you are a goblin barbarian or a deity.
The long answer is a little more complex... Supernatural magics aren't from the weave or a divine entity, and instead come directly from the character. (hence they have drains, taints, sacrifices, etc. involved.)
Any spellcaster who prepares their spells (such as cleric, druid, paladin, wizard) get access to supernatural spells with no strings attached. These characters -must- prepare the spell in advance though.
Clerics are the exception to this rule. A Cleric can spontaneously cast any Supernatural Magic spell as if it were a cure spell.
A Bard/Sorcerer, etc. can still use these spells if they come from a scroll or wand. They can also take the feat "Corrupt Arcana" (Or its goodly equivalent) to cast Sanctified/Corrupt magic. If the spontaneous spellcaster has this feat, than their corrupt spells are treated as if they were a prepared spell. (I.E. the class does not lose a spell to have a corrupt/sanctified spell, but must learn the spell, and it -does- take up a single spell "tick" they can cast from that level per day if they have one prepared at that time.)
Because Supernatural Magic isn't from the weave or a divine entity, any character can cast one as an incantation, whether they are a spellcasting class or not, but only under select circumstances. (For advanced rules regarding incantation casting, see Unearthed Arcana.) Generally speaking, multiple things must happen for a non-spellcaster to use an incantation.
The "caster" must know the spell. I.E. they have to find the incantation, and have it memorized. Then, the caster spends a large amount of time casting it. (for instance, a spell that normally takes 1 minute would instead take 10 or more.) The caster will have to make succesful lore checks (determined by the DM) every increment of time (typically 10 minutes.) If you fail two lore checks in a row, it will have negative effects of varying degrees, and all incantations will typically have a negative cost on top of them even if successful. (That will also affect you if you fail.) To cast one of these, the "caster" needs DM permission, and the chances of their success are low. (frankly, while there's advanced rules behind how to figure out all the stats, it really comes down to if Avvy, Balls, etc. are going to let you cast it or not.)
Supernatural Magics compared to Normal Magic
Unlike regular magic, Supernatural Magics don't draw their power from the weave or a deity. As such, they are invisible to detect magic spells, cannot be dispelled, cannot be countered (unless by the same spell), and automatically penetrate spell resistance unless otherwise stated in the spell description. While they are "inner power" spells, supernatural magics are still affected like normal magic by some greater spells such as true seeing, antimagic field, spell mantle, disjunction, etc.
Supernatural Magic can be disrupted like any normal spell, and if it is, than the caster still takes the penalties the spell gives.
While supernatural magics are supernatural, they apply based off of the character's class they cast it from. I.E. its considered divine if a Cleric casts it, and Arcane if a Wizard casts it.
Supernatural Magic Items.
Creating a Supernatural Magic item (scroll, wand etc.) is like creating one with a normal spell. The penalties inflicted by the spell take affect on the one who -used- the item, not the one who enchanted it. Interestingly, an evil player cannot use sanctified magic items, and likewise a good player cannot use corrupt magic items. They won't have any negative consequences for being on the player's person, they just simply won't work.
NOTE: If the cost of the spell exceeds what the character can lose, than the spell fails, but the character -still- takes the full weight of the cost and its associated fates.
For instance, if a character casts a spell that drains wisdom, and their wisdom would hit 0 if they cast the spell, than the spell will fail and their wisdom will STILL go to 0. Likewise, if someone would lose a level and they are level 1, or if the caster is disrupted, than they still take the -1 to their level and subsequent effects.
For those willing to utterly devote themselves to good, great power awaits in the form of sanctified magic. These spells require a great sacrifice from the caster in exchange for powerful results.
Sanctified Magic runs off of Sacrifice. Sacrifice is the inherent mental or physical effects that the spell has on the caster. Sanctified magic is inherently safer than Corrupt magic. While most Corrupt spells will permanently damage a character's scores (until they are recovered), Sanctified magic usually has one of two effects.
Drain on an ability, Example: Drain 1d3 STR. (These effects wear off from either rest, a certain amount of time, or spells like restoration)
Or a permanent sacrifice. Example: -1 level, or death.
Sanctified magic cannot be cast by Evil Characters.
It should be noted that Sanctified magic is not inherently good. You will not gain good points for using it. (Though the DM may award/punish you with good points if the reasoning behind its use was good.)
Those who delve into black magic have learned of exceedingly evil spells that, in exchange for foul power, take a terrible toll on the caster. These spells are known as corrupt spells. Their numbers are few, but they are truly horrible applications of magic.
Corrupt magic runs on Taint. Taint is the inherent mental or physical effects that the spell will have on the caster. Unlike Sanctified magic, Corrupt magic can be much harsher to the caster. Most corrupt spells will permanently damage the player's ability scores if not worse. (For instance, the finger darts spell will remove a finger for each dart. If you don't have enough fingers, you can't cast certain spells.) It should be noted that "permanent" is a relative term as healing spells will restore bodily damage, and restoration will restore ability damage.
Corrupt magic cannot be cast by Good Characters.
It should be noted that Corrupt magic is not inherently evil. You do not gain evil points if you use one. As such, they are a good alternative to spells with the evil spell descriptor, as they will not draw attention to you in places such as Hell.
Corrupt and Sanctified Magic
Sources: The Book of Vile Darkness, The Book of Exalted Deeds, Heroes of Horror, Call of Cthulu Core Rulebook, Complete Arcane, and Unearthed Arcana.
Corrupt and Sanctified magics are an interesting topic. For all intents and purposes, Corrupt and Sanctified Magics should be considered to fall under the same branch of magic as they act the same in all aspects except for an unmentioned "good" and "evil" descriptor. In the following thread, I'll describe how the spells work, whom can use them, and the "differences" between Sanctified and Corrupt spells.
Since for all intents and purposes Corrupt and Sanctified magics are the same, I'll describe in the following the basic effects both have, how they work, etc. For this purpose, I'll hereby refer to them as "Supernatural Magics" as they come from the caster themselves.
Supernatural Magic
Who can cast Supernatural Magics?
The short answer? Anyone. Whether you are a goblin barbarian or a deity.
The long answer is a little more complex... Supernatural magics aren't from the weave or a divine entity, and instead come directly from the character. (hence they have drains, taints, sacrifices, etc. involved.)
Any spellcaster who prepares their spells (such as cleric, druid, paladin, wizard) get access to supernatural spells with no strings attached. These characters -must- prepare the spell in advance though.
Clerics are the exception to this rule. A Cleric can spontaneously cast any Supernatural Magic spell as if it were a cure spell.
A Bard/Sorcerer, etc. can still use these spells if they come from a scroll or wand. They can also take the feat "Corrupt Arcana" (Or its goodly equivalent) to cast Sanctified/Corrupt magic. If the spontaneous spellcaster has this feat, than their corrupt spells are treated as if they were a prepared spell. (I.E. the class does not lose a spell to have a corrupt/sanctified spell, but must learn the spell, and it -does- take up a single spell "tick" they can cast from that level per day if they have one prepared at that time.)
Because Supernatural Magic isn't from the weave or a divine entity, any character can cast one as an incantation, whether they are a spellcasting class or not, but only under select circumstances. (For advanced rules regarding incantation casting, see Unearthed Arcana.) Generally speaking, multiple things must happen for a non-spellcaster to use an incantation.
The "caster" must know the spell. I.E. they have to find the incantation, and have it memorized. Then, the caster spends a large amount of time casting it. (for instance, a spell that normally takes 1 minute would instead take 10 or more.) The caster will have to make succesful lore checks (determined by the DM) every increment of time (typically 10 minutes.) If you fail two lore checks in a row, it will have negative effects of varying degrees, and all incantations will typically have a negative cost on top of them even if successful. (That will also affect you if you fail.) To cast one of these, the "caster" needs DM permission, and the chances of their success are low. (frankly, while there's advanced rules behind how to figure out all the stats, it really comes down to if Avvy, Balls, etc. are going to let you cast it or not.)
Supernatural Magics compared to Normal Magic
Unlike regular magic, Supernatural Magics don't draw their power from the weave or a deity. As such, they are invisible to detect magic spells, cannot be dispelled, cannot be countered (unless by the same spell), and automatically penetrate spell resistance unless otherwise stated in the spell description. While they are "inner power" spells, supernatural magics are still affected like normal magic by some greater spells such as true seeing, antimagic field, spell mantle, disjunction, etc.
Supernatural Magic can be disrupted like any normal spell, and if it is, than the caster still takes the penalties the spell gives.
While supernatural magics are supernatural, they apply based off of the character's class they cast it from. I.E. its considered divine if a Cleric casts it, and Arcane if a Wizard casts it.
Supernatural Magic Items.
Creating a Supernatural Magic item (scroll, wand etc.) is like creating one with a normal spell. The penalties inflicted by the spell take affect on the one who -used- the item, not the one who enchanted it. Interestingly, an evil player cannot use sanctified magic items, and likewise a good player cannot use corrupt magic items. They won't have any negative consequences for being on the player's person, they just simply won't work.
NOTE: If the cost of the spell exceeds what the character can lose, than the spell fails, but the character -still- takes the full weight of the cost and its associated fates.
For instance, if a character casts a spell that drains wisdom, and their wisdom would hit 0 if they cast the spell, than the spell will fail and their wisdom will STILL go to 0. Likewise, if someone would lose a level and they are level 1, or if the caster is disrupted, than they still take the -1 to their level and subsequent effects.
Sanctified Magic
For those willing to utterly devote themselves to good, great power awaits in the form of sanctified magic. These spells require a great sacrifice from the caster in exchange for powerful results.
Sanctified Magic runs off of Sacrifice. Sacrifice is the inherent mental or physical effects that the spell has on the caster. Sanctified magic is inherently safer than Corrupt magic. While most Corrupt spells will permanently damage a character's scores (until they are recovered), Sanctified magic usually has one of two effects.
Drain on an ability, Example: Drain 1d3 STR. (These effects wear off from either rest, a certain amount of time, or spells like restoration)
Or a permanent sacrifice. Example: -1 level, or death.
Sanctified magic cannot be cast by Evil Characters.
It should be noted that Sanctified magic is not inherently good. You will not gain good points for using it. (Though the DM may award/punish you with good points if the reasoning behind its use was good.)
Corrupt Magic
Those who delve into black magic have learned of exceedingly evil spells that, in exchange for foul power, take a terrible toll on the caster. These spells are known as corrupt spells. Their numbers are few, but they are truly horrible applications of magic.
Corrupt magic runs on Taint. Taint is the inherent mental or physical effects that the spell will have on the caster. Unlike Sanctified magic, Corrupt magic can be much harsher to the caster. Most corrupt spells will permanently damage the player's ability scores if not worse. (For instance, the finger darts spell will remove a finger for each dart. If you don't have enough fingers, you can't cast certain spells.) It should be noted that "permanent" is a relative term as healing spells will restore bodily damage, and restoration will restore ability damage.
Corrupt magic cannot be cast by Good Characters.
It should be noted that Corrupt magic is not inherently evil. You do not gain evil points if you use one. As such, they are a good alternative to spells with the evil spell descriptor, as they will not draw attention to you in places such as Hell.