Spell Level: A spell’s level is equal to what the caster would cast it at. In Knave 2e rules this is equal to the caster’s INT score by default. If you use another ability for casting use that score. If using leveled spells from another source, it is equal to the level of the spell.
If you have at least 1 in a mental stat (INT, WIS, CHA) at character creation, pick an option. You might be able to learn these options from mentors later.
Arcane Scholar: You may create INT scrolls per day from any spellbook you own. Scrolls are used once and then destroyed. They require 50c x [Spell level] in materials and 10 x [Spell level] minutes to craft each. You may choose to craft the scroll at a lower level. The spell is cast at the level you crafted it at.
Magical Thesis: Pick one spellbook you own, spend 200c in supplies, at least a day of downtime, and make an INT check. On a success, you modify the spell in one way (such as damage type, range, shape, duration). You can only have one magical thesis at a time, if you choose a new spell to modify, revert the old one.
Divine Blessing: You have the particular favor of a deity. Pick one relic you own. You can ask for direct aid from this relic for a number of times equal to your WIS score before it needs to be re-blessed.
Primal Magic: Sacrifice a spellbook you own (destroying it) in an offering to nature spirits, and make a WIS check. The check has disadvantage if you equip metal arms or armor. On a success, you gain a nature spirit companion, which takes the form of an animal, wisp of light, or ghostly being. This spirit can cast the spell you sacrificed once per day at a level equal to your WIS score, and doesn’t take up an inventory slot. It is bound only to you. You may have one spirit bound to you at a time.
Magic Eater: You can absorb or consume spellbooks (destroying them), letting you learn the spell permanently without using inventory slots. You can do this with a number of spells equal to your CON score. However you can only prepare a number of spells equal to your INT score. You can switch prepared spells after a rest. You must have at least one free hand to cast a spell. When you do so, you take 1 direct damage (Fatigue).
Pact Knowledge: Make a bargain with a power–roll a CHA check with the target number 11 + the number of spells you want. If you succeed they will provide a number of random spell books equal to what you asked at your maximum casting level or lower. If you fail they take something from you—gain a permanent Wound (cannot be removed by any means). This Wound gives you a noticeable physical change or mutation. Cosmic luck disfavors this acquisition of power: each time you make a new bargain increase the target number by +1, no matter the source.
Blood Magic: You can take 1d4+[Spell Level] damage and cast a spell from a spellbook without expending its daily use (including if it has already been used today). Alternatively, you can kill a creature and use its blood to recharge a spent spellbook. The creature must have HD/level equal to or greater than [Spell Level].
Ritual Caster: You can take 10 minutes and cast a spell from a spellbook that has not been used today. When you do so it does not use up the spellbook for the day. You can do this a number of times per day equal to half your level (rounded up).
Potion Maker: You can bottle spells. This requires a brewing kit, which takes up an inventory slot. You cast a spell from a spellbook and bottle it as a potion, which takes up an inventory slot. This requires 50c in supplies and 10 x [Spell level] minutes to craft. You may choose to craft the potion at a lower level. Someone who drinks the potion is treated as if you cast the spell on them at the level you crafted it at. You can create a number of potions per day equal to your WIS score.
Runecarver: You can turn spells into magical runes inscribed on items, allowing the item to cast the spell. This requires a smithing kit, which takes up two inventory slots. To do so, choose a spellbook you own, which will be destroyed in the process, pick a non-magical item to inscribe (such as a weapon, armor, or trinket), and spend 1000c in supplies and at least 1 hour of crafting time. When the process is complete, the spell can be cast from the item as if it were a spellbook, once per day and the item uses at least one inventory slot. The spell is cast at a level equal to your INT score when you crafted the item.
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