Magic - Mechanics
Magic works distinctly different in this Planar, with characters having a Magical Potential value, and a Magic Exhaustion. Magic Exhaustion resets to 0 after each long rest, and builds up based upon the spells cast by the user. When this reaches the Magic Potential value, and more spells cast risk corruption to the user.
Characters can also cast spells more powerful than they normally would be able to by drawing more power from the Well. The caster also has very little control of this magic, and thus the spells always cause corruption.
Magical Potential is directly related to the spell slots (and the levels of them) the player has. In general:
- Magical Potential is equal to the total level of spells from spell slots the character can cast.
- Spells cast always increase Magic Exhaustion by the level of the spell, or three times that if the spell is one other than the character can cast.
- Spells cast over the Magic Potential limit grant 1% Corruption per point of ME gained above your MP. This means the more you cast over the limit, the more Corruption you gain. Example: You have 5 MP and 4 ME and decide to cast a second level spell. This causes your ME to go up to 6, and since your spell caused your ME to exceed your MP by 1, you take 1% Corruption. If at this point, you decide to cast an additional 2nd level spell, your ME goes up to 8, and the spell caused your ME to exceed your MP by 3, so you take 3% Corruption (even though you only gained 2 ME from casting the spell). This makes higher values of ME cause massive amounts of Corruption from even simple spells, where casting a 1st level spell could cause over 10% Corruption.
- Spells cast that are more powerful than the user can cast, they take 10% corruption per level the spell is over their maximum spell level. This is in addition to all of the Magic Exhaustion they cause (which is 3 times whatever the spell level is, since you cannot know the spell or have it prepared).
- Spells that you do not know (or don’t have prepared) on levels you can cast do not cause corruption, but still costs three times as much exhaustion to cast.
There are many abilities that can be granted by magic. These include certain class abilities, racial abilities, and items. All of these can be overused or changed with risk of Corruption.
The rules on this are as follows:
- If the item is usable with some time less than weekly, then it can be used additional times by taking Magic Exhaustion equal to its Spell Equivalent (as determined by the DM).
- You can morph a different effect out of the spell. This causes Magic Exhaustion equal to Three Times the Spell Equivalent of the Effect (even if you know a spell you want to use the effect with), or only Two Times if you expend a use of the spell. If the morphed ability is considered a higher Spell Equivalent, then you take 10% corruption per level higher than the ABILITY (not the highest level you can cast), as though it were higher than your maximum spell level.
- Unlimited usage or continuous effects cannot be used to make morph costs less than Three Times.
This gives Magic Users a benefit to using magic items more, but at a cost of their spells.
Gaining Magic Potential
So, you are a fighter, and you have no Magic Potential, but you want to use your items without being totally messed up! Have no fear, this rule is for you!
The idea behind this is to do some minor training to increase Magic Potential. If you already have large amounts of MP, then this rule becomes costly and time consuming quickly, but can still be worth it. Essentially, you partake in some training with some magical components purchased, and you can permanently raise your MP, regardless of class!
To do this, you must spend days equal to (MP+1)^1.3, and spend gold equal to 100 times that.
This is cheap in time and materials for small amounts of MP, but for larger amounts, this can get costly. This is meant to always be very very expensive for magic casting classes.