Spells

From The Domains of Dread

All spells in The Domains of Dread are subject to their type - in other words, their origin and font of power. Classes who share spell types also share spellbooks. Certain classes or archetypes may have unique spell-like abilities, but all spells are localized to spell type, not class. This is a major divergence from Third Edition rules where spellbooks are, broadly, specific to a spellcasting class.

Spell Types

Ancient

Ancient magic is derived from primeval, fundamental forces found in nature. The traditional custodians are Druids, but varieties of Hunters also find themselves aligned with the Cycle. The oldest form of supernatural power tapped by humanoids in most worlds with the Misty Plane, then, unlikely to be exempted from this wisdom.

Arcane

Arcane magic is derived from a force which stands in subversion of natural law. Practitioners may be born with influence over the arcane, as are Sorcerers, but more often come into mastery as part of lifelong study and application, like Wizards. Varieties of Hunters and Rogues, too, dabble in the arcane in pursuit of their goals.

Artifice

Neither arcane nor divine per se, artifice is of two worlds. By impressing an almost fanatical belief in the pursuit of progress - their so-called Great Work - an Artificer is able to wrought effects indistinguishable from magic. In the Realms of Terror, artifice is subject to the same rules as any other type of spell-like ability, like culpability to dispel.

Bardic

Speak the word and watch the world move. That is the power of bardic magic, tapping into powers hitherto pulled from diction and song. Though identified often with the arcane, bardic magic in practice is expressed through the particular whimsy of the individual, offering little heed to formula and rigid incantations. Bards are the namesake, however certain Berserkers develop similar aptitude for the song of battle itself.

Divine

Those who call upon a power greater than themselves draw from this font of potential be it through the lips of a Cleric or the edicts of an Inquisitor. A Paladin's oaths, too, kindle this power from within - and there are Sorcerers who forsake their arcane talents in service of holy dogmas.

Occult

Perhaps the most mysterious force in the Realms of Terror, occult magic seems to manifest through not only supplication with outsiders, but the Mists themselves. It is then the hands of despotic intelligences and the wicked which most often come into this power but, as some Necromancers prove, occultism is not evil on its face, just as the Mists themselves are not. This does not curtail the fear and revulsion for such practices common almost everywhere in the Core, likening it to "black magic" as with Warlocks and Dark Knights. Some Rogues, meanwhile, demonstrate their abilities by paying fealty to the Dread Plane of Shadow.

Inherent

There is no spellbook associated with inherent powers. This is the domain of exceptional individuals whose abilities connect to a force found in all people such as the mind, like Psions, or the body and soul, like Ascetics.

Spell Schools

All spells in addition to alignment with a type are also subject to a spell school. These are notable in some cases, as with Wizards specializing in a spell school (except Divination), or specific consequences associated with certain spell schools around the Realms of Terror (evil Necromancy spells are, almost always, hated by a domain's society). A small number of spells are universal, belonging to no school.

Abjuration

Abjurations are protective spells. They may create magical barriers, negate the effects of other abilities, or bring harm to trespassers.

Conjuration

Conjurations involve the transport of an energy, thing or creature from another place, or the spontaneous manifestation thereof. In the Realms of Terror, no conjuration spell may bridge the Misty Border with another plane of existence as to call upon outsiders - only rituals. Neither is it possible for a spell to teleport a subject and certainly not over domain or planar borders.

Divination

Divinations are the determination of fate through magical means. The Mists conspire to choke all but the simplest organs of augury in their Realms of Terror. Those who seek this path anyway while not warded by the Vistani Sight may find themselves discovering that fate beyond the Misty Border is a question better left unanswered.

Enchantment

Enchantments affect the minds of others, influencing or controlling their behavior. All enchantments count as mind-affecting spells.

Evocation

Evocations bring something forth to then apply to another or an item, typically as a form of attack but not always. They may be rays, bolts or other expressions.

Illusion

Illusions seek to deceive or confabulate the senses. They may be phantom imagery, sounds or sensations.

Necromancy

Necromancies alter the status of a being's life or life force. Though many necromancies heal, others harm - and worse bestow the hollow facsimile of life in undeath.

Transmutation

Transmutations alter the nature, shape or aspect of a thing or creature.

Metamagic

Certain class archetypes will have access to metamagic, the ability to modify the requirement, effect or outcome of a spell or spell-like ability. Those who do draw on this power from a pool of metamagic points, as dictated by their primary spellcasting modifier, level, and base value. Unlike vanilla Neverwinter Nights, metamagic may be combined and attached to any spell or spell-like ability prior to casting in The Domains of Dread - it does not upgrade the spell or spell-like ability's spell circle when doing so. Furthermore the options available to any caster with access to metamagic is universal without expending feats to obtain them, so long as the character fulfills its base prerequisites.

Still Spell

Prerequisites: 1st Circle spellcasting
MP Cost: 1
The spell or spell-like ability will be activated without somatic or verbal components. A spell or spell-like ability cast this way will not suffer from Arcane Spell Failure. Does not supersede the effects of silence.

Extend Spell

Prerequisites: 1st Circle spellcasting
MP Cost: 2
The spell or spell-like ability upgrades its duration tier - reaction becomes quick, quick becomes short, normal becomes long, and has no effect on a spell or spell-like ability already long in duration.

Enlarge Spell

Prerequisites: 1st Circle spellcasting
MP Cost: 2
The spell or spell-like ability increases its deployable range, not size, by 2x its base value so long as it is not touch range.

Heightened Spell

Prerequisites: 3rd Circle spellcasting
MP Cost: 3
The spell or spell-like ability gains +2 CL for purposes of overcoming SR.

Maximize Spell

Prerequisites: 3rd Circle spellcasting
MP Cost: 4
The spell or spell-like ability has all of its numerical dies set to their maximum possible values.

Quicken Spell

Prerequisites: 3rd Circle spellcasting
MP Cost: 5
The spell or spell-like ability activates as a reaction, while maintaining normal duration and effects.

Empower Spell

Prerequisites: 5th Circle spellcasting
MP Cost: 5
The spell or spell-like has all of its numerical die outcomes multiplied by 0.5x.

Widen Spell

Prerequisites: 5th Circle spellcasting
MP Cost: 5
The spell or spell-like has its area size increased by 1.5x base values.

Spell Durations

There are five named tiers of spell and spell-like ability durations in The Domains of Dread:

  1. Reaction: 1 round (6 seconds IRT) + round/caster level
  2. Quick: 1 turn (60 seconds IRT) + round/caster level
  3. Short: 1 turn + turn/caster level
  4. Normal: 1 hour (15 minutes IRT) + turn/caster level
  5. Long: 1 hour + hour/caster level

Reaction is unique, as any spell or spell-like ability with this duration tier may be cast or activated as a free action out of round order, without the usual action time associated.