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Player’s Option: Spells & Magic
- Table of Contents
- Foreword
- Credits
- Introduction
- What You Need to Use This Book
- Integrating Spells & Magic Into Your Campaign
- Making the Switch
- The Role of Magic in the Campaign
- Scarcity
- Mystery
- Power
- The Cost of Magic
- Creating a World-View of Magic
- Magic and Storytelling
- Chapter 1: Wizards
- Spells from Other Sources
- Schools of Magic
- Schools of Philosophy
- Schools of Effect
- Schools of Thaumaturgy
- The School of Universal Magic
- Wizard Characters
- The Wizard’s Spell Book
- Mage
- Specialist Wizard
- Specialists in Schools of Philosophy
- Specialists in Schools of Effect
- Specialists in Schools of Thaumaturgy
- Customized Wizard Characters
- Using the Wizard Character Design Rules
- Optional Abilities
- Optional Limitations
- Dealing with Game-Breaking Characters
- Chapter 2: Priests
- Spheres of Access
- Player’s Option™ and Spheres of Access
- Priest Characters
- Cleric
- Crusader
- Druid
- Monk
- Shaman
- Customized Priest Characters
- Optional Abilities
- Optional Limitations
- Dealing with Game-Breaking Characters
- Chapter 3: Other Spellcasters
- Bards and Custom-Designed Characters
- Bards in Player’s Option™: Spells & Magic
- Optional Abilities for Bards
- Optional Limitations for Bards
- Paladins, Rangers, and Minor Spellcasters
- Paladins
- Rangers
- Multi-Classed Spellcasters
- Multi-Classed Wizards
- Multi-Classed Priests
- Monsters
- Monstrous Spellcasters
- Monsters with Spell-like Abilities
- Chapter 4: Proficiencies
- Proficiencies and Character Points
- Proficiency Slots and Check Modifiers
- Character Points and Ability Modifiers
- Wizard Proficiencies
- Signature Spells
- Priest Proficiencies
- Chapter 5: Equipment
- Laboratories
- The Location
- Physical Requirements
- Equipment
- The Library
- Supplies and Reagents
- Relocating Laboratories
- Priests’ Altars
- The Location
- Physical Requirements
- Materials and Decoration
- Consecrating the Altar
- Material Spell Components
- Spell Components: Yes or No?
- Acquiring Spell Components
- Storage of Spell Components
- The Spell Component List
- Arcanists and Apothecaries
- Alchemists
- Apothecaries and Herbalists
- Wise Women and Hedge Wizards
- Arcanist
- Buying, Selling, and Trading Magical Items
- Chapter 6: Magic
- The Spell Point System
- Selecting Spells
- Cantrips
- Exceeding the Spell Level Limit
- Casting Spells for Greater Effect
- Reducing Spell Cost
- Bonus Spell Points for High Intelligence
- Recovering Spell Points
- Systems of Magic
- Channellers
- Warlocks and Witches
- Defilers and Preservers
- Alienists or Summoners
- Priests and Spell Points
- Minor Spheres of Access
- Orisons
- Recovering Spell Points
- Priests and Systems of Magic
- Channelling
- Ritual Prayer
- Conditional Magic
- Druidical Magic
- Other Spellcasters
- Paladins
- Rangers
- Bards
- Chapter 7: Spell Research and Magical Item Creation
- Spell Research
- Proposing a Spell
- Describing a Spell
- Approval and Modification
- Conducting Research
- New Spells in the Campaign
- Magical Item Creation
- Special Ingredients
- Potions
- Scrolls
- Other Items
- Qualities
- Items That No Player Character Should Create
- Recharging Magical Items
- Chapter 8: Spells in Combat
- Spell Characteristics
- Casting Subtlety
- Sensory Signature
- Strength of Sensory Signature
- Sensory Signatures by School
- Spells with Attack Rolls
- Knockdowns
- Spells and Knockdown Dice
- Collateral Spell Effects
- Fire
- Cold
- Electricity and Lightning
- Acid
- Wind
- Other Collateral Effects
- Critical Strikes
- When Do Critical Strikes Occur?
- Critical Strikes the Easy Way
- Types of Critical Strikes
- Strike Location
- Severity
- Specific Injuries and Effects
- Bleeding
- Combat Penalties
- Armor, Shield, and Equipment Damage
- Appendix 1: New Wizard Spells
- Appendix 2: New Priest Spells
- Appendix 3: Wizard Spells by School
- Appendix 4: Priest Spells by Sphere
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