Metaphysical Theory

Beyond a knowledge of the campaign world’s magic, the character has studied the theory of how physical laws and magical laws interact and can predict how varying these laws will affect magic. On a successful proficiency check, the character can predict how magic will work on another world or plane, given some basic facts about the plane. (Spellcasters traveling to another world or plane often use this proficiency to decide what spells or items to bring with them.) While on another world or plane, the character may make a proficiency check against half his skill (rounded down) to compensate for the effects of varying physical laws for one round.

This use of the proficiency requires d10 rounds of intense thought and concentration. During this time, the character cannot cast spells or perform strenuous actions. For the one round in another plane, the character may cast spells and use items as if he were still on his home world. This “bending of the rules” is quite tiring, and the mage must save vs. death lowing the period of concentration, the magic or lose one point of Constitution (or Constitution/ Health) for one full day.

Class Grouping

Wizard

Slot Cost

2

Attribute

Wisdom

Modifier

-3


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