Tides of Magic

Throughout Elaris, magical energy is governed by th tides of magic. Raw magic is divded into two major categories—positive (drawn upon primarily by good spellcasters) and negative (drawn on primarily be evil spellcasters). Neutral mages fall somewhere in the middle, except in the interesting exceptions noted below. The tides are entirely independent of each other—if the positive tide is high, this does not necessarily mean that the negative tide is low.   Centuries of careful study, research, and observation have allowed the mages of Elaris to predict, with decent success, the wax and wane of the tides. Nevertheless, the chaotic nature of magical energy can surprise even the most venerable archmage. Unpredictable spikes and sags in the magical tides can mean a surprising burst of power, or a somewhat disappointing fireball.   Basically, the tides follow a calendar similar to the lunar schedule that governs the oceans. THe biggest difference is the fact that the cycles often vary slightly in length, which leads to occasions when both tides are eiter high or low.   Occasionally, when both tides are very low, neutral mages will have unexpicably powerful magic. On the flip side, when both tides are very low, neutral mages may find their magic very weak indeed. Usually, though, mages of neutrality possess power of a measure between that of good and evil.
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Game Mechanics

Custom System
Tide is at Peak: Cast spells at +1 Caster level, in addition to benefits from Rising Tide. This does not grant access to higher level spells.
Tide is Rising: Saving Throws against spells you cast are made at a -1 penalty, and the GM may decide the spell deals +1 damage per die (no more than total maximum damage). For example, a 5th level wizard casting a fireball spell would deal 5d6+5 damage, though can deal no more than 30 damage total.
Tide is Normal: No Effect
Tide is Falling: Saving Throws against spells you cast are made at a +1 bonus, and the GM may decide the spell deals -1 damage per die (no less than 1 damage per die).
Tide is at Neap: Cast spells a -1 Caster level, in addition to the penalties from Falling Tide. This does not remove access to spells.
 

5th Edition
Tide is at Peak: Spells occasionally cast as though upcast by 1 level.
Tide is Rising: Spells occasionally cause +1 damage per die (though no more total damage than normal max per die).
Tide is Normal: No Effect
Tide is Falling: Spells occasionally cause -1 damage per die (though no less than 1 per die).
Tide is at Neap: Spells occasionally need one spell level higher than normal (Excluding cantrips).
 

4th Edition
Tide is at Peak: When using a power with the Arcane keyword, roll a d6. On a result of 6 the power gains the Reliable keyword until the end of the current turn. In addition, the DM may occasionally increase the damage of arcane powers up to +1 per damage die.
Tide is Rising: Rituals based on Arcana take half as long to cast and last twice as long.
Tide is Normal: No Effect. Arcane, Divine, Primal, and Shadow characters may make a Knowledge: Arcana check prior to attempting to know how the coming tides will effect their rituals.
Tide is Falling: Rituals based on Arcana take 1.5x casting time or additional components, and last half as long.
Tide is at Neap: DM may occasionally decrease damage done by powers with the arcane keyword by up to -1 per damage die, though never less than 1 per die. Arcana based rituals may have a DC increase up to +5.
 

3.5th Edition
Tide is at Peak: Tide is Rising: Tide is Normal: Tide is Falling: Tide is at Neap:
 

2nd Edition
Tide is at Peak: Spells function at one level higher than normal (along with the saving throw penalty and bonuses to damage from the Rising Tide. As such, a 5th level wizard would deal 6d6+6, but no more than 6 damage from a single die, using the same fireball spell.
Tide is Rising: Saving Throws vs. Any Magical Means are at a -1 penalty, and occasionally spell damage is dealt at +1 per die (though no more total damage than normal max). For example, a fireball cast by a 5th-level wizard would deal 5d6+5, but could not deal more than 6 damage from any single die. As such, if the wizard rolled a 6, 5, 4, 3, and 2 on the dice, they would instead deal 6, 6, 5, 4, and 3 damage, for a total of 24 damage instead of 20.
Tide is Normal: No Effect
Tide is Falling: Saving Throws vs. Magical Means are at a +1 bonus.
Tide is at Neap: Damage done by spells is at -1 per die (though never less than 1 on any die, along with creatures saving at +1 against your magical means. For example, a 5th-level wizard would deal 5d6-5 when casting a fireball, but could not deal less than 1 on any single die. As such, if the wizard rolled 1, 2, 3, 4, and 5 on the dice, they would instead deal 1, 1, 2, 3, and 4 damage, for a total of 11 damage instead of 15.
 

Pathfinder 2e
Tide is at Peak: Tide is Rising: Tide is Normal: Tide is Falling: Tide is at Neap:
 

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