Anima Points
Lore
al'Tyr (Also known as Anima) is the lifeblood of the Found Lands and the glue that keeps the patchwork of the stolen part of tens of worlds together.
al'Tyr is the untamed magical energy that gushes from artesian magical wells across the land and powers thousand of blood-vessel like leylines connecting all things around the world.
Anima comes from the merging of the energy impued originally to the first world of the Fey by the primordial gods and the energy stolen by the worlds that got abducted by the Fey in order to populate the lands of Anvil floating in the great ocean disk.
The anima strata is a layer of pure magical energy under the disk of the anvil that flows out of artesian wells in the surface of the world and creates threads called ley lines that bind the upper layer of the world together.
This otherwise invisible, odourless and tasteless material, in some cases interacts with the world in subtle ways when things are directly to its stronger veins. It can make stones shine in the dark, plants and animals grow quickly or in some cases mutate when around it.
Very little is known about its properties and many mages have tried to unlock its secrets in the past and failed. What is certainly known is that in the world of Anvil, al'Tyr is the reason that the found lands are kept together. The energy seems to bring the lands close and bind them in relative harmony. Distruptions in the flow of al'Tyr are known to shake the bonds between the lands and cause cataclysmic effects.
Al'tyr is the source of most arcane magic in Anvil. Any arcane caster that wishes to cast a spell needs to be in proximity with one of the veins and have the ability to coax the al'Tyr to flow through them. It takes some time for mages from transferred lands to get used ot it but once they do they are able to manipulate and some cases use the al'Tyr for much greater effect than they previously could.
It is theorized that somewhere under the connected plates of the lands there is a "heart" that pumps the vibrating al'Tyr through the everflowing "veins" of the world through the wells that penetrate the world and thread it together but, to this day nobody has been able to prove that. It seems that this theory stems mostly from the fact that there is a clear and visible comparison between the ley lines that looks like veins in the ground and sky and most animal veins physiology
Magic in Anvi circa 4710l
The Anvil is a world without gods so divine spellcasting still needs to use either energy from the anima of the world or energy brought into the world in the form of a diety lantern
The Nature of Magic
Magic is the science of harnessing and transmuting anima in order to manifest magical effects. Each spell is in effect a esoteric or studious expression of anima and in cases by case, verbalization, somatic manipulation and material components in order to transform energy into an effect. In truth, verbal, somatic and material components are not really required but it makes is much easier for spellcasters who haven't unlocked in their mind and soul the true nature of magic. It is not only necessary to have read about it but you need to cultivate a much deeper and profound understanding of its nature.
Each living thing carries some anima into it. This is often called the spark of life, and it is the thing that makes living things, alive. (higher spelcasting class level = higher potential mana capacity)
Spellcasters are able to replenish their inner reservoir of magic if they rest (sleep or meditate deeply without any fatigue) close to a source of anima, like a artesian well, a relay, some accessible ley lines or an other-world deity lantern. The further away a spellcaster moves from a source of anima the less they can refuel over a rest. Different sources of anima have different potencies as well. Bigger wells are able to charge a spellcaster in greater distances while most lanterns although powerful have a very small range.
Rules
Anima Storage
Anima can be stored inside some substances, some crystalline structures can store anima in them in a variety of quanities and depending on the crystalline structure they can keep anima in them for a very short or long time.Memory Points
Spellcasters that need to prepare their spells (Arcanist, Cleric, Druid, Magus, Paladin, Ranger, Witch, Wizard) will now have a points system that will serve as their memory. The Memory Points are dependant on the caster level and the Attribute that their class is related to. Memorized spells are not forgotten and casting a spell does not remove it from the list of memorised spells unless it is replaced. In most cases classes that store their non-memorised spells in a book or other repository need to spend a couple of hours each day refreshing them, they need to have their spellbook at hand to do so.Characters with multiple preparation classes create their Memory Points separately for each class but can use the total of their MPs as they please.
A Wizard that will be their Intelligence Bonus Modifier and their Wizard level. These Memory Points (MPs) are filled depending on the level of a spell. For example a first level wizard has 5 MPs, if their INT was 12 they also have another 2 MPs from that for a total of 7 MPs. They can use those MPs to memorise spells. They are no longer limited on the level spells they can memorize. A cantrip takes 1 MP to remember while a 1st level spell take 2 MP which means they can use their MPs to memorize 3 1st level spells (costing them 2*3 = 6 MP) and a single cantrip for another 1 MP).
Second Nature
If the spells are often used or if the caster has sponanteous casting on spells of a specific category they can call for a spell to be recognised as "second nature" which means they no longer need to memorize it and it also does not cause Aura Burning.
Making a spell Second Nature
It is in the descretion of the DM to do so or to set a number of times a spell needs to be casted before it is recognised as second nature. Second nature spells still take MP slots but if for some reason a spellcaster does not get to refresh them (being away from their spellbook or otherwise) they are still able to cast them. As a general rule, a spell that is casted for a period of 3 months each day, becomes second nature (90 times within a period of a 100 days).
Anima Points Pool
Each character can store in their soul an amount of anima points (AP) based on their character's level and their spellcasting attribute. Feats and other items can modify this number. For example a 1st level Wizard has 1 Anima point. If they have an intelligence of 12-13 they also get an additional Anima point, while higher Intelligence scores can give them even more. (See Bonus Anima Table) The maximum bonus anima is curbed by the level of the character but can this can be altered by feats of magical items. For the purposes of curbing the max Anima bonus Characters with Mythic levels have their levels count in addition to their normal levels in double the rate
Undead Spellcasters only receive 3/4 of the total AP given by their level, attribute and anima but they are immune to the effects of Casting Fatigue and Aura Burning.
Anima Points Per Class Level
Max Bonus Anima Points & Bonus Memory Points
Aura Burning
Casting the same spell again and again, unless you are attunred, or the spell is second nature to you, causes your aura to darken in certain spots making it incrementally more costly to cast the same spell.
Each time you cast the same spell it costs you additional APs. Classes that their source of power is internal like Sorceror, Oracle, Bard, Summoner it only costs 1 additional AP. Classes that their source of power is not internalised have to pay the level of the spell in addition each time. So casting Fireball, a third level spell for the second time would cost 1+3+3 = 7 AP.Overcasting
A caster may choose to cast a spell even if they are out of AP. The first time they do, they automatically become fatigued and the second time exhausted. If they choose to cast a spell beyond that they need to roll a fortitute check of DC 15 + AP spent to cast the spell. If they fail this check the character dies (death effect).
Casting Fatigue
While a AP spellcaster can cast a comparable number of spells per day as his spontaneous and preparation brethren, he doesn’t get to blithely burn through all his mystic energy without a risk of personal consequences. The additional flexibility that comes from fueling spells with your own mystic energy has a potential price to pay as well – fatigue and (if you keep it up) exhaustion or even unconsciousness.
When a AP spellcaster has used half his APs, every spell he casts thereafter has a risk of tiring him. Divide the spellcaster’s AP total by 50%. This is his open pool, and he suffers no special risks when casting spells using these APs. The remainder of his APs are his reserve pool. Each time a spell is cast that uses any APs from his reserve pool, the spellcaster must make a Will save or become fatigued. If the spellcaster is already fatigued he becomes exhausted, and if already exhausted he falls unconscious. The DC of the Will save is 10 + the number of APs used from the reserve pool to cast the spell.
Tracking Anima Points
While players and GMs are all used to tracking spell slots, prepared spells, hit points, ammunition, and similar expendable resources, tracking APs can feel more complex when it is first introduced to a campaign. The most important factor is to keep track of each pool of AP separately – having a character’s open pool and reserve pool listed separately makes it easy to know when the character must begin making saving throws to avoid fatigue and listing special pools (such as domain pools and specialty school pools) separately makes it easier to know what AP can be used to cast what kind of spells.
Similarly, wherever the player normally tracks spells known is a good place to mark down how many times in a day a character has cast a specific spell. This makes it easy to track the additional AP cost of a spell due to Aura Burning.
Orizons and Cantrips
Orizons and Cantrips consume a very small amount of anima 1/10 of an Anima point. For game play purposes, a spellcaster needs to have at least 1 Anima Point stored to cast an orizon or a cantrip. There are cases that orizons or cantrips might not be available to use but in most cases it is assumed that the Anima points taken by its use are easily replanished by the background radiation of Anima in the world. Orizons and cantrips can use the overcast rules.
Divine Preparation
Cleric, Druid, Paladin and Ranger heroes are Divine Preparation classes, that means that the have access to all the spells of the level they can cast based on the table below. But it also means that even if they would be able because of their AP pool and Attribute score to cast a higher level spell they will not be capable to do so. This is because their powers are given to them by their divine ally (Deity or otherwise) and they are capped by that divine power.
Spells Known
Bard, Inquisitor, Oracle, Omdura, Sorceror and Summoner heroes have access to a much smaller array of spells based on those that they have chosen to know. They start with a number or spells and add to those every time they gain a level. The level of the spell acquired can never be highter than the one shown at the table below.
Unlimited Power
Arcanist, Magus, Witch and Wizard characters are Arcane Preparation classes, and as such, as long as they have the AP, they have a spell written on their spellbook and they have the required Attribute high enough (10 + Spell Level) they can cast any spell. That means that there is no other limit to the level of spells they can cast.
Mythic Powers
Mage Strike (Su)
As a swift action, you can expend one use of mythic power to make one melee attack. This is in addition to any other attacks you make this round. If you expend AP equal to a spell-level, you gain a bonus on the attack double the spell-level level, and the attack deals an additional 2d6 points of energy damage (your choice of acid, cold, electricity, or fire) per level of the spell or slot expended. The normal damage from this attack bypasses all damage reduction, but the energy damage is still affected by resistances and immunities.
Flexible Counterspell (Su)
Your mythic power enhances your ability to counter others’ spells. As an immediate action, you can expend one use of mythic power to attempt to counter a spell. This ability otherwise works like readying an action to counter a spell, except instead of using the exact spell or dispel magic, you can instead expend AP equial to the AP of the spell that you are trying to counter..
Arcane Potency (Su)
Choose one of your arcane spellcasting classes. You gain a bonus of 8 AP This ability doesn’t change your number of spells known. You can select this ability more than once. If you choose the same arcane spellcasting class a second time, you gain an additional 16 AP; if you choose it again, you gain 20 AP and so on. This ability can’t grant you bonus spells for a spell level that you don’t have the ability to cast.
Divine Potency (Su)
Choose one of your divine spellcasting classes. You gain a bonus of 8 AP This ability doesn’t change your number of spells known. You can select this ability more than once. If you choose the same arcane spellcasting class a second time, you gain an additional 16 AP; if you choose it again, you gain 20 AP and so on. This ability can’t grant you bonus spells for a spell level that you don’t have the ability to cast.
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