Magic

( ⇪ Campaign Setting )

Spell Points

In a nutshell: Videogame-like MP

The spell point system presented here allows casters to more freely pick and choose which spells they cast each day. While normally Hyperion characters (those that take the hyperion template) do not have access to spells in the traditional manner, non-Hyperion characters could have access.

Every spellcaster has a reserve of spell points based on class and level. Characters also gain bonus spell points from a high ability score (just as a normal spellcaster would gain bonus spells from a high ability score). These spell points provide the magical power behind the caster’s spells: He spends a number of spell points appropriate to the spell’s level to cast the spell.

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Items

Potion of Mana Restoration

These come in two varieties depending on the spell used for the potion (either lesser mana restoration or mana restoration ). Further, unlike most potions, you’re highly likely to find them in the wild or in stores with increased caster level. The costs for potions of lesser mana restoration and potions of mana restoration are described in the table below.

Caster Level Potion of Lesser Mana Restoration Potion of Mana Restoration
3 525 gp (6 SP) (Item Level 3rd) N/A
4 700 gp (8 SP) (Item Level 3rd) N/A
5 875 gp (10 SP) (Item Level 4th) N/A
6 1050 gp (12 SP) (Item Level 4th) N/A
7 1225 gp (14 SP) (Item Level 4th) 2275 gp (21 SP) (Item Level 6th)
8 1400 gp (16 SP) (Item Level 5th) 2600 gp (24 SP) (Item Level 7th)
9 1575 gp (18 SP) (Item Level 5th) 2925 gp (27 SP) (Item Level 7th)
10 1750 gp (20 SP) (Item Level 5th) 3250 gp (30 SP) (Item Level 8th)
11 N/A 3575 gp (33 SP) (Item Level 8th)
12 N/A 3900 gp (36 SP) (Item Level 8th)
13 N/A 4225 gp (39 SP) (Item Level 9th)
14 N/A 4550 gp (42 SP) (Item Level 9th)
15 N/A 4875 gp (45 SP) (Item Level 9th)
16 N/A 5200 gp (48 SP) (Item Level 10th)
17 N/A 5525 gp (51 SP) (Item Level 10th)
18 N/A 5850 gp (54 SP) (Item Level 10th)
19 N/A 6175 gp (57 SP) (Item Level 10th)
20 N/A 6500 gp (60 SP) (Item Level 10th)

NOTE: While potions of lesser mana restoration can be created by anyone with the Brew Potion feat, mana restoration is a 4th level spell, so only Master Alchemists (Magic of Faerun PrC) of 2nd level or higher can craft a potion of mana restoration and their market value follows those rules for potion creation (as indicated on the table above).

Spells

Artificer (and Psionic Artificer) Infusions

2nd-Level Artificer Infusions

Charm Hypertech: Manipulate a hypertech creature.

Bard Spells

1st-Level Bard Spells

Mage Hand, Reflexive: Instantly control a small object.

2nd-Level Bard Spells

Detect Psionics, Magic: You detect the presence of psionics.
Mana Restoration, Lesser: As mana restoration, but restores a small number of spell points.

4th-Level Bard Spells:

Mana Restoration: Restore a significant number of spell points.

5th-Level Bard Spells

Dispel Psionics, Magic: Cancels psionic powers and effects.

Cleric Spells

2nd-Level Cleric Spells

Detect Psionics, Magic: You detect the presence of psionics.
Mana Restoration, Lesser: As mana restoration, but restores a small number of spell points.

4th-Level Cleric Spells

Mana Restoration: Restore a significant number of spell points.

5th-Level Cleric Spells

Dispel Psionics, Magic: Cancels psionic powers and effects.

8th-Level Cleric Spells

Dispel Psionics, Greater, Magic: As dispel psionics, but +20 on check.

Luck Domain Spells

(These replace the normal spells for those levels.)

3 Auspicious Odds: Roll 4d6d1 instead of 3d6
5 Auspicious Odds, Mass: Multiple targets roll 4d6d1 instead of 3d6

Druid Spells

2nd-Level Druid Spells

Detect Psionics, Magic: You detect the presence of psionics.
Mana Restoration, Lesser: As mana restoration, but restores a small number of spell points.

4th-Level Druid Spells

Mana Restoration: Restore a significant number of spell points.

6th-Level Druid Spells

Dispel Psionics, Magic: Cancels psionic powers and effects.

8th-Level Druid Spells

Dispel Psionics, Greater, Magic: As dispel psionics, but +20 on check.

Sorcerer/Wizard Spells

1st-Level Sorcerer/Wizard Spells

Mage Hand, Reflexive: Instantly control a small object.

2nd-Level Sorcerer/Wizard Spells

Detect Psionics, Magic: You detect the presence of psionics.
Emerald Planes: You create a set of small square-shaped walls of force.
Mana Restoration, Lesser: As mana restoration, but restores a small number of spell points.

4th-Level Sorcerer/Wizard Spells:

Mana Restoration: Restore a significant number of spell points.

5th-Level Sorcerer/Wizard Spells

Dispel Psionics, Magic: Cancels psionic powers and effects.

8th-Level Sorcerer/Wizard Spells

Dispel Psionics, Greater, Magic: As dispel psionics, but +20 on check.

Warmage Spells

2nd-Level Warmage Spells

Emerald Planes: You create a set of small square-shaped walls of force.

Click here for the Spell Descriptions…

Recommended Spells

Arcane Turmoil
This spell normally destroys the highest level spell slot available to a spellcaster. In the Spell Points (SP) system however, since all spell levels are always available so long as you have the requisite SP available, it instead destroys a number of SP equal to that of the highest spell level they’re capable of casting (and forces a cooldown if a cooldown is relevant). Once they have fewer than that number of SP available, Arcane Turmoil instead destroys as many SP as the next spell level down that they have available (and forces a cooldown if a cooldown is relevant; this logic repeats until they have no SP left or they don’t have access to any spell levels).

Dweomer of Transference
This spell allows you to create an aura around a psionic creature that absorbs spells you cast at the subject, becoming temporary Power Points (PP) for the subject. You can cast any spell you like at the subject, even area spells, effect spells, and spells for whom the subject would ordinarily not be a legitimate target.

Mental Pinnacle
You become a psion and add a number of (essentially temporary) PP to your PP pool. Since PP pools stack with other classes, this gives you a massive number of PP for your other manifesting class. Admittedly, you’d have to be a 11th-level wizard to really take advantage of this at its earliest, but it’s a way to beef up your psionic class, so it’s nothing to sneeze at.

Open Chakra (all versions)
Almost all magic items can be bound to a chakra (MoI 108). By opening a chakra, you get access to an additional ability with all magic items that can be bound to that associated chakra.

Pending Potion (infusion)
This is especially useful to spellcasters because they can consume a mana restoration potion and then activate it as a swift action once they run low on SP.

Psychic Turmoil
It’s will partial, so even your target makes the save, half of the normal PP are still destroyed.

Psychic Turmoil, Greater
As psychic turmoil, but destroyed PP are converted into temporary hit points for you that last 1 hour.

Warlock Invocations

Least Invocations

Eldritch Cannon: Split up your eldritch blast into multiple attacks, improves with iteratives.

Click here for the Warlock Invocation Descriptions…

Incantations

Incantations are rituals used by magic-users and non-magic-users alike to create magical effects.

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Ablative Armor

Any spell or magical effect that grants an armor bonus can be modified at the spellcaster’s option to be of an ablative variety.

Spellfire

Spellfire is refined, controlled, raw magic. In beneficent manifestations, it appears as a font of silver light and healing energy. In battle, it is a searing blue-white jet of all-consuming radiance. Spellfire in its basic form is described in the Forgotten Realms Campaign Setting, and that information is expanded here.

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Forbidden Magic

Some magic is so taboo that very few know of it and even fewer dare speak of it.

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Magic

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