House Rules: Magic

Optional rules in use:

Components

Spells with material components of negligible cost consumes 1 use of the spell component pouch. Spell component pouches have enough material components for 100 spells.

Counterspells

It is possible to cast any spell as a counterspell. By doing so, you are using the spell's energy to disrupt the casting of the same spell by another character. Counterspelling works even if one spell is divine and the other arcane.

How Counterspells Work
You can attempt to counterspell when an opponent tries to cast a spell. You must then make a Spell craft check (DC 15 + the spell's level. This check is a free action. If the check succeeds, you correctly identify the opponent's spell and can attempt to counter it. If the check fails, you can't do either of these things.

To complete the action, you must then spend an attack of opportunity to cast an appropriate spell. As a general rule, a spell can only counter itself. If you are able to cast the same spell and you have it prepared (or have a slot of the appropriate level available), you cast it, creating a counterspell effect. If the target is within range, both spells automatically negate each other with no other results.

If you have the Combat Reflexes feat, you can use the extra attacks of opportunity granted by the feat to perform counterspells.

Recharge Magic


Legends of Celesia uses the 3.5 variant rule of Recharge Magic.

Extracts

Once an extract is created, it occupies the extract slot until it is used or becomes inert. Afterwards, the alchemist can immediately spend 1 minute to mix a new extract for that slot.

Power Points

Psionic classes regenerate power points equal to their primary ability modifier (minimum 1) every 1d6+1 rounds until they reach their maximum limit.

Table: Recharge Magic Times

Spell Name Recharge Time
Evolution Surge 5 minutes
Summon Eidolon 1 hour
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