普及魔法 Pervasive Magic
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While the majority of Golarion has a substantial amount of magic, it is not ubiquitous. In other worlds, though, magic could be everywhere—a part of everyday life. Creatures on these worlds have an affinity with at least one of the magic traditions, and most are capable of at least simple spellcasting.
While the majority of Golarion has a substantial amount of magic, it is not ubiquitous. In other worlds, though, magic could be everywhere—a part of everyday life. Creatures on these worlds have an affinity with at least one of the magic traditions, and most are capable of at least simple spellcasting.
稀少度:レア
GMs can use the pervasive magic rules found here to create worlds where magic flows freely (or to alter only parts of a setting to be especially high in magic; see page 222 for ideas on how to incorporate pervasive magic rules into the Lost Omens setting).
Adding magical traits to a campaign can enrich the setting and make it more memorable. Perhaps a cataclysmic, magical event turned part of the world into a barren wasteland—those desolated plains might still hold enough residual magic to apply the pervasive magic rules. Creatures and characters in an area might all have the arcane trait, or mountain lakes tied to the Elemental Plane of Water might infuse the nearby terrain and its inhabitants with primal magic. The constant efforts of secretive cults might cause occult power to leak into the sewers and tunnels beneath a bustling city.
The GM must decide when first creating a campaign if it uses the pervasive magic rules. In pervasive magic campaigns, players choose their characters' associated magic trait and can select from the pervasive magic backgrounds and feats. Because pervasive magic represents a slight power increase overall, it's recommended that if some characters in the setting have access to pervasive magic, then all characters should to maintain balance.
Tradition Traits Tradition Traits
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Every creature in a pervasive magic campaign, including PCs, has a trait associated with one of the magical traditions. Note that this trait is inherent and a circumstance of nature, independent of class choice—a character with the primal tradition trait can still study to be a wizard and cast arcane spells. See Creature Adjustments for how to adjust creature stats in areas of pervasive magic. You might see primal manticores, arcane ogres, occult gold dragons, or divine flesh golems.
Every creature in a pervasive magic campaign, including PCs, has a trait associated with one of the magical traditions. Note that this trait is inherent and a circumstance of nature, independent of class choice—a character with the primal tradition trait can still study to be a wizard and cast arcane spells. See Creature Adjustments for how to adjust creature stats in areas of pervasive magic. You might see primal manticores, arcane ogres, occult gold dragons, or divine flesh golems.
Creatures (including PCs) gain the following:
- A trait associated with one of the magic traditions: arcane, divine, occult, or primal.
- The ability to cast a cantrip (PCs choose one upon character creation) from the tradition associated with that trait.
- The Cast a Spell activity.
- Proficiency rank in spell DCs and spell attack rolls with the chosen tradition equal to their class DC or their highest proficiency rank in spell DCs, whichever is higher. They can choose any mental ability score (Intelligence, Wisdom, or Charisma) to be associated with their innate spells granted by pervasive magic.
- Access to backgrounds and feats with the pervasive magic trait.
Magical Backgrounds Magical Backgrounds
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Characters in pervasive magic campaigns choose backgrounds normally, but they also have access to backgrounds that represent the influence of constant and powerful magic during their lives. Some of these backgrounds determine your innate magical trait.
Characters in pervasive magic campaigns choose backgrounds normally, but they also have access to backgrounds that represent the influence of constant and powerful magic during their lives. Some of these backgrounds determine your innate magical trait.
Energy Scarred 来歴 Energy Scarred
レア 普及魔法
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Exposure to a significant magical event overloaded you with magical energy. Perhaps you were exposed to dangerous levels of magical energy that left you near death, or it built up over long-term exposure to a powerful source of magic.
Choose two ability boosts. One must be Constitution and one is a free ability boost.
Your innate magical trait is primal. Choose acid, cold, electricity, fire, force, negative, positive, or sonic. You are trained in a Lore skill associated with the chosen energy (such as Fire Lore) and you gain resistance to that energy type equal to half your level (minimum 1).
Mystic Tutor 来歴 Mystic Tutor
レア 普及魔法
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You spent years predicting, identifying, and harnessing the innate magical talents of those around you. A magic-rich world has taught you that you can never have too much training when everyone around you is capable of magic.
Choose two ability boosts. One must be Intelligence or Wisdom and one is a free ability boost.
Your innate magical trait is arcane or occult. You're trained in either Arcana or Occultism, depending on your innate magical trait, and the Academia Lore skill. You gain the Recognize Spell skill feat.
Surge Investigator 来歴 Surge Investigator
レア 普及魔法
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From rivers that charm all who come near to forests that speak through dream messages, you have seen and studied many kinds of magical terrain. The world is so rich in magic that it can affect the land itself, and you have traveled extensively to learn the ways of identifying the oddities of magical terrain wherever it arises.
Choose two ability boosts. One must be Constitution or Wisdom and one is a free ability boost.
You're trained in your choice of Nature or Occultism and the Magical Terrain Lore skill. You gain the Terrain Expertise skill feat.
特技 Feats
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本項では、普及魔法キャンペーンのクリーチャーまたはキャラクターのみが使用できる新しい特技を紹介する。これらの特技はすべてクラス特技だが、どのクラスでも取ることができる。特技を得る際、特技はクラスに対応した特性を得る。
本項では、普及魔法キャンペーンのクリーチャーまたはキャラクターのみが使用できる新しい特技を紹介する。これらの特技はすべてクラス特技だが、どのクラスでも取ることができる。特技を得る際、特技はクラスに対応した特性を得る。
《キャントリップ発動》 特技2 Cantrip Casting
レア 普及魔法
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君は単純な呪文を発動する能力を増加させる。君は自分の特性に対応する体系からキャントリップを追加で2つ得る。
《基本呪文発動》 特技4 Basic Spellcasting
レア 普及魔法
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前提条件 《キャントリップ発動》
前提条件 《キャントリップ発動》
君は呪文を発動する能力を高める。君は呪文発動アーキタイプによって与えられる基本呪文発動の利益を得て、呪文のレパートリーを得る。君が広範囲魔法の偉業から基本呪文発動の利益、熟練呪文発動の利益、達人呪文発動の利益から新しいレベルの呪文スロットを得るたびに、君の特性に対応する魔法体系にあるコモンの呪文、あるいは君が身につけるか発見するかしたその体系の別の呪文から、適切な呪文レベルの呪文を君のレパートリーに追加する。
《熟練呪文発動》 特技12 Expert Spellcasting
レア 普及魔法
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前提条件 《基本呪文発動》
前提条件 《基本呪文発動》
君は熟練呪文発動アーキタイプの利益を得る。
《達人呪文発動》 特技18 Master Spellcasting
レア 普及魔法
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前提条件 《熟練呪文発動》
前提条件 《熟練呪文発動》
君は達人呪文発動アーキタイプの利益を得る。
Creature Adjustments Creature Adjustments>
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In a world of pervasive magic, creatures gain at least one trait associated with a magical tradition. These traits reflect the creature's innate magical nature. In areas of localized pervasive magic, these traits represent the area itself.
In a world of pervasive magic, creatures gain at least one trait associated with a magical tradition. These traits reflect the creature's innate magical nature. In areas of localized pervasive magic, these traits represent the area itself.
秘術の調整 Arcane Adjustments
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The creature gains the arcane trait and can cast a single innate spell from the arcane spell list once per day. Use the creature's level (see the table below) to determine the spell's level. Use the spell DC and spell attack roll on the table if the creature does not already have those statistics.
The creature gains the arcane trait and can cast a single innate spell from the arcane spell list once per day. Use the creature's level (see the table below) to determine the spell's level. Use the spell DC and spell attack roll on the table if the creature does not already have those statistics.
クリーチャー・レベル | 呪文レベル(データ) | 推奨される呪文 |
---|---|---|
-1~2 | キャントリップ(DC15、攻撃+7) | Daze, detect magic, shield, telekinetic projectile |
3~4 | 1レベル(DC18、攻撃+10) | Charm, fleet step, grim tendrils, magic missile, sleep |
5~6 | 2レベル (DC21、攻撃+13) | Blur, invisibility, mirror image, see invisibility, spider climb |
7~8 | 3レベル (DC23、攻撃+15) | Blindness, fireball, haste, hypnotic pattern, lightning bolt, wall of wind |
9~10 | 4レベル (DC26、攻撃+18) | Blink, confusion, fire shield, freedom of movement, wall of fire |
11~12 | 5レベル (DC29、攻撃+21) | Cloak of colors, cloudkill, cone of cold, tongues |
13~14 | 6レベル(DC31、攻撃+23) | Chain lightning, spellwrack, true seeing |
15~16 | 7レベル(DC34、攻撃+26) | Fiery body, prismatic spray, true target |
17~18 | 8レベル(DC35、攻撃+27) | Disappearance, horrid wilting, maze |
19~20 | 9レベル(DC38、攻撃+30) | Meteor swarm, prismatic sphere |
21~ | 10レベル(DC42、攻撃+34) | Time stop, wish |
信仰の調整 Divine Adjustments
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The creature gains the divine trait and can cast a single innate spell from the divine spell list once per day. Use the creature's level (see the table below) to determine the spell's level. Use the spell DC and spell attack roll on the table if the creature does not already have those statistics.
The creature gains the divine trait and can cast a single innate spell from the divine spell list once per day. Use the creature's level (see the table below) to determine the spell's level. Use the spell DC and spell attack roll on the table if the creature does not already have those statistics.
クリーチャー・レベル | 呪文レベル(データ) | 推奨される呪文 |
---|---|---|
-1~2 | キャントリップ(DC15、攻撃+7) | Detect magic, divine lance, guidance, light |
3~4 | 1レベル(DC18、攻撃+10) | Bane, bless, heal, sanctuary |
5~6 | 2レベル (DC21、攻撃+13) | Death knell, restoration, silence, spiritual weapon |
7~8 | 3レベル (DC23、攻撃+15) | Chilling darkness, heroism, sanctified ground, searing light |
9~10 | 4レベル (DC26、攻撃+18) | Divine wrath, spell immunity |
11~12 | 5レベル (DC29、攻撃+21) | Abyssal plague, flame strike, sending, spiritual guardian |
13~14 | 6レベル(DC31、攻撃+23) | Blade barrier, righteous might |
15~16 | 7レベル(DC34、攻撃+26) | Eclipse burst, energy aegis, sunburst |
17~18 | 8レベル(DC35、攻撃+27) | Divine aura, spiritual epidemic |
19~20 | 9レベル(DC38、攻撃+30) | Overwhelming presence, wail of the banshee |
21~ | 10レベル(DC42、攻撃+34) | Miracle, revival |
伝承の調整 Occult Adjustments
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The creature gains the occult trait and can cast a single innate spell from the occult spell list once per day. Use the creature's level (see the table below) to determine the spell's level. Use the spell DC and spell attack roll on the table if the creature does not already have those statistics
The creature gains the occult trait and can cast a single innate spell from the occult spell list once per day. Use the creature's level (see the table below) to determine the spell's level. Use the spell DC and spell attack roll on the table if the creature does not already have those statistics
クリーチャー・レベル | 呪文レベル(データ) | 推奨される呪文 |
---|---|---|
-1~2 | キャントリップ(DC15、攻撃+7) | Chill touch, guidance, ghost sound, shield |
3~4 | 1レベル(DC18、攻撃+10) | Bane, charm, fear, grim tendrils, ray of enfeeblement |
5~6 | 2レベル (DC21、攻撃+13) | Darkness, false life, paranoia |
7~8 | 3レベル (DC23、攻撃+15) | Enthrall, haste, slow |
9~10 | 4レベル (DC26、攻撃+18) | Confusion, phantasmal killer, suggestion |
11~12 | 5レベル (DC29、攻撃+21) | Abyssal plague, black tentacles, crushing despair |
13~14 | 6レベル(DC31、攻撃+23) | Feeblemind, repulsion, spirit blast |
15~16 | 7レベル(DC34、攻撃+26) | Mask of terror, visions of danger, warp mind |
17~18 | 8レベル(DC35、攻撃+27) | Maze, mind, spirit song, uncontrollable dance |
19~20 | 9レベル(DC38、攻撃+30) | Telepathic demand, unfathomable song |
21~ | 10レベル(DC42、攻撃+34) | Alter reality, fabricated truth |
始原の調整 Primal Adjustments
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The creature gains the primal trait and can cast a single innate spell from the primal spell list once per day. Use the creature's level (see the table below) to determine the spell's level. Use the spell DC and spell attack roll on the table if the creature does not already have those statistics.
The creature gains the primal trait and can cast a single innate spell from the primal spell list once per day. Use the creature's level (see the table below) to determine the spell's level. Use the spell DC and spell attack roll on the table if the creature does not already have those statistics.
クリーチャー・レベル | 呪文レベル(データ) | 推奨される呪文 |
---|---|---|
-1~2 | キャントリップ(DC15、攻撃+7) | Electric arc, produce flame |
3~4 | 1レベル(DC18、攻撃+10) | Heal, jump, magic fang, pass without trace |
5~6 | 2レベル (DC21、攻撃+13) | Barkskin, enlarge, resist energy, shatter |
7~8 | 3レベル (DC23、攻撃+15) | Blindness, slow, stinking cloud |
9~10 | 4レベル (DC26、攻撃+18) | Air walk, freedom of movement, solid fog |
11~12 | 5レベル (DC29、攻撃+21) | Cloudkill, elemental form, wall of ice |
13~14 | 6レベル(DC31、攻撃+23) | Baleful polymorph, field of life, tangling creepers |
15~16 | 7レベル(DC34、攻撃+26) | Eclipse burst, regenerate, sunburst, volcanic eruption |
17~18 | 8レベル(DC35、攻撃+27) | Earthquake, horrid wilting, punishing winds |
19~20 | 9レベル(DC38、攻撃+30) | Nature's enmity, storm of vengeance |
21~ | 10レベル(DC42、攻撃+34) | Cataclysm, primal phenomenon |
Magical Terrain Magical Terrain
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From a city where strange lights flit from street to street, a cavern that can't be found by scrying, or a bog where illusions frolic, magical terrain can create memorable locations and challenges. This section describes several types of magical terrain that the GM can use in a pervasive magic setting. The size and location of each type of terrain is entirely up to the GM. The effects of magical terrain can be constant, or they might occur only under certain circumstances, such as a forest that becomes home to potent arcane magic only at night, or every century an eclipse on the winter solstice subjects a nearby city to ghoulish hunger.
From a city where strange lights flit from street to street, a cavern that can't be found by scrying, or a bog where illusions frolic, magical terrain can create memorable locations and challenges. This section describes several types of magical terrain that the GM can use in a pervasive magic setting. The size and location of each type of terrain is entirely up to the GM. The effects of magical terrain can be constant, or they might occur only under certain circumstances, such as a forest that becomes home to potent arcane magic only at night, or every century an eclipse on the winter solstice subjects a nearby city to ghoulish hunger.
Magical terrain fits well into pervasive magic campaigns, but can be used in any campaign as a way to help create unique and memorable encounters.
Energy Surge Terrain Energy Surge Terrain
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Choose an energy type (acid, cold, electricity, fire, force, negative, positive, or sonic). Whenever a magic effect does damage of that type, it does additional damage (usually 1d6 additional damage, but the GM might increase or decrease the amount to depict stronger or weaker areas of surging energy).
Choose an energy type (acid, cold, electricity, fire, force, negative, positive, or sonic). Whenever a magic effect does damage of that type, it does additional damage (usually 1d6 additional damage, but the GM might increase or decrease the amount to depict stronger or weaker areas of surging energy).
Heightened Terrain Heightened Terrain
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This type of terrain heightens spells cast within it. An area of heightened terrain could alter anything from a single spell to an entire school of magic or magical tradition. These areas vary greatly in appearance, evincing the influence of the specific type of magic heightened. Spells that match the criteria are heightened 1 level above the spell level they were cast at.
This type of terrain heightens spells cast within it. An area of heightened terrain could alter anything from a single spell to an entire school of magic or magical tradition. These areas vary greatly in appearance, evincing the influence of the specific type of magic heightened. Spells that match the criteria are heightened 1 level above the spell level they were cast at.
Metamagic Terrain Metamagic Terrain
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Any eligible spell cast in this terrain has a particular metamagic effect added to it—typically Reach Spell or Widen Spell. If the caster uses a metamagic action before casting a spell, that action overrides the terrain's metamagic effect. These areas usually appear fairly normal, but fountains of magical energy spring up around a caster when they begin Casting a Spell.
Any eligible spell cast in this terrain has a particular metamagic effect added to it—typically Reach Spell or Widen Spell. If the caster uses a metamagic action before casting a spell, that action overrides the terrain's metamagic effect. These areas usually appear fairly normal, but fountains of magical energy spring up around a caster when they begin Casting a Spell.
Occult Magic Terrain Occult Magic Terrain
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In areas of occult magic, emotions run hotter, passions flare, and a mysterious intent permeates. Any creature casting an occult spell gains a +1 circumstance bonus to Will saves, Deception checks, Diplomacy checks, Intimidation checks, and Performance checks until the end of its next turn.
In areas of occult magic, emotions run hotter, passions flare, and a mysterious intent permeates. Any creature casting an occult spell gains a +1 circumstance bonus to Will saves, Deception checks, Diplomacy checks, Intimidation checks, and Performance checks until the end of its next turn.
Primal Magic Terrain Primal Magic Terrain
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In areas of primal magic, plant life is lusher, experiences are more vivid, and instincts are sharper—the land itself seems vibrant and alive. Creatures who cast a primal spell here gain a +10- foot status bonus to Speeds until the end of their next turn.
In areas of primal magic, plant life is lusher, experiences are more vivid, and instincts are sharper—the land itself seems vibrant and alive. Creatures who cast a primal spell here gain a +10- foot status bonus to Speeds until the end of their next turn.
Spell-Touched Terrain Spell-Touched Terrain
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Spell-touched terrain is enchanted with either a permanent spell effect or cast spells periodically.
Spell-touched terrain is enchanted with either a permanent spell effect or cast spells periodically.
Permanent Spell Effects: This terrain, or all creatures in it, is affected by a certain spell. For example, all creatures in an area might be affected by blink, or any creature that attempts to jump is automatically affected by a jump spell. There might be a condition required before a creature gains the effects.
Periodic Spell Casting: The terrain itself casts spells at set intervals. These spells can affect all creatures, random creatures, or certain subcategories of creatures at the GM's discretion, and they might require a specific condition before they occur.