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For some, power comes not from inside, but from an understanding of the mystical side of the universe they reside in. By studying sources of mystical energy, patterns, and old tomes, this kind of caster can learn very powerful spells whenever they gain the knowledge to do so.

Limitations Edit

Material Components (MC) Edit

Since the External caster is manipulating the environment, it is logical that they would need a representative piece of that enviroment as part of their casting. This piece may be as simple as a pinch of dust or as costly as an intricately carved, gem-studded statue. In most cases, the material component is consumed in the casting. External casters typically cannot cast spells without a material component if one is required by the spell.

Somatic Components Edit

The movement of the body in precise geometric patterns is absolutely required in the shaping of most spells. It draws on the energy of the universe, an ordered system, to perform that which is not the tendancy of the universe to perform naturally. In other words, the somatic component is work being done on the universe to produce an effect.

Verbal Components Edit

Verbal components are part of the shaping of the spell being cast and are often stated in some form of ancient, precise language rather than a common tongue. Use of a common tongue can have unintended effects.

Extended Time Edit

Because of the complicated nature of spell casting involving all the complex components, External spellcasting reduces the speed of the caster by 1 +1 for every 10 DS of the spell.

Spellbook Edit

External casters don't cast from within and are not intimately familiar with their spells. Instead, they have a few that they the patterns memorized for and the components on hand, but the rest they have to study. For every 5 DS of the spell, 1 hour of study is required to memorize the spell.

Backfire Edit

The complex nature of the spells cast by External casters means that they have the potential to backfire. An impure material component, a missed angle in the somatic component, or the wrong syllable in a verbal component could all bring disastrous results. Add to that the distractions the environment provides and you have a recipe for disaster. Wearing armor, getting hit in battle, standing on slippery ground all cause the External caster to have to concentrate even more than normal to cast their spell. Each attempt to cast with these destractions requires a Concentration Skill check. If the Concentration Skill check is less than the damage taken or lower than the DS of the distraction, then there are consequences. Failure means one of the following potential events happens:

Difference Effect
1-5 There is an entertaining but pointless display for the senses, but nothing else. MC is consumed.
6-10 Nothing happens except MC is consumed.
11-15 The spell targets a random legal target or targets or a random direction, or has the reverse effect. MC is consumed.
16-20 The spell targets the exact wrong type of target (friend if meant for foe, foe if meant for friend). Roll 1d10: If 1-5 it has normal potency. If 6-10 it has double potency.
21-30 The spell produces a random effect of equal potency targeting both the caster and at least one other target.
30+ Roll a 1d10. On a 1-5 the External caster is unable to cast for 1d10 days. On a 6-9 they have burned themselves out completely on spell casting and have to quest to regain access if at all. On a 10, the caster dies.

Advantages Edit

Unlimited Spellcasting Edit

There is no limit to the number of spells an External caster can cast. As long as they have components, they may continue to cast.

Spell Power Edit

Because their own bodies are not involved in the spell casting, there is no concern for drawing too much from the spirit. This means that as long as they have the component, and have managed to learn the spell, the potency of the spell is theoretically unlimited.

Versatility Edit

External casters learn early on that all spells are essentially the same thing, only the details are different. This knowledge allows them to dabble in many different kinds of magic with no innate requirement to focus on any one spectrum.

Typical Professions Edit

Typical professions or classes that use the External Universe as the source of their spells or abilities include:

Wizards, Artificers, and Druids.

Navigation Edit

Chapter 1 - Creature Kinds Edit

Chapter 2 - Primary Characteristics Edit

Chapter 3 - Skills Edit

Chapter 4 - Traits and Foibles Edit

Chapter 5 - Physical Combat Skills Edit

Chapter 6 - Mystical Skills Edit

Chapter 7 - Equipment Edit

Chapter 8 - Crafting Edit

Chapter 9 - Social and Movement Skills Edit

Chapter 10 - AppendixEdit

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