

NEONOSA CITY_
Magic Rules
Magic
There are several schools of magic you can use. Depending on your class you can have up to four schools of magic. Regardless of the spells you use, none of the spells can do more than 1 HP damage, unless otherwise specified in your class abilities. No spells can go against consent nor can they be OP. For example a spell cannot kill someone or turn them inside out but it might hurt them pretty badly, however it will only affect them with 1 HP, unless you are using a specific ability from their class and it says otherwise. All spells can be broken and cannot be permanent unless consent is given.
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All classes are allowed one school of magic unless their class says otherwise, and, or they have reached the point they can dual class. If your class states you can have two schools of magic you get two schools of magic. If you dual class and it says two schools of magic for each then your total is 4 schools of magic.
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Neonosa Schools
Psionics School: Spells that use the mind, like telepathy, telekinesis, psionic force. Psions cannot heal themselves or anyone else in Neonosa using Psion magic. Psions cannot predict the future in Neonosa.
Abjuration: Spells that protect, or block. An abjuration specialist is called an abjurer. Abjuration cannot banish in Neonosa.
Conjuration: Spells that bring creatures or materials to the caster. A conjuration specialist is called a conjurer. Conjurers cannot conjure monsters more than 8 feet tall in Neonosa and must specify what they are conjuring. There are no demons or celestial beings in Neonosa. Shadow conjuration can fall under this school.
Illusion: Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, not see things that are there, hear phantom noises, or remember things that never happened.
Divine: Spells that heal wounds. Examples would be cure poisons and healing wounds from physical or mental attacks. Please note there is no Resurrection without Admin Approval.
Evocation: Evocation spells manipulate energy or tap an unseen source of power to produce a desired end. In effect, they create something out of nothing. Many of these spells produce spectacular effects, and evocation spells can deal large amounts of damage.
Necromancy: Spells that manipulate, create, or destroy life or life force. A necromancy specialist is called a necromancer. Consent is required at all times. Necromancers cannot rez more than 3 undead at a time
Transmutation: Spells that transform the recipient physically or change its properties in a more subtle way. A transmutation specialist is called a transmuter.
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Spell Guidelines:
Players can pick spells from the SRD Spellbook
(http://www.dandwiki.com/wiki/SRD:Sorcerer/Wizard_Spell_List ) under the schools provided above ONLY.
Divine Spells List Here: http://www.d20srd.org/srd/spellLists/clericSpells.htm
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Psion List Here: http://www.d20srd.org/srd/psionic/powerList.htm You may use any spells on this list regardless of psion type, unless they are predicting the future(clairvoyance), psionic healing, or over your level.
Spells also act as standard attacks as well as Charging and AOE effect, follow the rules above. All Spells are considered an attack, Stuns do not do damage to the targets, and follow the stunning rules. Saving throws are considered defensive rolls only, and are used as the dice given to your depending on the rank of the player. Follow the attack and defense rules.
Players can only use spells based on their Class Ranks. Meaning if they are level 1, they can only use spells up to level 1. If they are level 4, they can use spells up to level 1-4.
Magic: Defensive/Offensive spells.
Rank Guild lines for spells
Rank 1-3 = +1
Rank 4-6 = +2
Rank 7-10 = +3
Spell Damage: If a spell is causing damage to a target it is ALWAYS -1 hp. No exceptions unless the spell is being used with the deadly ability in the limited time the ability is allowed.
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Spell Stunning: If a spell stuns a target by any means; Daze, Fatigue, Stun, Cripple, etc, then the rounds the stun last is ALWAYS 2 rounds of Combat. No Exceptions.
Spell Healing: If a spell is healing a target, no matter the effect it is ALWAYS +2HP in combat. If it is an AOE heal it is ALWAYS +1hp to 3 targets. (Follow the AOE Healing rules)
Spell Summoning: If a spell is summoning an NPC ally, they MUST follow the NPC ranking on the Rank structure. A player can only have 2 NPCs fighting with them at a given time.
Illusion Magic: Spells that create Illusion; Invisibility, Glamour, Ghost Sound, Disguise Self, etc. These spells follow the Rank Guide Lines for magic. Outside of Combat, Players must make a noticing roll to determine if they, hear, smell, see you. (Higher number wins) If the player roles higher than the noticing players, they are undetected for three rounds of none post, meaning after you are doing your sneaky things for three rounds, players can make another Noticing Roll. Rinse and Repeat. If the player DOES notices you, they can choose whether or not to react as if you are seen and out in the open.
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NOTE Please use the spell guide lines to cast spells. These are how to base what spells are allowed and what spells are not. If a spell does not fall under the four spell guide lines, then it is not a spell that can be used.
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