[Gods of Wandrossa] Powers of Arcana (Redux)

Evadimus' School for Gifted Spellcasters (Part 2) | New Campaign Setting for Fifth Edition by DMDave

This is part of the continuing Gods of Wandrossa series. To catch up, be sure to read about it on the Gods of Wandrossa “It Begins” post.

I’m slowly making my way through the index of powers. Here are the ones that have been created so far:

Powers of Arcana

Magic is the energy that suffuses the multiverse and that fuels both destruction and creation. Gods of the Arcana domain know the secrets and potential of magic intimately. For some of these gods, magical knowledge is a great responsibility that comes with a special understanding of the nature of reality. Other gods of Arcana see magic as pure power, to be used as its wielder sees fit.

Power Level Power
1st arcane blast, research & development
2nd build academy, create monstrosity
3rd create tome, create wondrous item
4th create magic subclass, gift of magic
5th close arcane rift, create spell, magicstorm
6th create magical race
7th create legendary caster
8th dome of protection
9th create arcane rift

Arcane Blast

2nd-level power

Domains: arcana, war

Implementation Time: 1 action

Target: 1 location

Duration: Instantaneous

The target location’s DV is permanently reduced by an amount equal to half your might (minimum of one, rounded down). If the target is a non-settlement location and its DV is reduced to 0 or less it is destroyed.


Build Academy

2nd-level power

Domains: arcana, knowledge, sage

Implementation Time: 1 action

Target: 1 settlement of 3rd-rank or higher that does not already contain an academy

Duration: Instantaneous

Wealth Cost: 10

You build an academy. While the academy remains, it can not become the target of the arcane blast power.


Close Arcane Rift

5th-level power

Domains: arcana

Implementation Time: 5 days (ritual)

Target: 1 magic rift whose god’s Might is equal to or less than your own

Duration: Instantaneous

You close the arcane rift, ending the effects. While you perform the ritual, you cannot use powers, cause conflicts, or assist and oppose in conflicts.


Create Arcane Rift

9th-level arcana epic power (Prerequisite: 9 arcana powers, no magic rift currently exists)

Domains: arcana

Implementation Time: 1 action

Target: 1 region that does not contain a magic rift

Duration: Instantaneous

You open a portal to the realm of magic. Whenever you take an action in the target region, your Might is doubled.


Create Legendary Archmage

7th-level arcana epic power (Prerequisite: 7 arcana powers)

Domains: arcana

Implementation Time: 1 action

Target: 1 mage Chosen One

Duration: Instantaneous

Your mage becomes a legendary creature with its own lair, which the Overdeity creates for you. Choose a hex to place your mage’s lair. The lair has a DV equal to 10 + your Might score. Whenever your Chosen One is in its lair, all other gods of your choice cannot target settlements in the region with Powers unless their Might is equal to or greater than yours.


Create Magical Race

6th-level epic power (Prerequisite: 6 arcana powers)

Domains: arcana

Implementation Time: 1 action

Target: self

Duration: Instantaneous

You create a new magical race, which the Overdeity creates for you. It has one cantrip that it can cast at will (your choice). All other features you may suggest.

You gain 5,000 followers.


 

 

Create Magical Subclass

4th-level power

Domains: arcana

Implementation Time: 1 action

Target: self

Duration: Instantaneous

You create a new subclass, a quarter-caster which the Overdeity creates for you. Choose one of the following classes: Barbarian, Fighter, Monk, or Rogue. The class gains a subclass can cast spells as a quarter-caster. You gain a number of followers equal to 500 times your Might score.


Create Monstrosity

2nd-level power

Domains: arcana, monstrosities

Implementation Time: 1 action

Target: self

Duration: a number of days equal to your Might score

You create a new monster, a monstrosity, which the Overdeity creates for you. When you use this power, describe the monstrosity and how it functions in one sentence. The CR of the monstrosity depends on your power slot level: 1st CR 0 – 1, 2nd CR 2-4, 3rd CR 5-10, 4th CR 11-17, 5th CR 18+. You can use a 6th level epic power to create a legendary monstrosity.

For the duration, your Might bonus increases by 2. This bonus doubles when used to take create or support a conflict.


Create Spell

5th-level power

Domains: arcana

Implementation Time: 1 action

Target: 1 settlement

Duration: a number of days equal to your Might score

You create a spell of 5th level or lower, which the Overdeity develops for you. When you use this power, describe the spell and how it functions in one sentence. You can use epic level powers to create spells of higher levels, and the spell you create is equal to the epic level power slot you use (e.g., you can use an 8th-level power slot to create an 8th-level spell).

For the duration, the DV of the settlement increases by an amount equal to the spell’s level.


Create Wondrous Item

3rd-level power

Domains: arcana, knowledge

Implementation Time: 1 action

Target: 1 settlement

Duration: Instantaneous

You create a new magic item, a wondrous item, which the Overdeity develops for you. The wondrous item’s rarity can be common or uncommon. At 7th-level you can create rare wondrous items and at 9th-level you can create very rare wondrous items. After you create it, choose a settlement to award the magic item. While the settlement stands and contains the magic item, the population requirements for the settlement to increase ranks is reduced by an additional 10% (20%).


Dome of Protection

8th-level arcana epic power (Prerequisite: 8 arcana powers)

Domains: arcana

Implementation Time: 1 action

Target: 1 location

Duration: Instantaneous

The target’s DV increases by an amount equal to twice your might and it cannot be targeted by the arcane blast power.


Gift of Magic

4th-level knowledge power

Domains: arcana

Implementation Time: 1 action

Target: self

Duration: Instantaneous

You create a magical monster variant which the Overdeity develops for you. Choose a creature whose Intelligence, Wisdom or Charisma score is 13 or higher. The monster gains the following benefits:

  • It can cast at-will any three 1st-level spells or cantrips as an innate spellcasting ability.
  • It can cast one 2nd level spell once per day innate spellcasting ability.
  • Its spellcasting ability is Intelligence, Wisdom, or Charisma for these spells (whichever is highest).

You gain a number of followers equal to 500 times your Might score.


 

Magicstorm

5th-level power

Domains: arcana

Implementation Time: 1 action

Target: 1 region

Duration: Instantaneous

Each location in the target region’s DV is permanently reduced by an amount equal to half your Might (minimum of one, rounded down). If the target is a non-settlement location and its DV is reduced to 0 or less it turns to ruins.


Research & Development

1st-level power

Domains: arcana, knowledge, sage

Implementation Time: 1 action

Target: 1 settlement

Duration: a number of days equal to your Might score

For the duration, the wealth cost for improvements in the target settlement is reduced by 1.

 

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These rules are part of the Gods of Wandrossa game over on my Patreon. If you’d like to join in on the fun and see your actions affect the world, simply go to Patreon.com/DMDave and sign up.

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Art by Wheel of Time RPG

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