Rise of the Warlock King
Power Types and their Use
In this campaign there are five different types of Power, five Power Types if you will. Each of these Power Types uses Powers slightly differently and have some minor drawbacks, although all have the same in-game effects.
The five Power Types are: Arcane Magic (the magic of learning and study), Divine Magic (the magic of faith and divinity), Infernal Magic (the magic of demonic lower beings), Nature Magic (the magic of the natural world) and Psionics (the disciplined power of the humanoid mind).
Each different type of magic user must utilise their ACTIVE powers in a specific manner, as is detailed in the following paragraphs.
Arcane magic users all use Intelligence (Int) as their Key Ability. To use their powers they make use of verbal and somantic components, meaning that they must always be able to speak and must always have at least one hand free (for the purposes of counting as a “free hand”, small shields do not count as using a hand). Armour, being bulky, interferes with the magic using abilities of arcane casters. As such they may not use their powers while wearing light armour unless they have the Armour Training (Light) feat. They may not use their powers while wearing medium or heavy armour at all. The exception to this is the Eldritch Knight (see Mystic Warrior), who may use their powers in medium or heavy armour as long as they have the Armour Training (Heavy) feat. For Bards (see Mystic Expert), the verbal components are always sung (or sometimes hummed or whistled) and the somantic components are always instrumental (whether strumming a lyre, slapping a thigh or clapping to a staccato beat).
Divine magic users all utilise Wisdom (Wis) as their Key Ability. To use their powers they must brandish, or at least hold, a Holy Symbol of their divine patron (that is, the deity they worship). This means that the caster must use at least one hand to hold their Holy Symbol. Many Paladins (see Mystic Warrior), and a few Clerics (see Combat Adept), have their deity’s Holy Symbol affixed to their shield, so that they may brandish the item while defending themselves in battle.
Infernal magic users all utilise Wisdom (WIS) as their Key Ability. To be able to use any of their powers, they must have truthfully agreed to serve a Lower Power (such as a demon prince) and have offered up their soul. Should they ever renege on this deal their powers are forfeit (and, probably, their lives as well). Infernal power use is accompanied by the faint smell of brimstone (sulphur), which can be detected with a Notice check (DC 10, modified for distance and wind). Also, when a user of infernal magic dies their soul belongs to their infernal master and no magic can bring them back to life without the permission of their infernal master.
Nature magic users all utilise Wisdom (Wis) as their Key Ability. To use their powers they must be wearing, or holding, a symbol of their devotion to nature. These symbols are usually small cuttings from favoured trees or bushes with bits of dried grasses or vines tied around them; sometimes these are made into specific shapes, and sometimes not. Periodically (once per month) this symbol needs to be replaced with fresh material, which must be cut from living plants using a sickle (preferably a silver sickle, but this is not necessary). These symbols are quite small (measuring only a few inches in length) and are usually worn around the caster’s neck, attached to a leather thong. In addition to this, nature magic users cannot use their powers while wearing metal armours. The worked metal, a product of civilisation, seems to interfere with their connection to nature. An exception to this seems to be the Fire Hammers (see Mystic Warrior), who can wear iron (or steel) armours. They still lose their powers if they wear armour made from any other metals.
Psionic power users all utilise Charisma (Cha) as their Key Ability. To use their powers they make use of somantic gestures (typically either holding a couple of fingers against the caster’s temple, or gesturing towards the intended target of a power) alongside a faint flare of light, known as the psionic halo (this light is very faint, requiring a Notice check DC 25 in any light, but Notice DC 15 in the dark), that appears around the caster’s forehead (emanating from their metaphysical third eye). As a result of these requirements, psionic power users need to keep one hand free to use their powers.
Regardless of what an adept needs to do to use their power, it is assumed that the adept can do this in a surreptitious manner (if they so desire). Also, new feats will be made available that can mitigate some of the limitations that power users face.
The Power Progression for each power-using role is handled independently (they don’t stack). If you are a 4th level Combat Adept and a 2nd level Mystic Expert, then you have two separate Power Progressions, two separate Power Ranks, etc.
Characters need only ever take a Power once, but they may then use it as any power-using role that has access to that particular power (thus being able to then utilise a power at a higher Power Rank and save difficulty than might otherwise be the case).
This is Key Ability + Power Rank. Each role’s power rank is listed in their summary table.