HGd10PHB - Spell Source - External Universe

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.

However, they are not as versatile in some respects as those who learn to manipulate magic internally. Wizards are limited to specific spells written on scrolls or in spell books. While the basic mechanics of spell casting are the same, the details are significantly different.

Material Components (MC)
Since the External caster is manipulating the environment, it is logical that they would need a representative piece of that environment 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
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 tendency 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
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.

Spellbook
External casters don't cast from within and are not intimately familiar with their spells. Instead, they have a few that they have the patterns memorized for and the components on hand, but the rest they have to study. Wizards can construct spells using the alternative spell construction rules.

For every 1 DS of the spell, 1 minute of study is required to 'get the spell down' well enough to cast it without problems.

Backfire
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 distractions 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:

Unlimited Spellcasting
There is no limit to the number of spells an External caster can cast since their spells do not cost MYR to cast. As long as they have components, they may continue to cast.

Spell Power
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 right component, and have managed to learn the spell, the potency of the spell is theoretically unlimited.

Versatility
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. External Casters have no Opposing Spectrum and do not take penalties for multiple Spectrum Categories of learning.

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

Wizards, Artificers, and Druids.

Navigation

 * Hero's Guild Players Handbook Home
 * Chapter 1 - Creature Kinds
 * Chapter 2 - Base Characteristics
 * Chapter 3 - Skills
 * Chapter 4 - Traits and Foibles
 * Chapter 5 - Physical Combat Skills 
 * Chapter 6 - Mystical Skills
 * Chapter 7 - Equipment
 * Chapter 8 - Crafting
 * Chapter 9 - Knowledge Social and Movement Skills
 * Chapter 10 - Optional Classes