From World of Charun

While there is a fair amount of foul demons, black-robed mystics and cultists in Charun, it is a low-magic world.

The vast majority of the population live their lives without being directly exposed to magic or the supernatural. But they live in an age of great superstition and often blame death, disease and bad luck on the "wrath of the gods", "demonic magic" or "the evil eye", and seek to placate the gods and powers that be with offerings and sacrifice.

The average person living in a small village, working their shop or field has likely never seen a true mage or seen a spell cast or held a magical item. Magic is generally feared in these rural settlements, and most spellcasters (but not all) are associated with dark curses, evil gods and unbearable secrets which "man was not meant to know".

The select few who are able to use magic and cast spells guard their secrets jealously and attempt to use it to their advantage, often to the detriment of the lower classes. Magical items are rare and are almost never for sale, though on rare events one will turn up in a market, unrecognized for its true value. Spellcasters might be willing to cast some spells for pay, depending on the individual's motivation or greed.

Many of the barbarian nations in the Northlands revile magic. In the Southern Reaches magic is widely feared and misunderstood, the province of tribal witchdoctors and shamans, who protect the rest of the tribe from the vengeful spirits and demons that surround them. However, the more civilised a realm is, the greater insight they have. Magic is a part of everyday life amongst the Mórail, and some human nations, such as the Three Isles and Mubuluk, where they have so many spellcasters that it is not considered anything out of the ordinary.



World of Charun uses a custom spellcasting system radically different from standard NWN2, known as the WoC Spell System. Key differences are the complete removal of prepared spellcasting, and that spells are limited by how often you can cast them in a given period of time, rather by an arbitrary number of times per day. Casting too often will result in taking damage.

More about: WoC Spell System

Spell Progression

As a spellcasting character gains more experience, he also gains more power and knowledge within the field of magic. A mystic could please his planar master through his achievements, who would in return awards him with more potent spells. A wizard might understand and unlock more complicated formulae, gaining access to secrets lesser peddlers of magic can not comprehend.

More about: Spell Progression

Spell Lists

Magic comes in many different forms and from different sources, all depending on the path taken by the spellcasting character. The powers of each spellcasting class are detailed in the following sections:

More about: Dryw Spell List | Mystic Spell List | Priest/Shaman Spell List | Wizard Spell List


All spellcasters are able to summon creatures to aid their cause. The choice of deity, class and culture decides what sort of creatures are summoned.

More about: Summoning

Critical Hits

For Touch spells, rolling a 20 results in a Critical Hit but no extra damage is awarded. "Spell criticals" are a different concept that is more properly outlined on the WoC Spell System page.


One's mental health can take damage as well as one's physical health. Unnatural encounters and continuous dealings with ambiguous powers can lead to that. Mystics can, and often do, get mad.

More about: Insanity

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