472 lines
21 KiB
Plaintext
472 lines
21 KiB
Plaintext
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An Alternate System for AD&D
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Forward:
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This began as an attempt to "fix" the AD&D system to make it
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playable. I soon found this task to be impossible, without
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trashing almost everything in the system and starting from scratch.
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The obsolete concept of "class" with it's built in restrictions
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(weapons, armor, spell, skills... the list goes on and on) was
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unacceptable. It is obvious to most people that a skill based
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system has many advantages over a class based one, and I for one
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was happy to see AD&D ver. 2 "take a step in the right direction"
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by adding non-weapon proficiencies. However, a half step can cause
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a fall, and the current NWP system gives some "feel" of a skill
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based system while still holding ardently to it's class based
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roots. The obvious solution? Play something skill based (GURPS,
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for example).
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Goals:
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I set out making changes in the system with a few goals in
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mind. First, I felt that the current magic system had too much of
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a tendency for low level spellcasters to be "johnny one shots"
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(cast one spell and be done for the day). Higher level spell
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casters had quite a large selection of spells and were quite
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powerful, but had no flexibility. The level 19 mage (for example)
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could still only cast 5 magic missiles before being finished for
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the day. The increased effect of spells (such as fireball) with
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level without any additional cost to the caster also bothered me.
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Second, I detested the weapons and armor restrictions. Why
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can't a mage wield a sword? Gandalf did. [The astute student will
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at this point realize that these restrictions had to be imposed for
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some "balance" in the game--a limitation of the class based
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system]. Why can't the rogue use a long bow and wear plate armor
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(if they want to, that is)?
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Lastly, I didn't like the hit point system. The system itself
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describes hit points as a combination of luck and physical
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punishment potential. [Note that this may not be true, as I
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haven't bothered to track that exact quote down]. This is
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obviously a pseudo-justification left over from the war gaming days
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of D&D.
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The next several sections will describe the changes that I
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have made in the hit point system, the weapons/armor restrictions,
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and lastly (and longest) the magic system.
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Health and Hit Points
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All characters and monsters now have two categories of hit
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points. The first is their physical damage potential, or health.
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The second is their accumulated luck, or luck points.
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The health of a character is exactly equal to their
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constitution. Use the following rules to generate health scores
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for monsters whose constitution is not known. Roll an appropriate
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number of dice depending on the size of the creature. Tiny: 1d6;
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Small: 2d6; Medium: 3d6; Large: 6d6; Huge: 9d6; Gargantuan:
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12d6. Note that this is not intended to represent the constitution
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of the creature in general.
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The luck of a character is given by their hit dice or level,
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and is exactly equal to their hit points under the old system. All
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damage comes first from these luck points and represents small
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scratches, bruises and the like. For example: a third level
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fighter with a 17 constitution would have a health score of 17, and
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3d10+9 luck points (fighters still gain higher amounts of luck
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points in combat due to high constitution, while other classes do
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not).
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Negative Health Scores:
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When a character reaches zero health, they fall to the ground
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barely conscious. They are able to crawl at 1", bind wounds, or
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drink potions, but little else if they make a successful willpower
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check (roll under wisdom+current health on d20). The check must be
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made each round. For example, the fighter above takes a massive
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wound bringing his health to -3. He must roll under his wisdom -
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3 to remain conscious that round.
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Unlike regular AD&D, characters do not die at -10 health.
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Instead, when the character finally receives aid (from a priest,
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for example), they must take their current health and divide it by
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their maximum health (round all fractions up). A successful roll
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on the system shock table (equate maximum health to constitution
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for finding system shock roll, and add 5% for each point above 25)
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divided by the number above will not result in loss of life. Say
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that the fighter above reaches -26 health (for whatever reason)
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before a priest can attend to him. He must roll 97% divided by 2
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(26/17=2), which is 49% or less on percentile. Regardless of
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health, a character will die at -5*maxhealth.
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Berserkers:
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If a creature has gone berserk (for whatever reason) they will
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fight until all enemies are dead, or they have died. They do not
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have to make a willpower roll, but will fight until they are dead,
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i.e. at -5*maxhealth. This makes berserkers (and cursed items that
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cause berserking) much more deadly.
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Healing:
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Since luck points are not really wounds, I allow healing
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magics of all sorts to act doubly on them (1 point of healing heals
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2 points of luck). Optionally, you could disallow healing magic to
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work on them, but regenerate them at a rate of 5 points per day
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(the phrase "push your luck" comes to mind). Any method is
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acceptable, depending on your game setting and GM's preference.
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Armor and Weapons Restrictions
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The obvious fix for armor and weapons was to free all classes
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from any sort of restrictions. Note that priests may still be
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restricted by their particular deity and wizards in metal armor
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will have a chance of spell failure based on the amount of metallic
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content. I still allow priests who worship the major (king,
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father/mother, etc.) god of the pantheon to take the standard
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cleric package (without any weapons/armor restrictions) given in
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the PHB.
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Use the following table to determine a wizard's chance of
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spell failure:
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Armor Type Casting Penalty
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Hide, Padded, Leather 0%
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Ring Mail, Studded Leather 10%
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Elven Chain * 15%
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Scale, Brigandine 25%
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Chain 40%
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Splint 50%
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Plate 60%
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Field Plate 75%
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Full Plate 90%
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Shields,
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Buckler 0%
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Small or Medium 5%
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Body 10%
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* - The casting penalty for Elven chain may be reduced if the
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character is a wizard or a priest. The penalty for a wizard
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or priest with a bond item is 0%.
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Values for shield and armor are cumulative. For each magic plus of
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a suit of armor, subtract 5% from the penalty. Note that priestly
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magic is not affected by the presence of metals about the body.
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For example, a mage in plate +5, with body shield +3 would have:
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(60% - 25%) + (10% - 10%) = 35% chance of failure
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The penalty for a shield or armor may never go below zero.
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Magic
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Spell Points:
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The magic system now uses spell points. When a spellcaster
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casts a spell, they pay for the casting in magic points. The base
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number of magic points that the caster pays is given by the formula
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below.
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base number of points = (spell level)*3 - 2
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This determines the base cost of the spell, cast at the level that
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the spellcaster is required to be to initially cast the spell. A
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spellcaster can "boost" the effects of the spell by putting an
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additional magic point per level desired into the spell (up to the
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level of the character).
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For example, a mage must be 5th level to case fireball, and
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the base cost for the spell is 7 magic points. If a 9th level mage
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wishes to cast a fireball at 7th level, the cost would be an
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additional 2 points for a total of 9 magic points. The caster
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could have put 4 additional points into the spell (instead of 2)
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and cast it at 9th level for a cost of 11 magic points.
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The number of spell points per level for the various classes
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is given below:
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Level Priest Wizard Ranger Paladin Bard
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1 2 2 - - -
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2 4 4 - - 2
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3 8 8 - - 4
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4 14 14 - - 8
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5 24 22 - - 10
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6 30 28 - - 14
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7 38 40 - - 20
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8 52 54 2 - 24
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9 68 64 4 2 30
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10 86 78 8 4 38
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11 106 102 12 8 44
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12 130 132 18 12 52
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13 148 156 20 18 62
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14 180 170 26 20 70
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15 198 188 30 28 80
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16 222 230 36 38 94
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17 254 260 36 44 112
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18 296 278 36 44 130
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19 302 294 36 52 138
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20 330 324 36 60 160
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You might note that the number of spell points is simply the number
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of spell levels a caster could cast at a given level (in the
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original system) times two.
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Overcasting spells:
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It is possible for a spellcaster to cast a spell that costs
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more than they have in current magic points. This is called
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overcasting a spell. When a spell is overcast, the extra points
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come directly from the casters health points (i.e. they are
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physically damaged by the overcasting of the spell). You may wish
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to impose some form of penalty for overcasting spells (higher
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failure, willpower check, etc.).
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Spell Point Recovery:
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Spell points are recovered at a constant rate per hour. This
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rate depends on the prime requisite of the spellcaster (wizard or
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priest only), and the availability of mana in the region. The base
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rates for a "normal" mana area are given below:
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Points Activities
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0 Heavy work, Combat, etc.
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1 Light work, Heavy activity (running, etc.)
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2 Light activity (walking, etc.)
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3 Rest, Relaxing activity (study, etc.)
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4 Sleep
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Wizards and priests with prime requisites above 14 add one point to
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the above totals. Exceptionally high scores (above 18) may also
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add to the recovery rate. Other spellcasters do not gain this
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bonus (paladins, rangers, bards and the like).
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Five categories of manna areas exist: very high, high,
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normal, low, and none. In "very high" manna areas, the recovery
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rate is as it is in "high", plus one point per hour, and the cost
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of spells is halved (round down). In "high" manna areas, the
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recovery rate is doubled (per hour) and the cost of spells is
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reduced by one point (i.e. 1st level spells cost the same as
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cantrips: 0). In "low" manna areas, the recovery rate is halved
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(rates above are for every two hours) and the cost of spells is
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increased by one point. In areas where there is no mana, all
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spellcasters lose 1 magic point per hour to the surroundings,
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spells cost double, and no mana is recovered.
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For example, a wizard with an IQ of 16 in a very high manna
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area, who is sleeping has a rate of 4 (sleep) + 1 (high prime
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requisite) times 2 (very high manna area) + 1 (very high manna
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area) = 11 points per hour. It is very beneficial for powerful
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wizards and priest to build strongholds in these areas. In
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addition, a 9th level spell would cost 12 points!
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Spell Memorization:
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All spellcasters can memorize a number of spell levels equal
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to their effective level plus their wisdom (if they cast priest
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spells), or intelligence (if they cast wizard spells). This forces
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spellcasters to choose a good selection of midrange spells at
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higher levels, while allowing lower level spellcasters to know a
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wide range of spells. Rarely will a spellcaster keep greater than
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6th level spells in memory. Spell memorization takes only 15
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minutes per spell level to replace spells in memory. No rest is
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required (other than regeneration of spell points).
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Bond Items:
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A wizard or priest may bond an object to themselves (other
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spellcasters cannot make a bond object), which will increase the
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number of spell levels a character may memorize. For the wizard
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this item must be organic (i.e. once have lived). It is typically
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a wand of wood or bone, or a staff of wood (hence the stereotype of
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a wizard with a staff). For the priest the item will be an
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excellent quality holy symbol. The bonding process takes 1 week of
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constant attention by the spellcaster, putting 1 spell point per
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waking hour into the item. This activity counts as light work for
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the purpose of spell point recovery. After one week, the item is
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ready for the final enchantment. The spellcaster pours all of
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their remaining magic points into the item. The caster then must
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roll under the number of magic points that they poured into the
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item on a d100. A successful roll indicates that the item has
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bonded to the caster. A roll of 100 always fails. The caster then
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may memorize an additional number of spell levels equal to one half
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their level, rounded up. Only one such item may be bonded to a
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character at a time.
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A bond item may be intentionally destroyed. A priest may
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strike a single foe with their bond item, destroying the item. The
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foe will take 6d6 damage + 1 point damage per level of the user.
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If the creature struck is extraplanar (i.e. summoned) it must save
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vs. spells, or return to it's plane of origin. A wizard may break
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his bond item, causing an explosion in a 20 foot radius centered on
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the caster. All creatures in this radius take 6d6 damage plus 2
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points damage per level of the user. Creatures in the area of
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effect may not make a saving throw. If the wizard fails a saving
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throw vs. magic, he will take twice the indicated damage, otherwise
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the wizard will be unharmed. In most cases a bond item will be
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destroyed when the bond with the caster is broken. A spellcaster
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that intentionally breaks a bond item may not bond another item for
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a period of one year.
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A spellcaster that wishes to dissolve their bond with their
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bond item may do so, without the one year penalty. The bond is
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dissolved, and the caster immediately loses all spells that were
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memorized with the item. The caster must then wait for a number of
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days equal to their level to bond the new item.
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Magic Items:
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Several magic items have changed under the new system. These
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are described below. All items that can be recharged may be
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recharged by the appropriate spellcaster by pouring 10 magic points
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per charge per hour into the item. An item cannot be recharged
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faster than one charge per hour.
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Potion of Mana Restoration:
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The entire potion must be consumed in a single round. If this is
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done, the potion restores 3d10+3 magic points.
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Potion of Greater Mana Restoration:
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This potion may be consumed in thirds, in which case the effect is
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as a potion of mana restoration (above). If the entire potion is
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quaffed in a single round, the potion restores 3d10+40 magic
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points.
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Scrolls:
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Scrolls work the same under this system as the previous one.
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Ring of Wizardry:
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The ring increases the number of spell levels the wizard (and only
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a wizard) may memorize. Roll on the following table to determine
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the additional spells available:
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Roll Additional Spell Levels
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01-70 Level/2
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71-95 Level
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95-99 3*Level/2
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100 2*Level
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The level referred to is the character's current level. The
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effects of this ring are cumulative with a bond item.
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Rod of Absorption:
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This rod works as described in the DMG with regard to absorbing
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spells, but will only provide the base cost of a spell to be cast
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by the wielder. If the user wishes to cast the spell at a level
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above the base, they must provide the extra magic points.
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Staff of the Magi:
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Acts as the staff in the DMG, but doesn't absorb spell levels as
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described. Instead, the staff may store 50 magic points which are
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available to the caster as if they were the caster's own. The
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staff will absorb spell energy in the form of magic points, instead
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of spell levels. The cost of the staff's functions is doubled and
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paid for in spell points, not charges/spell levels. This item may
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be used as a bond item, with double the effect. Effects of the
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retributive strike and bond breaking are cumulative. Assume that
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the current magic points divided by 2 is the current number of
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spell levels in the staff for purposes of a retributive strike.
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Staff of Power:
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This staff is charged, to a maximum of 25 charges, and does not
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contain magic points for the wielder to use. This staff does,
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however, increase the rate at which magic points are recovered by
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1 point per hour. In no mana areas, this staff prevents the loss
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of magic points to the surroundings. This item may be used as a
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bond item, with double the effect. Effects of the retributive
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strike and bond breaking are cumulative.
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Phylactery of Faithfulness:
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Acts as described in the DMG, with the additional bonus of letting
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the priest memorize additional spell levels, as a ring of wizardry.
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Spells:
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Several spells have changed, as noted below. Note that all
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"caps" on maximum dice for a spell (10 dice for a fireball, 5
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missles for magic missles, etc.) have been removed, since the extra
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power must now be paid for.
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Wizard Spells:
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Cantrip:
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A cantrip costs zero magic points to cast, except in low manna
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areas.
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Dispel Magic:
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If the caster is dispelling his own magic, this spell costs a
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single magic point.
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Vampiric Touch:
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The caster may drain magic points instead of hit points from the
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target. If the target has no magic points, the spell fails.
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Anti-Magic Shell:
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The shell does not protect against dragon breath. This is (should
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be) a separate sixth level spell.
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Limited Wish:
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The additional cost of the spell above the base will be determined
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by your GM.
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Permanency:
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The cost of this spell is 500 times the cost of the spell to be
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made permanent. The caster must spend a minimum of 1 hour a day
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with the item/area to be enchanted, and must put a minimum of 20
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magic points per hour into the enchantment. At the end of this
|
||
|
time, the spell is made permanent. If any day is missed, the
|
||
|
enchantment fails. The caster does not lose a constitution point
|
||
|
from the casting (due to the increased casting time).
|
||
|
|
||
|
Wish:
|
||
|
The additional cost of the spell above the base will be determined
|
||
|
by your GM.
|
||
|
|
||
|
Priest Spells:
|
||
|
|
||
|
Dispel Magic:
|
||
|
If the caster is dispelling his own magic, this spell costs a
|
||
|
single magic point.
|
||
|
|
||
|
Imbue With Spell Ability:
|
||
|
Only one such spell may be active at a time. The caster imbues the
|
||
|
target as normally. The caster does not lose the spell levels
|
||
|
imbued to the target! The target may then cast the spell using the
|
||
|
caster's magic points.
|
||
|
|
||
|
Raise Dead:
|
||
|
This spell costs the base cost, plus 5 magic points per level of
|
||
|
the dead to be raised. The casting time is 1 turn per level of the
|
||
|
target plus 1 turn. This spell may only be used on the recently
|
||
|
dead, up to 1 hour per level of the caster. The reverse of this
|
||
|
spell takes 1 round to cast, and costs only the base.
|
||
|
|
||
|
Resurrection:
|
||
|
The spell costs the base cost, plus 10 magic points per level of
|
||
|
the dead to be resurrected. The casting time is 1 hour per level
|
||
|
of the target plus 1 hour.
|
||
|
|
||
|
New Spells:
|
||
|
|
||
|
Some new spells are described below.
|
||
|
|
||
|
Mana Gradient (1st level priest/wizard, Divination)
|
||
|
Sphere: All
|
||
|
Range: 10 yards plus 5 yards per level
|
||
|
Components: V, S
|
||
|
Duration: 2 rounds/level (subject to permanency)
|
||
|
Casting Time: 1
|
||
|
Area of Effect: caster
|
||
|
Saving Throw: None
|
||
|
|
||
|
When this spell is cast, it gives the general direction of
|
||
|
increasing mana concentration within the range of the spell. This
|
||
|
spell may be used to find locally higher mana areas, but not
|
||
|
necessarily regions of higher manna. Moving away from the
|
||
|
direction of increasing mana may be used to find locally lower mana
|
||
|
areas. Optionally, this could be an innate ability of wizards and
|
||
|
(to a lesser extent) priests.
|
||
|
|
||
|
Shape Mana (6th level priest/wizard, Alteration)
|
||
|
Sphere: All
|
||
|
Range: 0
|
||
|
Components: V, S
|
||
|
Duration: 1 hour/level (subject to permanency)
|
||
|
Casting Time: 1 hour
|
||
|
Area of Effect: Special
|
||
|
Saving Throw: None
|
||
|
|
||
|
When this spell is cast the caster may locally shape the mana
|
||
|
concentration within the area of effect of the spell. Certain
|
||
|
areas may be reduced by one category, and a like area increased by
|
||
|
one category. The area of effect is at most the size of a small
|
||
|
tower or keep, not to exceed 16,000 cubic feet. Repeated
|
||
|
application of this spell may shift the category by two places, not
|
||
|
to exceed "very high" or fall below "none". Note that the Mana
|
||
|
Gradient spell is ideally suited to find places that have been
|
||
|
affected by this spell.
|