806 lines
41 KiB
Plaintext
806 lines
41 KiB
Plaintext
|
|
||
|
|
||
|
####### #####
|
||
|
# # # ###### # # # # #### ##### ###### # #
|
||
|
# # # # # # # # # # ## ##
|
||
|
# ###### ##### ##### # #### # ##### # ## #
|
||
|
# # # # # # # # # # #
|
||
|
# # # # # # # # # # # # #
|
||
|
# # # ###### ##### # #### # ###### # #
|
||
|
Version III.4
|
||
|
|
||
|
Copyright
|
||
|
This magic system in part or in whole may not be sold or published
|
||
|
without my permission. It may be freely given (and used), as long as it
|
||
|
remains intact and no profit is realized. Any suggestions, comments,
|
||
|
etc., should be addressed to Patrick O'Keefe at:
|
||
|
|
||
|
S-Mail Wake Forest University E-Mail okeefecp@ac.wfunet.wfu.edu
|
||
|
PO Box 7461
|
||
|
Winston-Salem, NC. 27109
|
||
|
|
||
|
Credits
|
||
|
Design / Idea: Patrick O'Keefe
|
||
|
Help Given By: Carl Johnson, John Weatherman
|
||
|
Special Thanks: Roar Smith (good ideas)
|
||
|
|
||
|
Term Changes
|
||
|
'X' Level Spell - now equals - 'X' Power Spell
|
||
|
Level/s of specialization - now equals - Degree's of specialization
|
||
|
|
||
|
|
||
|
FORWARD
|
||
|
|
||
|
The purpose of my magic system is to make playing a magus easier. In
|
||
|
my opinion you do not need to know every single rule and spell in every
|
||
|
book in order to play both an interesting and effective magus. In my
|
||
|
opinion, the purpose of playing a magus is to role-play a different
|
||
|
persona, one that you cannot be in real life. In trying to come up with
|
||
|
an easier and more flexible system I encountered a number of problems with
|
||
|
the current spell system:
|
||
|
1. At low levels a magus is almost useless. He can cast 1 or 2
|
||
|
spells, and then is worthless for the rest of combat.
|
||
|
2. At higher levels a magus can become unreasonably powerful in
|
||
|
comparison to other characters of similar experience.
|
||
|
3. The forced structure of magic use. I personally like a magic
|
||
|
system with a lot of personal spells, and even origional spells
|
||
|
invented/cast on the fly for a given situation.
|
||
|
4. Disruption of spell casting. According to the current spell
|
||
|
system, when a magus is disrupted the spell just fizzles. There are many
|
||
|
books in which a magus is dirupted while casting a spell and the energy
|
||
|
backlashes on him, sometimes killing him.
|
||
|
5. After casting some spells, it is possible to be in this situation,
|
||
|
"OK, I still have 3 second power spells, and 1 third power spells, but I
|
||
|
cannot cast any more first power spells." If you are still capable of
|
||
|
casting these higher power spells, why cannot you cast a relatively simple
|
||
|
first power spell?
|
||
|
|
||
|
My Solution?
|
||
|
1. Treat casting magic more as a skill (roll on a d20).
|
||
|
2. Make casting magic subject to spell failure.
|
||
|
3. Rework how spells are memorized.
|
||
|
4. Allow spells to be cast on the fly.
|
||
|
|
||
|
|
||
|
MAIN CHANGES
|
||
|
|
||
|
There are differences with my system when compared to other systems.
|
||
|
The first is that spells are not memorized in the typical manner. Instead
|
||
|
of having a group of spells that the magus is allowed to cast from, a
|
||
|
magus can cast any spell. Accompanying this this is that a magus must
|
||
|
either read a spell from his spell book while casting a spell, or incure a
|
||
|
penalty. In general, most adventuring magi will not have spell books with
|
||
|
them (and just incure the penalty).
|
||
|
|
||
|
The next major change is that spells generally only have two
|
||
|
components, verbal and somatic components. A big change is that it is
|
||
|
possible to cast spells without components (with a penalty). In the few
|
||
|
cases that a material component is required (ex - a sword for "enchant an
|
||
|
item"), the component may not be removed.
|
||
|
|
||
|
|
||
|
SPELL BOOKS
|
||
|
|
||
|
When casting spells, a magus must either cast the spell directly from
|
||
|
the book, or suffer a penalty of -5 (except for cantrips, which don't
|
||
|
need a spell book). The problem is that spell books are very expensive,
|
||
|
and reading a book in the middle of combat is very risky (some would say
|
||
|
foolish). For this reason, spell books are almost always used only for
|
||
|
ritual spells, and almost no magus will actually carry his spell book
|
||
|
around with him while he travels.
|
||
|
|
||
|
To make a spell book, the magus must first buy (probably have made) a
|
||
|
book of exceptional quality. The pages of the spell book are generally
|
||
|
made of the highest quality, with the binding being made to last.
|
||
|
Needless to say the pages have to be secured well; typically being sown
|
||
|
in, and then glued. For the actual scribing of spells, a very high
|
||
|
quality ink must be used (ie - expensive). A spell book (ink, pen, and
|
||
|
book) will generally cost around 1000 GP to 2000 GP. Due to the high cost
|
||
|
of spell books, beginning magi generally don't start with a book.
|
||
|
|
||
|
For each spell in a spell book, there are two sections. The first
|
||
|
section is a short description of the spell. The second part describes
|
||
|
how that specific magus casts the spell. Although it is written in the
|
||
|
magus's native language, a person that is not a spell caster reading the
|
||
|
second part will think he is reading gibberish (ie - a normal person
|
||
|
reading a book on advanced quantum physics). A spell book is very
|
||
|
individual to a magus, and is therefore of only limited benefit to other
|
||
|
magi. The first and most obvious use of a spell book to other magi, is
|
||
|
the discovery of new ideas for spells. The second is that it will reduce
|
||
|
the time for inscribing a spell into the spell book of the other magus.
|
||
|
The time for inscribing will be reduced from 2 hours per page to only one
|
||
|
hour per page (with spells requiring 1 page per power spell). The reason
|
||
|
for this is that most of time spent inscribing a spell is used in finding
|
||
|
the right words to describe how that particular magus casts his spell. By
|
||
|
being able to compare, another magus can often find similarities, and
|
||
|
therefore reduce the time for inscribing a spell.
|
||
|
|
||
|
|
||
|
SPECIALIZING IN SPELLS
|
||
|
|
||
|
A magus can specialize in one spell per level. This can be increased
|
||
|
by 1 for every 3 proficiency slot devoted toward "spell specialization".
|
||
|
For example, by spending two proficiency slots a magus can now specialize
|
||
|
in 5 spells every 3 levels. These spells are permanently specialized. In
|
||
|
other words, it can never be changed. While this is a drawback, it is
|
||
|
also beneficial in that it can never be forgotten. In specializing there
|
||
|
are two requirements:
|
||
|
1. The magus must be of minimum level for the power of the spell:
|
||
|
SPELL POWER MINIMUM LEVEL OF MAGUS MINIMUM LEVEL OF BARD
|
||
|
Cantrip 0 0
|
||
|
1 1 2
|
||
|
2 3 4
|
||
|
3 5 7
|
||
|
4 7 10
|
||
|
5 9 13
|
||
|
6 12 16
|
||
|
7 14
|
||
|
8 16
|
||
|
9 18
|
||
|
10 (for darksun) 20
|
||
|
|
||
|
2. It is necessary to have an equal number of spells specialized in
|
||
|
the spell power below the spell power being memorized (not counting cantrip
|
||
|
power spells).
|
||
|
|
||
|
example - Maximal is a fifth level magus who has never spent any extra
|
||
|
proficiencies for specializing in spells. At this point in his life, he
|
||
|
has specialized with two first power spells and two second power spells.
|
||
|
He can either specialize with a 1st or 3rd power spell. In order for him
|
||
|
to specialize in another second power spell, he must first memorize
|
||
|
another first power spell.
|
||
|
|
||
|
example - Media is a sixth level magus who has spent 1 proficiency for
|
||
|
specializing in spells. Because of this she can specialize in a total of
|
||
|
eight spells (1 per level + 1 every three levels). At this point she has
|
||
|
specialized in three first power spells three second power spells, and one
|
||
|
third power level spells, leaving one more spell to be specialized. At
|
||
|
this point she can specialize in a 1st, or a 3rd power spell. She cannot
|
||
|
specialize in a second power spell until she specializes in another first
|
||
|
power spell. And she cannot specialize in a forth power spell until she
|
||
|
reaches seventh level.
|
||
|
|
||
|
The effects of specialization is very beneficial to a magus. When
|
||
|
specializing with a spell a magus gains a +3 bonus with that spell. A
|
||
|
magus can further specialize in the spell, with each further degree of
|
||
|
specialization granting an additional +3 bonus.
|
||
|
|
||
|
example - Maximal has a normal chance of 14 in 20 in casting a third power
|
||
|
level spells. While in the midst of an ambush he casts a spell, and cannot
|
||
|
use his spell book. Because he is not using his spell book he suffers a
|
||
|
-5 penalty. This results in his only having an 9 in 20 chance of
|
||
|
successfully casting the spell.
|
||
|
|
||
|
example - Media on the other hand has specialized in "lightning bolt".
|
||
|
She has a base chance of 16 in 20 in casting third level spells. In this
|
||
|
spell however, she has a bonus of +3, for a total of 19 in 20. However
|
||
|
since she also cannot use her spell book, she suffers a -5 penalty, which
|
||
|
lowers her back to an 14 in 20 chance of success in casting the spell.
|
||
|
|
||
|
|
||
|
MAXIMUM NUMBER OF SPELLS PER DAY
|
||
|
|
||
|
In general, there is no upper limit to the number of spells, but there is
|
||
|
a limit to the total spell power that a magus can use in a day. This
|
||
|
limit is equal to: [ (intelligence+constitution) / 6 ] * Level. This
|
||
|
number can be exceeded, but it is not easy. For every point of spell
|
||
|
power cast above this limit the magus suffers a -1 to his spell casting.
|
||
|
For example - a generic magus can cast 12 points of spell power each day,
|
||
|
and has used all of this today. Now he needs to cast a 1st power spell.
|
||
|
This will be cast at a -1. Now he needs to cast a 2nd power spell (also
|
||
|
in the same day). This will be at a -3 (1+2). Now he needs to cast
|
||
|
another 1st power spell. This will be at a -4 (1+2+1).
|
||
|
|
||
|
|
||
|
BASE CHANCE FOR SUCCESS
|
||
|
|
||
|
There are two main factors for a characters base chance to cast a
|
||
|
spell. These are the characters intelligence, and the race of the
|
||
|
character. To find a characters base chance to cast a spell, simply add
|
||
|
these two factors. This base chance to cast a spell is modified by many
|
||
|
factors during actual casting.
|
||
|
|
||
|
1. Intelligence - It is important to ignore "maximum spell level" on
|
||
|
the intelligence chart in the PHB. The intelligence of a character does
|
||
|
not limit what level spell he may cast. However, lower intelligence
|
||
|
characters are advised not to cast high level spells, as their chance is
|
||
|
lower, and failures can be catastrophic. The base chance of success is
|
||
|
equal to the casters intelligence.
|
||
|
|
||
|
2. Race - The race of the caster is important. Some races are naturally
|
||
|
inclined toward magic, such as the elf, while other races are naturally
|
||
|
inclined away from magic, such as the dwarf. For races not listed the DM
|
||
|
should decide the appropriate modifier (ranging from +5 to -5).
|
||
|
|
||
|
Very magically resistant (dwarf) - 4
|
||
|
Magically resistant (gnome and halfling) - 2
|
||
|
Average (human) +- 0
|
||
|
Magically Apt (half-elf) + 1
|
||
|
Very Magically apt (elf) + 2
|
||
|
|
||
|
example - In the case of Maximal the dwarf. He has an 18 intelligence,
|
||
|
which gives him a base chance of 18 in 20 in his casting of spells.
|
||
|
Because he is a dwarf, he has a penalty of -4 in his casting. Therefore,
|
||
|
he has an overall base chance of successfully casting a spell of 14 in 20.
|
||
|
|
||
|
example - In the case of Media the human. She has a 15 intelligence,
|
||
|
which gives her a base chance of 15 in 20 in her casting of spells.
|
||
|
Because she is human, she has no racial modifier. Therefore, she
|
||
|
maintains a 15 in 20 base chance for success.
|
||
|
|
||
|
|
||
|
BASIC MODIFIERS
|
||
|
|
||
|
1. Level - The basic modifier for casting a spell is directly
|
||
|
dependent upon both the level of the caster, and the power of the spell.
|
||
|
To find the bonus/penalty, first find the difference between the magi's
|
||
|
level, and the minimum caster level required for the spell. If the number
|
||
|
is positive (caster higher than the minimum), then this number is a bonus.
|
||
|
If the number is a negative, multiply the number by three, and this is the
|
||
|
penalty for the spell. Being that this will only change when the caster
|
||
|
changes level, this can be recorded on the character sheet.
|
||
|
|
||
|
example - Maximal (5th) - is casting a 2nd level spell. Because he is two
|
||
|
levels higher than needed, he gains a +2 to his roll.
|
||
|
|
||
|
example - Media (6th) - is casting a 6th level spell. Because she is 5
|
||
|
levels lower than needed, she suffers a -15 to her roll (-5*3).
|
||
|
|
||
|
2. Previous Injury - To begin with, this should only be used if
|
||
|
other classes are also being penalized for being hurt. - Casting spells
|
||
|
require concentration. Whenever a character has been injured, it becomes
|
||
|
harder to concentrate, and is therefore harder to cast spells. This
|
||
|
modifier is for the total amount of damage taken (previous, and in the
|
||
|
current round before casting).
|
||
|
Below 75 % of starting hit points - 1
|
||
|
Below 50 % of starting hit points - 3
|
||
|
Below 25 % of starting hit points - 5
|
||
|
Below 0 % of starting hit points wuhahahahahaha
|
||
|
|
||
|
3. Hit While casting. This is when the caster is hit before casting the
|
||
|
spell. In "time" terms, if the caster is hit before he started casting,
|
||
|
then he does not have to cast the spell (he can still proceed, but he will
|
||
|
suffer the penalty). If the caster is hit while casting, then he is in
|
||
|
trouble, for he cannot stop.
|
||
|
Taken damage during segments of casting - 5
|
||
|
|
||
|
example - Maximal normal has a total of 16 hit points, but he was injured
|
||
|
in an earlier battle so that he now only has 9 hit points. Since he still
|
||
|
has more than 50% of his starting hit points, but less than 75% of his
|
||
|
starting hit points, he suffers a penalty of -1 to chance of successfully
|
||
|
casting spells.
|
||
|
|
||
|
example - Media normally has a total of 24 hit points, and is not injured.
|
||
|
While casting a spell, she is hit for 19 hit points of damage, bringing
|
||
|
her down to only 5 hit points. Because she has less than 25% of her
|
||
|
starting hit points, she suffers a penalty of -5. In addition to this she
|
||
|
receives another penalty of -5 because she was hit while casting the
|
||
|
spell. Therefore she suffers a total penalty of -10.
|
||
|
|
||
|
4. Specialization - Magi can specialize in different schools of
|
||
|
magic. With every specialized school (where you receive bonuses), there
|
||
|
are opposition schools (where you receive penalties). There are eight main
|
||
|
schools of magic.
|
||
|
SCHOOL OPPOSITION SCHOOL
|
||
|
abjuration invocation / evocation
|
||
|
alteration conjuration / summoning
|
||
|
illusion greater divination
|
||
|
necromancy enchantment / charm
|
||
|
|
||
|
A magus may specialize in his first school whenever desired, thereafter he
|
||
|
may specialize in one more school (or further specialize in the current
|
||
|
school) every 3 levels. Because there are eight schools, it is possible
|
||
|
to specialize in up to four different schools, and therefore have four
|
||
|
opposition schools. It is also possible to develop multiple degrees of
|
||
|
specialization with a school (specializing more than once in a school).
|
||
|
In this situation, the character will receive multiple bonuses in the
|
||
|
specialized school, and multiple penalties in the opposition school.
|
||
|
|
||
|
To stop being specialized in a school, the caster must "specialize"
|
||
|
in the opposition school. This effectively cancels the effects of the
|
||
|
previous specialization. For example, if a magus specialized in illusion
|
||
|
at first level and decided he does not want to be specialized, at forth
|
||
|
level he would "specialize" in greater divination the opposition school of
|
||
|
illusion). At this point he is effectively not specialized in any school.
|
||
|
When he reaches seventh level he is again able to specialize in a school.
|
||
|
|
||
|
Benefits for each degree of specialization
|
||
|
1. +2 on casting spells in specialized school
|
||
|
2. caster has a +1 to his saves versus spells from his specialized school.
|
||
|
3. opponent has a -1 to his saves versus the casters specialized school
|
||
|
|
||
|
Penalties for each degree of specialization
|
||
|
1. -2 on casting spells in opposition school
|
||
|
2. caster has a -1 to his saves versus spells from his opposition school
|
||
|
3. opponent has a +1 to his saves versus the casters opposition school
|
||
|
|
||
|
|
||
|
5. Fatigue - The act of casting magic is draining. After casting
|
||
|
spells, it gets harder and harder to cast more spells. Because of this,
|
||
|
when a magus casts a spell (whether it is successful or not), two times
|
||
|
the spell power of the spell is added to a running total which is called
|
||
|
"Total Power Used" (TPU) (ex- a 1st power spell adds 2 to the TPU, while a
|
||
|
3rd power spell adds 6 to the TPU). Count cantrips as 1/2 of a 1st level
|
||
|
spell (adding 1 to the TPU). This number is used to determine the penalty
|
||
|
due to fatigue that the caster must suffer.
|
||
|
Fatigue Penalty - 1 per TPU
|
||
|
|
||
|
The penalty is being reduced at a constant rate in relation to the level
|
||
|
of the caster. The penalty is lowered at a rate of 1/5 his level per
|
||
|
round. Therefore a first level magus can cast a first power spell every
|
||
|
ten rounds with no penalty, while a fifth level magus can cast a first
|
||
|
power spell once every other round with no penalty.
|
||
|
|
||
|
|
||
|
IMPROVISATION
|
||
|
|
||
|
I have a whole section for these modifiers, because they are central
|
||
|
to my system. I believe in a flexibility to magic. I envision magi being
|
||
|
able to casting spells on the fly, without having to consult a spell book
|
||
|
all the time (my hero is Pug, who became Milamber in the Riftwar Saga).
|
||
|
|
||
|
1. New Spell - Magi typically study spells before they try to cast
|
||
|
them. However, it is possible to cast a spell "on the fly". This means
|
||
|
that it is possible to cast an original spell on the spot if it is needed.
|
||
|
Needless to say, there is a penalty involved.
|
||
|
Has never cast the spell before - 5
|
||
|
|
||
|
It is possible to reduce this penalty. This can be done in two ways. The
|
||
|
first way is through successful casting of the spell in question. For
|
||
|
every time the spell is successfully cast, the penalty is reduced by 1.
|
||
|
This means that after 5 successful castings, the penalty is totally reduced.
|
||
|
|
||
|
The second way of reducing the penalty involves practicing the spell over a
|
||
|
period of time. For every five weeks of practice, the penalty is reduced
|
||
|
by 1. This means that to totally reduce the penalty will take 25 weeks.
|
||
|
Note that only one spell may be "being studied" at any given time.
|
||
|
|
||
|
While the second method may take longer, it has the advantage of there
|
||
|
being no chance of spell failure and possible backlash. In both cases, if
|
||
|
the spell is of a power level that a magus cannot normally memorize ( the
|
||
|
magus is not of the minimum level for the power of the spell), then the
|
||
|
reduction takes twice as long. Therefore for each successful casting the
|
||
|
penalty is only reduced by .5, and it takes ten weeks of practice to
|
||
|
reduce the penalty by 1.
|
||
|
|
||
|
2. Casting a spell without a spell book - Although this is
|
||
|
categorized as a penalty, it is actually the norm. Spell books are most
|
||
|
often used in ritual spells. The only thing which the spell book contains
|
||
|
is detailed instructions on how a particular caster casts a spell.
|
||
|
Attempting a spell without the spell book - 5
|
||
|
|
||
|
3. Removing Components - All spells have up to two components,
|
||
|
verbal and somatic. The purpose of verbal and somatic components are to
|
||
|
make casting spells easier by helping to direct the magical energy. While
|
||
|
they are useful, it is also possible to cast spells without them (at a
|
||
|
penalty). Note that some spells only have one component (all cantrips).
|
||
|
For each spell component removed - 5
|
||
|
|
||
|
Spells occasionally have a material components for spells which require
|
||
|
them as the object of the spell ( ex - a sword for "enchant and item").
|
||
|
If a material component is required, it may never be removed. To do so
|
||
|
would constitute a new spell.
|
||
|
|
||
|
example - Maximal has been hit by a silence spell, and cannot use verbal
|
||
|
components. But, he needs to cast a spell. Therefore he accepts the
|
||
|
penalty and tries to cast the third level spell with no verbal components
|
||
|
at a penalty of -5. In addition he is not using a spell book, and so
|
||
|
suffers a penalty of -5, and no modifier due to the level of the spell.
|
||
|
Giving him a 4 in 20 chance (ouch).
|
||
|
|
||
|
example - Media has been tied to a chair and gagged. Luckily she is still
|
||
|
conscious, though down to less than 50% of her starting hit points.
|
||
|
Trying to improvise a spell, she "invents" the first (?) level spell untie
|
||
|
(upgrade of cantrip "untie"). Let's add up the penalties. First, she is
|
||
|
at less than half her hit points, giving a penalty of -3. Next, she is
|
||
|
casting a spell without a spell book, for an additional penalty of only
|
||
|
-5. She is not using either component for an additional -10 penalty
|
||
|
(assuming two components). Because she is inventing the spell she
|
||
|
receives a -5 penalty. This results in a total penalty of only -23. She
|
||
|
gets a bonus of +5 due to the level of the spell, and an additional +4
|
||
|
because she is double specialized in the school of the spell, for an
|
||
|
overall chance of 1 in 20. If this spell only has one component
|
||
|
(probably), she will have a 6 in 20 chance of successfully casting the
|
||
|
spell.
|
||
|
|
||
|
|
||
|
OPTIONAL MODIFIERS / DM DEPENDENT
|
||
|
|
||
|
1. Personal Sacrifice - By infusing magic with the casters
|
||
|
own life-force, it is possible to improve the chances of successfully
|
||
|
casting a spell. This can be done in one of two ways:
|
||
|
Per attribute point lost during casting + 5 / Spell Power
|
||
|
Per hit point lost during casting + 2 / Spell Power
|
||
|
- this is +5/+2 divided by the power level of the spell.
|
||
|
|
||
|
In the case of losing attribute points, points may come from either
|
||
|
Strength, Constitution, or Comeliness (d3). A character recovers these
|
||
|
lost attribute points with time. The time taken to recover lost points is
|
||
|
equal to 2d6-2 weeks plus 2d4-1 days for each attribute point lost (range
|
||
|
of 1 day to 11 weeks, with 5 weeks 4 days average).
|
||
|
|
||
|
Lost hit points are recovered normally through either time, or magical
|
||
|
healing. The only difference is that they can not be restored with use of
|
||
|
the healing proficiency, as there are no wounds.
|
||
|
|
||
|
2. Object Sacrifice - E=mc2. As mass can be converted to energy, so
|
||
|
can mass be converted to magical energy. In almost all cases this
|
||
|
modifier is only used in ritual magic. The only exception to this is if
|
||
|
the sacrifice is prepared (such as grinding a diamond).
|
||
|
Per 500 GP of gems / minerals +1
|
||
|
Proper plants / herbs / incense burned + up to DM
|
||
|
Magical Items: Good +1 to +10 or more
|
||
|
Cursed -1 to -10 or more
|
||
|
|
||
|
In the case of magical items. This is tricky. In general, a +1 item
|
||
|
would get a +2 bonus, while a +5 item would get a +10 bonus, and the same
|
||
|
penalties for cursed items. It gets tricky when dealing with special
|
||
|
items such as frost blades. The power of the item should be an overall
|
||
|
"+" and assigned a bonus with that. Another problem is with priest/magi.
|
||
|
With these hybrids it is possible to get a bonus for sacrificing cursed
|
||
|
items or evil items. This is purely up to the specific myths and
|
||
|
therefore up to the DM.
|
||
|
|
||
|
3. Creature Sacrifice - " and in the entrails of this goat I read
|
||
|
your future...." Creature sacrifice can be handy with both, and only,
|
||
|
necromantic spells and divination spells.
|
||
|
Animal + 2 per hit die / spell power
|
||
|
Human + 3 per hit die / spell power
|
||
|
|
||
|
In the case of sacrificing humans. This is widely accepted as evil. It
|
||
|
is wholly within a DM's right to have alignment shifts because of this.
|
||
|
In addition, gods don't like their devote followers being sacrificed (gets
|
||
|
tricky when the person making the sacrifice is a priest/magus of an evil god).
|
||
|
|
||
|
4. Other aid - Again this is very campaign / DM dependent
|
||
|
Bound spirit / elemental
|
||
|
appropriate spell: + 2 per hit die / spell power
|
||
|
opposition spell: - 1 per hit die / spell power
|
||
|
or
|
||
|
appropriate spell: + 1 per hit die / spell power
|
||
|
|
||
|
This is my answer to a shaman and his totem, and the magus who binds
|
||
|
something to help him use magic. In any case, a magus can only have one
|
||
|
bound creature at a time. The creature/spirit must have power appropriate
|
||
|
for the spell (fire elemental for a fireball). In addition the caster
|
||
|
will receive a penalty of -1 per hit die for spells of the opposite nature
|
||
|
of the bound creature/spirit (ice spells, when having a fire elemental
|
||
|
bound). For creatures that have no opposite effect, then the caster only
|
||
|
receives +1 per hit die of creature/spirit.
|
||
|
|
||
|
5. World Specific - In many campaign worlds there are "hot" spots and
|
||
|
"cold" spots for magic.
|
||
|
Magic enhancing areas +1 to +10
|
||
|
Magic repressing areas -1 to -10
|
||
|
|
||
|
This can be for any reason. Examples include: fairy lands, god war
|
||
|
fallout, and church influence.
|
||
|
|
||
|
|
||
|
SPECIAL SITUATIONS (optional rules)
|
||
|
|
||
|
1. Armor - While it is frowned upon, armor can be worn by magi.
|
||
|
However, there is a penalty for wearing armor. The penalty for armor is
|
||
|
equal to the protection that the armor provides (not including magical
|
||
|
protection. Therefore, chain mail would give a -5 penalty, while full
|
||
|
plate would be a -9 penalty. Elven chain is up to the discretion of the
|
||
|
DM (a -2 or -3 penalty is suggested).
|
||
|
|
||
|
2. Multiple Spells - While not easy, it is possible to cast more
|
||
|
than one spell in a given round. There are two guidelines: the total
|
||
|
"casting time" may not exceed "10", and the total "spell power" may not
|
||
|
exceed "9". In addition to this there are penalties involved. The first
|
||
|
spell is cast as normal. The second spell is cast as if it were 1 level
|
||
|
higher (counts only for difficulty and fatigue). The third spell is cast
|
||
|
as if it were two levels higher. The forth as if it were three levels
|
||
|
higher, etc.
|
||
|
|
||
|
|
||
|
3. Counter Spells - "Grander the Black prepares to cast 'finger of
|
||
|
death' at the paladin hero Frontier the pure, in an effort to save her,
|
||
|
Greenmail the White tries to counter Grander's spell." While not easy, it
|
||
|
can be done. There are guidelines and penalties. The guidelines are that
|
||
|
you must be in eyesight of the magus casting the spell, and you must be
|
||
|
within range of the spell (touch the other magus if the range is touch, or
|
||
|
be within 10 yd's if the other magus is casting 'fire charm', etc.). The
|
||
|
penalty is that the spell is considered one level higher. For example, to
|
||
|
counter a 'magic missile' will require you to succeed as if you were
|
||
|
casting a 2nd power spell. All bonuses and penalties apply. Therefore if
|
||
|
you did not know magic missile then you would suffer a -5 penalty (for
|
||
|
improvising a spell) to counter it, while on the other hand, if you were
|
||
|
specialized in 'magic missile' then you will receive that bonus in your
|
||
|
efforts to counter it. There is one additional guideline, the origional
|
||
|
casting magus must be using at least one component (otherwise you have no
|
||
|
idea what he is casting), unless there is some other means of knowing what
|
||
|
the magus is casting (such as ESP).
|
||
|
|
||
|
4. Maintaining Spells - A lot of spells have a duration. Instead of
|
||
|
letting that duration run out, magi can maintain the spell. To do this,
|
||
|
the player must modify his magus's regeneration time for fatigue to
|
||
|
represent the burden of the maintenance. There are two restrictions. The
|
||
|
first is that the regeneration rate for fatigue must always be greater
|
||
|
than or equal to zero. The second is that the magus must be at least the
|
||
|
minimum level for the spell. In addition there is a penalty to the
|
||
|
casting of spells while the spells are being maintained. The penalty is
|
||
|
equal to the total penalties to the magus's regeneration rate times 5.
|
||
|
|
||
|
x/5 = Standard regeneration rate, with X equaling
|
||
|
the magus's level
|
||
|
|
||
|
(2*L)/y = penalty to regeneration rate, with y equaling the
|
||
|
duration of the spell in rounds, and 2L being 2
|
||
|
times the power of the spell
|
||
|
|
||
|
x/5 - (2*L)/5 = Modified regeneration rate
|
||
|
|
||
|
For example - a 2nd level magus has a regeneration rate of 2/5, he wants
|
||
|
to have 'comprehend languages'(1st) maintained. Comprehend languages has
|
||
|
a duration of 10 rounds. After successfully casting each spell, the
|
||
|
player now changes the magus's regeneration rate for fatigue:
|
||
|
|
||
|
Modified regeneration rate = 2/5 - 2/10
|
||
|
= 2/5 - 1/5
|
||
|
= 1/5
|
||
|
|
||
|
Penalty to casting spells = 2/10 * -5
|
||
|
= 2/2 = -1 penalty to casting spells
|
||
|
|
||
|
|
||
|
5. Music - Traditionally used by the bard, but can be used by any
|
||
|
spell caster. What you doing is casting your spells through music. The
|
||
|
effect is as follows: 1. automatically receive -10 for not using somatic
|
||
|
or verbal components, 2. gain +1 for every point your music skill is above
|
||
|
10, 3. remember that a silence spell will ruin this ability.
|
||
|
|
||
|
|
||
|
Dealing with NPC's
|
||
|
|
||
|
For simplicity sake consider all spells said as being in the NPC's
|
||
|
spell book to be 'known spells' for the NPC. Those spells which are said
|
||
|
to be typically in memory consider to be specialize spells.
|
||
|
|
||
|
|
||
|
THE RESULTS
|
||
|
|
||
|
After adding up all the modifiers, it is time to roll ( lower or equal to
|
||
|
your "roll needed"). Now consult THE TABLE. Note that a 1 does not
|
||
|
guarantee success, and a 20 does not guarantee failure.
|
||
|
|
||
|
THE TABLE OF RESULTS
|
||
|
|
||
|
Category Roll Result Bad* Good**
|
||
|
Serious Failure 20 more than wanted spell fails + 3
|
||
|
Medium Failure 15 more than wanted spell fails + 2
|
||
|
Light Failure 10 more than wanted spell fails + 1
|
||
|
Normal Failure Missed spell fails 0
|
||
|
Normal Success Score needed spell works 0
|
||
|
Light Success 10 less than needed spell works + 1
|
||
|
Medium Success 15 less than needed spell works + 2
|
||
|
Serious Success 20 less than needed spell works + 3
|
||
|
|
||
|
* This is how many times you roll on the "bad" table.
|
||
|
** This is how many times you roll on the "good" table.
|
||
|
|
||
|
|
||
|
Example - Die rolls needed for different chance to succeeds
|
||
|
|
||
|
Category 10 in 20 15 in 20 -10 in 20 22 in 20
|
||
|
Serious Failure ---- ---- 11 -- 20 ----
|
||
|
Medium Failure ---- ---- 6 -- 10 ----
|
||
|
Light Failure ---- ---- 1 -- 5 ----
|
||
|
Failure 11 -- 20 16 -- 20 ---- ----
|
||
|
Success 10 -- 1 15 -- 6 ---- 20 -- 14
|
||
|
Light Success ---- 5 -- 0 ---- 13 -- 9
|
||
|
Medium Success ---- ---- ---- 8 -- 4
|
||
|
Serious Success ---- ---- ---- 3 -- 0
|
||
|
|
||
|
|
||
|
BONUS TABLE
|
||
|
|
||
|
Roll a d6 on this table as many times as indicated on the success
|
||
|
category. If the result is not applicable, reroll. A result which is not
|
||
|
applicable is one which is not possible with a specific spell. An example
|
||
|
being: double duration, with a spell with an instantaneous duration.
|
||
|
There are two columns. The first column is labeled "Cat." (short for
|
||
|
Category), this is the number rolled on the d6. The second number is
|
||
|
labeled "TR." (short for Times Rolled), this is how many times you have
|
||
|
rolled that specific "category". For example, you cast a fireball and
|
||
|
rolled a serious success. On your first roll of the d6, you roll a 2,
|
||
|
since this is the first time you have rolled the category, you follow it
|
||
|
over to the result of "maximum damage", the next roll, you roll a 3,
|
||
|
indicating a double duration. Since this result is not applicable, you
|
||
|
reroll. This time rolling a 1, "gain back d6 hit points per spell level".
|
||
|
Although this may seem a strange result, it is applicable and so you gain
|
||
|
3d6 hit points. For the final roll, you again roll a 1. Since you have
|
||
|
rolled this before, you look under 2, on the "times rolled" column. Here
|
||
|
you see a "(+1)". This means to also use the result from "1" on the
|
||
|
"times rolled" column. In this case it means that you gain the 3d6 and
|
||
|
also gain 1d6 for the next 3 rounds. If there isn't the "(+1)" after the
|
||
|
"2" on the "times rolled" then you only use the effect for "2" and not the
|
||
|
effect for "1". Note that there are only two "times rolled" for each
|
||
|
category, this means that if you roll a category three times you must
|
||
|
reroll once.
|
||
|
|
||
|
Cat. TR. Effect
|
||
|
|
||
|
1 1 gain d6 hit points per spell power
|
||
|
2 (+1) gain 1d6 hit points per round for "spell power" rounds
|
||
|
-count the extra hit points as temporary hit points, which are
|
||
|
subtracted first when the caster is hit. These extra hit points will last
|
||
|
until used or 24 hours have past.
|
||
|
|
||
|
2 1 maximum damage with the spell
|
||
|
2 double maximum damage with the spell - definitely a deadly
|
||
|
combination. In the case that this is a healing spell (I have seen magus
|
||
|
versions), the effects are maximum healing, and double maximum healing
|
||
|
|
||
|
3 1 spell lasts for double the duration
|
||
|
2 spell lasts for quadruple the duration
|
||
|
- obviously if this spell is instantaneous, then this result is not
|
||
|
applicable.
|
||
|
|
||
|
4 1 -5 to save
|
||
|
2 -10 to save
|
||
|
- this only applies to spells that give an opponent a saving throw
|
||
|
|
||
|
5 1 double the recovery rate for fatigue
|
||
|
2 quadruple the recovery rate for fatigue
|
||
|
- this result only effects the next round of recovery.
|
||
|
|
||
|
6 1 double the number of creatures / hit die of creature
|
||
|
affected
|
||
|
2 (+1) double the maximum level of creatures affected
|
||
|
- maybe the best example of where this would be used is with the sleep
|
||
|
spell. Upon the first roll instead of 2d4 hit die of creatures affected, 2
|
||
|
* 2d4 hit die of creatures are affected. With the second roll, instead of
|
||
|
a maximum level of creatures being affected being 4+3, it changes to 9.
|
||
|
|
||
|
BAD TABLE
|
||
|
|
||
|
Mostly the same as the bonus table, but roll a d8 instead of a d6.
|
||
|
The philosophy behind this table is that when you screw up a spell, the
|
||
|
energy still goes somewhere. As the energy is controlled improperly, it
|
||
|
can have some weird effects on your body and on the surrounding terrain.
|
||
|
|
||
|
Cat. Tr. Effects
|
||
|
1 1 Backfire, caster takes 1d6 hit points of damage per spell
|
||
|
power
|
||
|
2 (+1) Caster bursts into flames, taking 1d6 hit points per round
|
||
|
until the fire is put out
|
||
|
|
||
|
2 1 double fatigue from the spell
|
||
|
2 (+1) no fatigue regained this round
|
||
|
|
||
|
3 1 caster becomes ethereal for "spell power" minutes
|
||
|
2 caster becomes ethereal for "spell power" hours
|
||
|
3 caster becomes ethereal for "spell power" days
|
||
|
|
||
|
4 1 caster polymorphs into another PC race for "spell power"
|
||
|
hours
|
||
|
2 caster polymorphs into another PC race for "spell power"
|
||
|
days
|
||
|
3 caster polymorphs into another PC race for "spell power"
|
||
|
months
|
||
|
- caster changes race/sex each dawn for the duration
|
||
|
|
||
|
5 1 storm arises for "spell power" minutes
|
||
|
2 storm arises for "spell power" hours
|
||
|
3 storm arises for "spell power" days
|
||
|
- hinders movement, combat, etc.
|
||
|
|
||
|
6 1 caster is stricken deaf for "spell power" hours
|
||
|
2 caster is stricken deaf for "spell power" days
|
||
|
3 caster is stricken deaf for "spell power" months
|
||
|
|
||
|
7 1 caster falls into a coma for "spell power" hours
|
||
|
2 caster falls into a coma for "spell power" days
|
||
|
3 caster falls into a coma for "spell power" months
|
||
|
- brain fry, but the character doesn't need food, how odd.
|
||
|
|
||
|
8 1 casters secondary hand is broken, using somatic
|
||
|
components in spells is impossible.
|
||
|
2 casters primary hand is broken, using somatic
|
||
|
components in spells is impossible, can only wield
|
||
|
weapons in the secondary hand
|
||
|
3 both of casters hands broken, no weapons, and no somatic
|
||
|
components
|
||
|
- ouch, heals normally, by time or spell.
|
||
|
|
||
|
|
||
|
------------------
|
||
|
|
||
|
|
||
|
SUMMARY
|
||
|
|
||
|
Scores that almost never change - can just keep on record sheet
|
||
|
|
||
|
-----Permanent-----
|
||
|
|
||
|
Intelligence +Int.
|
||
|
Race (races range from -5 to +5)
|
||
|
Very magically resistant (dwarf) -4
|
||
|
Magically resistant (gnome, halfling) -2
|
||
|
Average 0
|
||
|
Magically Apt (half-elf) +1
|
||
|
Very Magically apt (elf) +2
|
||
|
|
||
|
-----Situation---
|
||
|
Casting a spell without a spell book -5
|
||
|
For each component removed -5
|
||
|
Has never cast spell before -5
|
||
|
Hit during segments of casting -5
|
||
|
Injured (optional)
|
||
|
below 75 % of hit points -1
|
||
|
below 50 % of hit points -3
|
||
|
below 25 % of hit points -5
|
||
|
Per degree of specialization in a school
|
||
|
Specialized school +2
|
||
|
Opposition school -2
|
||
|
Per degree of specialization in a spell +3
|
||
|
|
||
|
--------------------------------------------------------------------------------
|
||
|
|
||
|
Scores that only change due to the: power level of the
|
||
|
spell, or the level of the caster
|
||
|
|
||
|
SPELL POWER REQUIRED MAGI LEVEL REQUIRED BARD LEVEL
|
||
|
Cantrip 0 0
|
||
|
1 1 2
|
||
|
2 3 4
|
||
|
3 5 7
|
||
|
4 7 10
|
||
|
5 9 13
|
||
|
6 12 16
|
||
|
7 14
|
||
|
8 16
|
||
|
9 18
|
||
|
10 20
|
||
|
|
||
|
Level of Caster/Spell difference in caster level,
|
||
|
and required level
|
||
|
(multiply penalty by 3)
|
||
|
|
||
|
|
||
|
MISCELLANEOUS (didn't really fit in the other sections)
|
||
|
|
||
|
Fatigue
|
||
|
Total spell levels cast -1 per TPU
|
||
|
(tpu = 2 * spell power cast)
|
||
|
Penalty reduction per round -1/5 * caster level
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
VERY DM DEPENDENT
|
||
|
|
||
|
-----World Specific-----
|
||
|
|
||
|
Magical areas
|
||
|
Magical Enhancing areas +1 to +10
|
||
|
Magical Repressing Areas -1 to -10
|
||
|
|
||
|
-----Personal Sacrifice-----
|
||
|
|
||
|
Hit points lost during casting +2 / Spell Power
|
||
|
Per attribute point lost during casting +5 / Spell Power
|
||
|
|
||
|
-----Object Sacrifice-----
|
||
|
|
||
|
Mineral, per 500 GP value +1
|
||
|
Plant, of religious/spiritual importance +up to DM
|
||
|
Magical item Good +1 to +10 or more
|
||
|
Cursed -1 to -10 or more
|
||
|
|
||
|
-----Creature Sacrifice-----Necromantic/Divination Spells only
|
||
|
|
||
|
Animal +2 per hit die / spell power
|
||
|
Human +3 per hit die / spell power
|
||
|
|
||
|
-----Other Aid-----
|
||
|
|
||
|
Bound spirit / elemental appropriate spell: +2 per hit die / spell power
|
||
|
opposition spell: -1 per hit die / spell power
|
||
|
or
|
||
|
appropriate spell: +1 per hit die / spell power
|