1129 lines
56 KiB
Plaintext
1129 lines
56 KiB
Plaintext
WARNING: Long message 1100+ lines.
|
|
|
|
|
|
+------------------------------------------------------------------+
|
|
| ALTERNATIVE Advanced Dungeons & Dragons Spell System |
|
|
| Version 2.1 |
|
|
+------------------------------------------------------------------+
|
|
| This spell system works well with AD&D 1st and 2nd edition. It |
|
|
| has been used many times in both systems. It will probably work |
|
|
| well with other Fantasy Role-Playing Games also. |
|
|
+------------------------------------------------------------------+
|
|
| CONCEIVED & DESIGNED by Deva Winblood (Dayva Wineblood) 1989-92 |
|
|
| OTHER CONTRIBUTORS: |
|
|
| David Gery - Many Spells |
|
|
| Jeff Freeman - Ideas, advice, familiars, etc. WFREEMAN@UA1VM |
|
|
| |
|
|
| |
|
|
| TESTED by Phil Kenlon, Ron Davis, Matt Lake, Sony Cody, Gareld |
|
|
| Davis, Nathan Gordon, Josh Gray, and Jason Medina. |
|
|
+------------------------------------------------------------------+
|
|
| Further documents containing spells that are designed to work |
|
|
| with the advanced and unique system presented here will be posted|
|
|
| as they are released. Note, all existing spells will work well |
|
|
| with this system, but it also allows you to design some spells |
|
|
+------------------------------------------------------------------+
|
|
|
|
This spell system is based on Spell Points system. The attributes in AD&D
|
|
presently have only a minute bearing on magical ability. Also the present
|
|
systems leave lower level magicians weak and near useless. The lower levels
|
|
should be useful in helping to define a character. I have this system presently
|
|
set up so that a DM can meet the Magic-Users, Druids, Clerics, whatever...and
|
|
take them through a brief apprenticeship so that they will be more in touch
|
|
with the magic system and how it works(it is really simple). This apprenticeship
|
|
is optional though, it is just added so that the characters gain a little more
|
|
"flavor." Actually, all these rules are optional. I tested them successfully
|
|
and this is the latest version, and seems to work the best. It also permits a
|
|
logic behind your magical experimentation. So, without further a due. Here is
|
|
my system of magic. Hope you find that it speeds up your games as much as it
|
|
has mine. :)
|
|
|
|
--------------------------------------------------------------------------------
|
|
T A B L E O F C O N T E N T S
|
|
--------------------------------------------------------------------------------
|
|
I. New Attributes............................................By Deva Winblood
|
|
a.) Max Spell Points
|
|
b.) Rate Of Regaining Spell Points
|
|
c.) Will Force
|
|
d.) Equations
|
|
II. What Motivated Using a Spell Point System?...............By Deva Winblood
|
|
a.) Learning Time, Losing Time, Spell Point Cost
|
|
III. Other Classes............................................By Deva Winblood
|
|
a.) How do Clerics fit in?
|
|
b.) What about Druids?
|
|
IV. DEITIES & HOLIDAYS, Power Times..........................By Deva Winblood
|
|
..........................By Jeff Freeman
|
|
a.)Deities
|
|
b.)Holidays
|
|
c.)Power Times
|
|
V. FAMILIARS...............................................By Jeff Freeman
|
|
VI. SACRIFICE...............................................By Deva Winblood
|
|
.........................By Jeff Freeman
|
|
a.)Animate (Personal)
|
|
b.)Animate (Religious)
|
|
c.)Inanimate (Personal)
|
|
d.)Inanimate (Religious)
|
|
e.)Self Sacrifice (Personal)
|
|
f.)Self Sacrifice (Religious)
|
|
VII. RUNE MAGIC..............................................By Deva Winblood
|
|
a.)Rune Yoga
|
|
b.)Storage Device Creation
|
|
c.)Wards
|
|
e.)Seals
|
|
f.)Magic Item Creation
|
|
g.)Runes Inscribed in the Air
|
|
VIII.DEMONOLOGY..............................................By Deva Winblood
|
|
a.) Minimum Requirements
|
|
b.) Suggested Requirements
|
|
c.) Why are evil beings most common?
|
|
c.) The Process
|
|
e.) Simple Wards
|
|
f.) Common types of evil creatures to respond to an unspecific summoning
|
|
IX. FALSE MAGIC.............................................By Deva Winblood
|
|
X. WILD MAGIC..............................................By Deva Winblood
|
|
XI. TRUE NAMES..............................................By Deva Winblood
|
|
a.) You and your true name
|
|
b.) Learning a True name
|
|
c.) Apprentice gift of true names
|
|
XII. MANUFACTURING MAGIC ITEMS...............................BY Deva Winblood
|
|
XIII.ALCHEMY.................................................BY Deva Winblood
|
|
XIV. APPRENTICE LESSONS......................................By Deva Winblood
|
|
a.)Apprentice lesson
|
|
b.)Journeyman Apprentice lesson
|
|
c.)Master Apprentice lesson
|
|
XV. TABLES..................................................By Deva Winblood
|
|
a.)TABLE I.- Over Casting
|
|
b.)TABLE II.- Too Much Power
|
|
c.)TABLE III.- Determining Rate of Flow
|
|
d.)TABLE IV.- Magic Storage Devices
|
|
e.)TABLE V.- Deity powers
|
|
XVI. SPELLS.................................................Several Contributors
|
|
Cantrips:
|
|
By Deva Winblood...Flagelate, Stinger, Obscenity
|
|
By David Gery......Cup Spray, Pop-toss
|
|
1st Level:
|
|
By David Gery......Sticky Line, Spell Staff
|
|
2nd Level:
|
|
By David Gery......Stun, Missler's Chariot, Glider Spell
|
|
3rd Level:
|
|
By Deva Winblood...Catalyst Bolt
|
|
By Jeff Freeman....Life Channeling
|
|
4th Level:
|
|
By Deva Winblood...Host Offering
|
|
By Jeff Freeman....Blood Curse, Death Curse
|
|
5th Level:
|
|
By Jeff Freeman....Driving Demons
|
|
|
|
--------------------------------------------------------------------------------
|
|
N E W A T T R I B U T E S
|
|
|
|
This spell system uses a few new attributes for characters. I will
|
|
name them, describe how they are calculated, and explain their usage.
|
|
|
|
MAX SPELL POINTS(MSP):
|
|
Calculated by adding Intelligence, Constitution and 5 times the level of
|
|
magic use. Intelligence is needed to retain the rules of manipulating such
|
|
energies. Constitution represents the life-force and endurance of the body.
|
|
This is needed to indicate how much energy can be retained. You may want to
|
|
create your own calculation that brings Wisdom into play also.
|
|
|
|
RATE of REGAINING SPELL POINTS(RRSP):
|
|
This value represents the number of spell points the caster will get back
|
|
in a day without actively attempting to regain spell points. There are other
|
|
methods which require the caster's concentration that will enable a person to
|
|
gain spell points back more rapidly.
|
|
This value is calculated as one half Constitution added to Level of Magic
|
|
Use. Thus, a caster with a Constitution of 10 at 5th level would regain
|
|
5 + 5 = 10 Spell Points per day. This is important. The Spell Points are the
|
|
only thing that govern how a person can cast spells, and how many.
|
|
|
|
WILL FORCE(WF):
|
|
This value represents how much force of will the character has. All creatures
|
|
have a will force. It is calculated by adding Level, Wisdom, and Charisma.
|
|
This value is used when a caster attempts to do something that requires the
|
|
over-powering of another being's mind. Example would be a demonologist summoning
|
|
a demon and attempting to bend that demon to his will.
|
|
|
|
EQUATIONS:
|
|
|
|
MSP = Intelligence + Constitution + (5 * level of Magic Use)
|
|
|
|
NOTE: Level of magic use applies to EXPERIENCE level as Magic-User,
|
|
Cleric, Druid, etc. It does not apply to fighter and non-magic
|
|
related EXPERIENCE levels.
|
|
|
|
RRSP = (Constitution / 2) + level of magic use
|
|
|
|
WF = Wisdom + Charisma + Level(Hit Dice)
|
|
|
|
--------------------------------------------------------------------------------
|
|
|
|
WHAT MOTIVATED USING A SPELL POINT SYSTEM:
|
|
The major thing was the weakness of low level magic-users. Low level magic-
|
|
users should not be weak, but they should be more likely dangerous to themselves
|
|
because they do not know the system as well.
|
|
I have studied many texts in the "Real World" concerning ancient magical
|
|
rites, runes, rituals, languages, etc. It runs in my family. In none of these
|
|
systems does some mystical force wipe the spell from your head after you have
|
|
cast it. I think this is a pretty stupid representation of magic. This is an
|
|
opinion, because I am aware some people like the present system. Instead I
|
|
propose this.
|
|
The spell point system should be treated as representing how tired and
|
|
exhausted a person becomes as they cast more. The spells themselves are never
|
|
forgotten, though if they are not practiced in a certain amount of time, the
|
|
caster may have to go study them again. The higher the level of the spell the
|
|
more time it takes to learn a spell, and likewise the time for relearning
|
|
the parts that may be forgotten increases. The magic-user knows the spells
|
|
like a Physicist knows his formulae. The magic-user can cast any spells which
|
|
he has practiced in a recent time, as long as he has the spell points to
|
|
cast it. The caster may also opt. to over-cast, but then the stakes get high,
|
|
and life becomes a dangerous thing.
|
|
Using spell points also makes a whole range of new spells, traps, and
|
|
magic items available, that would not be viable in campaigns with other spell
|
|
systems.
|
|
|
|
LEARNING TIME, LOSING TIME, and SPELL POINT COST:
|
|
These are things that should be computed on studying a spell.
|
|
I will also throw in a spell level type that you can use if you like. It is
|
|
used by a friend of mine, so in order to make sure all views are represented
|
|
I present you with the spell level MINOR, which falls between Cantrips and
|
|
1st level. It was developed by David Gery.
|
|
|
|
CANTRIPS:
|
|
Learning Time: 1 Day LOSING TIME: 4 months Spell Point Cost: 1
|
|
MINORS:
|
|
Learning Time: 3 Days LOSING TIME: 4 months Spell Point Cost: 2 or 3
|
|
LEVEL SPELLS:
|
|
Learning Time: 1 week * Spell Level (5th level = 5 weeks)
|
|
LOSING TIME: 4 months - 2 weeks/level (6th level = 4 - 3 weeks or approximate
|
|
3 months and 1 week)
|
|
Spell Point Cost: 5 * Spell Level (4th level = 20 spell points)
|
|
|
|
|
|
LEARNING TIME is how long it takes to learn the spell.
|
|
LOSING TIME is how long you can go without using the spell before you have
|
|
to relearn it. If you use the spell before this time then it is considered
|
|
as if you have practiced your spell, thus you get the same LOSING TIME
|
|
as if you had just learned the spell.
|
|
SPELL POINT COST: this enables 1st level mages to cast higher level spells
|
|
than normal, they are just limited to how many times they can do this, and
|
|
how long it takes them to get enough spell points back to do so again.
|
|
--------------------------------------------------------------------------------
|
|
**************************
|
|
**** N O T I C E ! ****
|
|
**************************
|
|
THE ABOVE IS ALL YOU NEED
|
|
TO GET STARTED USING THIS
|
|
SYSTEM. THE REST ARE MORE
|
|
ADVANCED IDEAS FOR DM'S
|
|
AND PLAYERS WHO ARE READY
|
|
FOR MORE.
|
|
--------------------------------------------------------------------------------
|
|
O T H E R C L A S S E S
|
|
|
|
HOW DO CLERICS FIT IN?:
|
|
I see the gods as beings of power. When a person/entity believes in you,
|
|
then that is all the more energy a god has. I say for each worshipper of a
|
|
diety they probably receive around .5 -> 1 spell point. Thus, a god with
|
|
millions of worshippers would be strong indeed. Mainly, I see the gods as
|
|
planting the instructions for clerical spell casting within the cleric's
|
|
head. It is up to the god on how many spells he gives and which ones the
|
|
cleric recieves. In special circumstances you may want to consider if the
|
|
god will grant a cleric bonus spell points. This may be a common thing for
|
|
clerics of high power who worship a mighty deity. This, is entirely up to
|
|
you, but I think you can think of ample ways to do this.
|
|
|
|
WHAT ABOUT DRUIDS?:
|
|
I view druids more of a magic-user class than a cleric/priest class. Afterall
|
|
they worship nature and the balance of thing. Therefor they will not worship or
|
|
affiliate themselves with a deity. Doing so would shift the balance. I view them
|
|
as specialized magic-users who specialize in nature spells and divination. This
|
|
is my system to be sure, but research the druids and you might see that this
|
|
is closer to how they actually were. Actually, the majority of druids in history
|
|
knew or practiced no magic at all. They were statesmen, and high ranking figures
|
|
in soceity. The magical druids were called Uathis What you do is entirely your
|
|
own decision, the main thing is that your players enjoy themselves. I have
|
|
noticed that the more realistic you can make it seem, and the more you can give
|
|
the player the BEING THERE feeling, then the more fun and interesting it will
|
|
be for everyone concerned.
|
|
|
|
--------------------------------------------------------------------------------
|
|
DEITIES & HOLIDAYS, POWER TIMES:
|
|
================================
|
|
|
|
DEITIES:
|
|
--------
|
|
Deities exist due to the vast amount of energy that goes to them. Some are
|
|
so ancient noone remembers how they got there. Other times a deity may be born
|
|
due to the vast amount of energy accumulating. A deity gains its powers from its
|
|
believers. Every worshipper who spends a day or more worshipping a diety causes
|
|
.5 -> 1 spell point to gather in an accumulative energy bank about the deity.
|
|
The deity cannot tap this energy until it enters his being. This is what happens
|
|
on holidays.
|
|
The deity has several powers that can be used if he has sufficient power
|
|
available to do so. These will be explained in Table V.
|
|
The deity can grant spell points to a cleric that worships him/her/it. The
|
|
choice of who will receive these points usually goes to the high ranking. The
|
|
diety is also responsible for revealing how a spell works to his followers.
|
|
|
|
HOLIDAYS:
|
|
---------
|
|
On holidays all the power that has been accumulating about a deity suddenly
|
|
enters its being and is now available for that deity to use. Thus, on these
|
|
special occasions the deity has a vast amount of spell points and usually is
|
|
more generous with his/her/its followers. These are the days that a needy cleric
|
|
is most likely to recieve spell point aid, and/or new spells.
|
|
|
|
POWER TIMES:
|
|
------------
|
|
During some special times power is available to people who are receptive to
|
|
these times(ex. Full Moons, High tide, etc.). These are times when backlashes
|
|
from all the planes build up in special bundles which can be tapped by things
|
|
which are receptive to them. These build ups are the results of conflicts,
|
|
excess energy dribbling, or death of deities before they are able to harvest
|
|
enough energy to save themselves.
|
|
NOTE: if a deity dies and then sufficient ENERGY becomes available to be
|
|
born again(so to speak) then that diety will return. Though it takes a lot of
|
|
energy for a deity to be born.
|
|
|
|
--------------------------------------------------------------------------------
|
|
|
|
FAMILIARS:
|
|
============
|
|
|
|
-Contributed by Jeff @ <WFREEMAN@UA1VM.BITNET>
|
|
|
|
Under 1st ed. ADND rules(the only system this ain't a-gonna-buy-the-same-books-
|
|
I-already-got heretic is familiar(pardon the pun) with), a mage gets to add the
|
|
familiar's HP to his own. For purposes of this system, the mage can also add the
|
|
spell points of the familiar (i.e. 5xHP) to his own. These can be used the same
|
|
way as normal spell points. Yes, this does mean that the mage suffers a loss of
|
|
spell points as well as HP when the familiar is killed. (Although an idea I use
|
|
and recommend to other GM's is that a restoration spell will fix this). This
|
|
only works with the non-special familiars, for the reasons I stated previously.
|
|
|
|
Optional Ideas:
|
|
1) Those special familiars that add one to the caster's effective level add
|
|
5 spell points.
|
|
2) The mystic bond between familiar and caster allows the caster to heal the
|
|
familiar using spell points as he can himself (perhaps at double normal
|
|
cost?).
|
|
3) Through a ritual requiring the (temporary) expendature of ten times the SP
|
|
the mage gets from the familiar, the link between familiar and magician can
|
|
be safely broken(i.e. no ill effects to the character or familiar).
|
|
--------------------------------------------------------------------------------
|
|
S A C R I F I C E:
|
|
|
|
ONE POSSIBLE WAY TO DEAL WITH SACRIFICE:
|
|
Sacrificing may be viewed as the act of working the spell energy
|
|
out of an object through directed mind intent, and often physical acts.
|
|
There are several types of sacrifice. These types being Animate(living),
|
|
Inanimate, and self sacrifice. To briefly describe these types...
|
|
Animate object sacrifice, is the taking of something of value from a
|
|
living object. Usually it is the objects life, or blood. Sometimes
|
|
however it is a physical characteristic of the object(e.g. Deflowering
|
|
the virgin). Now the inanimate object. The inanimate object is usually
|
|
something magical, valuable, or of religious signifigance. The object is
|
|
usually destroyed, but in some cases is given away(e.g given to clerics
|
|
of the diety for which the sacrifice is intended). Self sacrifice is a
|
|
different type of sacrifice from the others. It symbolizes giving
|
|
something of yourself to a cause, or purpose. It can be religious in
|
|
nature. Here are several examples. Coming of age rituals(circumscision,
|
|
piercing, sun dance(hanging by pierced breasts from ropes), etc.),
|
|
energy rituals(a woman gives herself to a man during the hunt on Samhain
|
|
(pronounced: Sauwin.), etc. All these rituals are used to aid in the
|
|
production of some powerful effect. They are usually personal, or
|
|
religious sacrifices. Note, sacrifices can only be done, if they are
|
|
within the realm of your alignment.
|
|
|
|
Animate (Personal):
|
|
Killing the sacrificial victim- target for benefit from sacrifice
|
|
receives a surge of 5 spell points per level of victim. With the
|
|
following modifications and considerations.
|
|
+20 spell points for a baby
|
|
+15 spell points for a virgin (E V I L O N L Y)
|
|
+10 spell points for a child(4 -> 14 years of age).
|
|
NOTE: This will sometimes attract the attention of evil creatures
|
|
of significant power(often the goal of the sacrifice).
|
|
Drinking Blood of a Victim(not neccessarily killing)- Drinker gains 1
|
|
spell point for every 2 spell points of damage inflicted.
|
|
Stealing of a Physical Attribute- Destroying a physical attribute of
|
|
the victim.
|
|
DEFLOWERING THE VIRGIN(cooperative): 5 spell points to the virgin,
|
|
and 5 spell points to the person commiting the act.
|
|
DEFLOWERING THE VIRGIN(rape, evil only): 10 spell points to the
|
|
rapist.
|
|
CASTRATION: 5 spell points to the castrator.(evil only)
|
|
RITUAL SEX: 2 spell points to each participant.
|
|
ANIMATE (Religious, in dedication to a diety):
|
|
Killing the victim- 10 spell points go to the diety. The diety will
|
|
most likely respond by granting something to those involved in
|
|
the sacrifice. Often some dieties will require multiple-
|
|
sacrifices before responding.
|
|
Blood of victim given(not neccessarily killed):- 1 spell point
|
|
given to diety per 2 hit points of damage. SEE KILLING THE VICTIM.
|
|
DEFLOWERING THE VIRGIN: This only has religious significance if done
|
|
by a high ranking priest. The priest will invite the diety to
|
|
be as one with the priest during the sacrifice(often high powered
|
|
clerics will be possessed by their diety). The Diety is given 8
|
|
spell points, the cleric is given 2, and if the victim was not
|
|
raped...is given 5 spell points.
|
|
INANIMATE (Personal):
|
|
Magical: there is a 5% chance per level of sacrificer that the
|
|
magical item when sacrificed(destroyed) will give the sacrificer
|
|
10 spell points per(+ of the weapon, 1 potion, 1 scroll, 1 charge, etc.)
|
|
The item will be destroyed, and this chance represents the
|
|
sacrificers chance of focusing mind intent quickly enough to
|
|
harvest the freed energies.
|
|
Non-Magical: This is purely an emotional thing.(e.g. the child
|
|
burning his favorite blanket to show that he is ready to pass
|
|
into adulthood.) This can be important to character development.
|
|
Experience probably should be awarded for such sacrifices.
|
|
INANIMATE (Religious):
|
|
The object sacrificed will usually be stored in a treasurey in
|
|
dedication to the diety. However it is not unheard of for the
|
|
diety to personally(or send minions) collect especially valuable
|
|
objects. These sacrifices increase the dieties awareness of the
|
|
minion who sacrificed.
|
|
SELF-SACRIFICE (Personal): Also see INANIMATE (Personal).
|
|
Any sacrifice in this vein is usually one to show that you are
|
|
ready for something to happen, or you have learned something and
|
|
are willing to make a sacrifice to further that knowledge. A
|
|
character should probably receive some experience points for
|
|
making sacrifices.
|
|
SELF-SACRIFICE (Religious):
|
|
This is an act whereby a follower of a religion sacrifices
|
|
something of themselves to show that they are faithful to
|
|
the religion. Sometimes this must be done in certain religions
|
|
before the diety will teach a cleric certain spells. Common
|
|
folk will often sacrifice something of value to themselves in
|
|
the name of religion(e.g. The maiden offering her virginity to
|
|
the diety, the priest swearing to always remain clean shaven,
|
|
the priest being castrated, etc..DM's discretion). The diety
|
|
will often gift the sacrificer for particularly rare sacrifices.
|
|
There should also be some experience awarded.
|
|
|
|
ALL THIS IS OPTIONAL(DM's use it if you like, or use parts of it...whatever
|
|
you see fit.)
|
|
--------------------------------------------------------------------------------
|
|
R U N E M A G I C
|
|
|
|
RUNE MAGIC: Rune magic is the practice of inscribing symbols onto
|
|
something. These symbols are secrets that are guarded well. The symbols
|
|
are shapes that naturally attract energy and cause it to flow in certain
|
|
forms. There are several ways in which rune magic is KNOWN to be used.
|
|
These are Rune Yoga, Storage Device creation, wards, seals, magic item
|
|
creation, and runes inscribed in the air. I will briefly explain some
|
|
ways in which a DM might handle these types of magic.
|
|
RUNE YOGA: Rune yoga is the mental and physical practice of mentally
|
|
picturing a rune while simultaneously standing in a stance
|
|
representative of that rune and making a sound symbolic of that rune. At
|
|
first during practice nothing unusual will be noted. This will train
|
|
one to manipulate energies better as well as open new sensations to the
|
|
practitioner. The DM might optionally want to use this field in his/her
|
|
campaign. An idea for how to handle it might be one of the following.
|
|
#1.) Allow regaining of spell points at an accelerated rate.
|
|
#2.) Give the practitioner a heightened alertness to certain types of
|
|
unusual activities. (e.g. 5% x level + #hours rune yoga today
|
|
chance of sensing the fact that something magical is occuring
|
|
nearby. Or perhaps a chance to feel as though someone was watching
|
|
him/her when they are being scryed.)
|
|
#3.) As long as practiced an hour a day...Will Force will be raised
|
|
by 2.
|
|
STORAGE DEVICE CREATION: see TABLE IV.
|
|
WARDS: Runic Wards represent hours(perhaps days or weeks) of
|
|
concentrated work. A Runic Ward is usually created to prevent something
|
|
from being able to pass a certain area. Sometimes they are designed to
|
|
do things like alert guardians, explode, etc. The DM should make the
|
|
construction of such things a difficult task. Generally the more runes
|
|
used...the more powerful the ward. An example of a ward would be
|
|
the seal of Soloman, or the magic circle of protection. Here is one
|
|
idea for a system of Ward Construction for DM's to use. Feel free to
|
|
create your own.
|
|
Hit Dice of Creature that it can ward against is directly proportional
|
|
to the number of runes in the ward.
|
|
Drawing a rune takes a minimum of one hour per rune, and the inscriber
|
|
must make an intelligence check to see if the rune was inscribed
|
|
properly. If a rune is inscribed with a flaw, that rune will be inactive.
|
|
The Wards will slowly gather energy themselves at a rate of 1 spell
|
|
point per rune...per hour. This magic is very difficult to personally
|
|
tap into, because of the nature of attraction of the runes. Also, you
|
|
would not want to tap this energy...since that is how the runes work
|
|
their effects. The caster can inject the runes with energy to speed
|
|
the process up. A rune can hold a maximum of 5 spell points. These
|
|
spell points are used to errect the barrier.(See Demonology)
|
|
SEALS: These are the same as Wards, but generally smaller. They are used
|
|
to prevent the passing of portal by a certain individual. The runes
|
|
usually will have the truename of the target creature/being inscribed
|
|
among the runes of the seal.
|
|
MAGIC ITEM CREATION: Magic Item creation usually requires the use of at
|
|
least one or more runes(See Table IV). Sometimes these runes will not be
|
|
visable to the naked eye(though often to a Detect Magic). Every rune
|
|
moves the energy in its own ways. Through years of study a caster can
|
|
learn ways in which these movements can be harnessed to create a magical
|
|
effect. The DM's discretion/ideas should be used here.
|
|
AIR INSCRIBED RUNES: These runes are usually drawn with a wand, a staff,
|
|
a rod, or the casters finger. Every rune has its own way of manipulating
|
|
energy. If the caster is immensly familiar with the movements of a rune,
|
|
he/she can often use it to make a strange effect. Some ideas for effects
|
|
might be an energy vacummn(cyphoning 1 spell point from a given
|
|
direction and giving it to the caster), a gesture that causes a person
|
|
to experience a head rush type sensation as the energy is disturbed in
|
|
his/her area, etc. Really, the only limit is your own imagination.
|
|
FINAL NOTES ON RUNES: Runes are a rare thing. People tend to guard them
|
|
more avidly then they do spells themselves. They cannot just be copied
|
|
from a magic item or ward. They must be inscribed in a certain order
|
|
(e.g. left to right, top to bottom, north west to south east, etc.) They
|
|
usually have many different direction changes also, so there is no easy
|
|
way to copy a rune. Though, you might allow a caster to spend a week or
|
|
two trying out all the possible combinations until he/she gets it right.
|
|
--------------------------------------------------------------------------------
|
|
D E M O N O L O G Y
|
|
|
|
DEMONOLOGY: This is the practice of summoning/attracting/controlling/banishing
|
|
an extra planar being(almost always evil in nature). The caster does
|
|
this usually for reasons motivated by desire for power. They ask
|
|
questions, and/or send the being summoned on tasks. This is an
|
|
incredibly dangerous occupation. The slightest slip up can mean that you
|
|
are dead. Sometimes even worse than that.
|
|
MINIMUM REQUIREMENTS:
|
|
Something to attract the being
|
|
SUGGESTED REQUIREMENTS:
|
|
A ward of some type(will explain simple wards later on)
|
|
TrueName of the being
|
|
Something belonging to the being
|
|
A gift/appeasment for the being
|
|
WHY ARE EVIL CONJURATIONS MOST COMMON?: Evil beings love responding to
|
|
conjurations. 90% of conjurations result in the conjurer losing
|
|
something(soul, body part, sanity, life, etc.) Evil beings often gain
|
|
twhat they consider luxuries through dealing with a foolish
|
|
conjurer/demonologist. Good/other alignments usually do not benefit all
|
|
that much from responding to a conjuration.
|
|
THE PROCESS:
|
|
The demonologist readies whatever precautions can be made. For example,
|
|
constructs ward, readies gift, studies TrueName, practices Rune Yoga,
|
|
has a defensive scroll ready, steadies nerves, etc. Then the
|
|
demonologist attempts to attract the being. The base chance of
|
|
attracting the being are as follows.
|
|
5% * level of caster
|
|
if the true name is known the chance increases by 50%
|
|
if a gift of blood is made to an evil being +10%
|
|
if a human/demi-human sacrifice is made to evil being +20%
|
|
if the demonologist has a belonging of the being +25%
|
|
|
|
If the caster does not know the true name either/or have a belonging of
|
|
the being trying to summon. A being will just arrive. 80% evil 5% good
|
|
15% neutral.
|
|
|
|
The first thing to do is this.
|
|
Calculate the will force of the creature (Wisdom + HD + Charisma).
|
|
Calculate how many Hit Dice the ward will protect against(if you have a
|
|
ward).
|
|
Calculate the Caster's will force modifiers:
|
|
knows creatures true name +5
|
|
has something that belongs to creature +2
|
|
|
|
Compare the Wards Resistance against the creatures hit dice. If the
|
|
Ward has no inperfections and it is stronger than the creature, then the
|
|
creature cannot attack the caster. This does not mean that the creature
|
|
will cooperate. Though, the creature cannot leave until it is banished,
|
|
or uses a gate, astral spell, etc.
|
|
|
|
If the caster wishes to force compliance/information/task from the
|
|
creature....the caster must force the creature by entering a battle
|
|
of the wills(this is a must, if the creature was conjured...and no
|
|
wards are present). If the caster has a stronger Will Force then the
|
|
creature, then the creature will be under the casters influence for
|
|
a number of rounds equal to the casters level. This does not mean the
|
|
being will do whatever the caster says. The being will answer basic
|
|
questions(often twisting truth to his purpose), and possibly it will
|
|
agree to a task if an agreeable compensation is determined(sell your
|
|
soul, sacrifice, blood, etc.)
|
|
If the casters Will Force is weaker the following chart must be
|
|
consulted.
|
|
|
|
How much Weaker| 50% Action of evil being | 50%
|
|
==========================================================================
|
|
1 - 2 points | Demon will flee to home plane| Demon will bargain
|
|
3 - 4 points | Demon will flee to home plane| Demon will demand a gift
|
|
5 - 8 points | Demon will attempt to subdue | " "
|
|
| the caster as the caster was |
|
|
| attempting to do. |
|
|
9+ | Demon automatically subdues | Ward is useless...demon
|
|
| the caster. | can do what it wants.
|
|
=========================================================================
|
|
|
|
DM's use your imagination...and be cunning in your bargaining. The Demon
|
|
will always try to get the very most possible. Use guile and
|
|
persuasiveness, even twist the truth some.
|
|
|
|
SIMPLE WARDS:
|
|
Simple wards are wards designed without the aid of runes to assist in
|
|
protecting against extra-planar beings.
|
|
Ward Type | against Elementals | Chaotic Evil | N or L Evil | Good
|
|
==========================================================================
|
|
circle | 0 | 1 Hit Dice | 2 hit dice | 0
|
|
triangle | 1 hit dice | 1 hit dice | 1 hit dice | 1 HD
|
|
pentacle | 0 | 1 hit dice | 2 hit dice | 0
|
|
thaumaturgic | 2 HD | 2 hit dice | 3 hit dice | 0
|
|
triangle | | | |
|
|
pentagram | 0 | 3 hit dice | 4 hit dice | 0
|
|
==========================================================================
|
|
|
|
COMMON TYPES OF EVIL CREATURES TO RESPOND TO A SUMMONING:
|
|
% | Creature Type
|
|
=========================================================
|
|
01 - 20| Imp
|
|
21 - 30| Quasit
|
|
31 - 40| Manes Demon
|
|
41 - 50| Succubus
|
|
51 - 60| Abshiai (lesser demon SP?)
|
|
61 - 70| Barbed Devil
|
|
71 - 80| Wraith
|
|
81 - 90| Demon Type I (Vrock)
|
|
91 - 95| Bearded Devil
|
|
96 - 97| Horned Devil
|
|
98 | Demon Prince (he's hungry for a soul)
|
|
99 | PitFiend (Greater Devil) (your dead)
|
|
00 | Arch-Devil (he will have your life, or your soul)
|
|
===============================================================
|
|
--------------------------------------------------------------------------------
|
|
F A L S E M A G I C
|
|
|
|
FALSE MAGIC: Depending on how common powerful magic is in your campaign
|
|
world is, the chance for charlatans...and magicians is always possible.
|
|
These people will practice such things as Slight of Hand, Juggling,
|
|
Tumbling, Illusion(through physical means), bluffing, hypnotism,
|
|
persuasion, and scandals. They are often good story tellers, and are
|
|
often scoundrels that pass through towns briefly and trick people
|
|
out of their money. Sometimes they are entertainers. Inn Keepers
|
|
tend to prefer this type of entertainment to that of a real magic casting
|
|
person, since it is less likely to backfire and also less likely to
|
|
frighten/offend the paying customers. These types of people can make
|
|
some interesting encounters for your party if you plan them well. It
|
|
may also give you DMs another way to lighten the amassed gold that your
|
|
characters have acquired. Afterall, you don't want the campaign to be
|
|
too easy do you?
|
|
--------------------------------------------------------------------------------
|
|
W I L D M A G I C
|
|
|
|
WILD MAGIC: Wild Magicians are people who began to inheritantly sense
|
|
the presence of magic in their youth. Through accidents(e.g. during
|
|
intense emotional change) things would happen. Wild Magicians usually
|
|
have mastered a few spells, and the rest of the time they just wing it.
|
|
They guess and try....this can sometimes produce wonderful effects,
|
|
and new spells but, it often backfires. The strength of the spell, or
|
|
backfire is directly proportional to the amount of energy expended on
|
|
these spells.
|
|
You can use(should if you like it) the 2nd edition Wild Magician rules,
|
|
but if you keep it simple like these here...it ebnables the DM to be
|
|
more creative, and keep hitting the party with things they have never
|
|
heard of or read about before.
|
|
--------------------------------------------------------------------------------
|
|
T R U E N A M E S
|
|
|
|
TRUE NAMES: Everything has a true name, though usually the object of the
|
|
name does not know its true name itself. The true name is recquired for
|
|
some spells, and in some cases it will give you more power.
|
|
|
|
YOU AND YOUR TRUE NAME: I do not usually reveal the true name of a
|
|
caster to themselves. It is not something to easily come by, since it
|
|
takes lots of study and observation to come by. A caster will usually
|
|
have to come by his true name by obtaining it from someone else. This is
|
|
so becaues, a caster will often not see qualities in himself that other
|
|
people see. These qualities must be included in the true name. I say
|
|
this...it is 95% likely that the magic user who trains the caster will
|
|
know the caster's true name by the end of the training. There are
|
|
several things the teacher might do with that knowledge.
|
|
#1) Tell the caster if he/she askes.
|
|
#2) Tell the caster that he does not need to know his own true name,
|
|
because it will be safer that way. Then people will not be able to
|
|
torture it from him/her. Or magically pull it from memories.
|
|
#3) Will automatically tell the caster on completion of his/her
|
|
training.
|
|
|
|
LEARNING A TRUE NAME:
|
|
A true name can be learned in several ways. The easiest is to find
|
|
mention of it in a book or scroll, or have someone tell you. The other
|
|
way is by studying and observing the being for which you wish to gain
|
|
the true name. It takes a minimum of one week to learn a true name.
|
|
This is how you work it.
|
|
chance of learning true name =
|
|
%50 - (2 x Hit Dice of individual)
|
|
-20% if cannot physically observe the individual during that week.
|
|
+1% per piece of literature describing aspects of the individual.
|
|
+1% per week of study.
|
|
You check once a week to see if the caster successfully learns the true
|
|
name.
|
|
|
|
APPRENTICE GIFT OF TRUE NAMES: I often have the teacher of the caster
|
|
during the apprenticeship grant the caster 1 -> 4 true names on
|
|
completion of the training.
|
|
|
|
--------------------------------------------------------------------------------
|
|
M A N U F A C T U R I N G M A G I C I T E M S
|
|
|
|
MANUFACTURIN MAGIC ITEMS: Ideas on this topic are spread throughout this
|
|
paper. See Rune Magic, Table IV, and the Apprenticeship for more
|
|
information. Basically use your imagination and do what works for you.
|
|
|
|
--------------------------------------------------------------------------------
|
|
|
|
A L C H E M Y
|
|
|
|
ALCHEMY: The manufacturing of potions, powders, and chemicals with
|
|
astounding magical properties. I do not plan to say much actually about
|
|
how you should go about handling your alchemists. I just want remind
|
|
people of a few things that make alchemists important figures in the
|
|
FRPG soceity. These are some things you may or may not have considered.
|
|
Alchemists are responsible for making things such as Soap, Perfumes,
|
|
Glues, Paints, inks, etc. These are all important things in a town, or
|
|
city. Thus, having an alchemist is an important thing to have in a city
|
|
to make it more believable. They also manufacture magic potions, but
|
|
they should only know how to make a few. They usually know how to make
|
|
minor healing potions also.
|
|
|
|
These can be some very interesting NPCs.
|
|
Again a way to relieve your characters of some of their gold.
|
|
|
|
--------------------------------------------------------------------------------
|
|
+========================================+
|
|
| The APPRENTICESHIP |
|
|
+========================================+
|
|
|
|
----------------------------------APPRENTICE------------------------------------
|
|
MINIMUM TRAINING TIME:300 - (2 X Intelligence) days
|
|
|
|
LESSON #1: Fundamental Energy Types
|
|
------------------------------------
|
|
Explain the following to the apprentice.
|
|
|
|
SPELL POINTS: Spell Points are similar to electricity, but smaller and with
|
|
more attraction. They effect the laws of the planes. They are considered to
|
|
be free floating micro-energies. They have a tendency of attracting other
|
|
energy.
|
|
|
|
LIFE ENERGY(Hit Points): Life energy is special in that it is a net of
|
|
interlocked spell points. Five spell points make up one hit point. They
|
|
are also surrounded by a containing field of unknown purpose. There are some
|
|
chemicals in your body that effect the configuration of the life energy(DNA).
|
|
|
|
O
|
|
/|\
|
|
O-O-O 5 Spell points interlocked into 1
|
|
\|/ hit point.
|
|
O
|
|
|
|
SOLID MATTER(Earth): Matter is a packet of spell points formed into a structure.
|
|
The density, gemetric configuration, and ammount of spell points determine
|
|
the properties of the matter. The bonds formed between spell points are very
|
|
strong.
|
|
O------O
|
|
O+O----O+O 2 matter elements bonded.
|
|
O------O
|
|
|
|
AIR(Gas): Air elements are geometrically combined linear or planar groupings of
|
|
spell points that can glide past each other. The properties are determined by
|
|
geometry and density.
|
|
|
|
O--O
|
|
O O O
|
|
/ | \ <-- 4 Gas elements (Density = low, Geometry = line)
|
|
O O O
|
|
|
|
WATER(Liquid): Water is similar to air, but there are no restrictions to
|
|
geometry. Also similar to matter, but only weak bons exist between the
|
|
elements. Properties are determined by density, geometry, and the number
|
|
of spell points per element.
|
|
|
|
O-------O
|
|
/O\ /O\ <--- 2 liquid elements (density = low, Geometry =
|
|
O---O---O---O pyramidal, #SP = 4)
|
|
|
|
FIRE: Fire is a chain reaction process triggered by proper introduction of a
|
|
catalyst element into another energy form. It is a breakdown of energy and
|
|
various effects as it passes from one type of energy to another, or from
|
|
one geometry to another. The common side effects are heat, light(plasma),
|
|
gas(smoke), liquid(melt), and matter(ashes).
|
|
|
|
PLASMA(light, heat(infared)): Plasma is a spell point traveling at high velocity
|
|
with a field similar to the one found around life energy.
|
|
(DM'S NOTE: some spells will be visable to infravision!! Also Ultravision!)
|
|
|
|
ELECTRICITY: Electricity is a group of colliding plasma elements. Often a
|
|
strange effect chains plasma together(photon) within a larger field. This
|
|
causes contained collisions which produce electricity.
|
|
|
|
LAWS OF ENERGY:
|
|
===============
|
|
I. Energy cannot be destroyed, it can only be transformed.
|
|
II. Conversion of standard energy intyo life energy requires 5 spell points to
|
|
produce 1 hit point. Life force can be converted into one standard energy,
|
|
because 4 become plasma in the breaking process. (A person over-casting
|
|
will have a slight glow)
|
|
III.Life force is a net which can contain standard energy. Too much energy can
|
|
cause a disruption(see TABLE II- Too much power). Standard energy(Spell
|
|
points) is usually what we tap into during a magical process. Only in
|
|
severe emergencies should the caster attempt to tap the life energies.
|
|
|
|
THOUGHT(Mind Intent): Thought is the most powerful force in all of the planes.
|
|
With it all forms of energy can be manipulated. Gestures, incantations, etc.
|
|
are just used to focus the mind intent in the proper way. Range of thought
|
|
usually extends only to that which can be seen, or is known really well.
|
|
This reasoning is based on the fact that it is easier to focus on something
|
|
you can see.
|
|
|
|
LESSONS/TASKS for #1:
|
|
=====================
|
|
I. Use Law I. and mind intent to change air temperatures.
|
|
(DM's discression... 2 degree change per spell point?)
|
|
II. Learning
|
|
A. Learn simple telepathy...This enables magic-users to vaguely detect
|
|
when focused mind intent is at work nearby.
|
|
B. Simple telekinesis(prelude to PRESENT and POP-TOSS)
|
|
III. Learning law II, by learning healing(it is very taxing for magic-users).
|
|
IV. Learn law III by draining all expendable Spell points(Spell Points=0).
|
|
Then make the apprentice take the test so that they learn and will never
|
|
forget how dangerous it is to over cast.
|
|
V. Teach BLUE LIGHT cantrip.
|
|
|
|
Sample of how one might describe the BLUE LIGHT CANTRIP:
|
|
--------------------------------------------------------
|
|
1.) Act as if holding a small sphere in the palm of hand(this will
|
|
help to focus the mind intent).
|
|
2.) Blow into the sphere imagining your breath as a stream of plasma.
|
|
3.) Reinforce mentally that IT IS A SPHERE.
|
|
4.) Move 1 spell point into the sphere to excite the plasma.
|
|
5.) Voila BLUE LIGHT....contained and colliding plasma elements.
|
|
|
|
VI. PRESENT CANTRIP:
|
|
Keep practicing telekinesis until it becomes a reflexive thing.
|
|
|
|
END OF LESSON #1
|
|
--------------------------------------------------------------------------------
|
|
|
|
--------------------------Journeyman Apprentice---------------------------------
|
|
|
|
MINIMUM TIME:100 - Intelligence Days.
|
|
LEVEL: Journeyman Apprentice
|
|
|
|
LESSON #2: ENERGY TRANSFERANCE:
|
|
-------------------------------
|
|
|
|
Standard Energy(spell points) is easily movable.
|
|
|
|
LAWS OF TRANSFERANCE:
|
|
---------------------
|
|
I. Energy in the non net-work form moves from location to location.
|
|
II. Mind intent can be used to control the movement of energy.
|
|
III. A structure can be caused to act as a container for other types of
|
|
energy.
|
|
|
|
MAGIC LESSONS/TASKS FOR #2:
|
|
---------------------------
|
|
I. Learn to detect the rate of flow of spell points through an area.
|
|
Rate of flow = Energy per round.
|
|
Chance of detecting = Rate of flow x 10% + magic use level X 2
|
|
(see TABLE III - Determining rate of flow)
|
|
II. CHANNEL MAGIC: Learn to give someone else energy and to take energy
|
|
from someone else. MAX RATE OF FLOW = Level of Caster +1 spell point
|
|
per round. If the caster is sucking energy from the environment then
|
|
MAX RATE OF FLOW cannot exceed the environmental rate of flow. NOTES
|
|
of player to player energy exchange. If a person is the unwilling
|
|
victim of energy syphoning(Psychic Vampirism) the person may choose to
|
|
pit his will force against that of the attacker. In such a circumstance
|
|
two things can happen. #1.) the contact will be broken. #2.) The flow
|
|
of energy goes towards the strongest will force. A person can syphon/give
|
|
energy from up to a distance of 1 foot per level of magic use.
|
|
|
|
END OF LESSON #2
|
|
--------------------------------------------------------------------------------
|
|
|
|
----------------------------Master Apprentice-----------------------------------
|
|
|
|
MINIMUM TIME:400-(Intelligence X 10) Days
|
|
LEVEL: Master Apprentice
|
|
|
|
LESSON #3: FUNDAMENTAL:
|
|
-----------------------
|
|
Many structures tend to gain standard energy pockets over time, especially
|
|
matter and plant life. This energy can be tapped.
|
|
|
|
MAGIC LESSON/TASK #3:
|
|
=====================
|
|
DRAWING RITUAL: This ritual is optional. The wizard who is training the
|
|
apprentice must make it known, that this ritual is extremely dangerous and
|
|
has a high amount of people who end up either dead, insane, or maimed. If you
|
|
wish to attempt this ritual then you will most likely excell beyond the common
|
|
mage. If you do not attempt it. You will still make a good living. The choice
|
|
is yours.
|
|
|
|
LEARNING THE DRAWING RITUAL: By use of mind intent the caster opens a small
|
|
access portal to the Negative material plane, and the positive material plane.
|
|
Then he/she inserts his/her hands in the portals. This is in effect like turning
|
|
yourself into a battery. If the person learns how to do this...he/she can
|
|
regain 5 spell points per hour(1 TURN) of performing this ritual. The only time
|
|
it is extremely dangerous is on the first attempt. After that, there is a 5%
|
|
chance per usage that a Negative Material Plane being will enter the plane of
|
|
the caster through the portal.
|
|
|
|
Chance of success= Intelligence + Constitution + Wisdom%
|
|
|
|
If failure consult this table
|
|
|
|
%percentile | Result
|
|
================================================================================
|
|
01-10 | Is pulled into the Negative Material plane..never heard from
|
|
| again.
|
|
11-30 | Turns pale and dies on the spot.
|
|
31-40 | Survives, but is dreadfully wounded... permanent loss of 5
|
|
| Constitution points( Recalculate MSP & RRSP)
|
|
41-50 | Major Insanity sets in....(DM be creative in determining type
|
|
| of insanity)
|
|
51-70 | Minor Insanity sets in " "
|
|
71-90 | Not sure what happened...maybe it will manifest at a later date.
|
|
| (DM think of something that could result. Preferably horrifying)
|
|
91+ | No ILL Effects.
|
|
================================================================================
|
|
|
|
This can be attempted more than once.
|
|
|
|
END OF LESSON #3
|
|
--------------------------------------------------------------------------------
|
|
|
|
|
|
+============================================+
|
|
| T A B L E S |
|
|
+============================================+
|
|
|
|
TABLE I. - Over Casting:
|
|
------------------------
|
|
|
|
|
|
|
%HP USED V | -> percentile 0-50| 51-75 | 76+
|
|
================================================================================
|
|
0 - 20 | Mild Headache | Hands shaking | Feel Feint
|
|
21 - 40 | Severe Headache | Occasional | Feint for 1d4 rounds
|
|
| | Convulsions |
|
|
41 - 50 | Migraine Headache |Convulse every 2rnd| Feint for 2d4 rounds
|
|
51 - 90 | Very Ill |-1 CON, -1 INT Perm| Black out 1d4 hours(turns)
|
|
91 - 99 | COMA | COMA | COMA
|
|
100 | DEATH | COMA | Become a Ghoul
|
|
================================================================================
|
|
|
|
|
|
TABLE II. - TOO MUCH POWER:
|
|
---------------------------
|
|
|
|
Consult this table if player stores more than MAX SPELL POINTS
|
|
|
|
%over norm MSP| Result | Permanent Damage
|
|
================================================================================
|
|
1 - 20 | Headache | None
|
|
21 - 50 | Nauseas, fell organs | -1 CON, (-1 HP/ROUND)
|
|
| Tearing |
|
|
51 - 75 | Feint, feel veins burstin| -1 CON, -1 INT (-2 HP/ROUND)
|
|
76 - 80 | " "| -1 CON, -1 INT (-3 HP/ROUND)
|
|
81 - 90 | Veins visably bursting | -2 CON, -1 INT (-1d4+4 HP/ROUND)
|
|
91 - 95 | Organs exploding | -4 CON, -3 INT (-3d6 HP/ROUND)
|
|
96 - 98 | Organs exploding, skin | -5 CON, -4 INT (-4d6 HP/ROUND)
|
|
| blistering| -3 WIS
|
|
99 - 110 | Organs exploding, skin | -6 CON, -5 INT (-6d6 HP/ROUND)
|
|
| blistering, hair burns | -5 WIS
|
|
111 - 125 | Organs exploding, body | -7 CON, -7 INT (-10d10 HP/ROUND)
|
|
| bursts into flame | -7 WIS
|
|
126+ | Explosion | Non Resurrectably dead!!
|
|
================================================================================
|
|
|
|
INTELLIGENCE LOW:
|
|
if Intelligence drops below 3 then the person is BRAIN DEAD.
|
|
WISDOM LOW:
|
|
if Wisdom drops below 3 then the person is violently insane.
|
|
CONSTITUTION LOW:
|
|
2 CON = Bed ridden
|
|
1 CON = Coma
|
|
0 CON = Dead (Quickly disintigrates)
|
|
|
|
|
|
TABLE III. - Determining Rate of Flow:
|
|
---------------------------------------
|
|
|
|
Rate of flow = .1
|
|
|
|
Modifiers:
|
|
A little vegetation: +.1
|
|
Avg Vegetation: +.5
|
|
A lot of vegetation: +1
|
|
Bare feet on ground: +.1
|
|
Crytalline formations: +1
|
|
Opposite alignment temple: -1
|
|
Same alignment temple: +2
|
|
Differing alignment but not opposite: +1
|
|
Permanent Disple magic: Rate = 0
|
|
Vampire's burial room: -2
|
|
Lich's burial room: -3
|
|
Astral Plane: +4
|
|
Negative material plane: -5
|
|
Positive material plane: +5
|
|
|
|
|
|
TABLE IV. - Magic Storage Devices:
|
|
------------------------------------
|
|
|
|
These are common alternative magic items in my campaigns. The main thing to
|
|
remember is to not make them too powerful. They make it possible for a low level
|
|
magic-user to have access to a lot of spell points. So make them rare enough to
|
|
where they are just back-up. Another thing. The person must know how to direct
|
|
spell points(channel magic) in order to recharge the device.
|
|
The devices usually involve a rune or two. Runes are rare, and the secrets
|
|
to runes are guarded more adamantly than spells themselves. Why? Because these
|
|
devices require runes most of the time, and each rune on the device must be
|
|
different from the others. To find instructions explaining how to make a rune
|
|
is a treasure indeed!.
|
|
|
|
NORMAL CAPACITY| OBJECT TYPE | MAX # RUNES | #SP per rune| Max Spell Points
|
|
================================================================================
|
|
2 | Flawd Crystal | 0 | N/A | 2
|
|
10 | Nice Crystal | 0 | N/A | 10
|
|
0 | Ring | 1 | 5 | 5
|
|
0 | Rod | 4 | 5 | 20
|
|
0 | Staff | 10 | 1 | 10
|
|
0 | Amulet | 2 | 5 | 10
|
|
0 | Ear Ring | 1 | 2 | 2
|
|
10 | Crystal Ball | 0 | N/A | 10
|
|
0 | Crystal Ball | 3 | 5 | 15
|
|
| Stand | | |
|
|
0 | Wooden Wand | 5 | 1 | 5
|
|
0 | Metal Wand | 2 | 5 | 10
|
|
0 | Ivory Wand | 3 | 5 | 15
|
|
10 | Crystal Wand | 1 | 10 | 20
|
|
0 | Arm Band | 1 | 5 | 5
|
|
0 | Metal Glove | 1 | 5 | 5
|
|
0 | Dagger | 1 | 5 | 5
|
|
================================================================================
|
|
|
|
Making storage devices....
|
|
Each rune will take the following time to inscribe
|
|
WOOD = 1 day per rune
|
|
Metal = 1 month per rune
|
|
Ivory = 1 Week per rune
|
|
Crystal= 4 months per rune
|
|
|
|
|
|
TABLE V. - Godlike powers (NOTE: you don't have to use anything you
|
|
don't want to. Don't worry about rules lawyers.)
|
|
|
|
Power Name | Effect | Spell Point Cost
|
|
================================================================================
|
|
Birth | This is when the diety is born, or revived | 2000
|
|
Make Body | This allows the diety to take physical form | 10000
|
|
| once this body exists a new one does not have|
|
|
| to be made unless the old one is destroyed |
|
|
Grant Spell| Emplant a spell in clerics head. | 10 * spell level
|
|
Grant Power| Give spell points to a cleric. | 5 / spell point
|
|
================================================================================
|
|
|
|
|
|
|
|
--------------------------------------------------------------------------------
|
|
|
|
|
|
___ _____ _____ __ __ ___
|
|
/ __\ | __ / | ___/ | | | | / __\
|
|
\ \ | \// | |_ | | | | \ \
|
|
\ \ | / | _| | | | | \ \
|
|
__\ \ | | | |__ | |__ | |__ __\ \
|
|
\___/ |_| |____\ |_____||_____|\___/
|
|
|
|
|
|
|
|
____________
|
|
| |
|
|
| CANTRIPS:|
|
|
|__________|
|
|
|
|
|
|
|
|
STINGER: Cause 1 point of stinging damaghe to target within 10'
|
|
|
|
OBSCENITY: Causes target to shout a short obscenity.
|
|
|
|
POP-TOSS(By David Gery): This is the reverse of present...rather than pulling
|
|
something to you. You push it away.
|
|
CUP SPRAY(By David Gery): This allows you to cause the contents of a cup or jar
|
|
to spray outwards from you..up to 6' away.
|
|
FLAGELATE: Self explanatory *grin* works well with belch.
|
|
|
|
|
|
_____________
|
|
| |
|
|
| 3rd Level:|
|
|
|___________|
|
|
|
|
|
|
CATALYST BOLT:
|
|
Level: 3rd CASTING TIME: 1 segment
|
|
Range: 10' + casters level Target: 1 target
|
|
----------------------------------------------------------------------------
|
|
The caste fires a green glowing energy bolt at the target. The target must
|
|
save vs. magic or be automatically hit. The spell does 2d4 damage.
|
|
Each round there after the target must make a saving throw. If the target
|
|
makes a saving throw...then the spell ends. If the target fails its saving
|
|
throw, takes 1-2 points of green fire damage and loses 5 spell points. This
|
|
spell is fueled by the target's own spell points. If the target reached
|
|
0 spell points then the spell ends.
|
|
----------------------------------------------------------------------------
|
|
|
|
_____________
|
|
| |
|
|
| 4th Level:|
|
|
|___________|
|
|
|
|
|
|
HOST OFFERING: (the blackest and most vile evil magic)
|
|
Level: 4th CASTING TIME: 1 day - (1 hour/ 2 levels of M-U)
|
|
Range: Touch Target: 1 dead humanoid
|
|
Material components: 1 dead humanoid, preferably fresh and without severe
|
|
body damage. 1 hit point worth of blood from a self inflicted
|
|
wound.
|
|
--------------------------------------------------------------------------------
|
|
The caster approaches the dead body while pronouncing an incantation
|
|
to an evil deity. The caster stores 10 spell points in the body. Then the caster
|
|
chants some more and promises great destruction in return for the deities help.
|
|
Then the caster empties the blood into the mouth of the body. Final the caster
|
|
invites an astral entity to inhabit the body. The caster then gives a gift of
|
|
5 spell points to the evil deity. The total spell point cost for this spell is
|
|
35 spell points. The entity will then inhabit the body, and will have all the
|
|
attributes of the host body except for what follows.
|
|
Hit Dice: 1 / # of Attacks: 1 / Damage attack: as host / 10 spell point max
|
|
STR: hosts INT: 6 WIS: 6 DEX: hosts CON: Hosts CHR:5 COM:hosts
|
|
-1 per day
|
|
WILL FORCE: 12
|
|
|
|
The entity can cast the following spells:
|
|
Stinger(cantrip), Present(cantrip), Obscenity(cantrip), fire finger(cantrip),
|
|
and burning hands(1st).
|
|
NOTE: The entity will practice psychic vampirism when possible. It can steal
|
|
2 spell points per hour of contact, or 1 spell point per hour if within
|
|
5' of victim.
|
|
|
|
The host will serve the caster as long as they are given 1 spell point per day.
|
|
They automatically use 1 spell point per day to stay alive. They will die
|
|
when either they reach 0 hit points, or they reach 0 spell points. They will
|
|
also slowly decay.
|
|
--------------------------------------------------------------------------------
|
|
|
|
Well that's it for this system. If you have any suggestions, flames,
|
|
comments....send them to STU521530304@WSC.COLORADO.EDU
|
|
|
|
|
|
Deva Winblood(Dayva Winblood)- STU521530304@WSC.COLORADO.EDU
|
|
VIE_MANAGER@WSC.COLORADO.EDU
|
|
DWINBLOO@HEARTLAND.BRADLEY.EDU
|
|
BG556@CLEVELAND.FREENET.EDU
|
|
DEVAWD@IDS.NET
|
|
|
|
|
|
|
|
---------------------------------CUT HERE---------------------------------------
|