Spellcasting
A spell is a technique that certain creatures (usually possessing the Spellcasting skill) can use to produce magical effects through special gestures and words. This ability is acquired through study, meditation, and some measure of innate talent. Casting requires the caster to be able to speak and to have at least one empty hand.
A spellcaster can learn a number of spells of their choice equal to their spellcasting bonus. The player chooses his spells on creation and upon each new level. If the PC discovers a grimoire, scroll or tutor while adventuring, he can also swap known spells for new ones when he gains a new level.
Casting spells costs mana points (MP), which is a measure of magical “stamina” of sorts. A spellcaster has a number of MP equal to their spellcasting bonus times 2, but cannot spend more than half their maximum MP on a single spell (round up, minimum 2). MP recovers at a rate similar to HP. In addition, once a day, a spellcaster may recover 10% of the maximum MP (round up) in one hour of study or meditation. To recover any MP, the spellcaster must possess his own grimoire or magic symbol (creating or consecrating a new one takes one day per spellcaster level).
An unwilling target of certain spells can ignore some or all of the effects with a saving throw (representing dodging or enduring the spell, or sheer luck), if explicitly described in the spells.
Being reduced to zero MP has dangerous effects. [Magic mishap table to be added]
Spells from other books and games
In this game, spells have no levels. If you are using spells from other books, a spell costs 2 MP per spell level to cast. Optional rule: if the spell in question becomes more powerful with caster level, the cost is equal to the caster’s level instead, but the caster may choose to cast it as a spellcaster of lower level to save MP (which cannot be smaller than the original cost). For example, a 5th-level caster uses 6 MP to cast a 5d6 fireball, but a 10th-level caster can cast a 10d6 fireball for 10 MP or a 7d6 fireball for 7 MP and so on.
---
- Make first-level magic-users a bit more powerful and high-level magic-users a bit less so.
- Get rid of spell levels being separate from the magic-user’s level. For example, Fireball could keep gaining extra damage per magic-user level, but without being a third-level spell, instead being a spell usable at any level. Maybe a few spells like wish should be gatekept as rituals, not sure.
- Get rid of spells lots while we're at it.
- Use "known spells" instead of "memorized spells", perhaps allowing spells to be swapped when you gain a level, with a decent amount of study time, etc., but not letting magic-users choose their spells every day, and greatly reducing the number of spells, so that you can create themed magic-users, for example, one more focused on fire spells, other in healing, and so on.
- Keep the idea that spells get more powerful as the magic-user gets more powerful.
- In fact, 1d6 per caster level sounds good and could be used for fireball, healing, sleep, and even charm.
---
Spells that cause or restore damage take effect immediately and are permanent.
HP affected. Some spells affect a number of HP, which is the total rolled. An affected creature must have current HP equal to or lower than that total. If the target makes a successful save and the spell says “save halves”, the total is halved for that target (rounded up) before comparing.
The expressions "save halves" and "save ignores" mean that a successful save by an unwilling target halves or ignores the effect.
- Charm: one humanoid creature within range, up to a maximum of 1d6 HP per MP spent (save halves), regards the caster as a trusted friend. It won’t act against its own life or its nature, and it can make a new save whenever it is ordered to do something against its interests. After the duration the creature knows it has been charmed.
- Cure Wounds (Range: 0). Heals 1d6 HP+1 per 2 MP spent, up to the target’s max HP.
- Detect Evil Intentions: the caster can “feel” evil intentions of living and undead creatures nearby, but not precise thoughts. The specifics are up to the GM.
- Detect Magic: each nearby item, person or place that is enchanted or currently affected by magic glows faintly.
- Fireball. A burst of flame explodes at a point within range and fills a 20' radius, causing 1d6 damage per MP spent (save halves).
- Light: creates a source of light similar to a torch, without heat. If cast upon an object, it moves with it. If cast upon the eyes of a foe, the target is blinded for a minute (save ignores).
- Magic Missile. One or more (one per 2 MP spent) bolts of force strike targets the caster can see, causing 1d6+1 damage each. The caster divides the dice as they like among the targets, and each target takes the sum of its dice. No attack roll or save is needed.
- Protection from Evil (Range: 0). Gives a target creature +1 to AC and saving throws against evil creatures (e.g., all non-human chaotic creatures). In addition, summoned and artificial creatures (demons, elementals, golems, etc.) cannot touch (even with melee weapons) or possess the target unless the target touches them first (even with melee weapons). Ranged weapons do not affect this limitation either way.
- Resist Cold (Range: 0). The target takes no harm from normal cold (cold weather, etc.) and halves the damage (rounded up) from other cold attacks, including magical ones.
- Resist Fire (Range: 0). The target takes no harm from normal fire (up to a bonfire, but excluding lava, etc.) and halves the damage (rounded up) from other fire attacks and other effects.
- Sleep. All living creatures (not including undead, automatons, elementals and creatures that do not sleep) in a 20' radius fall into a magical sleep, up to a maximum of 1d6 HP per MP spent (save halves). While unconscious they can be easily slain. They wake after one hour, or sooner if wounded or shaken awake.

No comments:
Post a Comment