Magic-Users (Wizards) start off just as they are described in the Labyrinth Lord book. They are Human and their Prime Requisite is Intelligence. They cannot wear any armor and the only weapons they can use are daggers, slings, darts and staffs. They can cast spells beginning at Level One, but they cast spells by using their pool of Magic Points. They use the Savings Throws as listed in Labyrinth Lord, BUT they use the Level Progression XP chart from the Rules Cyclopedia!
Magic-Users can cast spells, of course. They also have a chance of knowing esoteric bits of knowledge due to their diligent studies. In addition to this, they can create scrolls, but these are expensive to make and require long periods of time to craft.
SPELLBOOKS
All Magic-Users MUST have a spellbook containing all the spells that they know. They do NOT have to study every day, but it is assumed that they look over their notes at least twice a month in an attempt to avoid catastrophic spell failures (see below).
Magic-Users start with READ MAGIC, 2 1st level spells and 1 2nd level spell + Int Bonus. Example: Wizard has +3 Intelligence bonus, can start with 3 extra 1st level spells OR 1 1st and 1 2nd level spell OR 1 3rd level spell.
If a Magic-User loses his Spellbook, he then suffers a -4 penalty to ALL spell casting until it is replaced. Also, the Magic-User cannot scribe spell scrolls (see below).
A Magic-User can rewrite his Spellbook from memory. The Magic-User has a window of time to begin this process before he starts to forget fine details of his magical formulae. The Magic-User's Intelligence score is equal to the number of days in which he must begin this process.
So, a Magic-User with a 15 Intelligence must begin rewriting his spellbook in 15 days, or there is a chance of learning contaminated formulae.
To successfully rewrite spells of the Magic-User's Level or below, roll your Intelligence or lower on 1d20.
To successfully rewrite spells of a level higher than the Magic-User's Level, roll your Intelligence or lower on 2d12.
Success means that you have successfully remembered and transcribed all the formulas related to that spell and may continue to cast it with no extra penalties.
Failure means that you have made some small but vital errors, and all castings of the spell are performed at a -8.
ADDING SPELLS TO A SPELLBOOK
A Magic-User can copy new spells into his Spellbook, new pages magically appear as needed. Spells can be copied from other Wizards' spellbooks or from scrolls. Either source requires a Read Magic Spell.
To copy a new spell into a Spellbook, a Magic-User must copy it from a Scroll or a Spellbook. To properly copy the complex formulae and charts, the Magic-User must spend 1 Day/Spell Level, then roll d100 according to their Intelligence. If the Magic-User is the same level as the Spell being learned, use the % on the chart below. If the Magic-User is higher level than the Spell, add 10% for every level difference. If the Magic-User is lower level than the Spell, subtract 10% for every level difference.
Example: A 4th Level Magic-User with a 16 Intelligence wants to copy 3 spells from a Spellbook: a 2nd Level Spell, a 4th Level Spell, and a 6th Level Spell.
To Learn the 4th Level Spell, the Magic-User must spend 4 days copying it, then roll 65 or less on d100.
To learn the 2nd Level Spell, the Magic-User only needs to spend 2 days copying but must roll an 85 or less on d100.
To learn the 6th Level Spell, the Magic-User must spend 6 days copying it and roll a 45 or less on d100.
Whether the Magic-User succeeds or fails, once this attempt is finished, the formula for the spell vanishes from the Scroll, having been "absorbed" by the new Spellbook.
If the Magic-User fails, the spell still vanishes from the Scroll and cannot be used by anyone else, but the writing remains in a Spellbook, though the Magic-User can never use this formula. The Magic-User must find another written copy of the spell to try again.
SPELLCASTING
Magic-Users have a pool of Spell Points. To begin, they have 1 Spell Point for being Level 1, plus 1 Spell Point equal to their Intelligence Bonus.
So a First Level Magic-User with a 17 Intelligence (+2 Bonus) would have a total of 3 Magic Points. When that Magic-User reaches Level 2, his pool of Spell Points will increase by 4 (2 points for reaching Level 2 plus 2 more points for his Intelligence Bonus). This gives the Magic-User a total of 7 Spell Points.
When a Magic-User casts a spell, they must use Spell Points to attempt the casting. The Spell Level determines the number of points that are required to cast it. It costs 1 Spell Point to cast a First Level Spell, but it costs 2 Points to cast a Second Level Spell, and so on.
Magic does NOT automatically work in Leauvalar. Magic-Users who cast a spell must roll 1d20 to see if the spell is cast successfully.
A Magic-User can cast a Spell of his/her own level by rolling 15 or higher. So, a First Level Magic-User who wants to cast a First Level Spell must roll a 15 or higher on a d20. Rolling a natural 20 can yield exceptional results; while rolling below your target number means the spell fails.
Why? Who knows? Magic is strange and wild, ebbing and flowing across the lands like ocean waves. Some speculate it is some sort of living essence and may have a will of its own. Perhaps it is simply manipulated by fickle and petty Gods. However you feel about it, Magic is the Force that Mortals Were Not Meant To Know and Magic-Users are basically playing with plutonium.
If a Magic-User rolls a 1, they must roll on the Magical Failure Chart below.
Suppose that same First Level Magic-User wanted to cast a Second or Third Level Spell. First of all, they cost more points, of course. Then, any spell that is a higher level than the Magic-User attempting to cast it, requires a higher target number.
The First Level Magic-User who tries to roll a Second Level Spell must roll a 16 or higher. To cast a Third Level Spell, he/she must roll a 17 or higher. This continues with spells of even higher level.
Once that Magic-User gains Second Level, the spellcasting becomes easier. Now he must roll 15 to cast a Second Level spell, and only needs a 14 to cast any First Level Spell.
TO CAST A SPELL
Roll the d20, add your Intelligence Bonus. If this number is equal to or higher than your Target Number, then you successfully cast your spell!
For example, let's use our First Level Magic-User with the 17 Intelligence. This Magic-User wants to cast a First Level Spell. The Magic-User rolls a d20, gets a 13, then adds his +2 Intelligence Bonus for a total of 15, which means a success!
Use this handy chart:
REPLENISHING SPELL POINTS
Spell Points are renewed with a good night's rest (approx. 8 hours).
MAGICAL FAILURE CHART
(IF CASTING ROLL IS SPELL LEVEL OR LESS, ROLL 1D20 FOR EXTENT OF FAILURE)
01-Spell explodes-1d6/per intended spell level to all creatures within 10’ per caster level
(Save Vs Magic for ½ Dam)
02-Caster polymorphed into a 1=toad, 2=slug, 3=dung beetle, 4=hermit crab
03-Caster takes 1d6 Dam/spell level (Save Vs Magic for ½ Dam)
04-All nearby non-magical metal melts—INCLUDING GOLD!
05-Random Weird Shit
06-Orb of Darkness engulfs Party & lasts 1 Turn per Caster Level
07-Orb of Darkness engulfs Party & lasts 1 Round per Caster Level
08-Bizarre Gravity- EVEN=Heavy (Move 1/2ed & Dam x2), ODD= Light (Move x2 & Dam 1/2ed) area 10ft/Spell Level
09-Caster emits Blinding Light, Blindness last 1 Turn/Caster Level
10- Caster emits Blinding Light, Blindness last 1 Round/Caster Level
11-Spell is weak; ½ Dam/Effect
12-Spell is strong. Dam/Effect x2
13-Right Spell, wrong target (pick random target)
14-Wrong spell-all Enemies within 10’/Caster Level gain 1HP/Caster Level
15-Local Earthquake-all creatures within 10’/Caster Level suffer 1d8 Dam from falling rocks
16-Caster Stunned for 1 Round/Spell Level—CON check (2d12) to resist
17-Spell hits Caster’s nearest Ally
18-Spell hits Caster instead of intended target
19-Caster is weak, -4 to STR for 1 Round/Spell Level—STR check (2d12) to resist
20-Different Random Spell is cast
#Roll your Ability Score or lower on 2d12
ARCANE KNOWLEDGE
A Magic-User can try to determine the magical nature of Magical Architecture (Doorways, Pillars, etc); or guess how to use Arcane Machinery or Infernal Devices (things too large to plunder). This can also be used to Identify Magical Rites/Rituals or possibly identify Magical Monsters.
To do this, the Magic-User must roll their Intelligence score or Lower on 2d12.
SCROLL SCRIBING
A Magic-User can write scrolls from the magic spells in their spellbook. If their spellbook is lost, they CANNOT scribe scrolls until it is replaced. This costs 500gp (in materials) AND 1 week of in-game time AND the daily spell points it would cost to cast the spell per spell level.
So, to compose a scroll with one 1st level spell would take 1 week, 1 spell point and 500gp. To compose a scroll with 2 1st level spells would take 2 weeks, 2 spell points and 1000gp. A scroll with 1 1st level spell, 1 2nd level spell would cost 3 weeks, 3 spell points and 1,500 gp.
IMPROVED ABILITIES
Every time you achieve a Level where your Saving Throws improve, you may select 1 of the Improved Combat Abilities listed on the Combat Page.
MAGIC-USER STARTER PACK
Spellbook
1 Staff OR
Backpack
Wineskin
Tinderbox
Lantern & Oil
Tools (parchment, ink, quill)
3d6 Gold





No comments:
Post a Comment