SPELLS
CLERICS—start with 1 1st level spell + Wis Bonus. Example: Cleric has +3 Wisdom bonus, can start with 3 extra 1st level spells OR 1 1st and 1 2nd level spell, OR 1 3rd level spell.
WIZARDS/ELFS—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.
Spells are cast with Spell Points. Clerics start with one point + 1 point = to Wis Bonus. Wizards and Elfs start with 1 + 1 point = to Int Bonus. Upon gaining a level you gain more points equal to the new level + Wis/Int Bonus.
Example: Wizard has +3 Int, starts at Level 1 with 4 Magic Points (1 for 1st Level + 3 for Int Bonus). Upon reaching Level 2, gains 5 more Magic Points (2 for 2nd Level + 3 for Int Bonus). 4 points from 1st Level + 5 points from 2nd Level = 9 Magic Points Total.
To cast a spell, you must spend Magic Points = to the Spell Level. So a 2nd Level spell costs 2 Magic Points to cast. Then, you must make a Cast Roll, similar to an Attack Roll, to determine the success of the attempt to cast the spell. Firing an arrow is not an automatic hit; neither is casting a magic spell.
If the spell is the same level as the caster (ex: A 3rd level Wizard casting a 3rd Level spell) the player needs to roll a 15 or greater (add applicable ability bonus). The target number increases for higher lever spells (ex: A 3rd Level Wizard casting a 5th Level spell must roll a 17). It also decreases for lower level spells (ex: A 3rd Level Wizard casting a 1st Level spell only needs to roll a 13). A success yields typical/expected results; a natural 20 brings exceptional results. A failure could simply mean that the Magic Points were wasted and nothing happens; but a natural 1 brings unexpected disastrous results!
Rolling a 20 ALWAYS means success, and 1 ALWAYS means failure, no matter the level of the caster or the spell attempted.
This Casting Roll also applies to scrolls and magical devices like wands, staffs, or rods; however using these items does NOT cost the PCs Magic Points.
REPLENISHING SPELL POINTS
Spell Points are renewed with a good night's rest (approx. 8 hours) for Elves and Magic-Users, OR with approx. 1 hour of diligent prayers and rituals for Clerics.
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
CLERIC FAILURE CHART
(ROLLED 1 ON SPELLCASTING OR TURNING UNDEAD, ROLL 1D8 FOR EXTENT OF FAILURE)
8—Suffer from doubt, Cleric gains -1 Penalty to the failed ability for 24 hours
7— Suffer from doubt, Cleric gains -1 Penalty to the failed ability until absolved by Superior Cleric
6— Lose that ability (whichever ability failed, Spellcasting OR Turning) until absolved by
5—Lose that ability for 24 hours x PC Level (whichever ability failed, Spellcasting OR Turning)
4— Lose all Cleric Abilities until donate to Church (PC Level x500gp)
3— Lose all Cleric Abilities until donate to Church (PC Level x500gp) and absolved by Superior Cleric*
2— Lose all Cleric Abilities until donate to Church (PC Level x1000gp) and perform rituals in local shrine/church for 3d6 days to reconnect with god*
1— Lose all Cleric Abilities until donate to Church (PC Level x1000gp) and must go on religious retreat in the wild for 3d8 days, then make WIS check# to reconnect with god*
*Failure means abandon Cleric class, become another class
#Roll your Wisdom Score or lower on 2d12
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 and 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.
LEARNING SPELLS FOR ELVES
Elves do NOT have to copy their spells into a Spellbook to use them. However, they should keep a list of Spells that they know.
To learn a new spell, an Elf must study from a Scroll or a Spellbook. This requires a Read Magic Spell.
The Elf must study 1 Day/Spell Level, then roll d100 according to their Intelligence. If the Elf is the same level as the Spell being learned, use the % on the chart above. If the Elf is higher level than the Spell, add 10% for every level difference. If the Elf is lower level than the Spell, subtract 10% for every level difference.
Example: A4th Level Elf with a 16 Intelligence wants to learn 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 Elf must spend 4 days studying it, then roll 65 or less on d100.
To learn the 2nd Level Spell, the Elf only needs to spend 2 days studying but must roll an 85 or less on d100.
To learn the 6th Level Spell, the Elf must spend 6 days studying it and roll a 45 or less on d100.
Whether the Elf succeeds or fails, once this attempt is finished, the formula for the spell vanishes from the Scroll, having been "absorbed" by the Elf. The Spell remains in a Spellbook.
If the Elf fails, the spell still vanishes from a Scroll and cannot be used by anyone else; while the spell in a Spellbook seems to "turn invisible" and can never again be seen by that Elf. The Elf must find another written copy of the spell to try again.
Certain magical spell or effects (like an Amnesia spell for instance) CAN erase a spell from an Elf's mind, requiring them to re-learn the spell.


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