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I have left the old magic system of AD&D far behind, and
replaced it with what you see below. I would be very interested in comments
on the system, as I have had little time to play test it. For the moment
if you E-mail me with any comment at dm@guyendor.co.uk,
and put Magic System in the subject I will be able to get back to you as
soon as possible. Eventually I want to get a bulletin board up and running,
so that I don't answer the same question too many times.
Thanks Guy.
This is a points based magic system written specifically for
AD&D, but it may be possible, with a few alterations, to fit it into
almost any system. The idea is to give the wizard the ability to design
his/her own spells, whilst still giving the system as much structure as
possible. At the beginning of the game a first level mage starts with his
intelligence x 2 spell points. These spell points are used to buy magic
pools and also to cast the spells later. There are 12 spell pools which
a wizard can purchase at the cost of 2 points for the first, 4 points for
the second, 6 for the third, 8 for the fourth and so on. Once a pool has
been bought the wizard loses those points permanently, thus giving him
fewer points to cast his spells. This gives the opportunity to have wizards
who have access to many pools but can only cast weak spells, or access
to only a few pools but have much more effective spells. Additional points
are awarded at each gain in level, only the wizards intelligence worth.
Thus a mage with intelligence of 15 would have 30 points to start, then
gain 15 points every level thereafter. The spells themselves are a combination
of the pools, using varying points within each pool. These points may be
regained 1 point per level per hour of uninterrupted sleep. Casting times
are 1 segment for each point used in the spell and ALL spells directed
against a creature or inanimate object will be subject to a saving throw.
If at anytime the mage falls to 0 spell points he will become unconscious.
If the mage should try to overextend himself and be reduced to less than
0 he must make a system shock roll or die. If the mage should happen to
survive this he may gain 1 spell point for every 4 hours. He will remain
unconscious until he reaches 1 spell point. New magic pools take 4 months
of intensive study (i.e. no adventuring) so choose your starting pools
carefully.
Magic Pools
| Duration |
This pool governs the length of time that a spell is in effect, all
mages must have this pool otherwise their spells simply don't work. |
| Spatial |
The Spatial pool has two functions, the first is for the range of the
spell, this can be given as an exact distance but this could lead to inaccurate
targeting of a spell or 'I cast my spell at the minotaur', but this can
lead to a spell caster using more spell points than he/she realized. |
| Time |
The power to manipulate time has obviously powerful implications. As
yet no one has found out how to reverse time but it can be speeded up or
slowed down in a certain area. |
| Fold |
Many think of this as teleportation, it is the ability to link two
places on the same plane with a gateway. This allows people, items, sound,
light etc. to pass from one place to another. But this power is an expensive
one to use! |
| Phase |
The dimensional equivalent of fold, this allows the caster to link
two places on different planes. Again a powerful and expensive pool to
have. Be warned creating the gate does not always guarantee what comes
through, some protections may be necessary. |
| Heat |
This pool creates heat (or removes it), this allows the mage to set
light to combustibles, freeze liquids or cause damage to an enemy (remember
though no spell pool may be cast within a living being except duration,
spatial, time, magical and physical enhancements). |
| Water |
This simply produces or removes a quantity of water from or to the
elemental plane of water. |
| Air |
Again this pool can create or remove air, it also has the ability to
produce moving air (at extra cost) and thus can be used to move objects.
A seond use of this pool is to create sound, very useful for illusions. |
| Earth |
This, of course, produces or removes earth or stone, thus it is able
to create new tunnels or block off old ones. Another use that has been
found is to create stone armour - heavy but effective. |
| Light |
Light has two main function, it can create a heatless light source
or can manipulate light to create illusions. This does of course include
the ability to bend light around a subject to make them invisible. |
| Physical
Enhancement |
The ability to enhance ones, or a colleagues, physical attributes is
a great one. This allows a mage to give a warrior that 19 strength he always
craved for. |
| Magical
Enhancement |
This, in game terms, affects saving throws. As every creature in the
area of effect of a spell gets a saving throw - whether they want it or
not - this will enable the recipient to be either made more immune
or more vulnerable. - Note later on that this pool is also used for detecting
magic. |
None of the above magic pools will work inside a living organism, with
the exceptions of Physical Enhancement, Magical Enhancement, Duration,
Spatial, and Time.
Thus an area of heat could not be created inside a human heart!!

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