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Duration, Spatial,Time, Fold, Phase, Heat, Water, Air, Earth, Light, Physical Enhancement, Magical Enhancement

This section gives the nitty gritty of spell costs. These figures are changing as people try out different spell ideas and we find that either the cost is too high or too low. Whilst I've had no-one yet create new pools there is no reason why more could not be developed. DM's must be wary, however, as the potential to unbalance the game is great and caution must be exercised.

Thanks Guy.

 
Magic Pools
 
Duration

If no points are spent in this pool then the spell does not exist - hence every mage must know this pool to be able to cast spells.
 
 
DURATION
COST
1 segment
(6 seconds)
1 point
5 segments
(30 seconds)
2 points
1 round
(1 minute)
3 points
5 rounds
(5 minutes)
4 points
1 turn
(10 minutes)
5 points
3 turns
(30 minutes)
6 points
1 hour
7 points
3 hours
8 points
6 hours
9 points
12 hours
10 points
1 day
11 points
3 days
12 points
1 week
13 points
2 weeks
14 points
4 weeks
15 points

Each 4 week period costs 15 points, hence a year would be 195 points!!!

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Time

This pool is used to speed or slow down the time flow in a given area. You can halve the speed of time by spending 2 points, slow it to a third with 3 points or quarter it by spending 4 points etc. In theory it is possible to bring time to a standstill, but because a duration and area of effect are needed, this can become very expensive.

Time can also be used to speed things up using similar ratios: 2 points to double it, 3 to treble it etc.

In addition 2 points must be spent to access the pool every time it is used.

NB Spell durations are relative to the caster at the time of casting. So if a mage casts a slow spell on himself before casting any other spells, he effectively lengthens the duration of the rest.

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Heat

To cast the element of fire it costs 2 points, then you have to add for the intensity as well as the normal range, area of effect, etc. If you are aiming to do damage, then the cost is 1 point per point of damage (this is not shared, but everyone in the spells area will suffer the all the damage unless they make a saving throw). If your aim is just to raise the local temperature, then the cost is 1 point per 5o C.

Of course, the heat pool also allows you to reduce the temperature using the same cost.

The heat created by this pool doesn't just disappear at the end of the duration, but dissipates naturally.

NB Whilst this is probably the most offensive spell this pool may not be cast 'on' someone it must be cast into an area.

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Air

To cast the element of air it costs 2 points. this allows the caster to create or remove a quantity of air.

When creating the air the caster can hold it together in any shape required during the duration of the spell - at which point it then dissipates like normal air.

When removing air, none of the element may enter the area if effect during the spell, however, anything else may. So if the spell were to be cast 100 feet above ground a pocket vacuum would be formed.

In addition the caster could create moving air (wind), this is the basis of many telekinesis type spells, and an additional cost of 1 point per 25lb, or part there of, to be moved. This movement can be in any direction, including upwards, with speed of 10 feet per minute. The speed may be increased by spending multiple amounts of the original cost of this specific pool. E.g. A 50lb object would cost 6 points to move 20 feet per minute (plus addition costs for area of effect and range).

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Light

As the name would suggest, this pool gives the caster the ability to create a light source. The table below is a suggestion of the amount of light the spell could create or remove.
 
LIGHT INTENSITY
COST
Glow
1 point
Fire Light
2 points
Torch
3 points
Lantern
5 points
Daylight
8 points
Blinding
10 points

These are only guidelines and the caster should give a number of points placed in this spell to show the intensity.

There is a second use for this pool, and that is the ability to bend light. This enables the caster to create illusions, or make an object invisible. The cost of this is 4 points per object hidden or created and this will last until the spell expires. If the mage wishes the object to move, however, he/she must concentrate on the object during the movement.

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Magical Enhancement

This is one of the few pools which can affect living organisms. It can be used to increase or decrease any of a creatures saving throws (Death magic, Spells, Rod/Staff/Wand, etc.)

The cost of casting this pool is incremental in that to raise (or lower) a saving throw by 1 point it costs on spell point, but to raise it by 2 points it costs 1+2=3 spell points, and by 3 points it costs 1+2+3=6 points etc.

If this pool is part of a spell it takes effect during the casting, therefore the recipient uses the saving throw that the spell would impart if it is successful.

There are a couple of limitation:
1. the entire creature must be affected by the spell, not just a hand or similar.
2. no living, or undead, organism may have more than one spell containing this pool cast upon them at any time. If the recipient of the second such spell fails his/her saving throw then the first spell has been negated, several attributes may be altered within a single spell however.

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Spatial

This pool has two functions:

i. For the range of a spell, this will sometimes be unknown by the caster, and hence can cost an unknown amount.
ii. For the area of effect, without this the spell would not exist. Again a mage must know this pool if he wishes to cast any spells. The areas can be any shape the caster desires, and needn't use the full amount, e.g. a human is roughly 6'x 1.5' x 1' a total volume of 9 cubic feet, this is less than a cubic yard but the caster could make the spell appear only around the target (but not inside).
 
 
RANGE
AREA OF EFFECT
COST
2-D
3-D
1 foot
-
-
1 point
1 yard
1 sq. foot
-
2 points
10 feet
1 sq. yard
1 cubic foot
3 points
10 yards
100 sq. feet
1 cubic yard
4 points
50 yards
100 sq. yards
1000 cubic feet
5 points
100 yards
2500 sq. yards
1000 cubic yards
6 points
500 yards
10000 sq. yards
125000 cubic yards
7 points
1 mile
250000 sq. yards
-
8 points
1 league
(3 miles)
1 sq. mile
-
9 points
5 leagues
-
-
10 points

No one has discovered how to create larger areas and volumes given above (I suggest this is maintained for game balance), but additional range may be attained by adding 10 points for every extra 5 leagues, or part there of.

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Fold

This is the ability to fold space, and therefore join two places, on the same plane, together - effectively a gateway. This pool then forms the basis of teleport spells, summonings and spells such as clairvoyance. The cost of casting this pool is only 4 points, BUT all spatial components (range and area of effect) cost double. Also note there are two ranges needed, one or each end of the gate.

Once a fold spell is in place the caster cannot determine what goes through the gateway, and must therefore take precautions to prevent accidents.

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Phase

This is a very similar pool to fold, but instead of working just on one plane phase links two planes together. Thus it is mainly used for summoning spells, although a 'Knowledge seeking' spell would probably employ this pool.

The basic cost is just 5 points, but again range cost double the listed values and area of effect is trebled!! Only one range is required, however, as the other end of the gate is on a different plane - this implies that one end must be on the same plane as the caster.

In addition ALL mages who have bought this pool will have to use up a non-weapon proficiency in RUNE KNOWLEDGE to enable them to prevent unwanted guests from coming through.

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Water

It costs 2 points to cast the element of water. This pool allows the caster to create water or to remove it.

When creating the water the caster can hold it together in any shape required during the duration of the spell - at which point it doesn't just disappear but then reacts like normal water, running off unless in a container.

When removing water, none of the element may enter the area of effect during the spell, however, anything else may. So if the spell were cast under water a pocket vacuum would be created, if cast on the surface of the sea air would rush in to replace the water - creating a Moses type effect.

In addition the caster could create moving water at an additional cost of 1 point per 25lb, or part there of, to be moved. This movement can be in any direction, including upwards, with speed of 10 feet per minute. The speed may be increased by spending multiple amounts of the original cost of this specific pool. E.g. A 50lb object would cost 6 points to move 20 feet per minute (plus addition costs for area of effect and range). The disadvantage of using water i this way is that it leaves a wet trail.

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Earth

To cast the element of earth it costs 2 points. This will cause either stone or dust, casters choice, to be created or removed.

When creating the stone or dust will take any shape the caster desires but when the duration of the spell ceases the any stone will disintegrate to dust.
 

When removing earth, none of the element may enter the area of effect during the spell, however, anything else may. So if the spell were cast in solid earth a pocket vacuum would be created, but if used to create a tunnel air/water would rush to fill the gap.

It has been known for casters to create armour out of stone, this gives an effective AC of 3, but stone weighs an awful lot and weighs 40 lb per cubic foot (note there are 9 cubic feet in 1 cubic yard).

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Physical Enhancement

This is one of the few pools which can affect living organisms. It can be used to increase or decrease any of a creatures stats (Strength, Wisdom etc.)

The cost of casting this pool is incremental in that to raise (or lower) a stat by 1 point it costs on spell point, but to raise it by 2 points it costs 1+2=3 spell points, and by 3 points it costs 1+2+3=6 points etc.

There are a couple of limitation:
1. the entire creature must be affected by the spell, not just a hand or similar.
2. no living, or undead, organism may have more than one spell containing this pool cast upon them at any time. If the recipient of the second such spell fails his/her saving throw then the first spell has been negated, several attributes may be altered within a single spell however.

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