Spell Casting System
To a large degree the driving force behind the creation of this game is a dissatisfaction with how magic use is dealt with in the standard games. Separate categories of wizard spells, cleric spells, and bard spells used in other game systems are not applicable. There is only one type of Magic and it is broken into 27 paths. The ability to cast spells in each path must be purchased separately with an initial cost of 6 skill points to gain the first rank of casting ability in that path (5 points background schooling plus 1 point for the first rank). Thereafter additional ranks are purchased in each path individually as each path is considered to be a separate skill. Spells are organized into five broad groups by the complexity and power of their effects. The more powerful the spell the more difficult it is to cast. These groups are from the simplest to most complex: as Minor, Low, Middle, High, and Great Magic. Spells may either be learned from written materials or research or the spell caster may attempt to cast a free form spell. Written spell are easier to cast as their details have been worked out over a long course of time. Free form spells are more difficult to cast as they are essentially designed on the fly by the caster. After purchasing a particular spell path, individual spells would still need to be found, researched, or purchased during the course of the adventures, but would not cost individual skill points. Spell casting ability also gives the character the ability to use magic items restricted to spell casters. During character creation when a magic path is purchased the character gains detect magic. In addition, unless determined otherwise by the gamemaster a newly created character learns all minor magic spells belonging to that path, plus 1d4 randomly rolled minor magic spells from paths. If a spell is rolled twice, the character simply loses that roll, the duplicated spell roll is not replaced by an additional roll.. The character will also gain a 1d4 +2 low magic spells selected by the player and gamemaster in that spell path There will be no check required to learn a spell. Spell casting can potentially be interrupted by injury during casting, by magical effects that are in place, such as silence, or countered by ongoing counter effects, etc. A character may cast any spell he knows at any time. There is no limit to the number of spells, nor of the power of spells a character may cast per day. Each time a character casts a spell, he must roll a check versus a target number. When casting a spell the character rolls 1d20 + ranks in that spell path + rating in linked attribute + miscellaneous modifiers versus a target number. If the character has a mundane skill directly related to the spell being cast he can add 1/2 his ranks in that mundane skill, rounded down, as a miscellaneous bonus to his spell casting attempt. The gamemaster will determine if a free form spell is viable and assign the appropriate target number based upon complexity and power of the spell. If this roll is greater than or equal to the target number the spell is cast successfully. The target may still get a saving throw to counter or limit the effects of the spell. If the target number is not reached, or if the test roll is 2 or less on the d20, the spell fails and causes the spell to backlash against the caster. A spell caster may suffer only a limited number of backlashes per day before he loses the ability to cast additional spells for the day. In addition the caster will fall unconscious for ten minutes when dealt his final backlash for the day. The total number of backlashes a character may suffer per day is equal to whatever the highest number of ranks he has in any spell path to a maximum of 5. Spell paths Listed below are the 27 spell paths available to characters in the game. Each path contains both a listing of suggested spells with descriptions and a general description of the types of spells found in that path. Specific spells may be found in more than one path. Characters may create their own magic path with the approval of the gamemaster, but with the restriction that a path of combat magic path may not be created containing a large number of combat spells. For each path of magic there are core concepts of that magic path. Spells that fit these concepts may be considered to belong to that magic path.. Characters may attempt to cast any specific written spell they know versus a set target number depending on their difficulty and power. If the character wants to create an effect for which he does not have a specific spell, but has the appropriate path, he may attempt to cast a free form spell against a higher target number to achieve the effect. Air:
Spell effects dealing with the air, effects that alter the weather or that
have weather-like effects. It
includes effects like wind and airy water.
(will)
Alteration:
Spell effects that allow the caster to alter the shape of a non-living object to
a different form and spell effects that allow the caster to change the
material make-up or state of one creature or object to another substance.
Examples include petrify, lead to gold, etc. (intelligence)
Animal
Magic: Spell effects that are related to animals and animal-like
creatures. (charisma)
Arcana:
Spell abilities central to the concepts of magic including detect
magic, identify magic, dispel magic, persistence, permanency, and
desperation. (any)
Bless:
Spell effects that remove the effects of any malign spell or affliction,
such as curse, geis, hypnosis, or similar effects, from an individual.
It may also be used to counter the abilities and powers of the
undead, or damage or destroy undead creatures.
(will)
Charm:
All charm-like effects that affect the mental state of living things of
animal or greater intelligence, such as charm person, sleep, hypnosis, and
hold. Some spells in the
school must be sung voice or played on a musical instrument. (charisma)
Cold:
Spell effects dealing with cold, ice, and freezing.
(will)
Conjure:
Spell effects that allow the caster to create a specific magical
effect affecting an individual, group of individuals, or an area and spell
effects that allow the caster to create with magical energy a material
object. Examples
include effects like levitate, fly, climb, create water, magic rope, etc.
(charisma)
Despoil:
Spell effects that despoil, debase, or corrupt an area, object, or being.
Other spell effects that include miscellaneous effects that are
generally considered evil in nature. (will)
Dimension:
Spell effects that allow travel to, travel
within, and communication with other planes of existence or to other
places on the same plane of existence.
It also includes effected related to the dimension of time.
It includes effects such as magical gates and astral projection,
and temporal stasis. (intelligence)
Divination:
Spell effects that allow the caster to learn information about a
particular object, place, area or individual.
It includes spell effects such as: scrying, detect invisibility,
commune, and find object. These
spells does not allow prediction of future events as the future is not
predetermined. (intelligence)
Earth:
Spell effects dealing with earth, rock, or minerals. It includes effects like dig and earthquake.
(will)
Energy: Spell
effects dealing with electricity, force, and similar miscellaneous
effects. Examples include
manna bolts, bioelectricity, lightning, and force domes.
(will)
Fire:
Spell effects dealing with fire and heat.
It Includes effects like ignite and incinerate.
(will)
Heal:
Spell effects that repair physical damage to a person or creatures body.
It includes repairing broken bones, burns, wounds.
It may also be used to cleanse an individual or creatures body of
disease, poisons, chemicals, or infestations.
At higher target numbers it can restore youth, regenerate lost
limbs or organs. (will)
Illusion:
Spell effects related to illusions, the manipulations of light and shadow.
Simple illusions with only a single effect, like optical or sound
components are simple to cast. Complex illusions containing tactile sensations, odors,
motion, and complexes of all of the above are more difficult to cast.
(perception)
Letters:
Spell effects that involve writing, copying, dictation, and illustration
and spell effects that allows the recipient to speak, understand, read or
write unknown languages. In
addition it includes spells that allow communication with creatures,
plants, and speak with dead. (intelligence)
Light:
All spell effects that generate or suppress light. These effects range from simple flashes, temporary
illuminations, darkness, continual light, color and more powerful effects
that cause psychological or physical damage to living things, undead, or
objects. (charisma)
Necromancy:
Spell effects related to the dead, death, and creating or controlling
undead creatures and beings. (will)
Plant
Magic: Spell effects that are related to plants and plant-like
creatures. (charisma)
Polymorph:
Spell effects that allow the caster to alter the physical shape of himself, or
another creature, plant, or monster to a different form, to alter the
abilities of himself or another creature or monster to enable them
to adapt to a different environment.
(intelligence)
Protection:
Spell effects that protect an individual or group from a specific
creatures or monsters, type of creature or monster, a naturally occurring
phenomena, or to resist a specific magical effect. The greater the amount
of resistance or protection, the more difficult the casting. .
Examples include Protection from mosquitoes, protection from
snakes, protection from normal fire.
(will)
Sound:
Spell effects related to the generation, manipulation, alteration, and
suppression of sound. (charisma)
Torment:
Spell effects that are related to causing pain, torture, insanity, and
magically induced debilitations such as blindness, illness, weakness,
plagues, and other similar effects. (will)
Tribal
Magic: Spell effects include an amalgam of effects developed by tribal
shamans over the years. They
includes effects that make wilderness travel easier, such as lighting a
fire, finding a path, locating water, hunt magic, and communications with
nature spirits, and ancestor spirits.
Particular spell effects in a tribal magic path would vary from
tribe to tribe, from region to region, and culture to culture.
(charisma)
Wards:
Spell effects that guard
or ward a particular area and are triggered by a certain action or that
prevent an action from taking place.
(will)
Water:
Spell effects dealing with the element water. (will)
Linked
Skills Magic spells do not exist in a vacuum. They are often linked to the mundane skills from which they are derived. For example when casting a healing spell the character would roll 1d20 + ranks of healing magic path + ranks of linked mundane skill versus a target number. One obvious mundane skill that could be used would be Leechcraft. Leechcraft is the mundane skill of first aid, healing, stitch wounds, setting bones, and primitive doctoring. For each individual spell the linked mundane skill may be different, depending on the magic effect that the character is trying to achieve. The linked mundane skill must be appropriate for the spell being cast. Shop keeping would not be an appropriate skill to use when trying to create a lightning bolt. Appropriateness of any proposed skill combination is determined by the gamemaster. If a spell being cast reflects the combination of a couple of mundane skills, the ranks in both skills can not be added together, but the average of the ranks in each mundane skill, rounded up, can be used. Many, if not most spells do not have any linked mundane skills. If there is no appropriate related mundane skill, the character can still attempt to cast the spell based upon just his ranks in the spell path. Spell
levels Spells are organized into five broad groups by the complexity and power of their effects: Minor Magic, Low Magic, Middle Magic, High Magic, and Great Magic. A character may cast any spell he knows at any time. There is no limit to the number of spells, nor of the power of spells a character may cast per day. The more powerful the spell the more difficult it is to cast. Minor Magic consists of basic spells that are learned by an apprentice mage as he first learns his craft. They are of little power and can cause no significant effects. They are of such limited power that they do not cause a backlash effect on a roll of 2 or less on the d20 test roll. The target number to successfully cast a minor magic spell is 8. Low Magic spells are relatively simple spells with limited effects. Low Magic spells and higher are organized by paths. The character must purchase spell casting in a particular path in order to cast low magic or higher spells from that path. The target number to successfully cast a Low Magic spell is 10. If the caster rolls a 2 or less on the d20 test roll, he suffers a backlash from the spell. This backlash counts against his total number of backlashes he may suffer per day, and in addition causes him 1d4 points of physical damage.
Middle Magic spells are more complex spells with more powerful effects. Low Magic spells and higher are organized by paths. The character must purchase spell casting in a particular path in order to cast low magic or higher spells from that path. The target number to successfully cast a Middle Magic spell is 16. If the caster rolls a 2 or less on the d20 test roll, he suffers a backlash from the spell. This backlash counts against his total number of backlashes he may suffer per day, and in addition causes him 1d8 points of physical damage.
High Magic spells are very powerful and highly complex. Low Magic spells and higher are organized by paths. The character must purchase spell casting in a particular path in order to cast low magic or higher spells from that path. The target number to successfully cast a High Magic spell is 25. If the caster rolls a 2 or less on the d20 test roll, he suffers a backlash from the spell. This backlash counts against his total number of backlashes he may suffer per day, and in addition causes him 1d12 points of physical damage.
Great Magic spells are uniquely powerful spells that must be researched on an individual basis. The research to cast the spell may require great sums of money, special tasks to be completed, travel, or other special services as determined by the gamemaster. Great Magic spells are cooperative spells that require anywhere from a several mages to several dozen mage cooperate in casting the spell. Each of the participants may be required to perform this research, or a segment of it in order to complete the spell research. These spells can not be taught to another individual. They may rarely be found in spell book, but this only provides a starting point for the spell research. Examples of Great Magic includes Immortality, Devastation, and Grand Quest. Great
Magic spells are outside the boundaries of spell paths.
The target number to successfully cast a Great Magic spell is
variable and set by the Gamemaster.
In general a mage may only participate in the casting of a single
great magic spell in their lifetime.
(Gamemasters may waive this restriction in special circumstances.)
Even if the spell is successfully cast there is a good chance that
some or all of the participants may die in the process.
The more powerful the effect, and the more destructive the effect,
the higher the chance of death for the participants. Each individual participant must make a mystical saving throw
against a pair of target numbers determined by the gamemaster.
Failure to meet the higher of the two target numbers will result in
permanent injury of the castor and possible loss of his spell casting
abilities permanently. Failure
to meet the lower threshold will result in the death of the caster,
without hope of resurrection or reincarnation. In a time of great need, as an act of desperation, a mage may attempt to cast a free form magic spell to achieve his goal. The spell may only be cast if the gamemaster agrees that an act of desperation is necessary or appropriate. The mage must specify in detail what he want to attempt to achieve. The gamemaster will assign a target number for success or failure of this spell. Usually this number will be in the upper 20's or lower 30's. This type of spell is described in more detail later in this manual. Spell Casting: A character may cast any formal spell he knows, or any free form spell he devises, at any time so long as he has not exceeded the number of backlash effects he is allowed per day.. There is no limit to the number of spells, nor of the ranks of spells a character may cast per day. Going unconscious does not cause the character to loose any spell casting abilities for the day. Each time a character casts a spell, he must roll a check versus a target number. The target number varies with the complexity grouping of the spell. This check roll is equal to 1d20 + ½ linked mundane skill ranks + linked attribute ranks + ranks in that spell path. If the character tries to cast a spell and fails to equal or exceed the target number for that spell, the spell will fail. If the caster rolls a natural 2 or less, or if he fails to roll at least 1/3 of the target number for the spell, he will suffer a backlash from the unsuccessful attempt. This failure will not cause physical damage to the caster, except in the special case of failed Great Magic spells, but will cause mental strain. The total number of backlashes/ failures that the caster may suffer in a day before he can no longer cast spells is equal to his highest rank in any spell casting path or 5 whichever is less. If the caster rolls 2 or less on the d20 the spell will always fizzle and cause a backlash, except for minor magic spells. Minor magic cannot cause backlash. After exceeding the backlash limit, the spell caster cannot cast any additional spells until he has slept at least four hours. The target of a spell may still get a saving throw to counter or limit the effects of the spell if the spell has been successfully cast. The final target number is subject to miscellaneous modifiers as determined by the gamemaster that he determines as reasonable. In a desperate situation, the gamemaster is encouraged to assign a modifier of -1 to -8 to the target number. In real life people have exhibited extraordinary strength or abilities in crisis situations - lifting a car off an injured person is one example. These extraordinary abilities should be reflected in determining the target number for a spell in similar circumstances. Written
Spell Target Number: Minor Magic Target number 8 no backlash Low Magic Target number 13 backlash Middle Magic Target number 16 backlash High
Magic
Target number 25 or Great Magic Target number variable Backlash special Free
Form Spell Target Number: Minor Magic Target number 14 no backlash Low Magic Target number 18 backlash Middle Magic Target number 22 backlash High
Magic
Target number 26 or Spell of Desperation Target number variable backlash special Free
Form Spells: Free
form spell casting is a concept that is not used in many role playing
games. It is a difficult
option to implement in a game setting.
Without some limitations or structure a free form spell could
accomplish almost anything and would overpower all other aspects of the
game. If there are too
many restrictions the creativity and flexibility of a free form system
will be lost. When I first
started to play fantasy games, the entire concept of role playing was new
and the concept of a playable magic system was a dramatic change in how
you go about playing a game. Just
being able to cast spells was a revelation.
As I played more games and game systems, I also continued with my
passion for sci-fi and fantasy literature.
The creativity in how the magic was portrayed in these novels was
intriguing, and some of the limitations of the existing systems
progressively became more apparent. I
want the magic system in this game to better emulate magic that I have
enjoyed in literature than the magic implemented in video games.
It should be more creative and less mechanical in its
implementation. A
free-form magic spell system is a way to approach that goal.
In many of these stories the hero is a novice with magic who does
not know how to wield it properly. The
spells he casts are erratic and do not always work.
Sometimes they go wrong. In
a time of crisis he may muster a powerful spell to save the day.
I want to include this aspect of spell casting in the game.
I want magic to be erratic and unsure.
I want the characters to be creative in their use of magic. A
free form system may be more difficult for novice players to use. In a party of veteran players, if the number of formal spells
the characters are allowed to acquire during the course of an adventure is
limited, free form spell casting would play a more prominent role, and I
believe make for more interesting adventures. Magical
Saving throws: Whenever any spell or mystical ability is used in an offensive manner, against a living or animate being, the target is allowed a saving throw to counter or offset the effects of the spell. The target number for all magical saves range upward to a maximum of 20. The character must roll this target number or higher to be successfully save against the spell. Generally inanimate objects are not allowed a saving throw unless magical or magically protected. There are basically just two types of offensive magic that can affect a living or animate being: 1) Spells affecting the body; and 2) Spells affecting the mind. The saving throw against spells or psionics affecting the targets body (Mystical Fortitude Save) is equal to: 1d20 + Toughness Attribute + ranks of Mystical Resistance + miscellaneous modifiers. The saving throw against spells or psionics affecting the targets mind ( Mystical Willpower Save) is equal to: 1d20 + Will Attribute + ranks of Mystical Resistance + miscellaneous modifiers. For some saves armor and situational modifiers may also apply. A character in some situations may be given a quickness (reflex) save to avoid a magical effect targeting an area but not him specifically. Details are left to the gamemaster. If a character saves when a spell is initially cast, then the spell does not affect the character at all. If the initial saving throw is failed, then the spell affects the character for its full duration, or until dispelled. Some spells, like Pain, allow the character secondary saving throws each round. If successful these saves will allow the character to shrug off the effects of the spell for that round, but does not negate the spell. An additional saving throw will be required again the next round. These secondary saving throws are made at the beginning of the round prior to any other actions. A few spells allow multiple saving throws over a period of time. Success on these saving throws may or may not dispel the magic at the reasonable discretion of the gamemaster. Mystical Resistance is a mystical skill that may be purchased to better the defender’s saving throw. Each rank of the mystical resistance gives the character a +1 bonus to saving throws against a spell or other mystical effect. There is no initial cost to purchase mystical resistance. Mystical
Save Target Numbers: Minor 10 Low 13 Middle 16 High 19 Great magic or special 20 - 20+ Test is 1d20 + mystical resistance ranks + (either toughness or will) versus the target number. As always situational modifiers as determined by the gamemaster will apply. Non-magical Saves: Environmental encounters such as stepping on a crumbly ledge which collapses, are not surprise actions, but reaction actions. A non-magical save is typically based on a specific attribute (commonly quickness) and is equal to 1d20 + ranks in that attribute + magical or miscellaneous modifiers. Unconscious
Characters Once a character or creature become unconscious, he is no longer directly affected by magical attacks. A lightning bolt will do no damage to an unconscious character. The character may still take damage from fires started by a magical spell, damage from magical weapons, or damage from object. Spell components Casting spells with a few exceptions does not require the use of spell components. Where components are listed, those components must be in the possession of the caster. These are used in the casting of the spell, but are not consumed in the process. They are used in a "sympathetic" or "symbolic" manner. Without these components the spell will not function. Some spells require the use of an object or gem. These are not actually destroyed by the spell casting, but are lost to use by the caster as they are physically used by the nature of the spell. It is up to the reasonable judgment of the player and gamemaster to determine if a particular usage costs the caster material resources. Memorizing Spells and Spell Books Spell casters need not memorize particular spells each day, but may cast any spell he knows at any time, as long as he has not suffered too many backlashes for that day. Spell books must be maintained. A spell user must successfully learn a spell, and add that spell to his spell book before he can cast it. He need not refer to his spell book every day, but should reference it every few days. If the spell book is lost, after one week he will no longer be able to cast any spells of Low Magic or higher except as free form spells. He can always cast Minor magic spells. The spell books themselves are not magical. They are simply notes on how to cast a particular spell. They do not detect as magic, and spells may not be cast directly from spell books. In preliterate societies spell books were not kept. Individual spells are memorized by rote. Some notations in the form of drawings, carvings, or cloth work may be used to help the caster remember the spell. Lack of a spell book does not cause any penalty to tribal spell casters when casting tribal spells. They are cast using the written spell target number. People not raised in a primitive tribal setting can learn these spells, if they find a willing teacher, but they require the use of a spell book. Casting
Mechanics When casting a spell, the mage generally uses a mixture of words and hand gestures to help him focus the magical energy that powers the spell. Some spells, such as Rain dance or Gesture of beckoning, require specific actions as part of the casting process. For other spells the words and motions, while extremely useful, are not specifically required for the casting. If a spell caster is tied up, gagged, or both, he can still attempt to cast most spells. Since restraints limit his options, he will suffer a penalty on casting attempt rolls, generally ranging from -2 to -6. The exact penalty is up to the discretion of the gamemaster. Casting Levels Most spells have a specified maximum area of effect, range, and duration. Others have a variable effect based upon the caster’s rank in that particular path. The caster may at his option limit the area of effect, range or duration of a spell to any number less than the specified maximum. The caster may also end any spell of non-instantaneous duration he has cast at will. A spell may not exceed the specified area of effect. For example, if a Fire spell with a 30 foot radius is cast in a narrow hallway, the fire will not spread out farther down the hallway to make up for its narrow width. The area affected will still only extend 30 feet from where the spell is centered. Most spells with physical manifestations are blocked by walls and barriers and will not penetrate beyond them. Others, such as some divination spells will penetrate barriers. It is left up to the reasonable interpretation of the gamemaster whether a particular spell or spell effect will penetrate barriers if not specified in the spell description. Source of Magic Magic energy exists throughout the entire universe in the form of quantum strings. These strings are the byproduct of the ongoing struggles between chaos and order, life and entropy, and good and evil in the universe. Only instead of being straight, these strings are tangled into an endless morass of knots. Energy from these strings are tapped to provide energy for various mystical abilities and even power life itself. The ten paths of magic represent strings that magic users over the ages have managed to trace through these tangles. Magic users learn to follow these paths with their minds during training. The farther along the path the magic user's mind travels the more energy the magic user can tap from the string, and the more powerful spell they can cast. There seems to be a particular node, or position, on the string that must be found by the casters mind in order to power a particular spell. Each individual spell can be though of as a non-physical construct that is powered by energy drawn from these strings by the magic user. The nature of most spells is such that only one type of power tapped from one string can be used to make that spell work. Some spells can draw power from two strings. A rough analogy is that the strings in the area of the spell's power node are close together or even touching. Perhaps they might be thought of a place where their power nodes correspond to knots along the string. Players can create new paths of magic by following new strings through the universal tangle. Other mystical powers tap particular nodes or knots of power in these tangles. These nodes are not well mapped and generally only can be used in a limited or erratic fashion. Laws of Magic There are six known general concepts or laws of magic. These are general in nature and sometimes are contradictory. They form the basis of devising new spells, potions, and magical devices, 1) Law Of Connectivity- What affects a piece of an object affects the rest of the object- 2) Law Of Similarity- Objects of similar nature can cause similar effects, affecting one object can effect a similar object. 3) Law Of Opposites- Objects of opposite appearance or nature have opposite effects and can cancel out the effects of the other. 4) Law Of Antonyms- Objects of opposite nature may conversely have exactly the same magical effects. 5) Law Of Practice- Practice makes perfect. Something that works once has a better chance of working the next time. Something that fails has less of a chance of working the next time. 6) Law of Belief- Belief in something will make something real, if the belief is strong enough. Spell Research: Magic users may develop new spells appropriate to their natures and interests by conducting spell research. These self devised spells are the magic users pride. They are typically not sold, given, or taught to anyone else (possibly their apprentice), but are kept secret. Exceptions may be made under unusual circumstances at the players discretion. New spells must have a background source to enable them to work. Spells may be patterned from magic found in the natural world, combinations of spell effects, intensification of spell effects, or incorporation of other esoteric magic or abilities. To incorporate something from nature into a spell requires that the magic user understand how that characteristic works in real life. For example to develop a breathe water spell the magic user must first understand the nature of water, understand how breathing works, and how gills work. Subsequent to the development of the spell, people taught the spell do not need to know all of this background. To develop a spell based on other spells, the researcher must obviously know how to cast the spell that the new spell intensifies or modifies, or all of the spells which are needed to combine to form a new spell. In addition he must understand the families of spells leading up to them. Therefore, the higher level the spell, the more layers of knowledge must be learned by the spell caster, and the more difficult it is to create a new spell. What this also implies is that while some spells might be relatively easy to create within one field, they might be extremely difficult or impossible to create within another magic field. Background spells might not exist within this other field of magic. Because they tap different bands of power, spells from differing fields can not be combined. To create a magic spell significantly different from existing spells will require that at some lower level a spell be created that begins to branch off from the existing spells. These then can be used to create a more divergent spell, until an entire branch of spells dependant upon the previous spell, eventually achieves the desired effect. if these intermediate spells are not developed the final spell will not work. The question arises as to why there are so few spells at each level in each field, if new spells can be devised. First these self devised spells are typically kept secret by their creators as they give him a special ability or power unique to himself. Rarity adds value. Secondly the commonly taught spells are the most easily visualized at each level. The self devised spells are often more complex visualizations that are very difficult or impossible to teach or to learn. Third these spells are a product of the magic users knowledge. His development of the spell may incorporate some random bit of knowledge that he is not aware of including. Without this information or insight another magic user may not be able to duplicate the spell and make it work. Other spells may be teachable but limited in distribution by a guild, a family line, or geographic area. A shortcut to spell research that allows the caster to incorporate properties not completely understood is a material spell. These material spells combine material items appropriate to the type of spell to be cast along with spell casting to achieve its effect. For example a Speak with Red Dragon spell could incorporate a red dragon scale as a material component. Principles guiding components are outlined in the section on devising magic potions. These material components may either be destroyed when the spell is cast or alternatively serve as a catalyst that allows the spell to work. Magic users may begin devising spells at any level. The power of a newly devised spell must not be overly strong when compared to other spells of the same category within that path or other paths. A new spell may be underpowered for its category. The costs and time to devise a new spell can not be quantified. Costs per spell will range from 10 to 1000 gp, and take a few days to weeks of time to research. Specific amounts will depend on the complexity of the spell and how much additional research the magic user must undertake. Steps taken to devise the spell and the specific effects of the spell will be submitted to the gamemaster for review. he may accept the results, suggest additional work or modifications, or disallow the proposed spell. Under no circumstances will spells relating to deities or foretelling the future be accepted. If the newly devised spells are teachable and they are distinctly different in nature from the original magic path, the player may opt to create a new magic path. Researcher/caster can make a maximum of 1 test attempt per week for any spell being researched. The gamemaster assigns any situational modifiers and will have final say over what level the spell is assigned. Researchers can only research new spells in a field if those spells are appropriate to the theme of that field. Costs will range from 10 to 100 gp per week. Materials collected in the course of adventuring may be used to offset these costs. Spells that require the use of a material component to cast will have a lower target number for spell research. New paths may be created from scratch by the researcher with gamemaster approval, but no path consisting of large numbers of combat spells will be accepted. Target Numbers for spell research: Minor Magic 14 Low Magic 18 Middle Magic 22 High Magic 26 The test for spell research will be 1d20 + (linked attribute for that path) + ranks of the spell research skill + (1 for every 3 ranks of casting ability in that path) versus the target number. The gamemaster may apply situational modifiers as he determines to the test attempt. Entirely new paths of magic may be devised with the limitation a spell path of battle magic that incorporates a large number of offensive spells can not be created. These proposed new paths could be allowed by the gamemaster were well defined and included concepts not covered by existing paths.
Wild Magic Talents Occasionally an individual may spontaneously develop the ability to cast a single spell or develop a special magical ability irrespective of whether he has any magical training or any known magical potential. These innate abilities are called wild magic talents. They appear in 1%, or 1 in 100, (1d10/1d10), of the general population, in 05% (01-05d100) among adventurers, and in 15%, (01-15d100) of all magic users. Naturally magical races are given a bonus to their chance to have wild magic talents on a case by case basis. This ability may be the result of spontaneous or induced mutations, the effects of the close association of some powerful magic item or event, or they may be hereditary as a recessive gene. This ability may be of any type, of any power, and may operate continuously or only occasionally at the discretion of the game master. Usually each magic spell will be castable three times per day. If a character has wild magic talents, the specific ability may be assigned randomly by the gamemaster or rolled on a random table. In any case class, alignment, race, and experience limitations do not apply to the type or power of the wild magic. Use Of Armor By Magic Users Magic users can wear armor and cast spells with a penalty to their rolls at a rate of a +1penalty to spell casting for each +1of the armor bonus. Magic armor is better made, more supple, and lighter than normal armor and allows spell casting with less of a penalty. Each magical plus of the armor lessens the spell casting penalty by 1. Therefore magical armors potentially may have no casting penalty at all. Removing armor requires 5+ minutes. Removing a helm or dropping a shield requires less than one minute. Therefore while magic users may be found carrying a shield or wearing a helm, they are almost never wear armor. Most magic users prefer robes and some prefer to use loose pants and tunics. In some areas and cultures nudity is more accepted by magic users. Magical protective devices such as rings or broaches may be worn while casting spells with no penalty.
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