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Magic User's Section



Basic Magic System

All Magic Users will start the game with a spellbook containing all the spells they know. Three may be chosen by the player, the rest will be assigned by Me according to your character's intelligence (and My whim!).



Spell Points
Spell Points are a measure of a Magic User's capacity to do Magick. Spell Points are acquired as follows --

1st Level - 1 Spell Point
2nd Level - +1 Spell Points
3rd Level - +2 Spell Points
4th Level - +3 Spell Points
5th Level - +4 Spell Points
6th Level - +3 Spell Points

You need one one Spell Point for each level of spell you cast - a 1st level spell costs 1 Spell Point; a 2nd level spell costs 2 Spell Points; and so on. ANY spell cast by the Magic User costs Spell Points. Spells may be memorized as in the old rules (still costing Spell Points to cast - but there is no need to roll for "Chance to Know" if the spell is memorized), and any additional spells from the Magic User's spellbook may also be cast if the "Chance to Know" roll is made. The Spell Points are lost regardless of whether this roll is made or not.

If a Magic User still has spells memorized, but not enough Spell Points, then the spell cannot be cast. Spell Points allow Magic Users to cast more spells than before, but at some point their body just can't keep up with their mind - hence this restriction.


Extra Spell Points
Familiars come with Spell Points which can be used by their masters IN ADDITION to their normal spells. Familiars have 1 Spell Point per level of their Master. See The Familiars Page for more information.

Elves, being inherently magical, all start with ONE free Spell Point and gain an additional one Spell Point for every THREE Magic User levels they advance.

Single-Class Magic Users often carry a magickal staff, given to them by their Master. This staff is usually enchanted, granting the Magic User d3 additional Spell Points, +1 additional Spell Point per level thereafter. Anyone possessing another Magic User's staff can use its FULL Spell Points.


There may be other magickal artifacts in the course of the game which confer Spell Points on their owners, such as relics or talismans.


Recovery of Spell Points
Recharging your Spell Points requires rest & sleep. Full 8 hours of sleep is required to regain 100% of your Spell Points. Sleep of less than 8 hours will still restore partial Spell Points. For example, a Magic User with 10 Spell Points who sleeps for 4 hours would regain 50% - or 5 Spell Points. Fractions are rounded down.

Resting or studying spellbooks will restore Magic Points at 50% normal rate.

Elves do not need to sleep as much as other races, but a kind of meditative rest is still required to regain Spell Points. Fractions are rounded UP in favour of Elven Magic Users.



Celestial Objects
Both the Moon and the Stars have an effect on Magick. The Moon, in particular, exerts a direct influence over the restoration of Spell Points.

A Magic User can only rest to recover their maximum Spell Points ONCE per day, with the span of a "day" being defined by the rising of the Moon.

Extra Spell Points, such as those from a Staff or Familiar, can only be refreshed with the rising of the Moon.


On nights of the Full Moon, anyone with Spell Points (including familiars) gains +1 free Spell Point. On certain special nights (such as All Hallow's Eve or Walpurgis Night), Spell Points are doubled. These are special occassions to be declared by Me.


Learning New Spells

To gain new spells, a Magic User must either find them or be taught them by his/her master. A "master" is usually another Magic User at least 4 levels higher than the student, but could also be a school or secret society or such. Other unusual circumstances for learning spells may occur through the course of the game at my discretion.

A Magic User can only inscribe spells into his/her spellbook which are appropriate for their level (for example, a 3rd level Magic User cannot inscribe a 9th level "Wish" spell). The only exception to this is the "Write" spell, which will allow you to inscribe the spell into your spellbook for use at a higher level, but not allow casting of the spell until the minimum level of ability is reached.

Inscribing a spell from a scroll/whatever into your own spellbook will NOT destroy the spell. CASTING a spell from a scroll or spellbook WILL cause the spell to vanish off the page, though. Scrolls copied into your spellbook can be kept for later use.


Different Masters, of different races or schools, often teach different kinds of spells.


Zero Level Spells
As the name implies, Zero Level Spells cost ZERO Spell Points to cast. Magic Users may cast these spells at will.

A Magic User initially knows a number of Zero Level Spells according to their INT (same as Additional Languages). These are tricks & incantations a Magic User has naturally picked up through the natural course of their training.

Resistance - Subject gains +1 on saving throws.
Detect Poison
Daze - Creature loses next action.
Dancing Lights
Flare - Dazzles one creature (-1 attack).
Light
Ghost Sound - Figment sounds.
Disrupt Undead - Deals D6 points of damage to one undead.
Mage Hand - 5 pound telekinesis
Mending
Open/Close - Opens or closes small or light things.
Arcane Mark - Inscribes a personal rune.
Detect Magic
Prestidigitation
Read Magic



Other Magic Rules

Magic Users MAY attempt to cast more spells than they currently have the ability for. Doing so requires the normal rolls, but will take 1 year off your life for each level of the spell. For elves, the effect is somewhat different - instead of years, one attribute point must be sacrificed permanently (abilities for lower stats take effect as soon as the spell is cast). Any attribute may be sacrificed in this way, including Charisma.


Click here for the Alchemy Page!




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