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The Art and Craft of Spell Casting

By Brian Penn

Spell Attribute and Optional Spell Feature Tables

By René

 

Wizards’ Guilds 1

Outside the Guilds 1

Memorized Spells 1

Memorized Spell Casting House Rule 2

Spontaneous Spells 2

Spontaneous or Natural Magic House Rule 2

Spell Attribute Table 2

Optional Spell Feature Table 3

Magic Matrices 3

Magic Flux Matrix 4

Key_ 4

Wild Magic Matrix 4

Key_ 5

Other House Rules 5

Spell Cost House Rule 5

Inventing a Formulated Spell House Rule 5

Wizards’ Guilds

 

Guilds form out of necessity, a safe place for magic users to gather and exchange their precious formulated spells. Guilds provide magic users with time to properly research spells and still possess a large collection of spells. Guilds help train young apprentices. Students are under more careful scrutiny and discipline. But a little bit of knowledge can be very dangerous. Eventually Wizards’ Guilds go from safe markets to structured bureaucracies. To discourage unethical or dangerously ignorant behavior, the Guild discourages research. It teaches students that learning spells any other way than purchasing it from the Guild can cost the student his soul or worse. Experienced magic users realize the fallacy, but help encourage its belief to keep control of their hard-earned monopoly.

 

No more wild experiments with cataclysmic results. The experienced magic users take the risks and reap the rewards. The novice spell caster must be humble to learn more.

Outside the Guilds

 

Organized guilds do not abolish the old ways just supplant them. Crafting an unknown spell takes effort. Knowledgeable spell weavers understand the risks; their Craft is often passed along family lines or occasionally to a talented menial servant. Many of these practitioners are call witches and warlocks. Fewer spells are researched and formulated. Perhaps those who take these risks hold a deeper respect for the power of magic. Many of these magic users prefer trickery and misdirection to actual spell casting. For it does no good to anyone for magic to go wild and uncontrolled. Magic users who refuse to be aware of the awesome power of magic may fall under its unforgiving might.

Memorized Spells

 

Traditional spell casting is a neat tidy affair. Magic users have spent centuries studying magic and developing the best framework to cast a spell through. A formulated spell may be cast repeatedly with consistent results. Occasionally, the spell does something unexpected, but that is why spell casting is still an Art.

Memorized Spell Casting House Rule

 

The magic user makes a Dexterity saving roll at the spell’s level with the target number being modified by the target’s missile Adds (if applicable). The magic user does NOT gain any adventure points (AP) for this saving roll. If the roll is successful the spell performs as normal for the situation. Should the saving roll fail, the spell becomes subject to the iron will of a magic matrix (i.e. GM ruling). I like to use the Magic Flux Matrix at the end of this article when I do not need a handy plot device.

 

Why adjust the saving roll target number with the target’s missile Adds? Good question, to better understand how I use Missile Adds check out my Missile Adds house rule. I felt that a character’s Luck would naturally adjust the probability of being affected by magic. Dexterity is important to avoid a spell. I felt that magic would be something to instinctively avoid, so the Dexterity bonus acts subconsciously as an overpowering instinct. The end result, the character gains small protection from instant death spells and even healing spells. The protection is small enough that a character still retains a healthy respect for powerful magic users.

Spontaneous Spells

 

Spells can be cast without utilizing memorized formulae. Magic is not bound by the rules of science. It is a free and wild affair. Sure there is risk and a certain time investment, but there is no begging for knowledge from others. Free form casting is not guaranteed results and may not work the same way twice, but that is the Craft. Those who can wield magic do, those cannot pay.

Spontaneous or Natural Magic House Rule

 

Successfully casting a spontaneous spell requires the magic user to make a Dexterity saving roll with the target number being modified by the target’s missile Adds (if applicable). The magic user does NOT gain any adventure points (AP) for this saving roll. To determine the spell’s saving roll target number, the cost, and the casting speed use the tables below. Each category in the Spell Attribute and Optional Spell Feature table adds its difficulty number together.

 

·         The saving roll target number is fifteen plus the spell’s total difficulty number plus the target’s missile Adds (if applicable). If the roll succeeds the spell becomes subject to the iron will of a magic matrix (i.e. GM ruling, See the Magic Flux Matrix below for convenience). If the saving roll fails, the spell either does not work or goes completely wild (see the Wild Magic Matrix below for convenient results).

·         The spell’s cost is half the difficulty number.

·         The difficulty number is subtracted from the magic user’s Dexterity. This modified Dexterity is when the spell’s effects are realized. With a negative Dexterity, not only does the spell take a full combat round to cast, but it also takes part of the next combat round to complete (apply the negative Dexterity to the full Dexterity of the following round; continue until the magic user’s Dexterity is positive).

 

Spell Attribute Table

 

#

Reach

Scope

Duration

Nature

Impact

0

Personal or n/a

Trivial

Momentary

Flash

Color

1

Touch

Simple

Melee or situation at hand

Sundry

Low

2

One close target

Ordinary

Hours

Detect

Moderate

3

Immediate vicinity (all)

Complex

Days

Useful or nuisance

Average

4

As above (selective) or line of sight (one target)

Difficult

Years

Guarding or healing

Significant

10

Any/all in sensory range

Exacting

Decades

Attacking

Potent

12

Unknown/hyper- sensate (one target)

Dangerous

Lasting

Eldritch

Major

 

Optional Spell Feature Table

+1

No somatic component

+5

Outside of studied field

+1

No verbal component

 

 

+1

No material component

+10

Meteoric iron, or similar interposing inimical substance

0

Material component, common

–1

Uncommon

 

 

–2

Rare

×3

Dry mana zone

–3

Very rare

×2

Low mana zone

+3

Not consumed/destroyed

+x

Weak mana zone

 

 

–x

Strong mana zone

–1

Extended ritual/casting time (at least twice the casting time)

 

 

–2

Hours

–1

Caster is female

–3

Days

–1

Caster is naked

–4

Years

–2

Caster is a eunuch =:o

–5

Decades

 

 

–6

Lifetime

–1

Dawn or dusk*

 

 

–3

at the height of an eclipse*

0

Target is a stranger

 

 

–1

Acquaintance

 

* spells with extended casting times get these bonuses if then triggered

–2

Extended family

 

–3

Close friend

 

 

–4

Family

–1

Appropriate alliterative appellation (frex, Sotiklak’s Subtle Soporific; Imhotep’s Telekinetic Fist; Hiram’s Hands of Healing)

–5

Intimate

 

 

–1

Per extra shot expended

 

 

 

 

–1

If a non-momentary spell can be ended at caster’s will

+1

Spell lacks color, sound, or visual appearance: elements that don’t affect the spell but do add flavor to game play—a glowing green telekinetic fist, a screaming fireball, and so on

 

 

0

Coincidental magic

+5

Vulgar magic

Magic Matrices

 

Magic is an Art not a science. What works once does not have to work the same way again. As the flow of magic peaks and ebbs spells do change. Even a nasty head cold can affect a spell’s outcome. It is not always easy to control magic. When it gets out of the magic user’s control havoc can be wrecked as quickly as a rip tide.

 

Both magic matrices are based on the “Eight C’s of Magic” (developed by Michael Stackpole). To find the spell’s results determine its category, roll 2 dice, and consult the matrix.

 

C1           Combat Magic: Any spell used primarily in an offensive or defensive nature during combat.

C2           Curative Magic: Any spell used to heal wounds, cure diseases, stop poison, etc.

C3           Clairvoyant Magic: Any spell used to detect things: secret doors, traps, magic, illusions, etc.

C4           Conveyance Magic: Any spell used to get from one place to another: teleportation, levitation, telekinesis, etc.

C5           Communication Magic: Telepathy and other mind reading spells, translation, magic reading, hypnosis, etc.

C6           Construction Magic: Any spell which uses matter or energy to “build”, such as wall spells, protective fields, matter shaping spells, etc.

C7           Concealment Magic: Any spell which serves to hide or mislead: invisibility, illusion, shape changing spells, etc.

C8           Conjuration Magic: Any spell which produces a condition or entity: light spells, weather control, demon summoning, etc.

Magic Flux Matrix

 

Result

C1

C2

C3

C4

C5

C6

C7

C8

2

R

A

R

R

-

-

R

Wild

3

½

-

-

-

-

-

-

-

4

S

S

S

S

S

½

A

-

5

N

N

N

N

N

S

S

S

6

N

N

N

N

N

N

N

N

7

N

N

N

N

N

N

N

N

8

N

N

N

N

N

N

N

N

9

N

N

N

N

N

N

N

N

10

W

W

N

W

N

W

W

W

11

+L

A

+L

A

+L

+L

+L

Wild

12

Wild

Wild

Wild

Wild

Wild

Wild

Wild

Wild

13

×2

W

+L

W

+L

W

W

×2

Key

A             Everyone within 100 feet is affected by the spell.

N             Spell works normally.

R             Reverse targets or for area effect spells effects only the caster.

S              Add the magic user’s level to the cost required to successfully cast the spell.

W            Subtract the magic user’s level from the cost required to successfully cast the spell.

-               The spell fizzles with no effect, but full cost.

+L           Adds 1 to 3 levels to the spell for the same cost (definitely harder to dispel).

½             Half the effect or duration. C6 spells are half size for the effect.

×2            Double the effect or duration of the spell for the same cost.

Wild       The magic user must make a Will saving roll (Intelligence + Charisma)/2 at the spell’s level

                Succeed: Roll again on this table again, but with a +1 modifier

                Fail: Roll on Wild Magic Matrix

Wild Magic Matrix

 

When a magic user loses control, the spell goes wild sometimes beneficial sometimes not, but definitely outside the magic user’s control.

 

Result

C1

C2

C3

C4

C5

C6

C7

C8

2

V

D

P

P

P

S

P

V

3

V

D

N

O

N

S

P

C

4

A

O

N

Y

N

T

G

M

5

A

O

W

×2

W

T

G

D

6

-

-

-

-

-

-

-

-

7

×2

A

+L

×2

+L

W

W

N

8

-

-

-

-

-

-

-

-

9

N

N

N

Y

N

E

F

N

10

N

N

N

O

N

E

F

N

11

N

N

N

-

N

I

-

N

12

N

H

N

P

N

I

N

W

13

×2

H

N

N

N

N

N

×2

Key

A             Everyone within 100 feet is affected by the spell.

C             Destroys one random magic item within 100 feet.

D             Target is disfigured by wild magic. The spell has intended effect, but also subtracts the magic user’s level from the target’s Charisma.

E              All opponents become one with the material intended to be “built”.

F              Target becomes ghost like in appearance (Normal people will run away in fear. Hardier people will run away on a ‘6’ on one die.)

G             The target fades out of existence. There is no possibility of rescue.

H             All allies of the magic user within 100 feet are affected by the spell.

I               All opponents are sealed behind the material being “built” with no exits available.

O             Spell has full effect and the target ages 1d6 years.

P              Target becomes affected by the spell permanently! (May affect aging)

M            All magical beings are “dispelled” (i.e. slain) and no spells may be cast within 100 feet of the magic user for 1d6 days.

N             Spell works normally.

S              Caster becomes an immobile statue made from the material he is “building”.

T             All allies and the magic user are sealed behind the material being “built” with no exits available.

V             A Death Vortex is created forcing everyone within 100 feet to make a Luck saving roll at the magic user’s level or die!

W            Subtract the magic user’s level from the cost required to successfully cast the spell.

Y             Spell has full effect and the target becomes 1d6 years younger.

-               The spell fizzles with no effect, but full cost.

×2            Double the effect or duration of the spell for the same cost.

+L           Adds 1 to 3 levels to the spell for the same cost (definitely harder to dispel).

Other House Rules

Spell Cost House Rule

 

I use Power within my campaigns. If the spell’s cost exceeds the available Power then the remaining cost is taken as direct damage against the spell caster’s strength (see "Is There a Doctor in the Dungeon" for details). Should the cost exceed the caster’s CON then, either the caster dies or ages the remaining cost in years.

Inventing a Formulated Spell House Rule

 

Casting an unknown spell is one thing. Developing that spell into a formulated spell takes patience and research. A new formulated spell is a magic user’s masterwork. These are the guidelines I employ:

 

·         The trained magic user must be at least a level 5 character.

·         An untrained magic user must be at least a level 9 character.

·         An Intelligence saving roll must be made at the spell’s target difficulty number.

·         It takes a number of weeks equal to half the spell’s magic cost spent in experimentation and research. Or a number of days equal to the saving roll target number. (Whichever is greater.)

 

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