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Posts Tagged ‘magic’

House Rule: spells & fatigue

26 Sep

Here’s a simple house-rule I am considering using, maybe even testing it out in tonight’s game (two new characters coming in too, to replace the dead magic-user and the maimed specialist).

Spell Fatigue

Randalf drew on his own vitality to conjure the spell, the arcane energy surging through his body, weakening him as the magical missile manifested and hurtled towards the goblin. As the goblin fell down dead with a hole in his chest, the magic-user staggered back against the wall, winded and in pain.

Rule: once a spell caster has used up their allocated spells for the day, they may draw in their own life force to cast further spells; but this causes damage, at a rate of 1 hit point per spell level multiplied by their caster level (spell level x caster level = hit points lost). The caster may draw on less energy, reducing their effective caster level if so desired.

What do you think? Too powerful, or a fair trade-off?

I’ll give it a go tonight and see how it works out.

 
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Quaffology & Junkology: new ‘magical’ arts

20 Aug

As an alternative to the classic magic-user, wizard or mage, why not use these variant magic ‘systems’; compatible with any RPG since the ‘rules’, such as they are, use the basic class structure as their framework.

Both these variants use the magic-user class for experience, saving throws and the like. When it comes to spells, the number of spells per day is how many potions of ‘junks’ that can be created or used during the course of a day; they gain new recipes or learn how to make things from junk better, with level gained (instead of gaining new spells). Hit Points, starting gold, and the like are all as per the normal rules for magic-users (in whatever system used).

Quaffology

Of the art of potion brewing, and quaffing

A quaffologist is a brewer of potions, both magical and mundane. Given a skin of water, even wine, some herbs and the right ingredients, and a quaffologist can brew up a potion while the cleric cooks up a meal. Each potion is a one-shot effect, simulating a spell from the magic-user list.

When a new spell is allowed, a qauffologist learns a new formula and can brew more potions; instead of memorising a spell for the day, the quaffologist spends time brewing his potions. These simulate a normal spell, determined as normal from the magic-user list. For beneficial spells, the target drinks the potion for the spell to take effect; for attacking spells, the potion is instead thrown like a grenade: for instant hit spells, such as magic missile, the fluid inside leaps out of the broken bottle and flings itself (as if alive) at the target and takes affect as normal.

Junkology

Of the study and implementation of making things out of junk.

A junkologist can make things out of junk; improvising and jury-rigging whatever is at hand to build whatever is needed. Known as ‘junks’, these temporary items seldom last once they are used, but the remnants can be recycled back into the junkologists’ box of tricks (like a spell book, but is in fact a box full of junk).

Instead of casting and memorising spells, a junkologist can create something out of whatever is at hand (or in her box) a number of days equal to the number of spells per day this magic-user variant normally has. The built ‘junk’ can only be used once, but the pieces that are left are put back into the box to be used again. Some of the pieces might have be to knocked back into shape, or tinkered with over night, so there is a limit to how often such builds can be made.

Each ‘junk’ can duplicate an object, such as a weapon, a key to open a lock, a makeshift bridge, a grappling hook and rope; anything that the player can think of and that the DM approves. There are limits, determined by the ‘spell’ level of the created junk, as per the following table:

Level Damage Dice Chance of Success Boost to Ability Maximum Range
1 1d4 2 in 10 +1 10′
2 1d6 3 in 10 +2 20′
3 1d8 4 in 10 +3 40′
4 1d10 5 in 10 +4 80′
5 1d12 6 in 10 +5 160′
6 2d6 7 in 10 +6 240′
7 2d8 8 in 10 +7 480′
8 2d10 9 in 10 +8 960′
9 2d12 Automatic +9 1 mile
 
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The Wall of Wishes

12 Aug

At the Temple of the Seven-Veiled Goddess is a wall; on that wall are hundreds of pieces of paper, each holding the wishes, desires and needs of the dwellers of the city.

Once a day a priest from the temple comes down the seven winding staircases, and chooses a single piece of paper at random. He then takes the paper back to the temple, where the priests pray over it for seven nights; at the end, the wishes are granted.

The Wall of Wishes

The Wall of Wishes

 
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The Woman in the Mirror

21 May

Woman in the MirrorThe tarnished mirror hangs in a simple wooden frame, leaning against the chipped wall. The surface shows a woman looking out, a small and featureless room behind her.

Touching the mirror makes the surface ripple, and the woman silently screams. She looks scared, has a tear-streaked face of delicate beauty and has wild hair that cascades down her back in unruly waves. She begs with her eyes, and silently mouths the words “Help me!” and “Free me!” over and over.

Smashing the mirror actually causes the striker to exchange the places with the woman, who is a young woman from the local Barony who was imprisoned in the mirror by a jealous and dangerous wizard. She calls herself Idris and falls in love with whoever frees her, ever though they are now trapped themselves.

The room is a featureless box, with no doors or windows, with a single lantern lighting the room (which which always burns), the mirror appears as a veil of light through which a scene of what the mirror faces can be seen, but not acted with (no sounds pass through). There is no passage of time in the room, and the prisoner can not die, even if they attempt to take their own life. Any wounds remain, however, so that if freed they take effect immediately and could cause instant death.

Only by smashing the mirror can the imprisoned be freed, and then only by exchanging places with the striker. It may be possible to fool the mirror, but as yet none have done so. Spells cast against it have no effect, and the mirror is otherwise impervious to attacks. A Dispel Magic renders it inert for 1d4 days, in which time is functions as a normal mirror. The person inside is plunged into cold darkness for the duration.

 
 

Thematic Magic

15 May
"Elemental magic" by Randi ´Gheist´ Thompson

"Elemental magic" by Randi ´Gheist´ Thompson

Magic-Users may learn spells from books, taught by mentors and masters, but their spells rarely look the same; they can differ by colours and sounds, smells and how they affect the air around them.

It could be that an apprentice learns the style and themes of his or hers mentors, then alters it with their own flavour and twists. Or they take what they have learnt and make it their own.

Magic Themes

Every magic-user should have their own theme or style of magic, to set them apart from each other. One could have their spells associated with the elementals, or a specific element. Maybe they use their tomes when casting their spells, reciting text like priests at a sermon; perhaps they use a staff carved with runes to focus their power; or maybe the air darkens around them as they summon the energy they will momentarily release. None of these themes have any effect on the spell itself; a Magic Missile is still just a Magic Missile, but one could be a ball of ice, another an arrow of fire.

Allow players (and DMs) to select their own, but feel free to use the lists below for suggestions or to randomly determine a theme for a magic-user (and maybe clerics should have a theme relating to their gods too; a post for another day, possibly).

Possible Themes

  1. Fire
    e.g. Magic Missile is a tiny ball of fire; Shield forms an aura of flames; Detect Magic makes magical items glow with fire; and so forth;
  2. Ice (or water)
    e.g. Sleep creates a shower of rain;  Acid Arrow is an arrow of ice with acid inside; et cetera;
  3. Earth
    e.g. rocks flying, stones bouncing around, and earth acting as a Shield;
  4. Air (Wind)
    e.g. gusts of wind blow attacks away; whirlwinds Levitate,  and allow the magic-user to Fly;
  5. Recitation from Spellbook
    e.g. the magic-user reads from the book of spells, simple as that;
  6. Focus (staff with runes, a black wand, top hat)
    e.g. the magic-user uses his run-carved staff as part of the casting (or waves the wand, produces items or effects from their hat, and so forth);
  7. Light
    e.g. bolts or rays of light as Magic Missile; the room brightens as the spell is cast; a shaft of light envelopes the caster;
  8. Darkness
    e.g  shadows draw in around the caster; the room dims as the spell is cast; a Shield spell is an aura of deep darkness; or, the magic-user is always surrounded by shadows, darkness follows him, the lights always dim near him; et cetera;
  9. Ravens (or other birds)
    e.g.  A flock of ravens follows the magic-user around, forming part of the spell when the magic-user casts her spells: Magic Missile is one of the ravens diving at the target; Shield is ravens distracting the attacker; Sleep is the flock fluttering around the magic-user, lulling the targets asleep with their wings;
  10. Smells
    e.g spells create smells when cast, such as baking bread,  or the stench of decay;
  11. Flowers
    e.g. flowers (several types, a specific type) grow when the magic-user casts a spell;
  12. Whispers
    e.g. whispers follow the magic-user around, voices from beyond, or of past victims; and so on.

You could even go so far as to have spells learnt from found spell books having an associated theme with them, which can be altered with a bit of research to ‘tweak’ it (say 50% cost and time of normal research for spells).

Any other themes or styles to add?

 
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