Magic is defined as
manipulating chaos energy, summoned from the Maelstrom, to achieve a
desired end. It is through the use of arcane formulae that
Magic-Users practice this dangerous art. The chaotic energy of the
Maelstrom is the raw stuff of creation. As such, it is highly
mutable, and may be shaped into anything the shaper desires.
Providing, of course, that he is strong enough to survive the
process.
Casting
Points
Magic-Users possess a pool of
points, known as Casting Points. This points are an abstract
representation of both the caster's skill, and his durability, where
chaos energy is concerned. Magic-Users act as a conduit for the
energy. They channel it into themselves, hold it there, and cast a
spell that gives the energy form and function.
Magic-User characters have
Casting Points equal to:
(Level x INT bonus) + CON
bonus
Using Casting Points
Casting Points may be
used for the following:
- To modify the Casting Roll
- To modify rolls for Critical Failure
- To enhance a spell
- To counteract another Magic-User's casting
- To modify a target's Saving Throw
They may be used for any, or
all, of these actions in the same round, so long as the character has
them remaining. The only stipulation is that their use, and amount
used, must be declared before any rolls are made.
The
Casting Roll
No spell is automatic, they
all require the player to make a successful casting roll. The roll
required to successfully cast any spell is 15 or better on a d20.
This is true regardless of spell or caster level. The roll is
modified by the following:
- + Caster Level
- – Spell Level
- + Casting Points (number of Casting Points allocated by the caster)
- – Counter-magic (number of Casting Points allocated by opposing caster)
- – Spell Level per Enhancement
Results
There
are four possible outcomes of the Casting Roll:
Critical
Success
Critical
Success occurs when the Casting Roll is a natural 20, and the casting
is successful. In this case, the spell is cast and the caster may
either “take back” ½ of the Casting Points expended, or may add
a “free” enhancement.
Success
The spell is cast as intended.
Simple Failure
The Casting Roll is less than the number required. All Casting Points
are lost, and the spell fails to take effect.
Critical Failure
The Casting Roll is less than half the number needed for success,
round down. If this happens, the spell is forgotten, and must be
studied before it may be used again. All Casting Points are also
lost.
Disastrous Failure
The Casting Roll is a natural 1 (the only exception to this is if the
required number is less than 2, in that case this is a Critical
Failure). Disastrous failures roll on the following table. The roll
is modified by the number of Casting Points spent on the failing
scale, as a positive, and any Spell Points spent to mitigate this
roll, as a negative.
Roll
|
Result
|
1-5
|
Dazed, lose next d4
rounds
|
6-10
|
Stunned, lose next d4
turns
|
11-13
|
Lose 2x Casting Points
and lose spell*
|
14-17
|
Lose 3x Casting Points
and lose spell*
|
18-19
|
Lose d6 levels of
spells, determine randomly
|
20-21
|
Lose 2d6 levels of
spells, determine randomly
|
22
|
Lose 1 point of INT for
1d4 turns
|
23
|
Lose 1 point of INT for
1d4 days
|
24
|
Lose 1 point of INT for
2d4 days
|
25
|
Lose 2 points of INT for
1d4 turns
|
26
|
Lose 2 points of INT for
1d4 days
|
27
|
Lose 2 points of INT for
2d4 days
|
28
|
Lose all spells
|
29+
|
Lose 2 points of INT
permanently
|
* If the
caster loses more points than he has, the remainder is taken from hit
points. If this remainder should be equal to or greater than the
Magic-User's INT, then in addition to the hit point lose, he loses
one point of INT. Recovery from these loses follow the rules in the
Damage Threshold section.
Note: This table may seem
very vanilla, and it is to a point. Just remember the nature of magic
and casting, and describe the result from there. If a spell fails
this disastrously, it is because the caster lost control of the chaos
energy he was channeling. When spells are lost, the Magic-Users
memories are unravelling, being ripped from his mind. When INT is
being lost, his very intellect is unravelling. Not a pleasant
experience.
Saving
Throws
Many spells allow Saving
Throws to avoid or reduce their effect. The caster may expend
additional Casting Points to modify the target's Saving Throw. Note,
howeve, that this must be declared when casting the spell. If the
spell is a Disastrous Failure, then the points used to modify the
Saving Throw are included in the modifier for the Disastrous Failure
roll.
Enhancing
Spells
Magic-Users may choose to
enhance any spell cast, by expending additional Casting Points.
Spells may be enhanced by doubling any one aspect of the
spell; Range, Duration, Area, Damage, beings affected, etc. Any
discreet aspect of the spell may be enhanced. This enhancement
results in a 100% increase to the aspect chosen. The cost is 50% of
the spell level, round up. The caster may enhance as many aspects as
desired, as long as he is willing, and able, to commit the Casting
Points. An aspect may only be enhanced once, however.
Scrolls
Scrolls function as normal.
All the risk is taken in the creation of the scroll.
Maelstone
Sometimes there is a sort of
residue left when some solid substance unravels. Normally it takes
the form of smooth, irregularly shaped blobs. They are approximately
fist sized, normally, though smaller sizer are not uncommon. They are
milky gray in color, but when looked at closely, coalescing colors
can be seen deep within.
Maelstone can be used in
spell casting. It will convey a bonus on the Disastrous Failure
table. This bonus varies, but there is no way to determine quality by
sight. The Magic-User must cast Detect Magic to ascertain the value
of any given Maelstone.
Use in Play
Before casting, a player may
declare that a Maelstone is being used. If the spell results in a
Disastrous Failure, the value of the Maelstone is applied to the
roll. The Maelstone is destroyed by this, no matter the outcome of
the roll.
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