Thursday, November 10, 2011

Magic Redux



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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