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Magic

Page history last edited by Tak Jomru 7 years, 9 months ago

How Magic Works


Magi can add their Caster levels together to cast spells at a higher effective caster level than their own, up to a maximum of three times the level of the Highest-level mage that knows the spell being cast.

 

eg, a second level Mage who Knows fireball (Lvl 3 spell) can't cast it on his own. However, he can join together with three or four first level acolytes who also know the spell for an effective caster level of five or six, enabling him to cast a five or six d6 fireball.

a fifth level mage could join with many other magi, (ten 1st lvl, a fourth and two 3rd, etc) and cast a 15d6 fireball.

 

Magi have a personal virtue pool of 1V/level, which they can use to power any spells they know.

(This replaces the Spells/level chart in the rules.)

Personal virtue is recovered a rate of one point per 24/level hours.

ie a level 2 mage takes 12 hrs to recover a point, a level 6 mage takes but four hours.

 

 

Caster level, own/effective 
Max spell level at effective caster level
1 1
2 1
3 2
4 2
5 3
6 3
7 4
8 4
9 5
10 5
11 6
12 6
13 6
14 6
15 7
16 7
17 7
18 8
19 8
20 8

 

Spells must be powered with Virtue equal to their level.

Any Mage contributing to the spell can contribute any number of Virtue points, The principal caster must contribute one point at least.

Only the principal needs to know the spell.

 

Virtue may come either from the caster himself, or from any Virtue Source.

 

Virtue is found in numerous things, Magical Beasts, Blood of Sentients*, Exceptional Gemstones and other naturally occurring rare things.

*Blood sacrifice is inherently dangerous, as it has a tendency to draw spirits and demons to the area

Spells can be learnt from other Magi, Scrolls and spell books, 

 

 Level one & two spells are commonly Taught (1/2virtue+ in cost)

 Level three and four spells require some significant Bargaining to acquire (9/12V+ cost)

 Level Five spells are traded guardedly (20V+ at minimum Plus conditions)

 Level Six and above are jealously kept. (Exceptional)

 

Learning Spells takes one week of tuition or study. Studying longer increases the chance of learning.

 

Students Intelligence + (Teacher level -1 per additional student)

– (spell level) + (1/extra week of study) = chance to learn on d20

 

learning spells gives 100 x spell Level exp

 

Spells can be learnt from other Magi, Scrolls and spell books, 

 

 Level one & two spells are commonly Taught (1/2virtue+ in cost)

 Level three and four spells require some significant Bargaining to acquire (9/12V+ cost)

 Level Five spells are traded guardedly (20V+ at minimum Plus conditions)

 Level Six and above are jealously kept. (Exceptional)

 

Devising new Spells

difficult dangerous and time consuming.

 

Base chance of Success is: Designers Int plus (Designers Mage Level/2 per week of study) less 10x level of new spell.

eg INT 15 Lvl 3 mage, 3rd Lvl Spell. twelve weeks of study. 15+ (1.5x12) - 30 = 3% chance of Success

 

Once the designer is in Positives they can roll any time they want to, each successive week if they wish.

 

Success = New Spell. Failure = take spell lvlx2d6 damage no save. and continue studying if you survive.

Max Chance of success = 100 - 5 x spell level

 

 

 

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