Pall Bearer
First Post
Hi all,
As I've mentioned in another post, I am restarting (presently we were suffering in a 3rd edition game), for my gaming group, a "2nd edition-Expanded" Forgotten Realmsesque campaign. In it we use an alternate style of magic system... still HEAVILY based on the 2nd Edition "Players Option: Spells and Magic" book, but incorporating some stuff of my own that seems appropriate to such a campaign. I thought that I'd go ahead and present it here, updating it as I go along, until it is ready to present to them. I would appreciate any and all feedback... especially if you see something that you think might be unbalancing.
Now, most of this will be stuff we've already had in our game for about a decade in most cases and IS tried and true, but some is relatively new, or tweaked versions of older stuff and so ALL input will be carefully considered... even if it challenges things that we have been doing in a certain way for years. So... without further ado:
Ok, as it seems that I am going to be presenting this system to a wider audience than usual, I guess that I had better set it down in a more regularized and intelligent format. First and foremost, in acknowledgement, this is not my own system in basis, but rather is based off of the work of Richard Baker, from the “Players Option: Spells and Magic” book and then simply tweaked to my campaign’s needs and my players temperament. In essence it is a half way compromise between the Fixed and Free costs for individual spells and between the standard mage and specialist wizard spell points, with the proviso for more or fewer base points based on any bonuses already existant for either Fitness (x2) and/or Will Power (x1) and another minor bonus based on Intelligence as laid out by Mr. Baker .
So, the points per level are the same for both Mages and Wizards (my term for specialist mages), but the Wizard pays fewer points to cast a spell from his specialty list only. The points per level are as follows.
1st: 06
2nd: 12
3rd: 20
4th: 30
5th: 50
6th: 65
7th:88
8th:113
9th:150
10th:180
11th:230
12th:295
13th:345
14th:415
15th:465
16th:565
17th:640
18th:745
19th:820
20th:920
21st+:+100 pts. per level
The points necessary to cast a spell of a specific level are found on the chart below as follows, before the / is the requirements for a non-specialist spell while those after the / are for a specialist IN HIS OR HER FIELD OF SPECIALIZATION ONLY.
1st: 6/4
2nd: 9/6
3rd: 15/10
4th: 22/15
5th: 33/22
6th: 45/30
7th: 60/40
8th: 75/50
9th: 90/60
It is thus easy to see that specializing is still a very viable option, in some ways more so than it was. Too, it is seen that an 18th level mage has quite a bit less total spell capacity (about 135 points less), but they do have an infinitely higher degree of flexibility that more than makes up for it.
For instance: a 12th level mage with bonuses or penalties for his/her stats could cast a few spells of several differing levels… almost as many as formerly, OR, he/she could cast six 6th level spells in rapid succession, instead of just one. All in all it makes for a bit more variety and a less desperately artificial feel.
A Mage now though has a deficit that balances all this extra flexibility. We have in place an alternate spell system.
In the Standard AD&D spell system the mage memorizes his spells at the various level and they are set in stone until he expends them or spends time re-studying new ones. Too, once he has cast a specific spell, it is gone from his memory. If he wants to use Magic Missile three times in a given combat, he must have memorized the same spell three times for the day, and be at least 4th level so that he can have three first level spells in his repertoire.
In the Channeling system set out above any caster with the points available can cast any given spell of a level he is able to comprehend that he has access to, irregardless of the number of times he wants to cast it. BUT…he must worry about the effects of fatigue.
Channeling the raw energy necessary for a spell from the world around him(her) is a difficult task that can be deadly. A caster can easily over extend themselves and find themselves exhausted during the height of a battle or so physically drained that they can no longer sustain their own life force. But, it also allows a HUGE bonus. In game terms it allows one to cast spells that one knows that one normally could not cast because of level restrictions. There are severe penalties for this and a mage taking such chances can even kill themselves in the process. In point of fact we use almost exactly the same system as was laid out by Mr. Baker, with a few twists.
One: instead of mutating the existing Endurance proficiency I decided to make a new one. So, there is now a new Non-Weapon Proficiency, Arcane Endurance; that works as follows:
ARCANE ENDURANCE (cost:3 points; starting ability: special): A character with Arcane Endurance may reduce the fatigue caused by any spell they cast with a successful proficiency check. The base proficiency is equal to the Con/Fitness score +1 point for every two character points spent on the skill –1 per level of the spell. A special success (succeeding by 10 or more) with this skill, allows the user to reduce the fatigue cost by two levels, while a critical failure (a roll of 1, irregardless of the number needed to succeed) increases the fatigue level by one place. The proficiency is available to any spell caster at the given point cost.
So, if a mage with a Fitness of 10 who has, over the course of his career, spent 4 extra points on this non-wpn prof. would have a rating of 12 with the proficiency. Now, let's say that he is a elevnth level mage who has been forced by circumstance to cast a Limited Wish spell he has copied into his book but can not yet normally use. The Fatigue cost of this is normally Mortal for a mage of his level, so he desperately wants to reduce it. He rolls against his ability of 12 modified by a -7 for the level of the spell. Our mage needs to roll a 5 or less on the d20. Not fun, but it is certainly better than no chance at all.
Likewise if our mage had a fitness of 15 and had spent another 6 points uping his ability here (giving him a base of 18) and were casting
a simple 3rd level spell, his chances are of reducing the fatigue from moderate to light are quite good (18-3=15 or less). Now, let's say he rolls a 4, succeeding by 11, a special success, he would reduce the spell fatigue to nothing.
Two: we do NOT use the loss of spell points as an added fatigue factor BUT, the loss of HIT points IS capable of increasing fatigue though, as per the book. So a caster who usually has 16 hit points, but who has suffered 8 hit points of damage, will have an extra level of fatigue from casting any spells that can cause him fatigue. So, if this were a 7th level mage in the example above, casting a simple first level spell, usually a lightly fatiguing process at worst, now becomes a heavily fatiguing one, while casting a 4th level spell, usually only heavily fatiguing, now becomes mortally fatiguing and may kill him.
Three: While the Existing Fatigue rules are in use, they are modified slightly as follows: there is no increase in the fatigue level of the new spell if the caster is moderately or less fatigued. There is an increase of one fatigue level for a new spell if the caster is already heavily fatigued and an increase of two fatigue levels for the new spell if the caster is already severely fatigued. So, if we have a 5th level mage who was already heavily fatigued and casts another 1st level spell his fatigue rating would not increase (as the fatigue level of the 1st level spell for a fifth level caster is only moderate, increased to heavy and he is already heavily fatigued.) but if he were to cast a third level spell his fatigue level would increase to severe although normally he would be only heavily fatigued from casting a third level spell. Likewise if he were already severely fatigued casting a third level spell would put him into the mortally fatigued range, necessitating a save versus Death Magic as is detailed later.
Recovering from fatigue is handled as per the book, except that the same modifiers mentioned below to the Death Magic save for mortal fatigue are also present in the save to recover from the differing levels of fatigue. The character also regains spell points, of course, while he is recovering from fatigue, so it is not impossible for low to mid level characters to fully recover their spell points while they are recovering from being severely fatigued, for instance.
Finally, when Mortal Fatigue level is reached the roll is versus Death Magic modified by both the Wis/Will Power bonus or penalty as though it were a Mind Effecting spell and the Con/Fitness addition or subtraction to hit points times two. (I.e.: Draxlin ,is a fifth level Mage with a Will Power of 16 and a Fitness of 16 as well. He has just cast a spell that has pushed him into the Mortally Fatigued category and needs to make a save versus Death Magic, for which he would normally need a 14 or more . This is modified by his +1 Ring of protection to 13 or greater and further modified by his Will Power to 11 and then by his Fitness (remember, it’s times to the bonus or penalty) to just a 07 or better needed to save. If his Will Power were a 4 however, and his Fitness was a 3 (say as the result of a curse or a spell affecting him that drained certain stats) he would need a roll of 19 or more to save.) If he does not save, he takes the amount of points that he had invested in the spell as direct damage, with blood vessels rupturing and probably a very messy death in the offing. Pushing past your limits is dangerous here.
There are some ameliorating factors though. For one there are certain magic items, especially potions, that restore lost fatigue levels. Indeed, any Potion of Healing also restores one lost Fatigue level while a potion of Extra Healing restores up to (depending on whether the potion is consumed whole or taken in “doses”) three lost fatigue levels. Too, there are several Potions available, some quite easy to obtain, some indeed obtainable from any apothecary that will speed the recovery of lost fatigue and there are even certain drugs (those though can have severe drawbacks) like Quicken, that will also restore lost fatigue levels, and there are a few rare (and highly addictive) drugs, like Shar’s gift, that can ADD extra spell points to the user. Also, there is an item from fabulous Amn, the Mage’s Stave, that somehow decreases the fatigue drain of any spell cast through it by one level, but it does have a limited life span and once 99 levels of fatigue have been absorbed by this wondrous item it crumbles to a fine grayish dust that when combined with certain other substances, makes a sleeping powder (blown through a tube… it acts like the Spell of the same name, but one so powerful that saves against it (where applicable) are made at a minus five!
Many Mage types actively pursue a quasi-mystical path that allows them to recover more quickly and to focus themselves in a single manner, but this is not universal by any means. Still, Mystics are exceedingly common as one recovers from fatigue twice as quickly when in a deep meditative state than is usual.
There are a few other changes we have implemented to the way mages operate, including a proviso that makes it much easier to research any Universal School spell(providing a +25% bonus to the learn spell percentage irregardless of other factors) that yan individual mage/wizard/whatever doesn’t yet have that he/she might want.
As I've mentioned in another post, I am restarting (presently we were suffering in a 3rd edition game), for my gaming group, a "2nd edition-Expanded" Forgotten Realmsesque campaign. In it we use an alternate style of magic system... still HEAVILY based on the 2nd Edition "Players Option: Spells and Magic" book, but incorporating some stuff of my own that seems appropriate to such a campaign. I thought that I'd go ahead and present it here, updating it as I go along, until it is ready to present to them. I would appreciate any and all feedback... especially if you see something that you think might be unbalancing.
Now, most of this will be stuff we've already had in our game for about a decade in most cases and IS tried and true, but some is relatively new, or tweaked versions of older stuff and so ALL input will be carefully considered... even if it challenges things that we have been doing in a certain way for years. So... without further ado:
Ok, as it seems that I am going to be presenting this system to a wider audience than usual, I guess that I had better set it down in a more regularized and intelligent format. First and foremost, in acknowledgement, this is not my own system in basis, but rather is based off of the work of Richard Baker, from the “Players Option: Spells and Magic” book and then simply tweaked to my campaign’s needs and my players temperament. In essence it is a half way compromise between the Fixed and Free costs for individual spells and between the standard mage and specialist wizard spell points, with the proviso for more or fewer base points based on any bonuses already existant for either Fitness (x2) and/or Will Power (x1) and another minor bonus based on Intelligence as laid out by Mr. Baker .
So, the points per level are the same for both Mages and Wizards (my term for specialist mages), but the Wizard pays fewer points to cast a spell from his specialty list only. The points per level are as follows.
1st: 06
2nd: 12
3rd: 20
4th: 30
5th: 50
6th: 65
7th:88
8th:113
9th:150
10th:180
11th:230
12th:295
13th:345
14th:415
15th:465
16th:565
17th:640
18th:745
19th:820
20th:920
21st+:+100 pts. per level
The points necessary to cast a spell of a specific level are found on the chart below as follows, before the / is the requirements for a non-specialist spell while those after the / are for a specialist IN HIS OR HER FIELD OF SPECIALIZATION ONLY.
1st: 6/4
2nd: 9/6
3rd: 15/10
4th: 22/15
5th: 33/22
6th: 45/30
7th: 60/40
8th: 75/50
9th: 90/60
It is thus easy to see that specializing is still a very viable option, in some ways more so than it was. Too, it is seen that an 18th level mage has quite a bit less total spell capacity (about 135 points less), but they do have an infinitely higher degree of flexibility that more than makes up for it.
For instance: a 12th level mage with bonuses or penalties for his/her stats could cast a few spells of several differing levels… almost as many as formerly, OR, he/she could cast six 6th level spells in rapid succession, instead of just one. All in all it makes for a bit more variety and a less desperately artificial feel.
A Mage now though has a deficit that balances all this extra flexibility. We have in place an alternate spell system.
In the Standard AD&D spell system the mage memorizes his spells at the various level and they are set in stone until he expends them or spends time re-studying new ones. Too, once he has cast a specific spell, it is gone from his memory. If he wants to use Magic Missile three times in a given combat, he must have memorized the same spell three times for the day, and be at least 4th level so that he can have three first level spells in his repertoire.
In the Channeling system set out above any caster with the points available can cast any given spell of a level he is able to comprehend that he has access to, irregardless of the number of times he wants to cast it. BUT…he must worry about the effects of fatigue.
Channeling the raw energy necessary for a spell from the world around him(her) is a difficult task that can be deadly. A caster can easily over extend themselves and find themselves exhausted during the height of a battle or so physically drained that they can no longer sustain their own life force. But, it also allows a HUGE bonus. In game terms it allows one to cast spells that one knows that one normally could not cast because of level restrictions. There are severe penalties for this and a mage taking such chances can even kill themselves in the process. In point of fact we use almost exactly the same system as was laid out by Mr. Baker, with a few twists.
One: instead of mutating the existing Endurance proficiency I decided to make a new one. So, there is now a new Non-Weapon Proficiency, Arcane Endurance; that works as follows:
ARCANE ENDURANCE (cost:3 points; starting ability: special): A character with Arcane Endurance may reduce the fatigue caused by any spell they cast with a successful proficiency check. The base proficiency is equal to the Con/Fitness score +1 point for every two character points spent on the skill –1 per level of the spell. A special success (succeeding by 10 or more) with this skill, allows the user to reduce the fatigue cost by two levels, while a critical failure (a roll of 1, irregardless of the number needed to succeed) increases the fatigue level by one place. The proficiency is available to any spell caster at the given point cost.
So, if a mage with a Fitness of 10 who has, over the course of his career, spent 4 extra points on this non-wpn prof. would have a rating of 12 with the proficiency. Now, let's say that he is a elevnth level mage who has been forced by circumstance to cast a Limited Wish spell he has copied into his book but can not yet normally use. The Fatigue cost of this is normally Mortal for a mage of his level, so he desperately wants to reduce it. He rolls against his ability of 12 modified by a -7 for the level of the spell. Our mage needs to roll a 5 or less on the d20. Not fun, but it is certainly better than no chance at all.
Likewise if our mage had a fitness of 15 and had spent another 6 points uping his ability here (giving him a base of 18) and were casting
a simple 3rd level spell, his chances are of reducing the fatigue from moderate to light are quite good (18-3=15 or less). Now, let's say he rolls a 4, succeeding by 11, a special success, he would reduce the spell fatigue to nothing.
Two: we do NOT use the loss of spell points as an added fatigue factor BUT, the loss of HIT points IS capable of increasing fatigue though, as per the book. So a caster who usually has 16 hit points, but who has suffered 8 hit points of damage, will have an extra level of fatigue from casting any spells that can cause him fatigue. So, if this were a 7th level mage in the example above, casting a simple first level spell, usually a lightly fatiguing process at worst, now becomes a heavily fatiguing one, while casting a 4th level spell, usually only heavily fatiguing, now becomes mortally fatiguing and may kill him.
Three: While the Existing Fatigue rules are in use, they are modified slightly as follows: there is no increase in the fatigue level of the new spell if the caster is moderately or less fatigued. There is an increase of one fatigue level for a new spell if the caster is already heavily fatigued and an increase of two fatigue levels for the new spell if the caster is already severely fatigued. So, if we have a 5th level mage who was already heavily fatigued and casts another 1st level spell his fatigue rating would not increase (as the fatigue level of the 1st level spell for a fifth level caster is only moderate, increased to heavy and he is already heavily fatigued.) but if he were to cast a third level spell his fatigue level would increase to severe although normally he would be only heavily fatigued from casting a third level spell. Likewise if he were already severely fatigued casting a third level spell would put him into the mortally fatigued range, necessitating a save versus Death Magic as is detailed later.
Recovering from fatigue is handled as per the book, except that the same modifiers mentioned below to the Death Magic save for mortal fatigue are also present in the save to recover from the differing levels of fatigue. The character also regains spell points, of course, while he is recovering from fatigue, so it is not impossible for low to mid level characters to fully recover their spell points while they are recovering from being severely fatigued, for instance.
Finally, when Mortal Fatigue level is reached the roll is versus Death Magic modified by both the Wis/Will Power bonus or penalty as though it were a Mind Effecting spell and the Con/Fitness addition or subtraction to hit points times two. (I.e.: Draxlin ,is a fifth level Mage with a Will Power of 16 and a Fitness of 16 as well. He has just cast a spell that has pushed him into the Mortally Fatigued category and needs to make a save versus Death Magic, for which he would normally need a 14 or more . This is modified by his +1 Ring of protection to 13 or greater and further modified by his Will Power to 11 and then by his Fitness (remember, it’s times to the bonus or penalty) to just a 07 or better needed to save. If his Will Power were a 4 however, and his Fitness was a 3 (say as the result of a curse or a spell affecting him that drained certain stats) he would need a roll of 19 or more to save.) If he does not save, he takes the amount of points that he had invested in the spell as direct damage, with blood vessels rupturing and probably a very messy death in the offing. Pushing past your limits is dangerous here.
There are some ameliorating factors though. For one there are certain magic items, especially potions, that restore lost fatigue levels. Indeed, any Potion of Healing also restores one lost Fatigue level while a potion of Extra Healing restores up to (depending on whether the potion is consumed whole or taken in “doses”) three lost fatigue levels. Too, there are several Potions available, some quite easy to obtain, some indeed obtainable from any apothecary that will speed the recovery of lost fatigue and there are even certain drugs (those though can have severe drawbacks) like Quicken, that will also restore lost fatigue levels, and there are a few rare (and highly addictive) drugs, like Shar’s gift, that can ADD extra spell points to the user. Also, there is an item from fabulous Amn, the Mage’s Stave, that somehow decreases the fatigue drain of any spell cast through it by one level, but it does have a limited life span and once 99 levels of fatigue have been absorbed by this wondrous item it crumbles to a fine grayish dust that when combined with certain other substances, makes a sleeping powder (blown through a tube… it acts like the Spell of the same name, but one so powerful that saves against it (where applicable) are made at a minus five!
Many Mage types actively pursue a quasi-mystical path that allows them to recover more quickly and to focus themselves in a single manner, but this is not universal by any means. Still, Mystics are exceedingly common as one recovers from fatigue twice as quickly when in a deep meditative state than is usual.
There are a few other changes we have implemented to the way mages operate, including a proviso that makes it much easier to research any Universal School spell(providing a +25% bonus to the learn spell percentage irregardless of other factors) that yan individual mage/wizard/whatever doesn’t yet have that he/she might want.