Character Creation
House Rules: SPELL CASTERS
ON THE PERIL OF CASTING SPELLS
The rule forcing spell casters to decide which spells they are going to study or pray for that day makes no sense to me, so I disregard it. Why on Middle-earth would a follower of the Valar and Eru, doing their patron's will, not be given the aid they ask for when they need it? Likewise why should a mage, who has cast a spell numerous times before, suddenly not be able to do so when they need it most? As far as I am concerned, if you commune/pray to your chosen deity for at least one hour each day or study your arcane spell books for an hour, you may cast whatever you know or are able.
I do understand that this makes spell casters much more powerful, and that brings me to the concept of magic in Middle-earth. Mages are VERY few but they do exist, many continuing a tradition passed down from the Istari who taught worthy mortals a small amount of their lore in return for their assistance. Clerics and druids are, likewise keepers of an ancient and revered tradition, not common especially in the fading times of the Fourth Age.
Casting magic can often alert the Forces of Darkness to your presence and, even though they are scattered after the Fall of Sauron they do still exist and are VERY dangerous! Any use of spells higher than first level has a chance of attracting unwanted attention. This is a percentile roll made by the DM and modified by where the spell was cast and how powerful it was. There can be a number of possible results should the Shadow become aware of the spell caster. From least to most dangerous:
Nothing- The spell went completely unnoticed. This is the most common result of course.
Sighting- Any Shadow forces in the area are aware that a spell has been cast and know the general direction to the spell caster.
Spotting- Includes the effects of Sighting plus at least one Shadow force is aware of the exact direction and approximate distance to the caster.
Creature- A Shadow creature in the area senses and begins to stalk, pursue, ambush or attack the spell caster.
Patrol- Includes the effects of Spotting plus at least one organized Sauronic patrol begins to stalk, pursue or attack the spell caster.
Ambush- Includes the effects of Spotting plus at least one force is in position to attempt an ambush.
Army Unit- Includes the effects of Patrol, plus at least one large organized Sauronic force is in a position to directly attack the spell caster.
Kidnapping- Includes the effects of Spotting, plus at least one of the Shadow forces sensing the spell will attempt to kidnap the spell caster.
Assassin- Includes the effects of Spotting, plus one of the Shadow forces sensing the spell is a Sauronic assassin and will attempt to slay the spell caster.
Special- Includes the effects of Spotting, plus one of the Shadow forces sensing the spell is a powerful Sauronic agent or lieutenant, possibly even another powerful spell caster and his retinue.
It is largely for this reason that spell casters prefer to use their magic carefully and in places they know are protected from the forces of evil. Even so spies and traitors may be present. Such is the nature of Middle-earth. Once an event has been triggered no more rolls occur until the event has been resolved. Note these are guidelines only, and the DM must adjudicate the final results based on the circumstances of each situation. Implementation of any negative result may be delayed for several days. The DM is very imaginative, and may come up with an entirely different encounter as well, involving other factions who would be interested in spell casters for reasons of their own.
ON CLERICS AND DRUIDS
Obviously Clerics and Druids have a full list of basic prayers available to them, including Cleical/Druidic Orisons. There are rarer prayers which Clerical classes may cast that may not be known to them until they are encountered. Some may be unique to certain races or cultures as well.
In the PHB, clerics have major access to all, astral, charm, combat, creation, divination, guardian, healing, necromantic, protection, summoning, sun, and minor access to elemental.
Revision: Clerics lose access to sun, elemental air, and elemental fire. They retain minor access to elemental water and elemental earth.
Previously, druids had major access to all, animal, elemental, healing, plant, weather, and minor access to divination.
Revision: Druids gain major access to the sphere of sun.
Specialty Priests do exist in Middle earth and their access to various spheres will vary. For example a specialist priest of Aule might have greater access to the sphere of Elemental Fire, in return for losing access to the Plant or Animal Sphere. The DM will happily work with any player interested in making a specialty priest character.
Special Note on Druids
It is important to note that druids in my campaign may be any alignment, including evil. This creates at least one additional multi-class option: Druid/Ranger, available to Half-elves.
ON MAGES
Most Magic users in Middle earth have learned their lore from knowledge passed down by the Angelic Istari or Wizards. True Mages practice a bit of all kinds of magic and are certainly the most versatile of spell casters. Because of this many Mages may refer to themselves as Wizards, but the only true Wizards were those of the Order of the Istari, sent by the Valar themselves. Of course the Shadow Forces of the world have their own Mages, having learned from the vile Sauron, or perhaps even from Melkor himself.
Specialist Wizards certainly exist in Middle earth; Wizards who concentrate their efforts in one school of magic are known as specialist wizards. Generally, a specialist wizard must give up some degree of versatility in spell selection—he cannot learn or cast spells belonging to schools that oppose his own chosen school. The specialist also has several other benefits and restrictions; unless otherwise stated, all specialists must abide by the benefits and hindrances described below:
Specialists gain a bonus of +1 when making saving throws against spells of their own school. Specialists also inflict a -1 penalty to their victims' saving throw attempts when casting a spell of their specialty school.
Specialist wizards gain a bonus of +15% when learning spells from their school, but suffer a penalty of -15% when learning spells from any other school. Specialists cannot learn spells belonging to an opposition school.
When a specialist reaches a new level, he automatically gains one spell of his school to add to his spell book. No roll for learning the spell need be made.
When a specialist wizard attempts to create a new spell through research, the spell is treated as if it were one level lower if it falls within the wizard's specialty school.
Any race that can be a Mage, may be a specialist mage. One specialist mage, the Artificer, is only available to Dwarves and Noldorin Elves. The DM has more information on Specialist Mages and will assist anyone interested in creating one.
ALLOWABLE SPELLS
This campaign will utilize an eclectic list of spells, including spells from the Players Option Spells and Magic, Wizards/Cleric's/Bard's Handbook, TOM and various other sources. I will also use cantrips from the Unearthed Arcana, and a shorter list of priestly cantrips called orisons. I allow a spellcaster to take four cantrips for one first level spell slot. I will also allow clerics/druids to use orisons in the same manner. If you do not see or know if a spell is allowed, please ask, I'll be more than happy to let you know.
Starting mages can roll their beginning spells, according to several lists the friendly DM has ready. The beginning spell list differs based on what sort of spell caster is being created.
I will provide a list of spells in a separate thread.
This message was last edited by the GM at 00:57, Fri 23 June 2017.