RolePlay onLine RPoL Logo

, welcome to Reversing Destiny

01:28, 2nd May 2024 (GMT+0)

Magic.

Posted by DMFor group 0
DM
GM, 156 posts
Sat 1 Jan 2022
at 04:43
  • msg #1

Magic

There are several types or schools of magic.

Illusionist

Ilma Mage

Eldur Mage

Yerd Mage

Vatna Mage

Bard
DM
GM, 157 posts
Sat 1 Jan 2022
at 04:47
  • msg #2

General Spells

There are a number of spells which are common to the four schools.

Cantrips (see below table)
Detect Magic
Dispel Magic
Identify
Protection from Cantrips
Read Magic


The Cantrips

UsefulReversedLegerdemainPerson affectingPersonalHaunting
ChillCurdleChangeBelchBeeCreak
CleanDirtyDistractBlinkBluelightFootfall
ColorDustyHideCoughBugGroan
DampenHairyMuteGiggleFirefingerMoan
DryKnotPalmNodGnatsRattle
DustRavelPresentScratchMouseTap
ExterminateSour SneezeSmokepuffThump
FlavorSpill TwitchSpiderWhistle
FreshenTangle WinkTweak 
GatherTarnish YawnUnlock 
PolishUntie    
SaltWilt    
Shine     
Spice     
Sprout     
Stitch     
Sweeten     
Tie     
Warm     
Wrap     

DM
GM, 158 posts
Sat 1 Jan 2022
at 04:56
  • msg #3

The Schools

Ilma

The color of the Ilma school is red.

StrengthsWeaknesses
AmbitiousAgressive
EfficientImpatient
PassionateArgumentative




Eldur

The color of the Eldur school is yellow.

StrengthsWeaknesses
SociableImpulsive
CharismaticShameless
OptimisticExaggerator




Yerd

The color of the Yerd school is black.

StrengthsWeaknesses
ThoughtfulObsessive
OrganizedMoody
CreativePerfectionist




Vatna

The color of the Vatna school is white.

StrengthsWeaknesses
RelaxedShy
KindStubborn
ObservantLazy

DM
GM, 159 posts
Sat 1 Jan 2022
at 04:58
  • msg #4

Illusionist

The magic of illusionists is of a completely different character than that of the mages of the four schools.  The aura of illusion can be any of the four schools (red, yellow, white, black), as is appropriate for illusions.

The illusionist gains an extra spell slot/spell level, in addition to the bonus spells for INT.

Cantrips
UsefulReversedLegerdemainPerson affectingPersonalHauntingIllusion
ChillCurdleChangeBelchBeeCreakColored Lights
CleanDirtyDistractBlinkBluelightFootfallDim
ColorDustyHideCoughBugGroanHaze
DampenHairyMuteGiggleFirefingerMoanMask
DryKnotPalmNodGnatsRattleMirage
DustRavelPresentScratchMouseTapNoise
ExterminateSour SneezeSmokepuffThumpRainbow
FlavorSpill TwitchSpiderWhistle2D'lusion
FreshenTangle WinkTweak  
GatherTarnish YawnUnlock  
PolishUntie     
SaltWilt     
Shine      
Spice      
Sprout      
Stitch      
Sweeten      
Tie      
Warm      
Wrap      

Additional spells:
1st ed PHB
Unearthed Arcana
2nd ed PHB illusion spells
DM
GM, 160 posts
Sat 1 Jan 2022
at 05:07
  • msg #5

Bards

The bard class has gone through a lot of variations over the years, but what I really liked was a version created for original D&D (those long time players will remember the game in which demi-humans were not just character races, they were also character classes).

I've decided to adapt this (from a fanzine named OD&Dities) for use with AD&D.
Ability Requirements
DEX: 12
INT: 13
CHA: 15

Prime req: DEX + CHA

Races allowed: Human, half-elf
Alignment: LN, NG, TN, (NE), CN

XP and Hit points as per 2nd ed AD&D PHB

Armor allowed: any up to, and including, chain mail. Penalties for heavy armor for thief skills apply

Thief skills: As 2nd ed AD&D PHB Bard

Required NWP: Singing, Music (instrument--must be a string or percussion instrument), Gather Information (free)

Gather Information:  Check is against charisma; the bard uses his connections and savoir-faire to try to obtain information (modifiers may be employed based on how obscure/specific the information sought is)

Charm Person:  Starting at 3rd level, the bard gains the ability to charm, as per the magic spell charm person, affecting a number of HD equal to the bard's own.  At 9th level, the bard's power extends to monsters (as per the charm monster spell), and at 15th level to plants (charm plants), and at 18th, mass charm becomes possible.


Magic - Here is the big difference

Bards use spell-songs. In order to cast a spell song, an enchanted instrument must be used.  The bard character will start play with an enchanted version of a chosen instrument, much as a mage starts with a spellbook. Spell-songs are musical compositions that draw upon and shape the ambient magical energies of the world. Spellsongs may be sung without calling forth the magic potential of the song, and can thereby earn money from an audience (you can earn 1sp for a performance of a song that is not also a spellsong, 5sp for the performance of a spellsong for entertainment without releasing its magic). The decision to use the magic of a song is made just prior to singing.


Character levelExperienceSpellsong Level 1Spellsong Level 2Spellsong Level 3Spellsong Level 4Spellsong Level 5
101----
22 0002----
34 00021---
48 00022---
516 000221--
625 000222--
740 000322--
860 0003321-
985 0003322-
10110 0003332-
11150 00033321
12200 00043332
13400 00044333
14600 00044433
15800 00044443
161 000 00054444
171 200 00055444
181 400 00055544
191 600 00055554
201 800 00055555

The Spellsongs:
Level 1
Eternal Wanderer
Faerie Lights
Lullaby
Moonlight Shadow
Seeker of Magic

Level 2
Bellow
Flight Be True
Guardian Angels
Heroes' Chant
Tireless Hero

Level 3
Epic Battle
Requiem Melody
Song of Binding
Song of Freedom
View From Afar

Level 4
Breathstealer
Magic's End
Mindrender
Tempest
Truthtell

Level 5
Dance with Me
Fantasy
Forgotten Thoughts
Roll of Thunder
Satire
DM
GM, 161 posts
Sat 1 Jan 2022
at 06:18
  • msg #6

Special Book

For those of you who are playing a mage, illusionist, or bard, you will have a separate private thread.

For the mage or illusionist, this is the spellbook.  For the first post in the thread, please list whatever spells are currently memorized.

The second post will be something of a "table of contents" for your spellbook, listing all the spells you have in your book.  Additional posts may include your personal notes on the spell (for example, the gestures used or the verbal component, what material components might be involved and how they are utilized in the casting).

Any non-exotic spell component of value up to 100gp can be presumed to be obtained during your "down time".

For the bard, this thread will be your song book.  You will have access to the 24 spellsongs (note, Satire is very special), although you can only use the songs of an appropriate level.  So, while you might know the song which you would later be able to use for effect for "Bellow", as a first-level bard, you can only utilize the 1st level spellsongs.  The songs may be performed without evoking their magic--a spellsong performed without evoking the magic in a tavern setting will increase the bards' income by 5x compared to performing most other songs.  In the song book, you may make notes of reference songs, lyrics used when performing the song, and will have the complete notes regarding what a given spellsong accomplishes.
DM
GM, 167 posts
Sat 1 Jan 2022
at 06:30
  • msg #7

Bonus Spells

Because the “find familiar” spell is so cost-prohibitive, but the addition of familiars is something that can enhance the game, at the time of creation, any mage may elect to have a familiar.  This familiar may be chosen by chance (roll as per the table in the PHB) or selected with my approval (either any variety in the PHB table or some other creature).  Note that cats do not have to be black, but can be any color/pattern of common feline.  Selected familiars may also be other non-magical animal.  This does not require inclusion of the spell in your spellbook.  While familiars may have an extended lifespan compared to other creatures of their type, many do not have a lifespan equal to that of the mage.  If a familiar dies from old age, there are no ill-effects on the mage—those ill-effects are only the result of death as a result of direct mistreatment, neglect, or recklessly placing the familiar into harm's way.

Surviving low levels is hard.  As the rules are written, it seems like there is little difference between the mage with the INT of 9 and the mage with an INT of 18—you memorize your one spell, cast it, and spend the rest of the day either throwing darts or using a sling while trying very hard to stay out of harm's way, but it's a lot of rinse-and-repeat and using the same spell (sleep or magic missile, depending on which one is in the spellbook) every time.  Therefore, I am providing the opportunity to use bonus spells based on INT and the ability to cast spells of the given level (this is in addition to the extra spell for specialists):


INTBase Chance to LearnMax Spell LevelMax # Spells/Spell LevelBonus Spells
935%4th6NA
1040%5th7NA
1145%5th7NA
1250%6th7NA
1355%6th91st level
1460%7th91st level
1565%7th112nd level
1670%8th112nd level
1775%8th143rd level
1885%9th184th level


In other words, a 1st level mage or illusionist with an INT 13 will be able to cast two 1st level spells/day, and a 1st level mage or illusionist with an INT 14+ will be able to cast 3 1st level spells/day.

At 3rd level, a mage with INT 15 will be able to cast 4 1st level and 2 2nd level spells; the mage with INT 16+ will be able to cast 4 1st level and 3 2nd level spells.

Magic-users and Illusionists will each be granted a separate group which will be the spell book(s) for the character.  In this thread, the spells scribed in a spellbook will be listed, and you may make any additional notes regarding the casting (what phrase you want to use for a verbal component, the gestures for somatic components, etc.) as well as indicating which spells are memorized for a given in-game day.  A spellbook contains 200 pages, and a spell takes a number of pages determined as [level] + (1d6-1), so each first level spell could take between 1 and 6 pages to scribe into the book.  A cantrip is considered 0 level for this calculation but would take a minimum of 1 page.
Sign In