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21:23, 7th May 2024 (GMT+0)

Magic in Evisath.

Posted by IthrilFor group 0
Ithril
GM, 8 posts
Wed 26 Jul 2023
at 02:09
  • msg #1

Magic in Evisath

In Evisath, Magic is a bit more dangerous and inconsistent than it is in other worlds. Dooms of Evisath will not be using the spell slots of regular 2nd Ed AD&D. I am not using the Vancian Magic System for this world.

Instead we're going to use a roll-to-cast system similar to the one presented by "House DM" on his YouTube video linked here: https://youtu.be/rafB8p9Eddo

I will be using a substantial amount of his material to explain this, and I will be editing some of it to fit my preferences as well. All credit (and my gratitude) for any used material goes to him for making these house rules available.

Magic in Evisath


Spellcasters have an automatic proficiency in Magic which does not count against their NWP slots. Each time a spell is cast the player must roll a Magic Proficiency check. Magic proficiency is base 10 with adjustments for intelligence, defined on the following table:


Intelligence Proficiency Bonus Adjustment:
Intelligence
Score
Proficiency
Adjustment
Spell Level
Limitation
0-8*
na - cannot cast spells
na
9-10*
-3
1
11*
na
2
12*
na
3
13*
+1
4
14*
+1
5
15*
+1
6
16
+2
7
17
+2
8
18
+3
9
19-20
+4
9
21-23
+5
10*
24-27
+6
10*

* Cannot use alternative methods to force a spell that fails the Magic Proficiency check.
* If 10th level spells become ‘a thing’.

Level Proficiency bonuses begin at 0 and cap at +5 as follows:

Character
Level
Level Adjustment
Lv 1
na
Lv 2-3
+1
Lv 4-5
+2
Lv 6-7
+3
Lv 8-9
+4
Lv 10+
+5 (Max)


Learning and Casting Spells:

Learning a new spell requires 1 week of completely undisturbed study for each level of the spell (a 3rd level spell requires 3 weeks of study without interruption). Most spells the wizard is learning will be written on some kind of scroll or in a book. The writings the wizard is studying cannot be deciphered until a Read Magic spell has been cast upon them. Once the spell is cast and the wizard has read the magical inscription, he is thereafter able to read that particular writing without recourse to the use of the Read Magic spell. After the new spell has been studied for the required amount of time, a Learn Spell check is made. If the check is failed, then the wizard cannot learn this spell from whatever source he has, and must seek another source to study to learn the spell.

Casting a spell requires a successful Magic Proficiency check, one free hand, the ability to speak (if the spell has a vocal component), any required material components and arcane focus.

The level of spells you can cast is half your character’s current level, rounded up. (1st level can still cast 1st level spells, 2nd level casts 1st level spells, 3rd level casts 2nd level spells, etc.)

When you attempt to cast a spell, you:
Roll a d20 + Intelligence Proficiency Bonus + Character Level Adjustment.
Spells require a successful Magic Proficiency check with a base DC = 10 + Spell Level Adjustment.

A Note on Material Components:

Not all material components are created equal. If the components used for a spell are inferior, they will reduce the chance of a successful Magic Proficiency check, or may even ensure a catastrophic failure. However, if the components are exceptional, they may increase the potential of a Critical Cast, and may have other, unexpected results. Notes will be made in the Spell Descriptions as needed for consistency.

For Example, Gilen the Urchinouted a 5th level wizard with an Intelligence score of 16 wishes to cast a Sepia Snake Sigil, a third level spell. His intelligence gives him a +2, and his experience level gives him an additional +2 (total +4) on his Proficiency check roll.  To succeed in casting the spell, he must roll a Magic Proficiency check of 10 (DC10, + spell level, + 3 = 13) His Intelligence score allows a +2 bonus, and his level allows a +2 bonus, (+4 total)  on his roll) for a requirement of 9 or better on the die roll.

A natural roll of 20 is a "Critical Cast" which allows the player to choose one of the following options:

Critical Cast Table:
Critical Cast Options
Descriptions
Double the Dice
Double the number of dice rolled for the spell.
Double the Targets
Double the number of targets the spell can affect.
Double the Area/Range
The spell can affect a target at up to double the listed area or range at the caster's discretion.
Double the Duration
Double the duration the spell lasts for.
Recover a Failed Spell
Recover one of your failed spells.


Failed Magic Proficiency check Penalties:

If the player fails the Magic Proficiency check, he loses the spell until he rests for at least 1 day for each level of each spell he has lost. (A third level spell requires 3 days of complete rest. To recover 4 lost second level spells will require at least 8 days of complete rest). This time is actually spent studying the wizards books of formulas, alligations, notes, and studies to regain the lost enchantments.

Read Magic is the only exception to this rule. Read Magic will always succeed, unless the caster rolls a critical failure. If the wizard rolls a critical failure for casting Read Magic, he will be subject to a Feeblemind spell effect for 1d4+1, plus the level of the spell in days, after which he will 'return to himself' and be able to cast Read Magic normally again.

Rolling a Natural 1 on a Magic Proficiency check; Critical Fumble:

Generally speaking, this is bad and a critical risk when it comes to messing with the powers of magic. If you roll a Natural 1 on your Magic Proficiency check you trigger an arcane mishap. When this happens, you must roll a D20 and consult the Arcane Mishap table below.

Arcane Mishap Table (Roll d20):
Roll
Results:
1-3
(15%)
The caster is exhausted. The caster and all creatures within 30ft take 1d8+4 damage/spell level and suffer the effects of the spell.
4-7
(20%)
The caster is exhausted. Caster takes 1d8+4 damage/spell level.
8-15
(40%)
The caster is exhausted. Caster takes 1d6 damage/spell level.
16-19
(20%)
Caster takes 1d4 damage/spell level.
20
(5%)
The caster is exhausted, but is otherwise unharmed.


Anytime a PC of Good, Neutral, or Lawful alignments fails a Magic Proficiency check, they may force the spell to succeed by fueling it with their life-force. Life-Force magic can even force a Magic Proficiency check of a natural 1 to succeed, but at great cost, and the caster (and possibly others) will still suffer the effects of the critical failure listed above. To do this, the PC takes 1 from his constitution for each point needed to allow the spell to be cast successfully. The character cannot spend so much of his constitution score that his score falls below 3.

Aside from the penalty of a temporary loss of constitution points, the wizard must roll a successful system shock check against their new constitution score. If it fails, roll on the following table to determine the penalty:

Force cost Table (Roll d20):
Roll
Results:
1-3
(15%)
The constitution points spent plus 1d4 additional constitution points are permanently lost. The caster must rest for 1 month. If the characters Constitution score falls below 0 because of this, the character dies.
4-7
(20%)
The constitution points spent are permanently lost. The caster must rest for 1 month.
8-15
(40%)
The caster receives some permanent scar or mark from the exertion of using his life force to power the spell. This is a penalty, and is difficult to hide (Permanently lose 1d4 charisma points).
16-19
(20%)
The caster receives some temporary scar or mark from the exertion of using his life force to power the spell. This is a penalty, and is difficult to hide (Lose 1d4 charisma points until the character rests long enough to regain their lost Constitution points).
(Or see the list of curses below for ideas.)
20
(5%)
The caster is exhausted, but is otherwise unharmed.


The lost constitution points will be regained at a rate of 1 per day of full rest, unless otherwise indicated on the chart above. For a good reference to Bodily Afflictions and Physical Deformities, refer to Chapter 9: Five Debilitating Afflictions in the Complete Wizards Handbook, or Chapter 3: The Price in the complete Necromancer’s Handbook.
(I’ll elaborate a list at another time)

Blood Magic

Casters of Chaotic or Evil alignments may also use blood magic in a similar way, drawing blood instead of tapping directly into their life force. To do this, the PC takes 1 point of blood magic damage for each point needed to allow the spell to be cast successfully. Blood magic and life force magic cannot be combined to power the same failed spell. Exceptionally evil wizards have the option of using another’s blood for this requirement. The cost is double when this is done, and puts a -3 adjustment for the die roll on the Blood Magic Penalties Table. The victim must be of Lawful or Good alignment. Victims with Neutral, Evil, or Chaotic alignments will not empower an evil wizards spell. Wizards who practice blood magic are subject to the attention of evil, extraplanar powers that sometimes exact a personal price which manifests as one of the many handicaps outlined here:

Blood Magic Penalties (Roll d20):
Roll
Results:
1-3
(15%)
An extraplanar being appears and kidnaps the wizard, dragging him to his infernal plane forever.
4-7
(20%)
An extraplanar being appears and places a Geas or Quest on the wizard.
8-15
(40%)
1d4 undead equal to the caster’s level are summoned or appear within 60 ft of the wizard and attack him immediately.
16-19
(20%)
The wizard is cursed for a number of days equal to the cost to force the spell. All attack and saving throw rolls are made with a -1 penalty.
(Or see the list of curses below for ideas.)
20
(5%)
The wizard escapes attention this time.



A more appropriate list of Force magic costs, and blood magic penalties will be added at a future time. Here are a few suggestions for now.

Possible force magic/blood magic and/or arcane mishap penalty suggestions:

• Permanently/temporarily lose 1d4 points of Wisdom.

• All plants within 10 feet of character wither and die.

• Cause Fear (as per the Fear spell) double duration, 20 ft diameter range.

• Attracts the attention of hostile creatures.

• Wizard loses 1 level of experience.

• Wizard is affected as if subject to a Feeblemind spell, no save. (may be temporary.)

• Holy water burns the character.

• User ages 1d10 years. (requires a System Shock check.)

• User contracts an incurable disease that reduces ability scores by 1 point each month.

• User has a 5% cumulative chance per use of being stricken by incurable lycanthropy.

Curses:

• The caster is rendered sterile.

• The next person introduced to the caster for the first time will hate him or her uncontrollably forever. Even if this curse is removed, the person still hates the caster of the curse, but the caster can improve the person’s attitude normally after the curse is gone.

• Each time the caster attempts to help a friend or ally, there is a 50% chance the attempt fails and causes the ally to fail at the task.

• The caster is struck blind and deaf.

• Each round in combat, there is a 25% chance that the caster will attack the nearest creature rather than choosing an opponent normally.

• Every time the caster makes a d20 roll, a roll of 20 counts as a 1.

• The caster effectively ages, moving him or her to the beginning of the next age category. See Chapter 6 of the Player’s Handbook for the effects of aging.

• At some point within the next week (or whenever it is feasible), thieves are able to steal all monetary wealth the caster has.

• Animals refuse to be within 5 feet of the caster and do not respond to the target’s commands or requests.

• Each time the caster meets someone for the first time, there is a 50% chance that the new person will confuse the caster with a hated enemy, a well-known criminal, or a raving lunatic.

• All creatures of a specific kind (such as orcs, owlbears, or black dragons) are permanently invisible to the sight of the caster (invisibility purge does not help, but see invisibility and true seeing do).

Assorted Physical Deformities:

• All hair permanently turns white or falls out
• Fur or scales cover body and frame face
• Club foot/lameness in a leg (1/2 movement)
• Eyes similar to animal’s (like a cat or wolf)
• Face resembles that of a particular animal
• Hands or feet are misshapen claws or talons
• Hands turn coal black or blood red
• Hunchback (combat ability unaffected)
• Malignant stench of decay or aura of malevolence in a 10’ radius
• Physical aging, 1–20 years
• Second mouth appears at the base of the skull
• Six-fingered hands (or six-toed feet)
• Skin gains the cold blue pallor of a corpse
• Small horns appear on head
• Smile or laughter appears cruel and evil
• Teeth (or ears) are long and pointed
• Three-foot long tail sprouts from lower back
• Tongue is forked or serpentine
• Vestigial, leathery wings on back
• Voice sounds evil, low, whispery, or inhuman
This message was last edited by the GM at 04:19, Sun 31 Dec 2023.
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