MAGIC AND SPELLCRAFT

Spellcraft

Enchantment

Spell Specifics & Example

Enchantment

Rune Crafting

Alchemy

Magical Circles

Banishment

Spellcraft

Magic is the force that links everyone and everything. It fills us, it covers us, and it is a part of us. Life and the soul are part of this magic. Some places have more of this energy than others do; why is still unexplained. To successfully cast a spell one needs three very important things: a belief in magic, a strong will to summon the power and the training to control it. Uncontrollable magic is one of the most chaotic forces on earth.

The belief in magic is not simply a suspension of disbelief. Every fiber of ones being must believe that there is magic, and more importantly that the caster is important enough to force the universe to bend to his will. Without a rock hard belief in this not even the simplest spell can be cast.

A strong will and a bright mind are the next requirement to cast spells. In game terms add the WIL and INT of a character together to determine the magical aptitude. The magical aptitude when referenced to the following chart will determine how many arkana the character can learn. This number can change over the course of a lifetime as a character adventures.


Magical Aptitude

INT + WIL

INITIAL ARKANAS

02 – 130

None

131 – 150

1 Arkana

151 – 170

2 Arkana

171 – 190

3 Arkana

191 +

4 Arkana

Whenever a character wants to cast a spell, his or her physical being is strained. With each strain, it becomes harder and harder to cast more spells. What this translates to be is that for each spell cast, the character will receive a temporary penalty to every "Cast Spells" skill that he or she has. This penalty is called "Drain." Each drain is cumulative.

 


Spell Drain

SPELL TYPE

DRAIN

Quick

-2

Normal

-2

Long

-5

Ritual

-20

Power of Spell

Power of Spell

Power of Spell means for every spell power, subtract an additional amount from the skill. 1st power spells subtract an additional 1, 2nd power spells subtract an additional 2, etc.

The temporary penalties recover at a rate dependant upon the enchanter’s HEA and WIL. See the chart below for refresh rates. The rate is doubled for every hour of restful sleep that the character has.


Magical Refresh Rate

HEA + WIL

RECHARGE RATE

02 – 40

1 per hour

41 – 90

2 per hour

91 – 110

3 per hour

111 – 130

4 per hour

131 – 170

5 per hour

171 – 199

6 per hour

200 +

7 per hour

There is a way to temporarily get around the cumulative penalty that is incurred. The skills "Geomancy", "Naturalism", and "Necromancy" can be used to protect the magic using character from Drain. With a successful skill roll, the character can cast spells without penalty for a number of rounds equal to 1/10 of the skill used. For example, a character has a geomancy skill of 40%. He or she can use this skill to be able to cast spells without penalty for up to 4 rounds. However, this is a strain upon the character. The character can only attempt one of these skills only 1 time per hour, whether or not he or she was successful.

The final requirement for spell casting is the constant and difficult training. Every occupation has a spell casting type. This type will determine when the caster will gain the understanding to cast which power spells. The chart below lists when which power is available.

 

Power by Spell Type

EXP LEVEL

A

B

C

1

1st

1st

1st

2

     

3

     

4

     

5

2nd

   

6

     

7

     

8

 

2nd

 

9

   

2nd

10

3rd

   

11

     

12

     

13

     

14

 

3rd

 

15

4th

   

16

     

17

     

18

   

3rd

19

     

20

5th

   

21

 

4th

 

22

     

23

     

24

     

25

 

5th

4th

Once a new power of spell is available the caster must spend time to attempt to learn each new spell. One full week of game time must be spent per attempt. The Learn Spell skill is used when attempting to learn a new spell. There are several possible modifiers when attempting to learn a new spell. Any and all applicable modifiers must be used when attempting the roll. The modifiers need not be used for casting the spell, simply for the attempt to learn it.

 


Learning New Spell Modifiers

ACTIVITY

Modifier

Learning from a book

+/- 0%

Learning from personal trainer

+20%

Learning with a group of 3 or more

+10%

Second attempt at same spell

+30%

Learning with a Focus Item

+15%

Learning with Components

+30%

Spell Singing

+10%

Self Taught

-10%

Learning Verbal Only

-40%

Learning Somatic Only

-40%

Learning a spell from a book is the most common way to learn. The spell book must have the complete spell, plus whatever notations the wizard felt free to add. If the first attempt is unsuccessful, and a second week is spent in the learning process, then a bonus of 30% is applicable. However in order to gain this bonus no other penalties may be applied.

A personal trainer must spend the entire week with the student, correcting her motions, her pronunciations, and helping her practice. To Learn with a group of three or more students they all must be attempting to learn the same spell. Their interactions as they learn will help the others by avoiding common mistakes.

Focus items and components are material things that assist the caster in focusing the magical energies. They are considered handicaps and the most experienced wizards look down on those who use them. If a wizard who uses one desires to relearn the spell later with no handicap or she may do so with a bonus of +30%. This must be done no sooner than one month later.

Focus items varies depending upon the spell. Spells that inflict direct injury may require a staff or wand as a focus item, while an illusion may require a mirror or a piece of glass. Material components are much like focus items except that they are absorbed to power and focus the spell. All material components can only be used once. The exact item to be used should be agreed upon by both the GM and the player at the time of learning.

All spell casters automatically begin play with three 1st power spells with no modifiers to learn. These three spells may come from any arkana that the player has skill to use. In addition all characters have a chance to learn a few additional spells of 1st power. These spells must also be from an arkana which the character has a Use Skill. The chart below will determine the number of attempts at using the Learn Spell skill the character begins with at creation.

 


Number of Spells at Creation

INT + WIL

A

B

C

131 – 150

2

2

1

151 – 170

3

2

1

171 – 190

4

3

1

191 +

5

3

2

Once learned the spell must be cast. To cast a spell, roll a skill check for the appropriate Use Arkana skill. The following modifiers apply for all spell-casters unless they specifically learned away a penalty.

 


Spell Casting Modifiers

ACTION/CONDITION

MODIFIER

Only 1 hand free

-50

Casting w/o Learned Handicap

-60

No hands free

-100

Gagged

-80

Moving while casting

See Combat

Non pressure situation

Automatic

Any roll equal to or under the skill percent is successful. Any roll over is unsuccessful. If the die roll is under one-tenth the skill percent then roll percentile dice on the following chart. If the die roll was 96 - 00 then the caster failed critically.

 


Critical Spell Success

Die Roll

Effect

01 – 10

Spell only costs one-half normal.

11 – 20

Spell only has a drain of 1.

21 – 60

Spell has no drain.

61 – 70

No drain +25% injury or duration.

71 – 80

No drain +50% injury or duration.

81 – 90

No drain +100% injury or duration.

91 – 98

No drain +150% injury or duration.

99 – 100

No drain +200% injury or duration.

During the combat round there is an excellent chance that the caster may be struck for injury. If this occurs then the caster must make a Concentration skill roll or else the spell fizzles with no cost to the caster. The amount of injury is the percentage penalty to the skill roll. However if the Concentration skill roll is a critical failure, then the spell must be rolled as a fumble which immediately occurs.

Critical Failures with spells are rolled with 3d10. Each Arkana has it’s own fumble table so cross-reference the appropriate chart. The caster may add or subtract up to her highest available power from this die roll. For example, a 5th Level wizard of Type A could add or subtract 1 or 2 from the die roll, while a Type B or C of the same level could only add or subtract 1.

 

Fumbles with Power Arkana

DIE ROLL

EFFECT

3 – 4

Suffer 5x the normal Drain

5

Suffer 3x the normal Drain

6

Teleported 50 ft in a random direction

7 – 12

Suffer 2x the normal Drain

13 – 18

Suffer the normal Drain

19 – 21

Take Injury equal to power of spell

22 – 23

Suffer 2x the normal Drain

24 – 25

Take injury equal to 2x power of spell

26

Teleported 50 ft in a random direction

27

Suffer 3x the normal Drain

28

Suffer 5x the normal Drain

29 – 30

Teleported 1 mile in a random direction

 

Fumbles with Energy Arkana

DIE ROLL

EFFECT

3 – 4

Take 1d10 / 2 levels in Injury

5

Suffer 3x the normal Drain

6

Nearest friend takes 2x caster’s level in Injury

7

Take 2x level in Injury

8

Nearest friend takes casters level in Injury

9

Take Injury equal to level

10 – 12

Suffer 2x the normal Drain

13 – 18

Suffer the normal Drain

19 – 20

Suffer 2x the normal Drain

21

Takes Injury equal to level

22

Nearest friend takes Injury equal to caster’s level

23

Takes 2x level in Injury

24

All within 5 ft takes 2x caster’s level in Injury

25

Suffer 3x the normal Drain

26

All within 10 ft takes 2x caster’s level in Injury

27

Unconscious for 1d10 minutes

28

Suffer 4x the normal Drain

29 – 30

Takes 1d10 / 2 levels in Injury

 

Fumbles with Mental Arkana

DIE ROLL

EFFECT

3 – 4

Lobotomized for 1d10 hours

5

Personality reversed for 1d10 days

6

Suffer 3x the normal Drain

7

Loses hearing for 1d10 days

8 – 9

Severe Phobia for 1d10 months

10 – 12

Mild Phobia for 1d10 months

13 – 18

Suffer the normal Drain

19 – 20

Mild Phobia for 1d10 months

21

Lose senses of smell and taste for 1d10 days

22

Mild spasms –5% to DEX skills for 1d10 hours

23

Random addiction for 1d10 days

24

Unable to save vs. Illusions for 1d10 days

25

Suffer 2x the normal Drain

26

Amnesia for 1d10 days

27

Blind for 1d10 days

28

Personality reversal for 1d10 days

29 – 30

Lobotomized for 1d10 hours

All mental effects are determined solely by the game-master. Mild and severe phobias should not be dealing with something rare or unusual. A phobia against neon-pink unicorns would not be as interesting as a more common one such as a fear of the dark. Rolling a Willpower check at each encounter can resist mild phobias. Severe phobias require a ¼ Willpower check to resist. While addictions may begin temporary, any long-term exposure to addicting substances may turn permanent.

 


Fumbles with Physical Arkana

DIE ROLL

EFFECT

3 – 4

Permanent Reversal

5

Reversal for 2x effect or duration

6

-20 STR for 1d10 hours

7

Paralyzed for 1d10 hours

8

Reversal of spell

9

Suffer 2x the normal Drain

10 – 12

Reversal for ½ effect or duration

13 – 18

Suffer the normal Drain

19 – 20

Reversal for ½ effect or duration

21

Suffer 2x the normal Drain

22

Reversal of spell

23

-20 STR for 1d10 days

24

Suffer 3x the normal Drain

25

Paralyzed for 1d10 hours

26

-20 STR for 1d10 days

27

Caster shape changes into creature of GM’s choice

28

Reversal for 2x effect or duration

29 - 30

Permanent Reversal of spell

Spell Specifics & Example

Once a spell is successful certain values must be determined. These values are listed in the description for each spell. They include Range, Duration, Effect, Injury, Protection, and how to save from the spell. Not every spell will have every value, but will be described in detail. The following is an example of a combat spell description.


Name: Fire Bolt
Arkana: Energy   			Power: 01
Duration: Instant  			Speed: Quick
Range: 10’ + 5’ / 2 Levels 		Drain: 3

Deals 2d10 injury plus the level of the caster plus one-tenth her use skill. Victims may subtract the appropriate amount from the use spell with their Defensive Tactics. Armor will reduce any injury received.


Obviously the name of the spell is Fire Bolt. Fire Bolt is a 1st Power spell of the Energy Arkana. The range of the spell is the caster’s level times five feet in distance plus 10 feet. All distances will be in units of five feet for ease of miniature combat.

The duration is instant. Most combat spells have Instant as the duration. This means the spell fires and is dealt with only once, unless cast again.

Speed states how long it takes to cast a spell. Quick spells require only 1 action to cast. Normal spells require 1 full round to cast. Long spells require 2 rounds to cast. Ritual spells require a minimum of 5 minutes (30 rounds) to cast.

Next is the Drain. This is the amount that is subtracted from every Cast Spells skill that the character has whenever he casts this spell. This is a temporary penalty, and will gradually go away with time and rest.

The final bit of information the description grants is the effect of the spell. The effect includes all of the information such as injury, amount of creatures affected, the volume of effect, and how to save against the spell.

Any spell that can be considered harmful to the target requires a save. In most cases a successful save means that the character suffers no ill effects from the spell. For all saves subtract double the caster’s level from the roll as a penalty. Any spells that contradict this have such listed in their descriptions. There are only a few types of saves based on what the spell actually does.

ENCHANTMENT

Enchantment is the process of creating magical items, such as weapons that have bonuses to strike and to injury, clothing that protects the wearer like armor, and other items that have spell-like abilities.

The skill that is used to create such items is "Enchantment". This skill is used like all other skills, with one exception: Where other skills are used in a few minutes to hours, this skill requires days, months, and sometimes years to use.

There are quite a few types of magical items that can be created. Scrolls are pieces of parchment that have a spell placed upon them. When the scroll is read aloud, the spell goes off.

Most items that have been enchanted can only be used once. Once used, they lose all enchantment, and must be enchanted again to be usable as a magical item. The next most common magical item are those that have a finite number of uses. Again, once used, these must be enchanted again.

There are items that have a finite number of uses whose abilities can be recharged without the item having to be re-enchanted. Eternal use items are those rare objects that once enchanted, never have to be recharged. Almost all weapons and armor are eternal use items.

Special purpose items are those that normally appear to be normal items, unless certain criteria are met, such as used against some creature. When the criteria are met, the abilities of the object either reveal themselves, or are amplified.

Each time that a character attempts to enchant an object, his or her Enchantment skill is used. The type of item he or she wishes to enchant, and the special abilities of the item modify this skill.

 

General Adjustments for Enchantment

ENCHANTMENT

MODIFIER

Create a 1 use scroll

+ / - 0%

Each additional use of scroll

-5% per use

1 use item

-15

Limited use item

-15% + -5% per charge

Rechargeable item

-50%

Eternal use item

-60%

Every power of spell

-10%

+1% skill to item

-3%

+1% attribute to item

-5%

Special purpose item

-95%

These are basic modifiers. The material that the enchanter is working with also affects the skill. Not everything can be enchanted. Of the very few materials that can, almost all will suffer a penalty to the Enchantment skill. The material that comprises more than half of the item affect the skill.


 Material Adjustments for Enchantment

MATERIAL

MODIFIER

Ebony

-10%

Elm

-20%

Gold

-30%

Iron

-50%

Oak

-5%

Rosewood

-15%

Silver

-5%

Another drawback to enchanting magical items is the amount of time that is required. The very simplest of scrolls will require at least 12 hours of continuos, disciplined work. For anything else, the time is often too restrictive for an adventuring magic-user.

 

Time Requirements for Enchantment

TYPE OF ITEM

TIME REQUIRED

1 use Scroll

12 hours

Each additional use of scroll

+8 hours

1 use Item

1 week

Limited use Item

1 week + 1 week per use

Rechargeable Item

1 month + 1 week per charge

Eternal use Item

6 months

Every spell power

+1 month

+1% skill

+1 week

+1% attribute

+1 month

Special Purpose

1 year

However, enchanters should not despair. The more time spent upon an item will grant a bonus.

Here’s an example: Burem is an Adept, with an enchantment skill of 113%. He wishes to create a enchanted ring that can cast the Fire bolt spell 5 times. He chooses a gold ring of his, and sets to work. The material of the ring is gold, so he has a penalty of –30% to his skill. Since he is making a limited use item, he has an additional penalty of –40%. Fire bolt is a second power spell, so he will have one more penalty of –20%. With all penalties included, he will have a 23% chance to enchant his ring (113-30-40-20=23). The attempt will take him 6 weeks.

  

RUNE CRAFTING

Rune crafting is a specialized form of enchantment. It is simpler and less time consuming to perform, but the applications are limited. To create a rune, a symbol must be carved into an object made of stone or metal. This can be a stone, a wall, or the floor. Once the rune is carved into the object, it must be powered. To power a rune, requires 1 action and 1 power point. Once the rune is powered, it will activate the very next time it comes in contact with something. So how can a rune be used? Carve a rune on a door, and power it up. The next person to touch the door could, depending upon what spell was placed into the rune, either suffer injury, fall asleep, become paralyzed… Or how about place a rune upon a large stone in the floor? Once it has been powered, the next person coming across it would either have to jump over it, or suffer whatever the crafter put into it. Facing a lot of combat? Just pull out that sling stone with the Fire Blast rune carved on it, place it in the sling, charge it, and let it fly. All this, and more, for 1 action and 1 power point! Now that I’ve got you hooked, here’s the fine print:

To be done right, the rune crafter must have some sort of craftsman skill, and then the crafter can only work with that type of material. So if you don’t have the metalworking skill, you can’t place any runes into metal. Each spell has it’s own rune symbol. Just because a character knows how to cast a spell, does not mean that he or she automatically knows the rune for that spell. To discover a spell’s rune requires the researcher to spend one day and a successful Learn spells skill roll. A character attempting to learn a rune without knowing the applicable spell must spend one week, and still roll the Learn Spells skill (and just because a character knows the rune for a spell, does not mean that he or she can cast the spell).

Below is a list of modifiers that apply to the Rune Crafting skill. All penalties and bonuses are cumulative.


Rune Crafting Modifiers

SITUATION / EFFECT

MODIFIER

Don’t have appropriate skill

-40%

Don’t have correct tools

-30%

Interrupted while working

-10% per disturbance

Rush job

-25%

Each additional hour

+10%

ALCHEMY AND POTIONS

Alchemy is the science of how substances interact. The difference between alchemy and chemistry is that alchemy is based upon magic rather than science. People who wished to change one substance into another, such as worthless lead into priceless gold originally developed alchemy. Over time, it became apparent that powders and liquids were the easiest substances to work with.

Alchemy is used to create magical potions. The liquid of the potion contains the essence of some spell. When a potion is drunk, the spell is put into effect. Almost all potions are based upon spells from the Physical Arkana. Some examples are potions that are used to temporarily increase the drinker’s STR, or to heal injury.

Creating potions is time consuming, but takes nowhere near as long as enchanting objects. One week is required for every power of the spell effect that is being created (1st power spell potions require 1 week, 2nd power spell potions require 2 weeks, etc.).

Creating potions can also be expensive. The substances used can be common to extremely rare. Sulfur is often used in potions that protect the user from heat and fire. Depending upon where the alchemist is, acquiring sulfur can be as easy as walking down the street to the apothecary, or as difficult and expensive as having to send a group of adventurers to the nearest sulfur mine. Which also just happens to be the lair of a mature dragon that has taken a liking to humanoid flesh.

Of course, there can be events and circumstances that can, and will, alter the chance of successfully creating a potion.

 

Potion Distilling Modifiers

EVENT

MODIFIER

Rush Job

-45%

Alchemist interrupted

-5% per interruption

Pot jostled

-2d10%

Impure ingredients

-35+%

Taking extra time

+5% per day

Of course, one could try experimenting. But it’s not advised. Everybody that has been taught alchemy has heard the story of Malatin. Malatin was an Adept of great power and experience. He decided to attempt to create a potion that would grant him (teachers insert some fantastical effect). He studied and researched for months before coming up with what he thought to be the correct formula. After a year of acquiring the proper ingredients, he set about the actual process. At the end of the 26 weeks that the formula called for, he had a single dose of his potion. He greedily drank it. (Teachers insert some hideous, grotesque, or catastrophic event)

MAGICAL CIRCLES

Magical circles are a cross between runes and spell casting. They are based around the circle of protection spells as described in the Tome of Arkana. The circle of protection spell creates a radius of protection centered on the caster’s original position. This protection will keep out or prevent injury from one specific being or form of attack. Each circle of protection is a separate spell, and once cast cannot be moved.  Magical circles must be a closed and continuous, but does not have to be actually circular in shape.  

Magical circles are permanent or semi-permanent varieties of this spell. Like runes, they are carved into the ground or inscribed upon it with ink, chalk, dust, or blood. Those carved into the ground or stone are considered permanent circles, while those simply written are called semi-permanent circles.

In order to place a circle of either variety the caster must know the Runic Circle form of the circle of protection spell. This works identically to a rune form of a spell. To learn the Runic Circle requires the researcher to spend one day and a successful Learn spells skill roll. A character attempting to learn a runic circle without knowing the applicable spell must spend one week, and still roll the Learn Spells skill. A permanent circle will require one week carving for every ten feet of radius, while a semi-permanent circle will require only two hours minus the character’s skill in art (as minutes). Carving a runic circle requires stone working.

Once the circle is in place it is still not activated. A circle can remain inactive, but potent, as long as nothing happens to the physical circle itself (dust or ink not smeared, stone not chipped). Anyone who knows the corresponding circle of protection spell may cast it into the circle. Once active the circle will act identically to a circle of protection spell except for the duration.

The duration of a permanent circle is measured in weeks. Every three days that the circle is active there is a 1% cumulative chance that the circle will cease functioning. If the caster leaves the circle the chance of failure increases to 5%. Semi-permanent circles have a 1% cumulative chance per hour that the circle will fail, increasing to 5% if the caster leaves the circle. The activator can always cancel the circle at will.

 

BANISHMENT

Banishment is used to cause otherworldly creatures and undead to either halt, run away in fear, or be returned to their plane of origin. Otherworldly creatures include, but are not limited to, Angels, Demons, Djinni, Elementals, and Shadows. To attempt to banish such a creature a simple banishment skill roll must be successful. There is no penalty to this roll. Once this roll has been completed the player must roll on the following chart with a bonus of 1/10th the character’s skill in banishment. However, the creature being banished generally gets a penalty to this roll equal to its rank. Roll effect for each group of identical creatures separately. Creatures above 15th level must be counted as individuals and cannot be banished as a group.

 

Banishment Effects

Die Roll

Results of Banishment

Under 1

Backlash. Character loses 2d10 injury points or is spell drained for 3d10.

1 – 50

No Result.

51 – 60

Held at bay. Creatures held at 5’ radius from caster.

61 – 70

Held at bay. Creatures held at 10’ radius from caster.

71 – 80

Terror. Creatures forced to run in fear for 1d10/2 rounds. Only a successful WIL check will allow them to return.

81 – 90

Terror. Creatures forced to run in fear for 1d10/2 rounds. Only a successful WIL check at –15 will allow them to return.

91 – 100

Banished. Creatures are forced back to place of origin or destroyed.

101 – 110

Banished. Creatures are forced back to place of origin or destroyed. Cannot return for 1d10 hours.

111 – 120

Banished. Creatures are forced back to place of origin or destroyed. Cannot return for 1d10 days.

121 +

Banished. Creatures are forced back to place of origin or destroyed. Can never return.


© 1999 J.K. Wykowski & T. Coonrod