The Magical World
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| Creating A Mage | Learning & Casting Spells | Example Spells | Magic Items | Sources of Magic |
Magic on Lithgar is significantly different than in a standard Fantasy Hero campaign. It is a powerful, dangerous force that has a nasty tendency to turn on those who dare to hold the reins of its power. Further, instead of knowing exactly what a spell does in terms of Powers, Advantages and Limitations, players are given only the casting requirements and effects, and a description of what the spell does.
It costs 2 points to be a latent mage - 1 for a 10 END pool and 1 for a point of REC. Characters may buy up their Reserve and Multipower with experience. Yes, latent mages must take the Physical Limitation.
The END Reserve may never have more than ten times the mage's Constitution in END. The REC must take a -1/2 limitation that represents rest, meditation, time in prayer or some other other time-intensive, noncombat ritual. Tantric mages, for instance, might seek out a brothel.
All spells must use the END Reserve. If the Reserve is empty the mage may spend personal END on a 2-for-1 basis (2 personal END equals one END in the Reserve), then may spend STUN on a 1d6-for-2 basis (1d6 STUN gives 2 END into the pool).
Next, buy a Multipower. This will not work as a regular Multipower, but it's a good analogy. Mages must dedicate points to maintaining a spell, such as 10 points into a defense while using 30 points with which to attack.
Further limitations may be placed on the Multipower to represent more restrictive sources of power, such as:
When casting a spell, mages roll against their Spellcasting skill. This may be casting, praying, drawing runes or anything else appropriate yo your type of magic, but it's bought the same way. Your skill may never be greater then the sum of your INT and EGO.
Finally, all mages (active or latent) must take the following disadvantage. This does count towards the character's maximum points from the Physical Limitation category.
Critical damage is defined as any time the mage falls below 0 BODY. Other events may apply, but the idea is damage that would otherwise kill the mage might also damage his ability to wield magic. Each time this happens, the mage must make a CON roll (at -1 per BODY under zero) or permanently loses 2d6 END (straight END, not character points of END) from his maximum possible reserve.
Example: A mage with a 13 CON takes critical damage. Failing his CON roll, he loses 11 points of END. His maximum END pool is now 119 but his current END pool of 80 is untouched. If he later buys his CON to 14 (costing 2 points), his maximum pool becomes 129.
A mage may replace losses (1 point for 10 END), but for every 10 END bought to this way, reduce the character's Characteristic Maxima for CON by one or STR by two (player's choice). If this lowers the maximum below the character's current score, the extra cost must be paid just as if the character had purchased an above-maximum score.
Continuing the Example: The mage above buys 10 END to replace losses. His pool is now 90 END with a maximum of 139. The player chooses to lose a point of CON maxima, and now has a maximum CON of 19. His current CON of 14 is untouched.
In game terms, characters must pay for each spell as though it were a new Multipower slot. Maintaining most spells requires allocation of the multipower points, but some have the advantage Uncontrolled and last long after the mage wanders off (like Continual Light). Others have a continuing effect but a variable duration (like Magic Mouth), and it's up to the GM to determine when these spells end. Players will generally know when one of their spells becomes activated (such as traps) or gets dispelled (such as traps).
Spells have two basic parameters: Level and Limitations.
Level: Each level indicates 10 active points. All spells have a level at which the mage knows them, and most may be cast at a lower level. The higher the casting level, the higher the active points and the more severe the penalty to the casting roll.
Most spells may be cast at a reduced level of effect. This makes the Magic Roll easier, but some spells have a minimum level of effect and cannot be learned or cast at a lower level.
Limitations: All spells have all of the following limitations for zero points. Additional ones may apply, which are applied to the Active Cost as normal. The cost of a spell is the Real Cost divided by 10.
With GM permission, each of these limitations may be removed (or reduced by one level in the case of Extra Time) by spending 1 extra point on the spell. Some spells have additional limitations and this will be noted in the description. Most limitations on a spell may be removed if the player puts enough points into it, but I'm not making this a blanket policy as there will undoubtably be things I want to keep difficult (e.g. healing spells will always require time to start).
Finally, buying off limitations generally only works for a given spell - just because you can cast a level 5 Fireball in a half phase doesn't imply you can do the same with a level 5 lightning bolt.
Even though a mage may know a spell at a certain level, he may not instantly buy it up on his own - it takes an in-game event to do so. This can be as simple as praying for a few hours and getting approval from on high, or it can involve months of research in a well-equipped laboratory requiring obscure and difficult-to-obtain components. Spellbooks and scrolls written by someone practicing the same type of magic as you may be useful, though putting cursed scrolls and bogus spells in the library is an excellent way of discouraging thieves and over-inquisitive apprentices, and provides hours of amusement to their masters (as well as the GM).
Accuracy: While it sometimes take a little of the direct damage out of the spell, most mages are willing to accept a slight decrease in power in order to offset their inherent lack of OCV and weapons training. I think it more realistic that mages would prefer to use magic to increase their chance to hit than go out and get sweaty by actual weapons training.
Accurate = +1 OCV (3 points) and +1 OCV vs Range Penalties (2 points)
Buying New Spells
How you get new spells depends on your type of magic - traditional western wizards spend time
researching & experimenting, clerics fast & pray, shamans go on a spirit quest and so on. Mages
can put up to two points into a spell they know (start the game with) before needing help such
as a research library or spiritual guide. Most mages can also create new spells, taking about a
week and the appropriate resources.
For example, a mage knows Firebolt, a fire-based Energy Blast, at level 4. As he uses it on adventures he can buy it up to level 6 (+2 points) on his own. To buy level 7 requires a tome on fire magic or a teacher who knows level 7 Firebolt, plus a week of practice and a successful Profession: Mage roll.
As another example, the mage above wants to create a Fireball spell. It'll take a week and either a book or teacher plus a Profession roll, and he's got Fireball at level 1. While using it on his own he can buy it up to level 3 (+2 points) before needing help to go to level 4.
Casting Spells
As with regular Fantasy Hero, a spellcaster declares the spell he's trying to cast, calculates
the casting roll required and drops the dice. As all spells are multipower slots, you must
allocate points to maintain a continual spell (such as Mage Armor) while casting offensive
spells.
For example, a mage has a 50-point pool and before combat he casts Mage Armor at level 2. While in combat he is limited to level 3 spells, as 20 points of the pool are dedicated to maintaining the Mage Armor. Facing a very tough opponent, he drops the Mage Armor (a zero-phase action) and puts all his power into a single level 5 attack.
Special Effects
Mages cast spells and manipulate magic energy in personal and unique ways, and it is possible
to analyze this signiture and identify the caster. While it works well on enchanted items and
people who carry active curses, it is more difficult on things that magic has only briefly
touched - like corpses.
Lightning: Lightning is innately Armor Piercing against metal armor. On the downside, Spellcasting failures are more dangerous: the caster takes half the damage he would normally take, and the other half is one level up in lethality. For example, failure to cast an Energy Blast-based spell would cause STUN-only damage. Failure to cast a lightning-based Energy Blast would cause half STUN-only and half normal damage. This innate lethality makes teachers for high-level lightning spells difficult to find.
Spell (minimum level): Description and game mechanics.
Barkskin (1): This toughens the caster's skin, making him resistant to damage. 3/3 PD/ED, Hardened.
Burning Hands (3): A spray of blue-purple flames washes from the caster's hands, engulfing the area in front of him. 1d6 RKA, Area Effect Cone.
Charm person (3): The target likes the caster. This is a temporary effect and the target is very likely going to know you've done something to him (but only after it's over). 4d6 Mind Control, Invisible, and the Gestures & Incantations are minor.
Comprehend Languages (2): The caster can carry on a conversation in another language. He must have a reference (e.g. a person speaking the language - he cannot simply start speaking a foreign language), and all added knowledge of the language fades with the spell (he cannot remember even a phrase). This spell will not read messages that have been deliberately encrypted - that's a separate spell. Most serious scholars have the level 3 version, which grants literacy. Higher levels of the spell are required for rare & obscure languages (e.g. level 4 to speak/read dead languages (ancient Aramaic), level 5 for lost and forgotten languages (Atlantean), and level 6 for insanely old languages (Chuthlu-oid)). Universal Translator.
Counter-Enchant (2): This is a combat version of Dispel Magic, used to remove defensive spells that have already been cast. This merely suppresses the defense, so while you don't have to maintain the Multipower points you do have to keep pumping END into the effect to maintain it. This also does not affect a newly-cast spell, so the target may drop the old spell and recast it. 6d6 Suppress vs Defensive Magic SFX.
Counterspell (2): This is the combat version of Dispel Magic, which directly attacks the magic of a spell being cast. Counterspells can usually disrupt spells less than their own, a better than even chance of their level, and rarely a level above. 6d6 Suppress vs Magic SFX.
Detect Magic (1): While the caster concentrates, magic items within his sight glow white. Higher levels give a measure of how powerful the magic is (how bright the light is), type of magic (color of the light) and perhaps a little information about what it does (the 'flavor' of the glow). Enhanced Sense: Detect (Magical SFX), ranged, Concentration 1/2 DCV.
Dispel Magic (4): A short (1 minute) ritual that removes low-level curses and enchantments. It is designed to be used against traditional AD&D magic, faring less well against channelling & essense mages. 8d6 Dispel vs Magic SFX. This has a chance of removing level 3 enchantments (8d6 vs 30 active points).
Enchant Weapon (1): One weapon (a sword, an arrow, etc.) becomes enchanted for a short time. 5 minute casting, lasts for 1 hour per level. +1 DC per level. A related and higher-level version will create permanent enchantments, and varients of both will create flaming, slaying (vorpal) and dancing weapons.
Flame dart (2): A small dart of white-hot flame streaks to the target, causing moderate damage. 1d6 RKA, Accurate.
Giant Strength (1): The target becomes immensely strong. Higher levels grant insanely high levels of strength to many people. +5 STR, useable by another.
Healing (2): The target's wounds close as the mage concentrates. Regeneration, useable on others.
Identify (3): This spell identifies what an item is and does. It is a ritual that takes 1 hour. When you make your casting roll, that roll is consitered a complementary skill to an 11- Analyze roll. How much you make *that* roll by will determine how much information you get. Items that curse you when used will not be activated, but those that nail you when touched will. Enhanced Sense, Discriminatory and Analyze.
Legend Lore (6): This reveals an item's history - who made it, what significant events it's undergone, and so on. It is a 5 hour ritual that leaves the caster vulnerable to any negative effects the item might have. Using History as a complementary skill, make your casting roll to see what you learn. Enhanced Sense, Discriminatory and Analyze plus Postcognition.
Lightning Bolt (3): The fury of the heavens. 2d6 RKA, 2d6+2 if outside in a rainstorm.
Mage Armor (1): The basic protective spell that enchants a mage's robes to be as hard as steel. Or leather, in the case of the 1st level spell. This is a common enchantment to be put into clothes that the paranoid nobility wear, which is most of the ones that are still alive. 2/2 Armor, no gestures or incantation to maintain, 0 END once cast. Requires the caster to be wearing clothes.
The spell to cast Mage Armor and the spell to enchant a set of clothes with Mage Armor are different and must be purchased separately. The complementary skill to create magic armor is the creation skill itself - e.g. magic armor is created by a mage with the armorsmithing skill. Tailoring & leatherworking are easier to learn, which is why most magical armor is cloth or leather (the mage can start with high-quality raw materials, such as silk or fine leather and just do the sewing / finishing work himself), plate is rare and chain is almost unheard of as very few mages care to spend so much time making a suit of armor.
There are, of course, temporary enchantments - these last from an hour to a day and grant magical protection to clothers or a suit of armor. They're effective but require reasonably expensive / rare expendible components, which is why the gate guards don't have 'em on a daily basis.
Mage Hand (2): Through concentration and force of will, the mage may move small objects without touching them. Concentration (half DCV), but no gestures or incantations. 5 STR Telekinesis, fine manipulation, Invisible.
Magic Missile (2): Multiple bursts of mystic energy streak unerringly to the target. Very light damage but also likely to hit. Base the number of missiles on the casting roll, then assign which target gets each missile, then roll To-Hit for each missile. High levels of this spell cast by skilled mages become very dangerous, while the lower levels are more useful in barroom brawls. Casting this at level 1 does 1d6 EB with Accurate, but losing the Autofire. 2d6 EB, Accurate, Autofire.
Protection from Normal Missiles (1): The caster is protected from arrows, quarrels, sling stones and the clods of dung hurled by angry mobs. 8/0 Force Field, only vs non-magical projectiles.
Protection from Evil (1): Those with evil intent may not harm the target. Higher levels actively repel or damage evil. 4/3 Force Field, only vs Evil SFX. Higher levels include Area of Effect (Radius), a Suppress vs Evil SFX and a Penetrating Damage Shield.
Purify (2): Removes diease, poison and other pollutions from a person or area. Higher levels remove stronger diseases and have larger areas of effect. Minor Transform, Area Effect Radius.
Remove Curse (4): A ritual (1 hour) version of Dispel Magic. It differs in that while Dispel Magic can be just as powerful, Remove Curse is designed to work against the effect (curse) rather than just the spell used and gains +1 per die. The downside of Remove Curse is the mystic connection between the caster and the afflicted, which tends to spread the curse to the caster on a failed removal. 8d6 Dispel vs Curse SFX, 1 hour base time.
Shield (1): An protective wall appears in the air before the caster. Well, fails to appear as the case may be, as it's invisible. 7/0 Force Field, front hexside only, not affected by energy attacks, Invisible.
Stone/Iron/Steelskin (2/3/4): Advanced versions of Barkskin, with advanced protection. 2/2, 4/4 and 6/6 Armor.
Survive Elements (1): The caster is resistant to the forces of nature - fire, lightning, sunburn, frostbite and the like. This does not mitigate combat damage (just like Life Support), but it does affect things like CON roll penalties from dehydration. Damage Reduction, 25% energy (natural), nonresistant, END is paid once per 20 minutes.
Teleportation (4): From here to there. There are no range limitations, but higher levels indicate a better chance of safely arriving at your destination. Some spells move only the caster, while others move groups or create semi-permanent portals. Teleportation with megascale.
Ward (2): The caster secures an area, setting a trigger that will alert him if anyone enters. Higher levels can lock doors, prevent teleportation and capture intruders. Clairsentience with Area Effect Radius, Megascale and Trigger.
Most enchanted weapons are therefore temporary (though their lifetime can measured in decades), though some are made from meteoric iron while others may be vampiric (sometimes both). Vampiric weapons draw upon their wielders (and/or their victims) to fuel their abilities, at times leading to a phyrric victory. Meteoric iron weapons do not lose their enchantments. Rather, they grow ever more powerful over the centuries - and, some rumor, more intelligent.
There are several rankings of magic items, from temporary blessings and one-use potions to permanent enchantmented items to major artifacts. The more powerful an item, the more power was required to use it and the caster was correspondingly more in tune with the magical forces required. Unfortunately, attunement with the fundamental forces of the cosmos tends to detach an individual from everyday life, so the high-end items have a tendency to come with effects that the current user hadn't intended. Some are minor items like the Ring Of The Rose (1) while others qualify as Don't-Mess-With-It and cause maps to be rewritten when someone is foolish enough to use the damn thing.(2) There is in addition the Law of Balance, which states that the more powerful the effect from using it, the more disastrous the down side or price to be paid.
(1) Ring Of The Rose, created long ago by an old human wizard named Rosewood, who apparently had been
rejected by nearly every beautiful girl he'd come into contact with. He decided that his loneliness was
caused by the scarcity of same, and not by certain odious personal habits, and so came up with the Ring.
It grants some special abilities such as Darkvision, but every use causes a 10% alteration in the wielder
until they are a beautiful human girl. There is an village of Larktree where beautiful human girls come
to spit on the grave of an old wizard named Rosewood.
(2) Such as the Hand and Eye Of Vecna, Rod Of Priapus, Orb Of Conflagration, The Monkey's Paw, The
Suloise Trump, Amulet Of Meteor Summoning, and other things that are generally passed around in
cautionary tales as "Things Only A Total Idiot Would Consider Playing With".
Arcane Focus
A caster may imbue an object with a portion of his essence, enhancing his ability to control
the flow of magic. This item is linked to the mage, making him vulnerable if it is used against
him and damaging him if it is destroyed.
Pick a number between one and [up to half your EGO] to represent the Power of the focus. You gain that number as a bonus to your spellcasting skill. If the focus is destroyed, you take that many BODY damage with no defenses and a x5 STUN multiplier. If the focus is used against you, you take that number as a penalty to the appropriate defense and to any roll you make (e.g. mental defense and all subsequent EGO rolls).
A focus is usually a reasonably large object (staff, large holy symbol, etc), and is (if you're using the bonus) blatently used as part of your casting - it's an Obvious Accessible Focus. You can choose a small item (small symbol, wand, brooch, ring, etc) and make it an Obvious Inaccessible Focus, in which case the maximum skill is your [EGO divided by five]. Foci have DEF 3-5 (depending on what they're make from) and 1 BODY per point of Power. Damaged foci function at reduced capability on a 1-for-1 basis, but the mage isn't harmed until it's destroyed.
A focus is Inobvious until used at which point it becomes Obvious. They radiate strong magic and give a bonus to magic-detecting PER rolls of +1 per point of Power. The base time to analyze a focus (and be able to use it against them) is 1 hour and a Profession skill roll (not a Magic roll - that skill is for casting only). You can't use someone else's focus - it's attuned to them and the best other people can do is take advantage of the link.
While it is possible to store spells in the focus (e.g. to destroy itself in case it falls into enemy hands), such a thing is rare as a spellcasting roll made exactly (at half power or more) will trigger the stored spell. A crit failure will *not* trigger the effect (otherwise mages would put healing or teleport-me-to-the-hospital spells in 'em) - rather the active points of the stored spell is added to the active points of the Side Effect from the failed spell.
If you lose your focus, you can savely sever the connection by 1 point per day. It takes about a week per point to create a focus quick-and-dirty, and three per point if you're slow-and-careful. Any focus you start the game with will be the slow-and-careful kind.
There is no character point cost for an arcane focus.
Essence: In this case the mage himself provides the power for his spells from an internal reservoir or an immediately-at-hand source such as a Powerstone or living sacrifice. This type of magic is perhaps the most subtle (casters more easily buy off the Gestures, Incantations and Focus limitations), and the least affected by zones where magic has been suppressed or negated. It is also the most dangerous when the caster loses control as the magical feedback can easily ground directly through the mage's body.
Essence mages have greater freedom when buying off limitations on spells, and have a much better chance of successfully creating new versions of learned spells. On the down side there are some limitations on which spells may be learned (as they may not be possible with internal energies) and how powerful they may be. In addition, most Side Effects manifest themselves as Killing Attacks against the mage. Remember that you get no defenses of any type against Side Effects.
Examples:
Channeling: These casters have a contact with an external source that provides the raw power necessary, and merely shape it into the desired effect. This is most common with clerics who are a focus for their deity's power, but may represent a link to an elemental plane (fire mages),
Channelers have much more flexibility when it comes to adapting their spells to the circumstances. For example, I will allow clerics to pray for aid and try casting spells they don't actually know, when their current spells are inappropriate. Fire mages will have a great deal of control over their fire spells and may learn how to spread their Energy Blast spells. In exchange I will expect a good deal of role-playing to support the source of power. Clerics must abide by the rules of their religion, paladins must follow a strict code of honor and fire mages will be eager to watch things burn (the urge should be there even if the action isn't).
Examples:
Environmental: This is a catch-all for everyone else. These mages draw their power from the world around them. There are no special advantages or disadvantages to being an environmental mage, though mages who live for a long time in the same place may reflect the surroundings in their personalities. This category is also the most vulnerable to anti-magic spells and locations.