Magic

Magic Fumble Table

 

01

10

The spell fails completely no magic points are lost (but the spell is still forgotten)

11

14

The spell works but destroys all material components used in the attempt.

15

16

The spell works at half effect and destroys all material components used in the attempt

17

20

The spell works at half effect

21

21

The spell casting drains the magic user of all power and this intensifies the spell strength but an appropriate power

22

26

Ow unfortunate! Not only do you fail to cast this spell (and use up the power points) but your power points and hit points are reduced by the level of the spell.  Also make a system shock, being SS-(10 x Level of spell2) to avoid becoming unconscious. (HP lost rounds)

27

30

Worse yet! Not only do you fail to cast this spell (and use up the power points) but your power points and hit pointsare reduced by twice the level of the spell.  Also make a system shock, being SS-(10 x Level of spell3) to avoid becoming unconscious. (HP lost rounds)

31

33

For shame! Not only do you fail to cast this spell (and use up the power points) but your power points and hit pointsare reduced by thrice the level of the spell.  Also make a system shock, being SS-(10 x Level of spell4) to avoid becoming unconscious. (HP lost rounds)

34

35

This is simply not your day! Not only do you fail to cast this spell (and use up the power points) but your power points and hit pointsare reduced by quadruple the level of the spell.  Also make a system shock, being SS-(10 x Level of spell5) to avoid becoming unconscious. (HP lost rounds)

 36

36

Magic may not be your calling! Not only do you fail to cast this spell (and use up the power points) but your power points and hit pointsare reduced by six times the level of the spell.  Also make a system shock, being SS-(10 x Level of spell6) to avoid becoming unconscious. (HP lost rounds)

37

38

The spell works but with an altered temporal manifestation, this may cause the spell to fail or function in an alternate way.

39

40

The spell works but with an altered tactile manifestation, this may cause the spell to fail or function in an alternate way.

41

42

The spell works but with an altered olfactory manifestation, this may cause the spell to fail or function in an alternate way.

43

44

The spell works but with an altered audial manifestation, this may cause the spell to fail or function in an alternate way.

45

46

The spell works but with an altered visual manifestation, this may cause the spell to fail or function in an alternate way.

47

55

The spell is reversed in some way.

56

59

Spell is reversed in some way and the spell is doubled in any one effect

60

64

Spell affects random target within range.

65

67

Spell affects random target within range for half effect

68

68

Spell split in two parts, each half affect, random location/ target

69

71

Caster is blinded for 1-10 hours

72

73

Caster is blinded for 1-10 days

74

74

Caster is blinded for 1-10 weeks

75

77

Caster is deaf for 1-10 hours

78

79

Caster is deaf for 1-10 days

80

80

Caster is deaf for 1-10 weeks

81

83

Caster is mute for 1-10 hours

84

85

Caster is mute for 1-10 days

86

86

Caster is mute for 1-10 weeks

87

87

Tired, 10% cast chance until next day.

88

88

Fatigued, -20% cast chance until next day

89

89

Drained, -30% cast chance until next day

90

90

Insomnia and nightmares will only gain 1-6 HP and PP each night for a period of 1-10 days

91

91

Insomnia and nightmares will only gain 1-6 HP and PP each night for a period of 1-10 weeks

92

92

Insomnia and nightmares will only gain 1-6 HP and PP each night for a period of 1-10 months

93

93

You are cursed with a virulent skin disease which will cause you intense pain and make you hideous to look upon.The disease will reduce your charisma by 10 and your constitution by 3 until it is magically cured, by a spell, healer or herbalist.  The charisma loss is permanent at a rate of 1 point loss for every two weeks the disease is in effect.

94

94

You are cursed with periodic muscle spasms of random occurrence which tend to leave you limp and exhausted. Cast chance is halved. This will reduce Constitution and strength by one for each month in affect.

95

95

Intense migraines, -2 constitution and take one third off cast chances.

96

96

Arthritic and enfeebled, halve hit points, strength and dexterity.

97

97

Creeping senility, cured only by a heal spell, cast chance and intelligence reduces by 1% per week

97

98

Roll twice (discount this result if rolled again)

99

99

Roll three times (discount this result if roled again)

100

100

Discovery, variation on spell, extra material component used up. And slight variation of words causes affect difference. The spell is a level higher than the original and an Int x 5 roll must be made to scribe it.

 

Spell Training

Time Taken

The time taken to learn a spell is calculated in the following way:

 

(Level of spell to be learnt) x

200

 months

Teachers cast chance for that spell

 

There are various modifiers to this, they are added together and applied to the total time to learn together.

  1. 1.Apply –20% if the Mage knows a spell of the same college at the same level. 

  2. 2.For every spell (up to a maximum of 3) of a level below that he/she is learning in the same college apply –10%. 

  3. 3.For every spell (up to a maximum of  3) of 2 levels below that he/she is learning in the same college apply –5%. 

  4. 4.For a single spell in each of the three associate colleges of the same level that the mage knows, apply –5%. 

  5. 5.If a mage knows a single spell in the opposite college of the same level, apply +20% 

  6. 6.For every spell (up to a maximum of 3) of a level below that he/she is learning in the opposite college apply +10%.. 

  7. 7.If the training is being held in the Sarcophraz guild, apply –25%. 

  8. 8.If the mage is teaching himself from a spell book, his/her own casting chance is used as the teacher but apply +100% to the training time. 

Training Costs

2 Silver pieces per day for training + 1 gold piece per level of spell for ink and other sundry expenses, plus any materials to cast the spell.

Chance to Learn Spell

Use the know spell chance with the following modifiers:

  1. 1.Multiply by teachers cast chance if the cast chance is below 100%. 

  2. 2.+1% for every 5% the teachers cast chance is above 100% 

  3. 3.+10% for each attempt to learn the spell after the first (cumulative) 

 

NB If the roll made is 00, then the attempt failed.

 

The Mage must then successfully cast the spell to make sure that it has been learnt.

Spell Casting

In casting a spell a mage has a chance of successfully casting.  If the roll is made well certain benefits can accrue, badly and other things can happen.  If the caster rolls less than one twentieth of his/her cast chance, the caster loses no power points and any one effect of the spell can be doubled.  If the caster rolls under one tenth of the cast chance he/she loses no power points and the spell functions normally.  If the caster rolls under half the cast chance the cost of the spell in power points is halved, rounded up. If the caster rolls normally the caster loses 1 + level of spell in power points.  If the caster fails to cast by less than 20%, he fumbles, and rolls on the fumble chart, he also forgets the spell and it must be re-learnt.  More than a 20% failure indicates that the caster has forgotten the spell and it must be re-learnt

Relearning Fumbled/Failed Spells

To relearn a spell takes one day per level of the spell and the caster must have access to a spell book.  He/she must then successfully cast the spell.  If the caster is not at his/her guild then they may hire a spell book for 1sp per day.





Colleges of Magic

 

 

 

 

 

 

 

 

 

 

Enchantment

Illusion

Thaumaturgy

Alteration

Necromancy

Summoning

Evocation

Abjuration

Divination

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Alteration

The college of Alteration concentrates upon those spells that alter oneself or other things. Traditionally a silver mirror has been used in more powerful spells.  In actual fact any reflective surface can be used as long as the caster is able to see the target within it.  The size of the mirror doesn’t matter in terms of casting success as however much of the target can be seen in the mirror and how many images can be seen.  The benefit of multiple mirrors is only gained once the whole target is seen.  Additional mirrors add 5% to the chance of success for each mirror used ( not the total number of images.  The maximum bonus is about 40%.  Secondly the cast chance is reduce is a whole image cannot be viewed by an appropriate percentage.  A Silver concave mirror is normally carried for the mage to view him/her self completely, this will only give the caster a –10% cast chance due to distortion.  Other reflective surfaces will give greater penalties depending upon the clarity gained. The opposite college of Alteration is abjuration, some mages who seek both colleges will find that the totem of abjuration will harm the successful casting of the Alteration magic.  If the caster is wearing many colours a 10% penalty is taken, if those colours vary in hue the penalty rises to 20% and if the hues are moving the penalty is enhanced to 40%.

Abjuration

Abjuration is the college of protection, opposite to alteration which seeks to change abjuration seeks to protect and hold.  Conversely the totem used should be the ever changing robe of colours of the mage.  To avoid a 25% penalty when casting the higher level spell the caster must be wearing clothes which have at least three main colours of contrasting hue.  To gain a 10% bonus in casting these colours should vary during movement/casting.  The gain a 30% bonus the patterns and colours of the clothing must alter continuously.

Conjuration

Conjuration spells are a strain on the health of the mage.  Each time a higher level spell is cast a system shock roll must be made, if the roll is failed the live to of the mage is reduced by one year (i.e. Increase magical aging by 1).

Divination

Crystal Ball

Enchantment

Tattoo of 3rd eye

Evocation

Staff

Illusion

Gem on the end of a Wand.

Necromancy

Requires Strength point of own blood or Strength points of others (1 per level of spell).

Thaumaturgy

Clay ?


Spells List by Colleges