================================ Have you ever felt Adventure? -=-=-=-=-=- An old-fashioned ttrpg ================================ 6. Magic ---------- All characters from the second level onward can cast those spells that they have learned. To acquire new spells the characters must surpass a quest involving adventure and learning. 6.1 Learning Magic -------------------- Player Characters will have the opportunity to learn new spells as they go into an adventures. The requirements to do so are for the GM to decide but should be generally harder as the spells increase in level However, at the sole discretion of the GM, they may include any combination of the following: * Finding some specific treasure * Reading a lost or difficult to obtain book * Finding a teacher or mentor * A season of study * Some form of sacrifice * Completing a quest * Advancing a level PCs cannot learn any spell of a higher level than their own. So a first level caster can only acquire first level spells and so on. 6.2 Casting spells -------------------- Casting a spell takes, at least, a whole turn of combat and it requires to overcome a Magic Test. When a PC tests for magic, casts two dice, adding his level. The GM casts two dice too, adding the spell level. If the PC's total is higher than the GM's total the spell is activated as described in the Spell Book. If the PC's total is lower than the GM's total the spell fails, and it either doesn't work at all, or does in a diminished or altered form, at the GM's choice. What's worse the PC cannot cast any spell for the next 8 hours. If the PC's total is equal than the GM's total the spell does work, but the PC cannot cast any spell for the next 8 hours. 6.4 The web and flow of magic ------------------------------- Magic is a temporar gift, or some say burden, bestowed by the gods on us puny mortals. However, what they have lent, they can take away at any time. Hence... Once each season there's a small, but possible chance for a spell to change its nature or disapear completly from the world. There's also the chance of new spells to become available for mortals The GM, at his sole discretion, may roll 2 dice, on a result of 12, some of that has indeed happened. Any changes are at the sole discretion of the GMs. However they may follow these guidelines: a) Characters who have learnt a spell that has been modified or changed must be given the chance of keeping their spell or take a new one at once. Think as a form of justice from the gods themselves. b) Great care and thought must be given to these changes. c) These changes need not to reach the PCs immediately. d) The gods must give some kind of forewarning. 6.4 The Spell Book --------------------- - Blinking Bit - Level 0 Effect: Creates a simple illusion that can be either an image or a sound but not both. Range: Visual Duration: 1 dice + 3 seconds (4 to 9 seconds) - Calamarink - Level 2 The caster creates a dark cloud that hides anything beyond it from sight. That cloud is six meters in diameter and can be conjured anywhere up to 24 meters from the caster. Anybody who enters the cloud will be covered in a black thick, smelly ink and can only exit it in a random direction. - Fear - Level 3 Make 1 creature to run away from you. The creature can resist the spell with a Basic Roll. Lasts 5 minutes. - Flowers - Level 1 It makes any object appear to be a bunch of fresh flowers. It lasts 1 minute. - Heart Reading - Level 3 The caster can learn the emotions of any single creature she can see. It lasts 1 round. - Kind Magic - Level 2 Effect: Allows the caster to communicate with an animal and ask them to do a mission for them. The animal will try its best to accomplish the mission as long as it is not evil, isn't overly dangerous, or feels like being exploited for no good reason or treated as a slave. Range: Visual Duration: Until the mission is complete. - Lay Hands - Level 1 The caster can restore wounds on one single creature, including herself or himself. The LP's restored is equal to two dice + the caster level. A First Level caster will heal half that amount, rounded up. - Lantern - Level 1 It Makes any object (like a sword or a spear) to cast light with the intensity of an oil lamp. It Lasts one hour. The caster must touch the object - See evil - Level 2 The caster feels pain if there is any evil creature, object or anybody with evil intentions anywhere near the caster. It Lasts one hour. - Slip - Level 2 The target must save DEX or fall. The difficulty is twice the casters level The caster must be able to see the target creature or monster. - Rain - Level 3 A powerful downpour falls on the area, for as far as the caster can see. Missile and thrown weapons will be very hard to use, increasing its difficulty for as much as twice the caster's level. The caster must be outdoors. The rain will last for as 1 hour for each caster level. - Sting - Level 2 The target loses 1 LP, no save. Range: Visual Duration: Instant - Tongues - Level 3 The caster can speak, read, write and understand any language. It lasts 5 minutes. - Bersekfrenzek - Level 4 The target loses its mind and must attack the closest not defeated enemy. The target gains a bonus to their attacks (both to hit and inflict damage) equal to half the caster's level. The target cannot use magic or shoot and must, at all times, go as fast as possible to The cast must touch the target. Duration: 5 minutes - Command - Level 4 The caster can charm one single creature that he can speak too. The target can resist the charm by passing a save roll. The difficulty of this save is the caster's level. Charmed creatures will obey one single command from the caster. This command must be understandable by the creatures and must be expressed in 10 words or less. Duration: Until the command is fulfilled up to a maximum of 1 hour. - Circle of Darkness - Level 3 Creates an area of darkness of 20 meters around the caster. Nothing inside can be seen, heard or smelled. Duration: 1 hour. - Knock, knock - Level 3 Unlocks a non magical door. It does not open it, though. Range: Touch - Visual (makes the spell level 4) - Dispel - Level 4 This spell follow its own special rules. Roll 2 dice plus your own level against 2 dice plus the original caster level. The spell is dispelled, with no further effects if the active total is greater than the passive total. Re-roll any ties. Duration: Instant. Limitations: It cannot only be used against spells currently active. - Pants on fire - Level 3 Effect: The caster can say up to 10 words that any other single sentient being. These will believed with our question. Duration: 10 minutes per caster level Limitations: The target must be able to hear and understand those words. - Soar - Level 4 Effect: The caster floats in the air, and is able to move up or down up to ten meters. Duration: 15 minutes Limitations: It cannot move in any other direction except by other means (as holding to something, etc) - Hail - Level 4 Effect: The caster chooses a point that he can see. On that point and up to a radius of 3 meters per level of the caster, a hail storm pours ice on everyone. Each creature in the area loses 1 point per caster level. Special: Armor does not protect against this damage Duration: Instant Range: Visual Limitations: It can no be used indoors - Run, accursed ones! - Level 4 Effect: Roll 1 dice per caster level, these are the "level worth" of creatures that would run away from the caster as fast as they can get. They will try to go on despite any danger or obstacle. Duration: 5 minutes. - Sacrifice - Level 4 Effect: Lay your hands on any living being to be completely restored for any injury or disease. LP's are fully restored. Side effect: The caster loses 1d6 LP. Range: Touch Duration: Instant - Shield - Level 3 Effect: The caster is protected by as many Armour Points as his level + 1. Special: This magical Armour protects against any kind of harm. Duration: 15 minutes. - Shadow Speak - Level 4 Effect: Ask three questions to any dead creature. Limitations: The creature should've been able to understand the PC when it was alive. Duration: Lasts for 1 creepy hour, and limited to 3 questions. Range: Touching the creature remains, tomb or memorial. - Sleep - Level 4 Effect: The target falls to sleep and it's unable to wake up. Duration: 1d6 minutes Range: Touch Limitation: The caster level must be greater than the targets. - Wall - Level 4 Effect: It Creates a wall up to 3 meters high, 20 meters long and 1 meter wide. Duration: Permanent. Limitations: The wall must be created on ground (i.e. not on sea or in the air) and occupying empty space. Range: Up to a distance of 6 meters per caster level. - Black Hole - Level 5 Effect: A half a meter hole appears on the ground. Anything on it, or that is led to it, disappears for ever. Duration: The black hole itself lasts for 15 minutes. Range: Visual Limitations: Creatures or objects must be able to fit inside to fall. - Big ball of fire - Level 4 Effect: The caster throws a One meter wide fireball. The caster chooses a point and the ball appears at any random direction 1 dice meters away from the designated point. Those creatures completely inside the fireball suffer 4 dice of damage, those partially inside the ball suffer 2 dice of damage, those up to 2 meters away from the ball suffer 1 dice of damage. Special: Armor does not protect against this damage. Range: visual - Cannot see me - Level 5 Effect: The target becomes invisible until it makes an attack, including using a spell. Range: Touch Duration: Indefinite - Grand Illusion - Level 5 Effect: Create a complex illusion, that cannot be told from the real thing. - Own - Level 6 Effects: The caster acquires the target's body, killing the target in the process. The caster then assumes any of the abilities or spells of the defeated creature. Side Effects: The caster own body dies. Range: Touch Limitations: It can only be used on defeated creatures. Duration: Permanent. I cannot be dispelled - Remove Curse - Level 6 Effect: Removes any single curse from one single object. Range: Touch Duration: Permanent - Steal Spell - Level 6 Effects: Take any working spell and use it on your benefit. So, if someone is under a sleep spell you remove that curse and place it on somebody else you can touch. Limitations: You need to fulfil the criteria for the original spell. Duration: as much as the original spell has left to last. - Death's grasp - Level 6 Effects: Grasp any creature. It dies in 1d6 turns. Range: Touch Limitations: It can only be used on lower level targets.