PREFACE TO SPELL RULES I created these rules because I did not like the way spell casting is handled in the AD&D game. In particular I do not agree with the idea that once a spell is cast all memory of that spell is lost form the casters mind. In my system a spell caster may cast any memorized spell as many times as needed provided the spell points are available. This method is balanced with the possibility that a spell may backfire. Additionaly this method has benefits over the original system in that.. A low level wizard is able to cast more spells. Compare three different wizards. Three from the current rules, and three from my rules. Lets say this wizard has an 18 Intelligence. Under the current system a first level wizard would be able to cast one first level spell. (pityful) Under my system that same first level wizard would be able to cast that same spell (spell points are(Int X Level)) at least ((cost is (Level + 1) squared) 4 times (18 Ö 4 = 4.5). (much better) Now a ninth level wizard under the current system would be able to cast (4 1st + 3 2nd + 3 3rd + 2 4th + 1 5th) 13 spells, equalling 147 spell points. Under my sytem that same wizard would be able to cast any number of spells, or combination of spells, provided they did not exceed a spell point value of 162 spell points. A fairly close relationship. However when one considers the fact that under my system the wizard can cast whichever memorized spells he wishes, it appears that my system is again more powerful. At this point you should remember that my system has a built in chance of spell backfire. Thus balancing the system. And finally, when we compare the 20th level origianl rules wizard, with a wizard using my rules, we see that original system wizards are incredibly powerful. Capable of casting 1281 spell points worth of spells, whereas my 20th level wizards are much more docile. Being able to cast only 360 spell points worth of spells. Now as you can see my system gives low level wizards more of a chance, while simultaneously tempering the power of the few true Arch-Mages. My whole system is also balanced by the chance of spell backfire. I created a system where a spell caster draws energy from around him (Manna) and stores it within. When the caster wishes to cast a spell, a certain amount of that energy is expended in order to bring the spell to effect. The components used in the AD&D spell casting system are still used. The smarter, or wiser, (if the spell caster is a priest) the spell caster is, the more of this energy the spell caster can store. In addition as a spell caster rises in level his ability to store more of this energy increases. My system also assumes that Wizards directly channel this energy from their environment, and Priests have this energy channeled to them by their deity, or an agent of their deity. Following this premise I permit priests to wear armor made of metal. However, a suit of metal armor, metal shield, or metal helm would definitely interfere with a Wizards ability to draw on this energy. Therefore, Wizards in my campaign are not permitted to wear suits of armor which consist mainly of metal. They may however wear leather, cloth, and similar forms of armor. Hopefully you will find this method of handling spell casting more to your liking than the AD&D method where a spell, once cast, is wiped from memory. SPELL POINTS House rules on spell points. The acquisition/calculation of. The use of, i.e. Cost in spell points for each level of spell. The recovery of such spell points. etc.. As well as the time needed in order to change a given level of spell. BASE POINTS ARE CALCULATED AS FOLLOWS: The wisdom (for clerics) or intelligence (for wizards)is multiplied by the level of the spell caster. If the spell caster is a dual classed character then those points are furthermore multiplied by .75 (round up). If the spell caster is a triple classed character then those points are furthermore multiplied by .55 (round up). If the dual or triple classed character has more than one spell casting class (i.e. cleric/fighter/magic user). Then the points are totaled (added together) before being multiplied by the multi class factor. SPELL POINT COST PER SPELL LEVEL ----------------------------------------------------------- 1st level cost(4 sp)|5th level cost(36 sp) 2nd level cost(9 sp)|6th level cost(49 sp) 3rd level cost(16 sp)|7th level cost(64 sp) 4th level cost(25 sp)|8th level cost(81 sp) |9th level cost(100 sp) ----------------------------------------------------------- The rule for calculating spell point cost is level+1 squared. SPELL POINT RECOVERY: A spell caster will recover a number of spell points equal to 10% of his/her original/base spell point total per hour of uninterrupted meditation/prayer, study/memorization, or sleep/rest. If the spell caster is unable to partake in one of the above activities then s/he will regain a minimum of 5 points a day. Provided no extraneous activity is performed. (such as combat, running, mountain climbing etc...) TIME REQUIRED TO CHANGE A SPELL: The amount of time it takes one to change spells is determined by the following rule. level * 2 = hours needed to change the spell. This time must be spent meditating/praying, or studying/memorizing. Sleeping or resting will not suffice. Also one may not change a spell and recover spell points at the same time. For example if a spell caster wished to memorize a different 3rd level spell other than the one already known. (exchange 3rd level spell fireball for 3rd level lightning bolt) It would take him/her 6 hours of study and memorization in order to accomplish the task. Once again this must be performed without interruption and through the appropriate channels depending on class. (prayer/meditation for priests, study/memorization for wizards.) SPELL BACKFIRE Whenever a spell is cast at an opponent which may make a saving throw there is a % chance that the spell may backfire if the save is made. The base % of a spell backfiring on a save that negates is 20%, -2% per point of intelligence or wisdom above 13. (Intelligence for Wizards, and Wisdom for Priests. If the character is of mixed class, i.e. wizard/priest.) In all cases there is a minimum 2% chance that such a spell will backfire. When a save is made for 1/2 damage/affect the base % of backfire is 15% with adjustments as above. If a spell does backfire the table below is consulted. If however the opponent makes the saving throw against the spell and the caster rolls above the backfire % then the spell simply dissipates as per usual. All backfire results are cumulative. A character may be subject to backfire any number of times. All effects are cumulative. However, their exact nature and affect on a target may be subject to interpretation by the DM. In most cases however, when it is not feasible for a spell backfire to have the result indicated on the table below, there will be no backfire. And the result will be ignored. Whenever a loss of Spell points (spts) is indicated, it is in addition to those expended in casting the spell. When a spell effect is reversed a saving throw is permitted (Save versus magic/spell) against the effect of the spell which backfired. If this save is made then there is no other backfire result(s). If however the save fails then there may, or may not be a save against any other backfire result(s). If this second save (Save versus magic/spell) is failed then any other backfire result(s) occur at full strength. When the table indicates that a save is permitted, it is against the effect of the backfire, and not against the spell which caused the backfire result. A save against the spell which backfired is always permitted. When there is no indication of whether a save is permitted against a backfire result, it is assumed that no save is permitted against the other effects of the backfire. When the backfire result indicates that the spell backfires at half, double, or triple effect a save indicates no effect. Otherwise the spell takes effect as indicated in the backfire table. In most cases where some effect may be cured by magic, a successful Remove curse will work. The level of the ÔcurseÕ in this case is considered equal to the level of the spell caster who cast the spell plus 1dx levels, where ÔxÕ is a die with a number of sides equal to the level of the spell caster who cast the spell which caused the backfire. BACKFIRE RESULTS TABLE: Die % BACKFIRE RESULTS 01-10 Fail to cast spell. spts are reduced = 1 x cost of spell. 11-17 Fail to cast spell. spts are reduced = 2 x cost of spell. 18-22 Fail to cast spell. spts are reduced = 3 x cost of spell. 23-24 Fail to cast spell. spts are reduced = 4 x cost of spell. 25 Fail to cast spell. spts are reduced = 5 x cost of spell. 26-35 Spell reversed. Takes full affect on caster. 36-45 Reversed as in 26-35. spts are reduced = 1 x cost of spell. 46-48 Reversed. Assign party #Õs roll xdx. That character is center of full effect. 49-50 Fail to cast spell. spts are reduced = 1 x cost of spell. 51-55 Reversed. Roll 1d4. On 1-2 caster is center of effect. On 3-4 a random party member is center of effect. Spell causes 1/2 effect. 56-60 Fail to cast spell. Caster sleeps for 1d10 x spell level turns. May be awakened by magic only. 61 Caster is afflicted with total blindness for 1d10 days. Save permitted. Cured only by magic. 62 Caster is afflicted with total blindness for 1d10 weeks. Save permitted. Cured only by magic. 63-65 Random part member is afflicted with total blindness for 1d10 weeks. Cured only by magic. Save permitted. 66-68 Caster afflicted with total deafness for 1d10 weeks. Cured only by magic. 69-73 Caster afflicted with total deafness for 2d10 weeks. Save permitted. Cured only by magic. 74-78 Random party member afflicted with total deafness for 1d10 weeks. Cured only by magic. 79-84 Caster afflicted with total muteness for 1d10 weeks. Cured only by magic. 85-91 Caster afflicted with total muteness for 2d10 weeks. Save permitted. Cured only by magic. 92 Caster afflicted with sex change. Cured only by magic. 93 Caster afflicted with insomnia, nightmares, and difficulty concentrating. Regain 1/2 spell points when resting, for 1d10 weeks. 94 Caster afflicted with insomnia, nightmares, and difficulty concentrating Regain 1/2 spell points when resting, for 1d10 weeks. Save permitted. 95 Caster afflicted with insomnia, nightmares, difficulty concentrating, and sleepwalking. Regain 1/4 spell points when resting, for 1d10 weeks. Save permitted. 96 Caster afflicted with skin disease which causes pain, and disfiguration. -10 to Appearance (Comeliness), -5 to Charisma, -1 to Dexterity. Affected scores are reduced by 1 point per day (starting immediately) until maximum reduction is reached. Cured only by magic. Save permitted. 97 Caster afflicted with seizures. 1 in 20 chance that seizures will occur every round. (The DM may find it necessary to check only when the Caster is attempting to cast a spell, work with delicate instruments, or engage in combat.) The seizures will persist for 1d10+2 rounds. During seizures the caster will have a -5 Dexterity, -2 to Strength, and -3 to Charisma. Cured only by magic. Save permitted. 98 Caster suffers intense migraines -1 to Constitution, -2 to all saving throws. Cured only by magic. Save permitted. 99 Caster becomes arthritic, and enfeebled. -6 to Dexterity, - 4 to Strength. Cured only by magic. Save permitted. 100 Caster afflicted with creeping senility. -1 memorized spell now, and -1 additional spell per week. Cured only by magic. Save permitted. In most cases, specific reductions in numerical ratings are given when a spell caster or party member is affected by a spell backfire. However, any ancillary effects due to the result of a backfire must be determined by the DM using the description of backfire as a guideline. Thus a character struck with senility would forget most of his magical knowledge during his illness. This character may have to relearn all these spells, possibly even starting over at a lower level. The exact rate of loss or the actual determination of which spells were lost would all be determined by the DM. Similarly a spell caster afflicted with muteness would not be able to cast spells which require a verbal spell component (Quite a few!). However, whether the ÔplayerÕ would not be allowed to speak out-loud to other players is a matter for the DM to decide. Also, if we take another look at the Senility affect. It is possible that a DM may rule that the character not only losses spells, but other memories as well. Possibly even forgetting who he is, or who his friends are. In some cases (loss of sight, hearing, voice) the effects of the backfire have been left entirely up to the DM. Also the DM should try to keep secret the results, and duration, of any backfire result as long as possible. Of course this may not always be feasible, i.e. SEX CHANGE! EXHAUSTION OF SPELL POINTS Under certain circumstances a spell caster may find that s/he has zero or even negative spell points. EEGADS! If this should occur several things may happen. Roll 1d20 and consult the following table in order to determine the results of such a mishap. If a spell caster wishes to cast a 1st level spell that costs 4 spell points, but only has 3 spell points, the attempt may be made if a special saving throw is made. A d20 is rolled. In order for the spell to be cast successfully a roll of ((20 - Spell level) - short spell points) or less must be made. In the example above ((20 - 1) - 1) 18 or less must be rolled on a d20 in order for a spell to be successfully cast. If a spell caster with 90 spell points wishes to cast a 9th level spell. he needs to roll ((20 - 9) - 10) a 1 or less on a d20 in order to successfully cast the spell. If a spell caster succeeds in casting a spell for which he has to few spell points he is in no way exempt from the exhaustion of spell points rules. SPELL POINTS EXHAUSTION RESULTS TABLE: DIE ROLL RESULT 1-14 The spell that the caster was just attempting to cast is lost from memory and the spell caster must spend double the amount of time to re-memorize the spell in question. 15-17 The spell that the spell caster was just attempting to cast is lost as in 1-14 above. In addition the spell caster will also take an amount of damage equal to the level of the spell lost. The spell caster will also be knocked unconscious for a number of rounds = to the level of the spell that the caster was just attempting to cast. 18-19 The spell caster loses the spell s/he was just attempting to cast. (as in 1-14 above) The spell caster also takes damage, and is knocked unconscious (as in 15-17 above) but the amounts/durations are doubled this time. 20 The spell caster will lose/forget ALL memorized spells, (as in 1-14 above) and suffer all other effects. (as in 18-19 above) Unconsciousness caused as a result of spell exhaustion must run itÕs full course/duration. It may be interrupted early only by a successful remove curse cast as if the unconsciousness was caused by a spell caster of a level equal to the spell casters level plus the level of the spell the spell caster was attempting to cast. Now comes the hard part. After going to zero, or negative spell points, the unfortunate spell caster must spend 10 times the normal amount of time recovering his/er spell points. (The spell caster must spend studying/resting time even for any negative points caused by any backfire results.) For example. WAZO the wizard casts a spell at NECRON the lich. NECRON being the high level monster he is makes his saving throw. WAZO rolls to see whether a backfire occurs. He rolls 01%. Egads! the backfire results table is consulted and WAZO the wizard ends up losing 150 spell points. Unfortunately for WAZO he has only 100 spell points to spare (His maximum). He then rolls on the spell points exhaustion results table. He rolls a 17. Poor WAZO collapses. Luckily, WAZOÕs companions are able to finish off the NECRON by themselves. They throw water on WAZOÕs face only to find that he does not respond. Some time later WAZO becomes conscious of his own accord. WAZO finds that he canÕt remember the components/mental patterning required to cast his favorite spell, polymorph other. Not only that, but poor WAZO canÕt cast any spells! (Think about it; he now has -50 spell points.) Several days later. (150 hours worth of studying/resting. Recovery of 1% per hour instead of 10% per hour) WAZO can finally cast spells again. Now he needs to spend time rememorizing the spell that he lost from memory. Well itÕs a good thing WAZO has enough HIT POINTS. WAZO can be contacted on the alternate prime material plane where-in exists the planet Earth. HeÕs staying at a place called Hilton Royal in a city named Las Vegas. (Adventuring pays well and NECRON sure was loaded). So think about it the next time you cast that 18th spell for the day at a measly Goblin. It just might be your undoing. SPELL POINTS HAVE THEIR PRICE! SPELL COMPONENTS When a character is attempting to locate the proper components for any spell requiring material components the following steps must be followed. First the character must locate a shop where components can be purchased. If the components are purchased from the Mages Guild by a guild member the cost will usually be 5-10% lower but they will have a 20% lower chance of not having the required components; As the Mages guild uses a lot of components daily. Second the chance of any particular store having the required components for that particular spell are as follows: 100 - 10% per level of spell. Thus any shop will have a 90% chance of having the components for the first level Wizards spell; Spider Climb. (100 - 10 (1st level) = 90%). Also the same shop will have as many prepared packets of that particular spell as possible at the stated percent. For example; If the first roll succeeded that means the shop has at least 1 prepared packet for the spell in question. The dice are rolled again. This time a 37% is rolled. The shop has another packet. Another roll is made a 27% is rolled. The shop has a third packet. Another roll is made, 77%. The shop has a fourth component. Another roll is made. This time the dice come up 91%. Since this number is higher than the chance of the shop having any components of that sort. No further prepared packets of the spell are available. That player must come back another day to try again, Or find a different source for components. One must wait at least Level x 3 days (Where level is the level of the spell for which the components are being sought.) before they will have another chance of obtaining the component(s) in question. If a penalty is imposed on the chance of finding the component it is applied separately. After the normal chance is diced for. For example; Wazo the necromancer is looking for components to his 9th level spell "Gory Evisceration". The chance of finding them at the Mages Guild is 90%, (100 - 90 = 90%). The dice are rolled and Wazo gets lucky. He rolls a 92, followed by a 98, followed by a 32. So wazo has found enough components for two castings of the spell. However, since Wazo is purchasing spell components at the Mages Guild there is a 20% chance that those components are not available. (Wazos' spell is catching on.) This chance is checked after determining whether the components are available. The dice are rolled and Wazo rolls a 14, and a 33. One of the components is not available. Wazo will check back in 27 (Level x 3) days to see if the Mages guild has gotten a new supply of this component. The cost of these prepared packets is Level squared GP's Thus a 1st level spell component costs only 1 GP, and a 9th level component costs 81 GP's. This is a standardized cost, based on average costs of components of various levels. All prepared spell component packets also weigh the same; .01 pounds each. SPELL BOOKS The Following rules governing spell books, are adapted with a little variation, from the DMG, and the Best of Dragon Volume III. I hope this will keep some magic users in-line, and modest. PHYSICAL PROPERTIES: To keep things simple it is assumed that all spell books come in one of two sizes. STANDARD: 16" x 12" x 6", weight 15 pounds, encumberance 45 pounds. One will fit in an empty backpack, or 2 in a large sack. TRAVELLING: 12" X 6" X 1", weight 3 pounds, encumberance 6 pounds. 5 of these books will fit in an empty backpack, 10 in a large sack. COST OF SPELL BOOKS: All spell books are expensive things. The rules regarding minimum spell book costs are as follows; STANDARD: 1000 gp for materials, plus 100 gp per spell level in book. The first book a mage acquires is free. Provided the mage has a tutor/Master. Entering a first level spell=100 gp, 2nd level=200 gp, etc. TRAVELING: 500 gp for materials, traveling spell books are never provided free. Spell entry costs the same as standard books. Spell books may even be found as part of a treasure. CONTENTS: Each spell in a spell book requires a number of pages equal to its level + 0-5 (1d6-1) additional pages. The actual number of pages a spell takes differs from wizard to wizard. Even if two or more wizards are recording the same spell, the number of pages varies, since there are differences in handwriting and notations. Furthermore, no STANDARD spell book can have more than 100 pages, no ordinary non-magical SCROLL more than 25, and no TRAVELING spell book more than 50. ENTERING SPELLS IN SPELL BOOKS: Writing a spell into a spell book for the first time takes considerable time and effort. A mage must spend 1 to 2 days per spell level, when entering a spell into his/her spell book. This is no small task indeed. Once again the cost to enter a spell into a spell book is listed above under COST OF SPELL BOOKS. CASTING A SPELL DIRECTLY FROM A SPELL BOOK: Although difficult and costly, a mage may eventually find it imperative that he/she cast a spell directly from his/her spell book. Perhaps tha mage has run out of spell points, or the spell needed is not memorized, but is needed desparately. In the event that the mage does cast a spell from a spell book, the following rules apply. The caster must know the spell. (i.e. if casting a spell from some book other than a personal spell book). There is a 10% chance that the spell will be destroyed, permanently removed from the book. If it is a spell that the mage knows, then it may be re-written into the book, requiring 1 to 2 days per level of the spell to do so. If the spell is not destroyed then the magic in the writtings is gone. A copy spell must be cast on the book before that spell may be either memorized, or cast from the book again. If the spell was a spell the mage did not know, then it is gone forever.