Thursday, October 13, 2016

Magic

Magic is the most powerful, world-altering thing in the game. It's clearly an advantage to be a spellcaster. But, it's not without its snags, there are do-or-die risks. Here are the basics (and note that ability scores and Life are static):

Power
Power is a measure of your character’s spirit and connectedness to the arcane. Every character begins with 5 + Will modifier Power. Every level after the first, you gain + Will modifier Power.

Resistance Dice 
 
Every character has a Resistance Die. Resistance Dice are the measure of a character’s ability to shake off the effects of magic. Resistance Dice begin at one d8, then changes to a d12 at level 3, and finally a d20 at level 6. Any time a spell or effect allows a resistance check, add the applicable ability score modifier and measure it against the specified DC, usually the Spell Dice result.

Spell Dice

Spell Dice determine the strength of a spell, how hard it is to resist, and how taxing it is on the spellcaster. Magic is a volatile energy that can produce unexpected results.


For each Power spent casting a spell, roll a Spell Die (d6). The resulting roll must meet or exceed the target’s Spell Resistance to affect it. If the total does overcome its Spell Resistance, it acts as the spell’s DC, which the target must meet or exceed to resist.

A spell that is a cantrip allows you to roll one extra Spell Die when cast. You may also choose to spend additional Power, or expend a Luck Die, when casting a spell to add additional Spell Dice. Keep in mind, however, that a spell may use no more than four Spell Dice in a single casting.


Identical Dice Effect: No matter the skill of the caster, magic is inherently unpredictable. Whenever you roll more than one Spell Die, there is a chance of producing an extra, unintended effect dependent on the combination of dice results. These combinations and their effects are detailed below. Some spells have their own casting effects, which are provided in their spell description. If more than one of these combinations appears (two 4s and two 6s, for example) both effects apply.    
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Two 1s: Time warps around you, your position in the initiative order drops by two. If you are already last, your position in the initiative order increases by two instead (temporal effect).
Two 2s: You become sluggish, your next Dexterity check this round or the next is a detriment.
Two 3s: Spell drains you of 1 Life.
Two 4s: Creatures within 10 ft. of the target are partially affected. If there is no partial effect in the spell description then an abstract residual effect permeates those around the target (must overcome SR).
Two 5s: Temporarily disrupt spells. Any ongoing or permanent spell effects within 10 ft. of the target cease to function for 1 round.
Two 6s: For an instant, you are filled with wracking pain, lose next move action.
Three 1s: Everything that’s happened this round is undone. Round restarts and characters reattempt their chosen actions (temporal effect).
Three 2s: This spell lowers your defenses. Your next resistance check this round or the next is a detriment.
Three 3s: Lose the benefit of your Strength modifier for the remainder of the day; do not apply it to any checks.
Three 4s:  Creatures within 30 ft. of the target or within the area of effect become mentally linked for the remainder of the day. If any of the affected targets fall under the influence of a mind-affecting spell or ability, all become affected as if they were the target (must overcome SR).
Three 5s: 1d6 mundane objects within 30 ft. of your target become animate and attack the nearest creature.
Three 6s: You are drained of energy. You become Fatigued.
Four 1s: The encounter restarts. Everything that’s happened this encounter is undone (temporal effect).
Four 2s: You are rendered defenseless. You fail your next save this or the next round.
Four 3s: You become weak. You cannot attempt any action that requires a Strength or Dexterity check for the remainder of the day.
Four 4s: All creatures within 30 ft. of the target and 30 ft. of you (including you) become Confused (must overcome SR)
Four 5s: The spell effect becomes permanent.
Four 6s: You are drained of spirit. Fall unconscious.

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Cantrips

Cantrips are talents, spells that magic users have either perfected or have an intrinsic connection to. For each new spell level, you may choose cantrips from among your spell known. You may choose as many cantrips as your Intuition modifier per spell level. Cantrips add one Spell Dice to cast spells. You may wish to roll a separate Cantrip Die or designate a different colored d6, as Cantrip Dice do not count towards the identical dice effect. A spell can only be selected as a cantrip once and it cannot exceed 4 Spell Dice (or 3 Spell Dice + 1 Cantrip Die), therefore level 4 spells cannot be cantrips.  

Casting Spells

To cast a spell spend Power equal to the spell's level. 

Life Drain vs. Damage (spells that deal damage are subject to Damage Reduction).


Spell Dice (refers to the number of Spell Dice 1-4) vs. Spell Dice result (refers to the result of the rolled dice 4-24).



Example Spells:

Avarice (Sorcery)
Level 2 Enchantment
Components: V
Range: 30 ft.
Duration: Permanent
Resistance Check: Will
This spell overwhelms the target with a lust for shiny things. The target is allowed a resistance check to shake off the effects of the spell. On a failed resistance check, the target is filled with a self-destructive need for riches. What the target values depends on its personality. Each time the target encounters something it considers valuable; the target must roll a resistance check. A failed check results in the target attempting to take the object. Alternatively, objects can be enchanted to produce the reverse effect; anything that sees the enchanted object must roll a resistance check or do anything to obtain it (a successful check renders the target immune to the desire for that one instance).
Partial Effect: With a successful resistance check the target is unwilling to part with valuables, including money (if it values it) for the remainder of the day.


Dragon Twine (Sorcery)
Level 2 Evocation
Components: V, S, M
Range: 30 ft.
Duration: Instantaneous
Resistance Check: Dexterity
Ribbons of fire fling from your hands wrapping about a foe unless it succeeds on its resistance check. The strings entangle target creature, requiring a difficult Strength check to break free. The target is immediately dealt 2d6 fire damage or damage equal to the highest result of 1 Spell Dice.
Partial Effect: With a successful resistance check the target falls Prone.
Identical Dice Effect
Two 1s: Open flames within 30 ft. flare up to twice their size (1 rnd).
Three 1s: The target of Dragon Twine is dealt 3d6 fire damage instead, but the string is burned up in the process (does not entangle).
Four 1s: Every creature within 30 ft. catches fire (including you).

Wink (Sorcery)
Level 2 Conjuration
(temporal effect)
Components: V, S
Range: 30 ft.
Duration: 1 rnd/Spell Dice result
Resistance Check: None
For moments at a time everything around the target seems to freeze, granting it an advantage during encounters. For the duration of the spell, its actions go first, as if it had made an unbeatable Initiative check. In the case of two targets becoming affected by Wink, their actions occur simultaneously.