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    Advanced spell-castingAn alternate spell system for use with

    Castles and Crusades

    By Al KrombachRequires the use of the Castles and Crusades

    Players Handbook

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    Introduction

    Guarding the open corridor in front of him,

    Galwarth cursed when he heard the electricsizzling sound behind him. He turned just in

    time to see Pela, the dwarf, slump to theground, his skin blackened and charred.Three doors, the dwarven thief had been

    investigating, and only one was a safe wayout. Pela had chosen wrong. Muttering a

    quick incantation, Galwarth watched as the

    unintelligible runes scrawled on the doorsseemed to swirl and reform.

    The middle door, eh? Pela was a goner, but

    Franze, the Halfling cleric, was only

    unconscious, the victim of foul monstrouspoison. He would revive eventually, if

    Galwarth could get him out of the dungeon.But even now, guttural orcish voices could

    be heard advancing down the corridor

    towards him. He would have to drive themoff long enough to get his friends away.

    Barking another arcane word, Galwarthcaused a sphere of light to spring into

    existence halfway down the corridor,

    suddenly illuminating the approachinghumanoids. Guarding himself against theirjavelins with a spell of shielding, he sent one

    magic missile after another into the column.

    Shrieking, the orcs ran back the other way,leaving two of their number lying dead on

    the floor, smoking in the pale yellow

    illumination of the light spell.

    Knowing it wouldnt be long before the orcs

    mustered the courage to advance again,

    Galwarth muttered another incantation,though he was running low on strength to do

    so. A humming, blue disk of energy

    appeared beneath the dead dwarf, liftinghim gently a few feet into the air. Galwarth

    carefully put Franzes limp body on the disk

    next to him. Then, taking a deep breath, he

    reached out and yanked open the middle

    door. No trap went off

    Offering a silent word of thanks to Istus,Galwarth was through the door, the floating

    disk squeezing through behind him. Sunlightshined down from the far end of the corridorahead of him. Shutting the door behind him

    and warding it so it would not be easily

    opened once the orcs took up the chaseagain, he set off with his hapless

    compatriots in tow. It had been a close one,

    this adventure, but Galwarth was sure the

    knowledge he had gained during it wouldallow him to reach 2

    ndlevel at last

    ASC (Advanced Spell Casting) is an easy touse system of magic, intended for use with

    Castles and Crusades. It is intended as anadvanced alternative to the traditional

    Vancian systems (aka fire and forget) used

    with most popular RPGs.

    ASC features a simple spell-point system,

    and three new types of cast spells: PracticedSpells, Known Spells, and Recitative Spells.

    Despite the somewhat different mechanicASC uses to determine which, and how

    many, spells a magic-user can cast, it still

    uses the same standard spells and levels thatyou already know and love! And, being

    solidly based on the Vancian framework,

    issues like balance and ease of use are

    already solved.

    ASC covers the following items:

    A) Spell Point use and generation-pg3B) Casting Spells-pg5C)New magic items-pg6D) Spell Boosting-pg7E) FAQ-pg8

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    Spell Point Use and Generation

    What is a Spell Point?

    ASC uses the term spell-point to represent

    a unit of magical energy that is stored or

    expended to cast a magical spell. Spell-point

    (or spp for short) is simply a generic termfor ease of use, and GMs can easily use

    other terms like power-units or mana to

    spice up their individual campaigns.

    Casting any standard spell costs a number of

    spp equal to 1 + the level of spell being cast.So a 0-lvl spell costs 1spp, a 1

    stlevel spell

    costs 2spp, a 2nd

    level spell costs 3spp, and

    so on and so forth. While additional sppcosts can be incurred by Spell Boosting, that

    is an optional rule set and not necessary for

    use of the basic ASC.

    It is important to note that spp use does not

    alter casting time in any way.

    Determining Starting Spell Points

    The amount of spell energy an individual

    has is determined both by his bodily healthand his spiritual strength. Thus, Constitution

    and Charisma are added together, and the

    average (half of the total, rounded down) isthe amount of spell points that individual

    has, whether he is a spell-caster or not,

    though only a trained spell caster canconsciously use such energy. Non-spell

    users tend to use their energy in more

    accidental ways, such as seeing a ghost, orgetting a feeling of premonition, etc. So, for

    example, Pela the dwarven thief has aConstitution of 13 and a Charisma of 8, sohe has a total of 10spp he will never

    consciously use!

    Spell casters, be they Arcane or Divine,

    know how to use their energy and have a

    few more points to start out with, as well as

    being able to cast both 0-level and 1st

    level

    spells.

    Arcane spell casters add their Intelligence

    modifier and 8 to their natural ability,

    whereas Divine spell casters add theirwisdom modifier and 5 to their natural

    ability. For example, Franze, the Halfling

    cleric, has a Constitution of 10, a Charismaof 14, and Wisdom of 16. So he has a

    natural ability of 12 (10+14=24 divided by

    2) plus a Wisdom modifier of +2 (for havinga 16 Wisdom) plus 5 for being a divine

    caster, giving him a total of 19spp! Galwarth

    the Wizard has Con9, Cha13, and Int18, sohe starts with 22spp (11+3+8=22).

    With 22spp, Galwarth can cast 11 1st

    level

    spells, 22 0-lvl spells, 5 1st

    and 11 0-lvl, orany other combination he desires, until he

    runs out of energy.

    Recovering Spell Points

    Your body and spirit are constantlyreplenishing themselves, but nowhere near

    as fast as they are depleted by using spell-points. A character with no spell energy

    whatsoever (0spp) is treated as fatigued until

    they get some energy back.

    Spell Points are regained at a rate of 1 point

    per level of caster every four hours of

    normal waking activity. Therefore, a spent1

    stlevel character simply traveling around

    town for eight hours would regain 2spp.

    While sleeping, spp are regained at a rate of

    1spp per character level per hour, and while

    meditating (or praying), 2spp per characterlevel per hour. Therefore, a spent 1

    stlevel

    character who sleeps eight hours and

    meditates two hours regains a total of 12spp.Regardless of how depleted a character is,

    24 hours of undisturbed sleep, meditation,

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    and relaxation will yield a complete

    recovery of all used spp.

    Note that periods of disturbed sleep or

    meditation only have a recovery rate equal

    to that of normal activity.

    GMs may rule under certain harsh

    conditions that no spp are recovered, such asperiods of starvation, imprisonment, torture,

    disease, etc.

    Spell Point Advancement

    Characters gain extra Spell Points as theyadvance in level, and can cast higher level

    spells, at the following rates:

    Arcane (Wizard, Illusionist)

    Lvl SPP Can cast2

    nd+2

    3rd

    +3 2nd

    lvl spells4

    th+3

    5th

    +7 3rd

    lvl spells

    6th

    +77

    th+5 4

    thlvl spells

    8th

    +99

    th+11 5

    thlvl spells

    10th +12

    11th

    +11 6th

    lvl spells12

    th+13

    13th

    +16 7th

    lvl spells

    14th

    +17

    15th

    +19 8th

    lvl spells16

    th+18

    17th

    +22 9th

    lvl spells

    18th

    +2219

    th+14

    20th

    +23

    Divine (Cleric/Druid)

    Lvl SPP Can Cast2

    nd+3

    3rd

    +3 2nd

    lvl spells

    4th

    +5

    5th

    +4 3rd

    lvl spells

    6th

    +8

    7th

    +7 4th

    lvl spells8

    th+9

    9th

    +9 5th

    lvl spells

    10th

    +11

    11

    th

    +14 6

    th

    lvl spells12th

    +13

    13th

    +16 7th

    lvl spells

    14th

    +1515

    th+19 8

    thlvl spells

    16th

    +17

    17th

    +22 9th

    lvl spells18

    th+22

    19th

    +14

    20th

    +14

    Spell Point gain is cumulative, and shouldlevel loss occur, simply consult the chart for

    the appropriate level to see how many pointswere gained and adjust accordingly.

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    Casting Spells

    ASC uses three types of spell-casting

    methods: Practiced spells, Known spells,

    and Recitative spells. These are used inplace of the standard Vancian system of

    memorizing a spell, carrying it around in

    your head, using it, and then forgetting itcompletely until you can read your spell

    book again.

    Practiced Spells

    Practiced spells are spells the caster knows

    well, inside and out. A spell caster can use aPracticed spell at will, with no chance of

    spell failure, as long as he has the

    appropriate amount of spp available.

    The number of Practiced spells a caster has

    is equal to 1 plus the casters Intelligence

    bonus, if Arcane, or 1 plus the castersWisdom bonus, if Divine, per spell level the

    caster is able to use.

    For example, a 5th

    level Wizard with 16Intelligence has 3 Practiced spells of 0-lvl, 3

    1st, 3 2

    nd, and 3 3

    rd.

    Practiced spells must be selected from the

    casters Known spells, and once selected,

    can not be changed. Optionally, at the GMsdiscretion, the caster may be allowed to

    make one change during the leveling-up

    process.

    Practiced spells may be chosen immediatelyupon gaining access to a new spell level,provided enough Known spells are

    available, or the character may elect to hold

    off until more Known spells are gained.

    Known Spells

    Known spells are any spells the caster has

    properly learned and inscribed into his spellbook. For Divine casters, all spells on the

    standard Players Handbook list are

    considered to be Known spells.

    New spells are added exactly as per the

    standard spell casting rules in the Players

    Handbook.

    A caster may use a Known spell only if he

    succeeds in making an Intelligence (ifArcane) or Wisdom (if Divine) check plus

    his modifier and level, using the spells level

    times 2 as the difficulty modifier. Forexample, a 3

    rdlevel spell has a DL of 6, a 5

    th

    level spell a DL of 10, and so forth.

    If the Intelligence or Wisdom check fails,the caster loses the Spell Points and the spell

    fizzles out ineffectively. At the GMs

    discretion, a natural roll of 1 on this checkmay result in something calamitous (or at

    least amusing) occurring.

    Galwarth (Wizard1, Int18) needs to use aComprehend Languages spell, which he

    Knows and has in his spell book. He must

    pass an Intelligence check of 14 to do so (12for his prime plus 2 for the DL of a 1

    stlevel

    spell). He rolls a 9, plus 3 for his

    Intelligence, plus 1 for his caster level for atotal of 13. He fumbles the spell, and loses

    the 2spp he had committed to casting it.

    Recitative Spells

    If a caster wishes to use a spell that is not

    Practiced but is Known, and has the time to

    get out his spell book (or prayer beads, etc)he may use the slower Recitative method to

    cast the spell without the chance of failure.

    To use a Recitative spell, the caster must

    commit, uninterrupted, an amount of casting

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    time an order of magnitude 10 times greater

    than that listed in the Players Handbook.

    For example, Dispel Magic would take 10

    rounds to cast as a Recitative spell; Identify

    would take 100 minutes, and so on and soforth.

    If a Recitative spell is interrupted, the casterloses the spp and must start all over again.

    New Magic Items

    Following are a few new magic items

    specifically relating to the ASC system, as

    well as suggested revisions for a couple of

    standard items.

    Amulet of PowerAn Amulet of Power contains a reservoir of

    Arcane Spell Points that Wizards or

    Illusionists can draw upon at will. Ittypically contains 1d4+5spp, though some

    containing more have been rumored. Theamulet recharges itself every 24 hours, at

    midnight, at which time it gives off a faint

    glow for 1 minute. (GP 5,500; EXP 500)

    Charm of FocusThis charm resembles a small silver holy

    symbol on a short silver chain. It allows aDivine caster to add +5 to a single Wisdom

    check while casting a Known spell. Thecharm may only be used once in any 24 hourperiod. (GP 3750, EXP 275)

    Elixir of ManaThis cloudy yellow substance tastes vaguelylike tree sap and quickly numbs the tongue.

    When consumed, it doubles the amount of

    Spell Point recovery for the next 1d4+4

    hours. (GP 350; EXP 100)

    Pearl of PowerThese pearls are determined as per normal

    rules, but they convey a number of spp tothe wielder equal to 1 plus the spell level.

    For example, a 1st

    level Pearl conveys 2spp.

    Rod of BlastingThis black iron rod can be used by wizards

    to direct raw energy at targets. A wizard canchannel up to 5spp at once per round. If the

    caster succeeds at a ranged touch attack, the

    blast does 1d4 points of damage per sppused, and the victim may make a Charisma

    save to avoid half the damage. (GP 6,750;EXP 650)

    Shroud of HealingThis shroud is made of pearlescent fabric

    that is naturally attuned to Divine energy. ACleric can wrap a person in the shroud and

    commit a number of spp up to his level into

    the shroud. After 8 hours of rest, the personso enshrouded will regain 1d6 hp per spp

    used. (GP 9,500; EXP 800)

    Stone of IllusionThese enchanted stones are naturally attunedto an Illusionists arcane energy. If placed

    on a stable surface, they will maintain a

    Major, Minor, or Silent Image for up to one

    hour per spp committed to the stone. Thestones may only be used once, as the energy

    stored in them eventually burns them out.

    There is no limit to the number of spp anIllusionist can commit to the stone, provided

    he has that number available. (GP 1000;

    EXP 200)

    Ring of WizardryWhen used with ASC, these rings no longerdouble the number of spells a wizard can

    cast per day, but instead double the number

    of spells they can consider Practiced. These

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    additional practiced spells are immediately

    considered Known again if the ring isremoved.

    Spell Boosting

    Spell Boosting is a completely optional

    addition to ASC which may only be used at

    the GMs discretion. Spell Boosting allowsthe caster to amplify or extend the effects of

    his spells by committing extra spp to them atthe time of casting.

    The applications of Spell Boosting areconceivably limitless, so a few samples are

    provided here, and they may be used as

    guidelines for creating Spell Boostingtechniques of your own.

    Minor Damage AmplificationBy committing an extra Spell Point to any

    damage-causing spell, the caster causes an

    additional 1hp of damage per die. Forexample, a 3

    rdlevel wizard using Minor

    Damage Amplification does 2d4+4 points of

    damage instead of 2d4+2, or a 5th level

    Wizard would do 5d6+5 points of damagewith a Fireball.

    Major Damage AmplificationBy committing an extra 3spp to a damage

    causing spell, that spell automatically does

    the maximum possible damage. Forexample, a 5

    thlevel wizard would

    automatically do 30pts of damage with his

    fireball.

    Minor Duration ExtensionBy committing an extra Spell Point, thecaster causes any non-damage-causing spell

    to last double the normal duration. For

    example, a Fly spell would last 20min/lvl

    instead of 10.

    Major Duration Extension

    Committing an additional 3spp to a non-

    damage-causing spell makes it last for 24hours, instead of the normal duration.

    Prolific Summoning

    By spending an additional 2spp, the casterdoubles the number of creatures summoned

    with a Summon Monster spell. Note that this

    does not double the maximum HD thecreatures can be, only the number of actual

    creatures.

    Lengthy SummoningBy spending an additional 2spp, the caster

    increases the duration summoned monstersserve him to one hour per caster level.

    Elemental ConversionBy spending an additional 1spp, a castermay change the substance of a damage-

    causing spell to a selected element: Fire,

    Lightning, Cold, or Acid. Note that this doesnot change the amount of damage done,

    unless the victim would normally sustain

    extra damage from the new type of energyselected.

    Split SpellBy spending an additional 1spp, a caster can

    split a damage-causing spell in half, doinghalf damage but affecting twice as many

    targets. Any odd damage is rounded down.

    For example, a 5th

    level wizard could fire off

    6 magic missiles for 1d2 pts of damage eachor 2 lightning bolts for 2d6 points of damage

    each.

    Enhanced LoadBy spending an additional 1spp per person

    or weight increment affected, a caster canincrease the number of people or weight he

    can lift or otherwise carry with him when

    using spells such as Dimension Door,Teleport, Levitate, Telekinesis, etc.

    Some other suggested Boosts are:

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    Minor Healing Amplification

    Major Healing Amplification

    Enhanced Turn Undead

    Minor Area-of-Effect Amplification

    Major Area-of-Effect Amplification

    Prolific AnimationProlific Animal Summoning

    And so on

    FAQ

    While this Castles and Crusades version is

    very recent, ASC itself has been around, in

    one form or another, for nearly fifteen years.It has been ruthlessly play-tested by several

    groups and so far has not come up wanting

    in any critical areas. Some common

    questions Ive fielded from other GMsinterested in using ASC include:

    Wont ASC make spell casters too

    powerful?

    While too powerful can be sort of a

    relative thing, I feel no is the properanswer. More effective is a better

    description. Keep in mind; players do notget access to higher level spells any faster

    than they do with the standard Vancian

    system. Players can certainly cast more

    spells, but this difference is only noticeableat very low levels. Whatever its current

    incarnation, the number of spell points

    gained per level is always based on theVancian spells-per-day charts given in each

    editions Players Handbook.

    Also, though lower level casters get more

    spells, this is somewhat balanced by a longer

    recovery time. Plus, giving them more spells

    and options is the whole point!

    ASC is actually a good friend to GMs, as

    players dont have to stop and sleep for aday after every encounter (which most GMs

    seem to find frustrating) to regain spells and

    heal. Also, players are more likely to use

    divination spells like Read Magic and Speakwith Undead, spells that allow the GM to

    bring more of his back-story and plot into

    play, quite a bit of his hard work that canoften get missed or ignored due to simple

    lack of spells that arent either blowing

    things up or healing PCs.

    Will ASC turn clerics into Heal

    Machines?

    No more so than they already are! The bigdifference with ASC is not that they can heal

    that much more, but that clerics willexperiment with other spells more and wont

    have to bog down your game with endless

    rest stops.

    What if one of my players figures out a

    way to exploit ASC that seriously

    unbalances my game?

    Players play to win, and if there is any

    way to exploit some part of ASC to break

    your game, someone will eventually find it.So far, no one has. If it occurs, simply ban

    the exploit, or inform the player he may

    choose to either ignore the exploit he has

    found or return to the Vancian system.Reverse conversion, btw, is every bit as easy

    as converting to ASC in the first place.

    Why did you come up with ASC in the

    first place?

    Mainly to make my favorite RPGs seem

    more like my favorite books. While I

    enjoyed Vance, there were many otherbooks where mighty mages fired off lighting

    bolt after lightning bolt, or chanted for hours

    over dusty tomes and weird rituals, and the

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    current AD&D rules didnt really support

    that unless you were loaded down withwands or other such items.

    I also felt like there were a lot of really cool

    spells out there that werent getting used dueto the limited number of spells available;

    spells that benefited both the party as a

    whole and the GMs story-line as well.

    There have always been a lot of spell point

    systems floating around out there, but theyseemed to be very bizarre and unnecessarily

    complicated, so I set out to make sort of a

    hybrid; a spell point system based aroundthe Vancian system already provided in the

    rule books.

    I hope you like it!

    2006 Al Krombach

    This rule-set is intended for free distributiononly.

    Castles and Crusades is a Troll Lord

    Games product.Cover art is by Erol Otus and not used with

    permission, but because he is the best!

    All OGL stuff is explained here:http://www.wizards.com/default.asp?x=d20/

    welcome