advanced spell casting
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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