Wednesday, April 20, 2011

Adventurer: Sorcery and superscience, Spells !

Behold the first part of the spell lists for adventurer !  I wanted to try to limit the absolute number of spells so the book isn't 50% by weight spell listings, as seems the case nowadays , most OSR excepted .  Partly for ease of use, partly because I found out that spells are infinite and infinitely divisible.  In short once you start increasing the granularity of spells, it's hard to stop before you hit the Matryoshka limit, and you have "Summon fiendish extraplanar undead lesser chaotic arcane familiar (psionic)" to worry about, or at least write up.  So, my goal with the spells( in addition to recasting ODD into Traveller , kicking and screaming as needed) was to reduce spell granularity wherever possible.  My goal was to get by with no more than  just Chainmail's list of combat spells, plus non-combat spells as useful and needed.  Obviously, I had to cheat, but having the limit was a Good Thing (tm).  Still, the spell writeups take up about 1/6 of the total page count of all three books, so that's a win as far as I want to assess it. And so, read on !
(and comment fer crimminie's sake !  I mean, you cant even write "I think that breaking laws should be illegal" on the forums without generating a 20 page morass of flames, baiting and assorted bannable soapbox wanks....)


Magic Spells  
Overview



Magic spells are spells cast by practitioners of the magical (some say dark) arts.   They rely on the knowledge and willpower (or ego) of the mage to interact with the magical essence and flows of the world, and energy from the platonic world of ideals. 
Magical spells are organized into four circles, more or less going from weakest to strongest: cantrips, Dweomers, Sorcery, and Wizardry  Some spells are only included in one circle, others are in all.  When the same spell appears in all four circles, it will generally have different effects depending on the circle it is cast from.  Thus, a wizard casting Curse would specify the circle it is being cast from, for instance, Dweomer.
Note that regardless of such a spell being in multiple circles, each circle variant  is only available to mages with knowledge of the appropriate circle spellcasting skill. 
Thus, a spellcaster can cast bolt, but only using the appropriate spellcasting skill. As a result, a mage may know from one to four versions of bolt, depending entirely upon which of the spellcasting skills he has learned.





Magical Spells:
Circle (Difficulty) and Cost
Cantrip (+0)
cost
Dweomer (-1)
cost
Sorcery (-2)
cost
Wizardry  (-3)
cost
Auramancy
1
Fey sight
2
Dimension Door
3
Teleport
4
Light and Dark
1
Haste/Slow
3
Ethereal form
4
Anti-Magic Shell
5
Fix/Free
2
Concealment /detection
2
Psychometry
3
Ensorcell
5
Ward
1
Levitation
2
All seeing eye
3
Elemental Passage
4
Gift of tongues
1
Sleep
3
Miasma
4
Scrye
4
Dispel: Cantrip
1
Dispel: Dweomer
2
Dispel: Sorcery
3
Dispel: Wizardry
4
Wall :  Night and fog
2
Wall:Winds
3
Wall: Elemental
4
Wall : Adamant
5
Hold: Prestidigitation
1
Hold : Mage’s Hand
2
Hold: Sorceror’s Reach
3
Hold: Wizard’s Grasp
4
Circle : Impediment
1
Circle : Abjuration
2
Circle : Protection
3
Circle :Sanctuary
4
Curse:Jinx
2
Curse :Hex
3
Curse: Burden:
4
Curse: Malediction
5














Spells of Multiple Circles



Whereas most spells are distinct and associated with only one circle, several are part of families of related spells spanning multiple circles.    These are noted by sharing a general name: Dispel, Wall, Hold, Circle, Curse


Protective circles
Depending on the casting level, a circle of protection blocks or hinders the indicated type of creature, being or force from crossing the circle, or acting across the circle in any active manner. This would include missile attacks, elemental effects and damaging side effects of blocked creatures, but would not include conversation, or simply having a mind rending appearance. Hindered types must pass a STR test to cross the circle, and take noted damage regardless of success or failure.  Magic spells cast by the indicated type that cross the circle add a -3 difficulty modifier. 

Circle of impediment Blocks non-corporeal beings.  Hinders beings that are strongly good or evil or under enchantment (hidden, charmed), or intend harm to those inside the circle: damage for passing (success or failure) is (effect+1) Duration: IV

Circle of abjuration Hinders undead or summoned creatures, or a specific named person. (“Todd Spengo”) Blocks animals and non sentient creatures. STR test required to pass damage for passing (success or failure) is (effect+1) +d6 Duration: III

Circle of protection Completely blocks elementals, or hinders a class of beings (elves, lizard men, the Dutch). Damage for passing (success or failure) is (effect+1) x 1d6 Duration: II

Circle of sanctuary Blocks Demonic beings, or any hindered at lower casting levels. Duration: I

 Multiple circles can and may need to be drawn; each casting level only applies to one of the stated types of being.

Dispel Magic
These spells can negate any spell within that circle with a duration longer than instant. The difficulty is equal to that of the spell being nullified. To cancel the spell, the dispel roll must be successful, and the final effect must exceed the effect of the target spell.

Mystery spells cannot be dispelled by magical spells.  The Gods don’t take kindly to mortals interfering with their whims.

After the final roll is calculated, the dispeller may increase the effect by expending END according to the above sacrifice table.

If the caster of the target spell is present, he may also attempt to reduce the final effect by expending END as per the above table.  If both opt to do this, each round the two casters bid their expenditure secretly; the final bids are revealed at the end of the round, and the spell is dispelled or not as determined by the final Effect. Each caster takes the appropriate magical damage and applies effects accordingly.

Walls    
Walls add a -2 additional difficulty modifier to any spells, melee or missile attacks thru them, (-4 if specifically opposed) and block LOS.  Walls also block specific classes of beings or items based on their nature.  Unless otherwise defined, walls are 1' thick, opaque and can be cast as planes or cylinders with outer surface area up to X sq feet. 

Night and fog Blocks LOS; DEX test to avoid falling if passed through. Duration: V

Wind Cancels earth walls; blocks all normal missile attacks, but does not block LOS. Passing thru causes 2+effect d6 damage. Duration: IV

Elemental wall.  Choose one of:     
§         Earth Cancels air walls. Opposes all physical attacks (melee or missile) Passing thru requires a 3d STR test and taking (1+ effect )d6 damage regardless of success or failure Duration: II

§         Ice opposes blasts and fire based effects: Cancels Fire wall.  Passing thru requires a 3d STR test and taking 2+effect d6 damage regardless of success or failure Duration: II

§         Fire cancels darkness spells that overlap, opposes bolts, and ice and cold.  Cancels Ice wall. Passing thru requires a 3d STR test and taking 2+effect d6 damage regardless of success or failure if not. Duration: II             
Wall of Adamant. Choose one of:
§         Stone is a physical masonry wall, 2' thick.  It has no magical properties or auras, and resists any attack, spell or attempt to cross as an equivalent normal wall would.  It does not cancel or become canceled by other walls. At the end of the spell, it disappears. Duration: IV

§         Phlogiston:  treat as a stone wall that is invisible and also affects non corporeal beings or objects. Duration: III

Prestidigitation, Greater and Lesser Mage Hand, and Invisible Servant
These spell allows the mage to manipulate move and generally affect objects without actual physical contact.  Essentially, it creates an immaterial and invisible tentacle emanating from the mages body, with a normal human hand on the end.  Its length range and lifting capacity is dependent on effect.  The spell acts as if it is a material object with regards to intervening objects (i.e. it must reach around over or under, not through any blocking object).  May only affect material objects.  Attempting to use a skill via this spell (such as using a sword) are allowed but at -2 due to general unfamiliarity.

Prestidigitation Range: (effect +1) x d6 inches Weight: (effect+1) ounces. Duration: IV

Lesser mage Hand Range: (effect+1) feet, Weight: (effect+1) pounds Duration: II

Greater Mage Hand Range: (effect+1) yards Weight: (effect+1) stone Duration: I

Wizards reach (effect +1) x d6 yards Weight: (effect+1) hundredweight Duration: (effect+1) seconds

Curse:
Range: within hearing, and LOS.
Duration: based on circle
Test to avoid:  3d vs. INT to for no effect
Curse is the basic  means by which magical spellcasters harm others.  When successfully cast, allocate effect points to duration and result.  Note that once successfully cast,

Jinx
Range LOS + hearing
Duration: Table IV
Tagrets: Table I
Adds a negative DM to the target or targets next roll.  Allocate effect points to the result (negative DM for the duration or until dispelled .

Hex
Range LOS + hearing
Duration: Table V
Targets: Table I
Caster can sacrifice End for effect.
Reduce  a targets skill by the spells effect/2  (minimum 1) on all uses for the duration or until dispelled.   

Burden
Range LOS + hearing
Duration: Table VI
Targets: Table III
Caster can sacrifice End for effect.
Reduces a specific physical stat (STR, DEX or END) by the effect, to a minimum of 1 for the duration or until dispelled
Caster can sacrifice End for effect.
Casting this spell at more than one  target makes it HIGH RISK.

Malediction
Range LOS + hearing
One of two effects: Trial effecting a single target, or Tribulation effecting (potentially) many targets.

Trial: Imposes  a negative DM equal to effect  all rolls the target attempts for duration or until dispelled.
Duration: Table VI, Targets  1.  Caster can sacrifice End for effect.

Tribulation  HIGH RISK This acts as Burden, except that the caster may allocate points on  target table VII, Caster can sacrifice End for effect.

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