[Prev] [Contents] [Next]

Mages

Mages may be either human or elven. They may be of any religion. Their hit dice are d4. They may not wear armor of any kind, nor may they use shields.

Magic System

Mages are capable of great flexibility in their spell casting. This versatilility goes beyond simply having a large spell list; they in fact have the ability to alter their spells on the spot in a very creative and flexible manner. They are the mana scientists, and thus they understand what they are doing in a way that end-users such as clerics and others do not. Mages can stretch the parameters of their spell in many ways, provided they can pay the price.

Mage spells are composed of base spells and modifiers. Base spells are the familiar spells found in the spell list, and all have levels of whole numbers. They have default ranges, zones of effect, durations, and other characteristics given in the description. They may be cast purely "as is," in which case the spell will use the default characteristics, and the spell cost is simply determined by the spell level as in the spell cost chart.

Certain base spells, called Morphic Spells, do not have default effects. Although they are described in more detail in the spell descriptions themselves, they are, in short, "Chinese Menu" spells. Mages pick a certain target type, a certain effect, and add together the levels indicated to determine the base level. At that point, it will behave as just another base spell.

Finally, to tailor the base spell to the current situation, the mage is allowed to change various effects. This is done by adding modifiers. Modifiers will add to the range, duration, zone of effect, etc., by increasing the level of the spell. All modifier costs are multiples of 1/2.

For example, a seventh level mage is casting Fireball, base level 3, which would normally cost 4 spell points. However, the mage adds three castings of Extra Range, adding 1&half to the level of the spell, for a total of 4 1/2, or a cost of 8 spell points. The Fireball now has a range of 48" instead of the normal 12".

The mage gets spell points which he may use to throw any spell he knows, provided that he has enough points to pay for it. A mage gets a number of Spell Points equal to his intelligence. Once he has used any spell points, he will be able to regain up to his maximum in spell points while sleeping. A mage may regain 1 spell point per hour slept plus one per hour of the night's longest continuous sleep, with the daily total not to exceed the mage's intelligence. For example: an mage with a 14 intelligence who slept for 3 hours, was awakened and then slept for 5 hours would regain 6 points during the first nap and 7 during the second; if the second nap were also 3 hours only 3 additional points would be recovered as the bonus for a three consecutive hour nap had already been gained.

The GM may always prevent absurdities.

Preparing and Throwing Mage Spells

A mage must prepare a spell before casting it. This is represented by requiring the mage to choose his spell (but not modifiers) in the Declaration Phase. He may then either drop it (at no spell point cost) or cast it during the Mage Spell Phase of the same round. A mage cannot hold a spell prepared past the end of the round, nor can he do anything else in a round he has prepared a spell.

Spells take effect at the end of the Mage Spell Phase in which they are thrown. Thus they are dealt with after the effects of missile fire, melee, and clerical spells. No mage spell may prevent an action being taken in the phase in which it is cast unless the description specifically provides otherwise. On the other hand, spell effects are resolved in the order of decreasing spell point cost. Thus a Shield spell that cost 4 points to throw would give complete protection from a Magic Missile that cost 6 points, even though both were thrown in the same phase. Spells cast from scrolls are treated as one point less than a first level spell would cost. If the reader of the scroll is not a mage, treat the scroll as if it cost 6 points to throw.

If a spell has a duration specified as N melee rounds, it would normally take effect at the end of the phase in which cast, and end at the conclusion of the (N-1)th round following. If the caster prefers, he may specify that the effect will start in the Declaration Phase of the round after casting, and end at the conclusion of the Nth round after casting. Note that, no matter what, spell durations end at the conclusion of a melee round, never in the middle.

If distracted while attempting to throw a spell, the mage does not get the spell off, but loses no spell points. Distraction is automatic if the mage suffers damage, is grappled, etc., and he is forced to drop the spell. If a mage is bound or grappled, he is unable to prepare or cast spells. If the mage is gagged, he cannot cast a spell. However, he may cast a spell in a clerical silence, using the appropriate modifier.

Mage Spell Costs

Spell Level of Mage
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
1 6 5 4 3 2 2 1 1 1 1 1 1 1 1 1 1 1 1
1 1/2 8 6 5 4 3 2 2 1 1 1 1 1 1 1 1 1 1 1
2 - 8 6 5 4 3 2 2 1 1 1 1 1 1 1 1 1 1
2 1/2 - - 8 6 5 4 3 2 2 1 1 1 1 1 1 1 1 1
3 - - - 8 6 5 4 3 2 2 1 1 1 1 1 1 1 1
3 1/2 - - - - 8 6 5 4 3 2 2 1 1 1 1 1 1 1
4 - - - - - 8 6 5 4 3 2 2 1 1 1 1 1 1
4 1/2 - - - - - - 8 6 5 4 3 2 2 1 1 1 1 1
5 - - - - - - - 8 6 5 4 3 2 2 1 1 1 1
5 1/2 - - - - - - - - 8 6 5 4 3 2 2 1 1 1
6 - - - - - - - - - 8 6 5 4 3 2 2 1 1
6 1/2 - - - - - - - - - - 8 6 5 4 3 2 2 1
7 - - - - - - - - - - - 8 6 5 4 3 2 2
8 - - - - - - - - - - - - - 8 6 5 4 3
9 - - - - - - - - - - - - - - - 8 6 5

Mage Spell Modifiers

Modifiers may be applied to any spell where they are legal. Modifiers must be specified when the spell is cast in Mage Spell Phase. Some modifiers are universal, while some are spell specific. Unless otherwise noted or prohibited by common sense, modifiers can be bought more than once.

Universal modifiers are listed here and can be applied to any spell that satisfy the conditions in the description of the modifier. The default cost is given in the description of the modifier, although it could be changed in the spell. If a universal modifier has any spell-specific effects, they are detailed in the spell description. Some spells specifically prohibit or change these modifiers.

Some spells have special spell-specific modifiers. These are described in the spell description.

At Range: This modifier takes a spell with range touch, none, or 1" to have a range of 6". This can then be extended with Extra Range. It cannot be used on spells with range of Always Zero. The default cost is +1/2.

Extra/Reduced Range: This can be applied to any spell with a range of 6" or more. Each level of extra range increases the range of the spell by the base range of the spell. For example, if the base range were 12", one level would make the range 24", two levels would make it 36", and three levels would make it 48". Reduced Range cuts the range in half, and is useful to constrain detect spells to a lesser area. Note that two applications of Reduced Range would be meaningless. See At Range. The default cost is +1/2.

Extra Duration: This can be applied to any spell with a duration that isn't momentary, permanent, or more than 4 days. Each level of the modifier will double the duration, to a maximum of 4 days. See Lasting Duration if you want to extend a spell beyond 4 days. The default cost of this is +1/2.

Many mage spell durations simply fall on the following schedule and can be increased along it:

6 rounds, 12 rounds, 24 rounds, 1 turn, 2 turns, 4 turns,
9 turns, 3 hours, 6 hours, 12 hours, 1 day, 2 days, 4 days

Spells with other durations may of course be extended also; there are 50 rounds in a turn.

Lasting Duration: This is an extension of Extra Duration that can only be applied to spells with durations of 4 days or greater. It makes the duration of the spell "lasting". Spells with lasting duration will last a long time, although they will eventually decay. For convention purposes, they will last 1 adventure. They may be dispelled as normal. An individual may only have two spells of lasting or permanent duration on himself. The cost of this is twice the normal cost of one level of Extra Duration, so it is usually +1.

Extra/Reduced ZOE: This can be applied to spells with non-individual ZOEs. .bd Single target spells may never take this modifer. The default cost is +1/2. The default effect is that the ZOE is expanded (or reduced) by half the base ZOE per level. So:

Spells that affect several individuals may affect half the base number again per level of extra ZOE. For example, a spell that affects 4 indivuals would affect 6 with one level, 8 with two levels, and 10 with 3 levels.

Spells whose ZOEs are characterized by a linear distance, such as 6" wall, or spells that affect an area or volume that is specified by a linear dimension, such as a 2" diameter sphere or a 3" square, can affect half the base linear distance again per level. Thus, our 2" diameter sphere becomes 3" with one level, 4" with two levels, and so on.

Spells that affect an area or volume that is specified in square or cubic units, such as 10 square feet or 20 cubic feet, gain half the base ZOE again for each level. Thus, our 20 cubic feet becomes 30 cubic feet with one level, 40 cubic feet with two levels, etc.

Reduced ZOE can be used to constrain a large spell to act in approximately half the size. The GM should not allow unreasonable precision. Notice that two applications of reduced ZOE would be meaningless.

Extra Effect: This increases the effect of the spell in a manner described in the spell description. The default cost is +1/2.

Extra Damage: This increases the damage of the spell in a manner described in the spell description. The default cost is +1/2.

Affects Others: This can be applied to spells where the caster is the target or plays a critical role, such as the recipient of information in ESP. The modifier may never be used if it is prohibited in the spell description or if the spell requires concentration. This modifier cannot be bought more than once. The default cost is +1.

The caster then transfers his role in the spell to another. The recipient has the freedom to use the spell as he sees fit. The caster has no control, although only the caster has automatic dispelling privileges with Dispel Magic. Only the recipient radiates magic. If a third party is involved in the spell, the caster usually chooses this party, and the range is calculated from him. The range of the new spell is touch, but the modifier At Range can extend this. Unwilling recipients get a saving throw; the type of save is left up to the GM.

Examples of this modifier: Fly Self with Affects Others allows another to fly. ESP with Affects Others allows another to read the mind of the third party, chosen by the caster. Teleport with Affects Others allows another to teleport; the recipient chooses the destination.

Concealment: The spell is concealed, making it harder to detect using Detect Magic and similar spells. It does not hide the fact that a mage is casting a spell if the mage is seen or heard casting. If concealment is applied to a Detect, Locate, or Trace spell, it conceals the fact that the caster has a spell on him (these spells have long durations to allow the searcher to track the target), but does not affect whether the spell will trip the Warning spell. The default cost is +1.

Cast in a Clerical Silence: Allows the mage to cast in a clerical silence. Cost is +2.

General Notes: Two castings of the same spell or two similar spells will have the range, duration and effect of the more effective of the two spells. This does not apply if stated otherwise in the spell description, nor to damage-causing spells.

The same rule applies to Mage and Clerical spells with similar effects.

There is no way to add modifiers to a spell after it is cast.

[Prev] [Contents] [Next]


Last modified on August 31, 1995.

ammulder@princeton.edu