
Monday, May 17, 2010
More on Magic - Some Realizations

Friday, April 16, 2010
Magic Push...
Wednesday, April 14, 2010
MORE, More, More on Mages
1% first cast, 3-5% second cast (not sure where I fall on this yet), 10% third, 20% fourth, 40% fifth, 75% sixth, 95% seventh and subsequent (or 99%) of the same spell. Note that this is not (or wasn't, but hmmm...) intended for casting spells in general. That is a Fireball and then an invisiblity and then charm person and then rope trick - all at normal chances - but then a second charm person, 3-5% chance of something really bad happening, and, of course, all that assumes casting within a certain time frame - 12 hours? 4 hours? Dunno... I don't think I mind the extra book keeping (though it's all theorhetical at the moment as I'm sans gaming group) but we'll see. So far I think I've proposed the most complications for the magic using class.
The idea behind this is that magic is dangerous, somewhat unpredictable - yet I could see the mage saying to himself, well, I have a pretty good chance of getting this third lightning bolt off - if it'll save the party or whatever. You know, basically knowing that there could be very dire consequences for manipulating the arcane energies - yet weighing the risks with the hoped for outcome. I would think that you would have to be desperate indeed to launch that sixth fireball (giving you 75% chance of blowing yourself up - or worse...) but "desperate times call for desperate measures".
Bear in mind, half of what this blog is all about is me brainstorming "on paper" as it were - so there's a lot of stuff here that has never been (and probably will never be) playtested - just musings for my entertainment...
Wednesday, April 7, 2010
More...More on Mages

So, what keeps mages from taking over the world? Looking over spell lists in nearly any version of D&D, at high levels they can be walking arsenals - and pretty invulnerable to most of what the mundane world can throw at them...
More on Mages
When a spell is cast, there is a chance that it may fail, it may be delayed by one round, it may be cast normally, or it may be cast and remembered for re-casting.
Roll 1d12 and consult this table:
- if roll = 1, the spell fails and is exhausted from the sorcerer
- if roll <= spell level, the spell will be cast the following roundand exhausted from the sorcerer
- if roll > spell level, the spell is cast immediately and exhausted from the sorcerer
- if roll = 12, the spell is cast immediately and retained by the sorcerer
Saturday, March 27, 2010
Thoughts on Mages
Monday, August 10, 2009
Counter Spells - First Draft
A Magic User or an Illusionist can try to counter any spell that an opponent is casting. The process is as follows:
The PC must know the spell being cast, though he need not have it prepared for the day.
The PC and the opponent roll d20 modified in the following ways. If the PC does not have the spell memorized he is penalized -5 in his roll (if the spell is memorized there is no penalty, but see below). The difference in level between the PC and the opponent is added to the higher level magic-user's roll. The rolls are made and the highest roll wins (either the spell is countered or the spell cast to normal effect).
Attempting to counter a spell has a cost associated with it as follows. If the PC attempting to counter the spell has the spell prepared for the day, he will lose the ability to cast the spell in the attempted counter (whether or not the countering was successful) for the rest of the day (until such time as the spell can be re-prepared). If the PC does not have the spell memorized, he loses 1 point of constitution per level of the spell attempted to counter. The CON loss is temporary, regained at a rate of one point per hour, regardless of activity.
If the counter is successful, the magic-user whose spell was countered is stunned for one round (unable to perform any action but move at one-quarter speed) and loses the spell. There is a 5% chance (natural 20 on the part of the counterer) that the countered magic-user will be knocked unconscious for 2-12 rounds. A natural 20 on the part of the original caster means no only does the spell succeed, but that the counter spell caster's level is added to the caster's in order to determine effect (that is, a 5th level mu tries to counter a 4th level mu, fails as the 4th level mu rolls a natural 20 which means automatic success and the spell is now cast at 9th level).
For example, Gavin is a 6th level magic user. He sees the Big Bad Evil Guy (who is a 9th level magic user) is about to cast fireball. Gavin has fireball memorized, so he tries to counter the BBEG's spell. He rolls a 14 and the BBEG rolls a 12, which is further modified by the level difference (+3) to be 15. Thus, the spell is not countered, and Gavin loses the possibility to cast fireball until he takes time to re-prepare it.
Example 2: Gavin is a 6th level magic-user. He sees the Big Bad Evil Guy (who is a 9th level magic user) is about to cast fireball. Gavin does not have fireball prepared for the day, though it is in his spellbook. He decides to try to counter it, suffering a -5 penalty on his roll, since he does not have it memorized. He rolls well, a 16, modified to 11. The BBEG rolls very badly, a 4, modified to 7 by the level difference. The spell is countered. The BBEG is stunned for a round and Gavin loses 3 points of constitution.