The WORLD of MAGIC!

"It has a price..."






The BASICS of MAGIC

Magic follows all the normal rules for spell memorization and casting.

MAGIC is very rare in the world and is feared almost universally. Even Clerics and Paladins are seen with fear more than awe as their power is simply something out of most peoples' normal experiences. Only one who is VERY foolish will use magic of any kind with witnesses. Clerics and Paladins are free from scrutiny within their churches where followers understand their magics as miracles.

Few wizards go on to live long because of the price that wizardry carries.

For game purposes I am NOT recommending people play any of the following classes: Wizard, Sorceror, and Bard.

Wizards also have tremendous difficulty learning spells - there are NO guilds, very few known spell casters (and those that are well known you probably don't want to go near), and no libraries of magic of any kind. Sorcerors and Bards gain their "hedge magic spells" as normal (all self-learned with the limits included in the rules. Wizards start with Read Magic, Detect Magic, four (4) zero-level cantrips, and two (2) spells of 1st level....choose wisely for they may be the spells you rely on the most! Each time a Wizard advances in level (including Level 1) they may choose to learn two (2) more spells from any spell-level they have access to.

Clerics and Druids are easier to play because they have better combat abilities and spells are granted rather than researched, but can suffer from the same problems and are of course, subject to the Price.

Magic items are also increadibly rare due in part to enchantments fading over time compounded with the general fear of "magic"...you are far more likely to discover a masterwork weapon than a magical one. There is ONE exception: Alchemy. A number of spell casters get by making a living as an alchemist - a much more socially acceptable profession, mainly because they tend to focus on healing and "useful" elixirs than fireballs and lightning bolts. Because of this, potions, particularly those of a healing nature, are relatively common (though still expensive).



The PRICE

Is two-fold:

Magic Users of all types invariably attract the WRONG type of attention. There are many groups dedicated to anti-magic, or the elimination of magic in all it's forms...these groups consider ALL magics, both wizard and clerical, to be inherently evil and seek it's destruction, along with the destruction of those who weild these "magicks". There are also many who would be "apprenticed" wanted or not who will pester to the point of stalking. No matter where a spell user goes however, they will almost always be seen with suspecion. The ONLY exception to this is the elves, who have embraced magic throughout their culture.

The second and more dangerous side to the Price is the corruption of spell-users. There is a terrible power to be had in the "darker" side of these powers, and temptation is too much for many beings. All PC spell users, wizards and clerics alike MUST be of good alignment. If behavious deviates away from good the PC will get one warning and alignment will become "x-good w/ neutal tendencies". A second warning changes that characters alignment to x-neutral as they are invariable corrupted by the power which they weild. If this happens a PC will be irrevocably changed to an NPC villain (who may show up in later adventures)...Miracle workers become curse-binders, and Wizards become evil sorcerors. As a result any magics dealing with necromancy or demons/extra-planar creatures are considered EVIL. Learning such a spell will result in an alignment "warning" and casting will cause an alignment change (ie/ don't get necro or any other "evil" spells unless you want to change characters!)




CLERICS

The Cleric may select their spells and domains only from Table 3-7: Deities. No Cleric may select the "no god" option, otherwise all rules regarding Clerics remain the same. Bear in mind that as all PCs are REQUIRED to be good guys for this campaign, PC deity selection is limited to Heironeous, Moradin, Yondalla, Ehlonna, Garl Glittergold,Pelor, Corellon Larethian, and Kord.

I am not allowing "custom" clerical abilities.




MAGIC FOCUS: SPELLS POINTS


I am considering using a new spell system based entirely on "spell points" and abandoning the spell slot/memorization system. The spell point system is considerably more powerful and makes spell users much much more versatile.

Calculating Spell Points: Each spell "slot" on the "spells known" chart for each profession counts as it's level number of spell points. 3 Level Five spell slots = 15 spell points. Calculate spell points for each spell level and add them all up. Don't forget to include bonus spells for high Int/Wis/Chr. Domain spells do not count for Spell Point calculation. The bonus Domain Spell per level counts as a single bonus spell per spell level that does not have to be memorized/selected ahead of time.

Spell Point "Costs" to cast spells:
Level 0 Cantrips cost zero points to cast (even if you are "out" of spell points). Effectively unlimited.
Spells from Spell Levels 1-3 cost their Spell Level in points to cast.
Spell Level Four Spells cost 5 points to cast
Spell Level Five Spells cost 10 points to cast
Spell Level Six Spells cost 15 points to cast
Spell Level Seven Spells cost 20 points to cast
Spell Level Eight Spells cost 25 points to cast
Spell Level Nine Spells cost 30 points to cast

This sounds very restrictive but having a large pool of spell points at high level means MULTIPLE castings of higher level spells which far offsets the high energy cost to cast!

Regaining Spell Points:
Spell Points are regained at a rate of 1 points per PC Caster Level per hour. A 10th Level Wizard would regain 10 spell points per hour of rest and a Level 1 Wizard would regain 1 point per hour. Clerical bonus Domain spells are regained once per day.

Examples:
6th Level Wizard: 15 Spell Points, regains 6 spell points per hour, and has Access to 3rd Level Spells.
10th Level Wizard: 43 Spell Points, regains 10 spell points per hour, and has Access to 3rd Level Spells.
16th Level Wizard: 112 Spell Points, regains 16 spell points per hour, and has Access to 3rd Level Spells.
6th Level Cleric: 15 Spell Points, regains 6 spell points per hour, and has Access to 3rd Level Spells.
10th Level Cleric: 43 Spell Points, regains 10 spell points per hour, and has Access to 5th Level Spells.
16th Level Cleric: 121 Spell Points, regains 16 spell points per hour, and has Access to 8th Level Spells.

The Cleric also has one casting of a Domain Spell at each Spell Level they have available to them.

This sytem may seem like it reduces the power of the Sorcerer but compare the numbers:
6th Level Sorcerer: 25 Spell Points, regains 6 spell points per hour, and has Access to 3rd Level Spells.
10th Level Sorcerer: 71 Spell Points, regains 10 spell points per hour, and has Access to 5th Level Spells.
16th Level Sorcerer: 185 Spell Points, regains 16 spell points per hour, and has Access to 8th Level Spells.

Note: None of the above calculations factor in bonus spell points from high Int/Wis/Chr.





MAGIC FOCUS: NEW SPELLS



Click to See NEW SPELLS from Complete Books





MAGIC FOCUS: CONSTRUCTS and MAGIC ITEMS



Click to See CRAFT CONSTRUCT and ITEM CREATION Rules





MAGIC FOCUS: RESTRICTED SPELLS



Click for a list of Restricted and/or Banned Spells




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