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Overview
OverviewOkay, they aren't *that* revised. Mainly it's because I hate AD&D's spell system and would prefer something more flexible. Take spells off the revised spell list (levels 1-3). Forget the rule on memorization; treat memorization slots as how many spells (of that level or lower) you can cast in a day (or in a waking-period without sleep), instead. Also, when casting a spell, you don't have to do it as written--you can try to modify it. The more you try to change it, the more likely you'll screw it up. (Unless there's an in-character reason your character's had practice with a variant, in which case we'll talk.) Things you should know: Spells never last more than 10 days. Never. Trust the generations of mages who've tried. The darn things just wear down after a time period. And ergo, no scrolls, no potions. You learn spells from other mages, or from experimentation, or reading descriptions of what others have tried. If someone uses a spell you haven't seen before, study it! You might surprise yourself. Add little personal touches ("signatures") to your spells if you like. I'll applaud harmless special effects (example: the color of your Light spell). Especially, detect magic is no longer available because your mage automatically has a sort of sense for magic. Some mages are "louder" than others. And some are more skilled than others. But generally magic will announce itself. Dispel magic is also no longer available because any spell you want, you can try to dispel. The catch: success is never guaranteed, because it depends on how good your mage is and how good the other guy is. And spells *want* to run their natural course. They don't like being interrupted--the kiro (as the Qenaren call it; let's say "energy") of the spell is released all in one burst. Imagine having a fireball splatter in your face. Yup. Healing and a few cleric spells are available to mages because I'm disallowing clerics. (The concept's never made sense to me. I tried playing a cleric once in an AD&D campaign. Never again.) Healing requires a knowledge of anatomy and healing processes--if you want the ability, talk to me and set up your proficiencies (healing, herbalism would be enough) appropriately. You can help the healing process in a living being, but there aren't any insta-heals. Surgeons are in no danger of losing their jobs. And the process is draining for the would-be healer, in extreme cases leading to death. So be careful what injuries you tackle. Mages aren't uncommon. Good mages are. See paragraph above for an inkling why. Mages higher than 10th level are bloody rare. Qenaren spellsworn are generally level 4-5 (or higher). Mechanics? Very few. Tell me what you want to do, and I'll tell you what happens. I believe in storytelling, not dice. If you have a reasonable chance of doing what you want to do, it'll happen. Barring evil GM plots and hidden influences, of course.
Notes to the Revised Spell ListThese are the spells I'm allowing (levels 1-3), with modifications. Most of the dice-rolling junk is gone. I'm not going to carry a yardstick around in this campaign (I was raised in SI/metric anyhow) and you don't have to either. You can always ask if you aren't sure if something'll work. Notes: The changes to range (eyesight, touch, earshot) should be self-explanatory. As for duration--it means how long the *magic* lasts, not how long its *consequences* last. Frex, a healing spell is instantaneous. But the injury still stays healed. So you can "detect" a healing spell as it goes off, but you can't after it's done its job. A lot of durations are "concentration"--you can manage a light conversation, walk, whatever, but nothing heavy-duty. So choose carefully what you do. And if your concentration's broken, there's a small chance the spell will go wrong on you.
Level 1 Spells
Audible Glamour
Burning Hands
Cantrip
Change Self
Charm Person
Create Water (cleric)
Dancing Lights
Hold Portal
Light
Magic Missile
Mending
Phantasmal Force
Purify Food/Drink (cleric)
Sense
Shield
Sleep
Spook
Ventriloquism
Level 2 Spells
Blur
Deafness
Fog Cloud
Fool's Gold
Invisibility
Locate Object
Mirror Image
Pyrotechnics
Shatter
Whispering Wind
Level 3 Spells
Clairaudience
Clairvoyance
Feign Death
Fireball
Gust of Wind
Spectral Force Suggestion |