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Overview
Notes to the Revised Spell List
Level 1 Spells
Level 2 Spells
Level 3 Spells

Overview

Okay, 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.

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Notes to the Revised Spell List

These 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.

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Level 1 Spells

Audible Glamour
range: eyesight
area of effect: earshot
duration: concentration

Burning Hands
range: touch
duration: instantaneous
area of effect: anything you can touch, darnit

Cantrip
range: eyesight
duration: variable
area of effect: variable
note: I'm not going to be a stickler. :-)

Change Self
range: caster
duration: variable (depends on how many people you're fooling)
area of affect: caster

Charm Person
range: eyesight
duration: until you're out of sight (so you might have to run!)
area of effect: one person
note: This is culturally dependent. Trying to charm someone from a different culture might backfire disastrously.

Create Water (cleric)
range: reach
duration: instantaneous
note: This works better in wet areas than dry ones. :-p

Dancing Lights
range: eyesight
duration: concentration

Hold Portal
range: touch
duration: variable (depends on how determined anyone is to open the portal,and how good you are)
area of effect: one portal target

Light
range: eyesight
duration: up to 10 days
area of effect: variable (you don't expect it to do much in broad daylight, do you?)

Magic Missile
range: eyesight
duration: instantaneous
area of effect: 1 target, but it's fairly accurate

Mending
range: touch
duration: instantaneous
area of effect: 1 target

Phantasmal Force
range: eyesight
duration: instantaneous

Purify Food/Drink (cleric)
range: touch
duration: instantaneous
note: It's not always reliable.

Sense
range: eyesight
duration: concentration
note: This is *not* a standard AD&D spell (to my knowledge), and was submitted by Joseph Betzwieser. It's similar to what order-mages in L.E. Modesitt, Jr.'s RECLUCE SAGA do: an ability to sense structural strengths and weaknesses in materials such as wood or metal. Used by mage-smiths and mage-crafters--the resulting items are not magical per se, but provided the mage's craftskill is good enough, they are of very high quality.

Shield
range: eyesight
duration: concentration

Sleep
range: touch
duration: variable (it's easy to put someone to sleep who's already tired, less easy if they're wide awake...)

Spook
range: eyesight
duration: concentration
effect: 1 target

Ventriloquism
range: eyesight
duration: concentration

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Level 2 Spells

Blur
range: 0
duration: concentration
area of effect: caster

Deafness
range: touch
duration: 1-10 days
area of effect: 1 target

Fog Cloud
range: eyesight
duration: variable
note: Only creates a regular fog, and requires a source of water or moisture.

Fool's Gold
range: touch
duration: until you leave the area

Invisibility
range: touch
duration: concentration
area of effect: 1 target
note: This works à la Modesitt's Recluce books if you've read them. You become invisible by deflecting light. Ergo, you're blind for the duration of the spell.

Locate Object
range: unlimited
duration: concentration
note: Learn triangulation. :-)

Mirror Image
range: 0
duration: concentration

Pyrotechnics
range: eyesight
duration: concentration
area of effect: 1 fire source

Shatter
range: earshot
duration: instantaneous
note: Have earplugs. If it can shatter stone, it can shatter your eardrums.

Whispering Wind
range: variable
duration: variable
note: The wind is fickle. Works best for short distances.

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Level 3 Spells

Clairaudience
range: unlimited
duration: concentration
note: If you're spying on another mage, you *can* be detected. Ditto for clairvoyance.

Clairvoyance
range: unlimited
duration: concentration
notes: see Clairaudience, above

Feign Death
range: touch
duration: variable
area of effect: 1 target

Fireball
range: eyesight
duration: instantaneous

Gust of Wind
range: eyesight
duration: instantaneous

Spectral Force
range: eyesight/earshot
duration: concentration

Suggestion
range: touch
duration: variable
note: Be careful when targeting people with strong willpower.

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