-Magic on Xar`raj-

fullbar-red.jpg (1617 bytes)

Personally, I find the AD&D magic system a bit disappointing. They did make up for some of their mistakes with the Player Option Spells and Magic book, however. I have decided to use a bit of the Spell Point system, Channelling, and some of my own thoughts in order to create a system that is easy to use and not as limiting. If you find this a little confusing (or quite confusing) PLEASE look at the example at the end of the page!

Spell Points : The spell point system is similar to the one described in Player Option text. A mage receives a certain number of points for memorizing spells, depending on his/her level and intellegence. Spells cost a number of spell points equal to their level to memorize... 1st level is 1 point, 5th is 5 points, and so on. Once a spell is memorized, it stays within the mind of the spell caster even after casting. If a magician wants to cast a different spell, he/she must memorize the new spell and have it replace a spell already in memory. Bonus spell points are awarded to those with high intellegence. The bonus is added to the total spell points at each level. The following table gives the total number of spell points a mage has for each level as well as bonus points for high intellegence:

Level Total Spell Points   Intellegence Bonus Spell Points/Level
1 2   14 - 16 2
2 4   17 - 18 4
3 8   19 6
4 16   20 8 (max bonus)
5 22
6 28
7 34
9 42
10+ + 10 pts per level

Mana : Mana is the energy that a magic user draws on to cast the spells he/she has memorized with Spell Points. A character's mana is equal to the Spell Points they receive. A spell costs it's level multiplied by 2 in mana... 1st level is 2 mana, 5th level is 10 mana, and so on. Mana regenerates over time where as Spell Points do not. Mana may also be drawn from surroundings in special situations. This will be discussed later. The following table gives mana regeneration rates:

Activity Mana Regeneration
Sleeping 2 points / hour
Meditating 1 point / hour
Awake - inactive 1 point / 2 hours
Awake - active 1 point / 4 hours

Channeling : As a magic user casts spells, he/she channels the power from within and from the environment. When a character's mana is used up a magician can still cast spells, but at great personal risk. At -1 to -5 mana, the magician has a 20% chance for each point below 0 of passing out for 1d6 hours. (-1 is 20%, -5 is 100%) If a 97-00 is rolled, the mage dies instantly from overexertion of his mind. If a spell is used that drops mana below -5, he/she has a 50% chance of instant death. If this roll is passed, the magician falls into a coma and loses 10% of his maximum mana limit. The following table lists suggested coma lengths per point below -5:

Mana Points Coma Length
-6 to -8 1d8 days
-9 to -10 1d12 days
-11 4d4 days
-12 6d6 days
-13 8d8 days
-14 12d12 days
-15 24d12 days

Feedback : Though the mana points allow a mage to cast one spell many times through a day, he may not cast one spell twice in back to back rounds. He must wait for at least 2 rounds before attempting the spell again. For example... if a mage casts one magic missile spell, for his next 2 turns, he must choose a different spell or action. If he tried to cast the spell again before 2 of his turns were done the residual energy of the first magic missile will cause a feedback. This feedback destroys the mage's ability to channel magic energy permanently.

Learning New Spells : When a mage advances in level he does not gain new spells. New spells must be found or bought. Once obtained a spell can be written into the spell book and learned at any level. Spell level progression does not apply.

Example : Zorrander, a level 1 mage, has an intellegence of 17, therefore he gets 4 bonus spell points, giving him a total of 6 (2 points at level 1 + bonus). Zorr memorizes magic missile, identify, affect normal fires, cantrip, sleep, and alarm. Zorrander is travelling and is attacked by a hobgoblin. Zorrander draws 2 (level 1 * 2 pts = 2 pts) mana and casts his magic missile spell for 3 damage. The hobgoblin stumbles on a rock and loses his move. Zorrander, having cast magic missile the last round, can still feel the residual magic and cannot cast magic missile again this round or the next (see feedback). The wizard decides to use his sleep spell, drawing 2 more mana. The sleep spell fails and the hobgoblin continues to charge at Zorrander. Zorr now has 2 mana remaining. Zorr chooses to attack with his staff and is successful. The hobgoblin takes 4 damage and is killed. This xp gives Zorrander enough to level up. Zorr now has 12 spell points (4 at level 2 + 4 bonus per level) and can memorize more spells when he finds it convenient.

fullbar-red2.jpg (1526 bytes)

Home ] Up ] History of Xar`raj ] Demigods ] Drol ] Ships and the Seas ] Session Journal ] Maps of the Land ] Miscellaneous Rules ] Races on Xar`raj ] [ Xar`raj Magic System ]