Saturday, December 23, 2006

How Magic Works in Bluvardy

The "game mechanics" on how magic (whether arcane or divine) works are fairly simple. First, of course, the spellcaster must know the desired spell or prayer.

The "base" number which the spellcaster must roll equal to or less is equal to his or her Prime Requisite (Intelligence for Magic Users and Swordmages; Wisdom for Clerics) plus two times the number of elemental "quarters" they have in their Prime Element less the Spell Level.

For example, a 2nd Level Mage with an Int of 15 and two quarters in his Prime Element who was trying to cast a 1st level spell would need to roll 18 or less for the spell to be successful. (15 for Int + 4 for quarters - 1 for spell level = 18 or less)

Well . . . not quite.

There is also the matter of the "Spell Verse". First through Second Level spells require a rhyming couplet; higher level spells require a more couplets depending upon their level (four lines for a 3rd or 4th Level spell; six for a 5th or 6th, eight for 7th or 8th, etc.). For example, someone casting a "Detect Magic" spell might say something like . . .

"For magic items, let me know
Outline them with a magic glow"

As long as this was the first time in that gaming session that that rhyme was used, the spell would work as above. It would not work a second time that session -- the spell would fail (although the mana used would be expended).

The verse is always spoken by the spellcaster PRIOR to rolling the dice. The GM may choose to add or subtract from the spellcaster's target number depending upon how clever or dumb the rhyme might be. Then the d20 would be rolled (and note that a natural 20 always fails).

Yes, this does mean that a spellcaster needs to think a bit about his/her spells. I would certainly suggest that they prepare 3x5 cards with verse ahead of time. If they suspect that they may need to cast a spell numerous times, they had best plan numerous rhymes.

Nevertheless, there will be times in a game session when the spellcaster's player will have to "think on their feet" when an unexpected situation requires a spell which they are not really prepared for.

Note also that a Character may (if they know it) attempt to cast a spell "above" their normal level. Their chances, however are much reduced. If the spell is only one level above what they can currently throw (and they know the spell), it will have only one half (round down) the normal chance . . . and would cost twice the mana.

Mana Cost

All spells cost "mana" to throw. Usually it is the spellcaster's own mana. All spells will cost a minimum of one mana regardless of any other "advantages" -- they will still cost at least one mana. This is true whether the spell succeeds or fails.

All spells have a "base cost" of two times their level -- thus a 3rd level spell would have a base cost of 6 mana.

However, other aspects may increase or decrease the "base cost" of a spell. Iron (or steel) as well as many other metals interfere with mana. If the spellcaster carries a metal weapon (or other metal object) about themselves, all spells will cost one more mana to throw.

If they wear something like studded armor, this will mean that their spells will cost an additional one mana. Chainmail adds an addtional two mana to the cost of all spells; and plate costs 3 extra mana. All of these added costs are cumulative.

On the other hand, if the spellcaster is "skyclad" (naked), spells will cost one less per level as long as they normally carry no metal about themselves -- if they do, then spells will cost one less mana period. Always remembering the requirement that all spells cost at least one mana to throw.

There are some exceptions to the "metal" rules. A spellcaster whose only metal weapon is a silver dagger will not suffer the extra mana cost; mithril weapons and/or armor do not suffer any extra armor costs; also Clerics and Swordmages only suffer an extra cost of one mana for Chainmail or Platemail (not two or three).

There is a way for a spellcaster to draw upon and use the mana of non-spellcasters . . . but that involves more time and a ritual that preclude it from combat situations . . . and it will have to wait for another post.


-- Jeff





1 Comments:

At 1:52 PM , Blogger Jerry said...

Your magic system is a hoot. Bet that gets'em going to the table.

 

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