Arduin2 Magic is divided into eight different fields (7 specialties plus `Common' magic). Mages are divided into three categories: Pure Mages who concentrate on one field, Hybrid mages who study two fields and Combat Mages who learn one field and are also skilled in physical combat. All three types of mages can cast `Common' spells:
Mages have Spell Points to power spells. All spells cost 1 Spell Point/level to cast and the Mage's Spell Point reserve recovers fully every 24 hours (pro-rated).
Hybrid mages must satisfy the Stat Min. for both specialties they study. Combat mages must satisfy the Stat Min. for their specialty and have Str and Dex of at least 15.
Hybrids choose skills from the union of the skills listed for both of their specialties. Combat Mages choose skills from the union of their specialty and the Rogue skill lists.
Some characters are born star-powered mages. They are easily identified by a small, gem-like protrusion on their foreheads. The gems are beautiful, but they turn to dust if the character dies. For non-sorcerers the gem is just a pleasant ornament. Mages can use their gem to channel cosmic power in two different ways:
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Increases caster's level for purposes of determining spell effect |
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Decreases spell end needed to cast a spell (minimum cost of 1) |
Note: Overcasting allows the caster to cast a more potent version of a spell he/she can normally cast. It does NOT allow casting spells that would normally be too high-leveled for the caster.
When using either of these abilities the caster must make a power-check. If the character fails, he suffers a power surge of 1d6 NND does body per percent chance of failure. If there is no failure, check for fumbles as usual.
Example: Elmidge Star-born the Elementalist casts a fireball. He is 8th level, so he'd normally do 14d6 in a 4"radius. He wants to get a whole squad of Orcs, so he Overcasts 3 levels to boost the radius up to 6" (and the damage to 17d6). In addition he decides he only wants to spend 9 End, instead of the usual 15. Altogether he has a 9% chance of failure (01-09 on d100). If he fails, he'll suffer 9d6 NND does body. If that doesn't get him the Orcs will.
Some characters are born natural mages. They have the following advantages:
If the Mage fails to make the skill check he must roll on the Sorcery Fumble Table, rolling 3d6+(Spell Level/5)
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Mana Surge. Spell Fails, Gain d100 End (only up to normal max) |
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Accidentally summoned creatures appear at a random point between the spellcaster and the target. They are hostile and attack the closest being.
A Mana Vortex is a swirling multi-colored ball of pure mana. It appears at a random point between the spellcaster and the target. When created Vortices contain (Spell Level) mana. Everyone in the same hex as the Vortex takes (Mana)/3 d6 NND Does body every segment. It also transfers (Mana)/3 pts of Mana from any Mages in the hex to itself. At the end of every segment roll a d10 to see what the vortex does:
NoEnc: Spell cannot be cast if the caster is encumbered.
Effect: The caster may use this spell freely for a length of time with no additional mana (End) cost.
Several spell lists summon/create creatures. Here are the general summoning rules:
Summoned creatures arrive in a hex adjacent to the caster.
Summoned creatures arrive stunned.
When summoned creature becomes unstunned there is a zero-phase contest of wills (Ego roll vs. ego roll). All failures are considered equal.
Summoned creatures return to their plane of origin when they reach 0 body or are dispelled.
1) Light: A blue-white glow fills the area. Can be cast on an area or an object.
Change Environ, 2hex radius, Illuminate, 1 Hour Duration, G&I, NoEnc
2) Comprehend Languages: The caster can understand any spoken language (no speaking or reading)
Universal Translator, no speaking, 5 min. duration, Gestures
3) Magic Missile: Blue-white energy ball(s) zip(s) from the caster to the target(s).
(1+Level)/3 attacks, each is 2d6 RKA, NRM, +(3+Level) OCV, No KB, G&I, NoEnc
4) Detect Magic: The caster's eyes sparkle and all active spells and magical beings are revealed to him.
Detect Magic, at Range, 1 Turn Duration, G&I, NoEnc
5) Identify: The caster gets an Int roll for each feature of a magic item.
Detect Magic, Discriminatory, 1 minute to cast, Concentrate: 0 DCV, No Rng, G&I, No Enc
6) Blur: Caster's image appears blurred, making him difficult to hit.
+3 DCV levels, Does not add with Rings, Cloaks, Defenders. 3*(Level+3)segment duration, G&I, No Enc
7) Detect Invisible: The caster's eyes sparkle and invisible things seem to have glowing auras to him.
Sense Invisible Objects, Discriminatory, @ Range, Targeting, 1 Minute Duration, G&I, No Enc
8) Rodrigo's Life Detector: The caster's eyes glow green and he can sense life force in his general area.
Sense Living Beings at Range, 1 Minute Duration, G&I, No Enc
10) Water Breathing: Life Support: Underwater Breathing, Usable by Others, 5 Minute Duration, Gestures
12) Clairvoyance: You have to look with better eyes than that
Clairsentience, Visual group, Max Rng=Level*5", Dur=Level*6seg, creates visible `eyes' at target (per at -5 to detect), G&I
15) Dispel: Poof! A mage's spell goes away.
Roll (Your Level)-(Opponent's Level)+11 or less to dispell/cancel spell (doesn't work vs channelers/holy warriors)
18) Tongues: Universal Translator, 5 Minute Duration, Gestures
20) Hargalon's Heightened Senses: +5 to Per rolls, Targeting Hearing, G&I, No Enc, 5 Minute Duration
22) Detect Scrye: Int roll to detect Clairvoyance, X-Ray Vision, etc., within (Level)". Not targeting. (2*Level) hour Duration, G&I
24) Sholnon's Spy: Clairvoyance, Hearing Group, Follows target, 1 Hour Duration, Invisible Effects
25) Crimson Bands: Crimson bands of magical energy trap everyone within the area.
4d6 Entangle, AOE 5" Radius, G&I, No Enc
28) Telekinesis: A large, ghostly hand does the caster's bidding.
50 Str Telekinesis, 1 Turn Duration, Gestures, No Enc
29) Merlin's True Seeing: X-Ray Vision + Sense Invisible Objects, Discriminatory, @ Range, Targeting, +30 Int vs. Images, 1 Minute Duration, Gestures
30) Tandoora's Teleport: 1000" Teleport to any fixed previously visited location, G&I, No Enc
32) Translation Zone: Universal Translator 17-, Usable by others, AOE (Level)"R, Duration (Level) Hours, G&I, No Enc
Caster takes no multiple attacker penalties for 1 round. Incantations
Caster is aware of any spell cast within (5*Level)". Make int roll to identify known spell. Duration: 1 min. G&I
Caster is +1 OCV, +1 Damage Class with 1 weapon for 1 turn. Incantations
Caster us +5 DCV vs directed spells. 1 rnd duration. G&I
Teleport (3+Level) inches, must be at least 1ftx1ft open path. Incantations
Caster is +3 DCV vs Missile/Thrown weapons. Incantations
Caster's unworn armor within (Level)" instantly transported onto caster. G&I
Caster suffers no multiple parry penalties and can continue to parry even after failing a parry. Duration: 6 segs, G&I
All spells targeting caster or area caster is in are +5 to fumble. All caster's spells are +5 to fumble. Duration: 1 turn. G&I
(2+Level/2)d6" Running aid, -5"/rnd. Incantations
Caster takes no multiple attacker penalties, has combat sense and is only -1 for additional parries for 1 rnd. Incantations
Drains (Level)d6 points of Magical End @ Range, +(Level/2) OCV. G&I
Caster is +2 OCV, +2 Damage Classes with 1 weapon for 1 turn. Incantations
14) Phase: Caster flickers in and out of existence
Caster rolls (Dex Roll)-(Amount hit by) to ignore damage from any attack. 1 round duration, G&I
Teleport (1+Level) inches, must be at least 1ftx1ft open path. Duration: 1 minute. Incantations
Either caster or everyone in (Level)" moving radius around caster (decide when casting) is +5 DCV vs thrown and missile weapons. Incantations.
Caster's next HTH attack ignores focussed armor and cannot be parried. 1 round duration, G&I
Caster's Next HTH attack is autofire, max shots=5, no additional end cost. 1 round duration, G&I
Caster may cast spells up to level 10 from this list at no additional mana cost. Dur=(Level/5)rnds. Full Phase to cast.
Caster is +3 OCV, +3 Damage Classes with 1 weapon for 1 turn. Incantations
Caster's Next HTH attack affects up to 6 adjacent enemies. 1 round duration, G&I
Combines Shadowblade, Bladestorm, Bladesharp III and Ring of Steel.
Does (Level)" of knockback to target (modified by weight), reduced by range (-1"/3"), G&I, No Enc
2) Stone's Throw: Any pebble becomes a dangerous projectile.
10d6 Energy Blast vs PD, +(Level/2) OCV Gestures, Disposable Foci: small rock
3) Desiccate: 2d6 NND Does Body AOE 6" Radius, Def=non-water-based life, G&I
4) Flaming Hands:(6+Level) d6 Energy Blast, AOE hex, No Rng, No KB, G&I
5) Create Water: Creates (Level)d6 liters of pure, room-temperature water, No Rng, G&I
6) Earth Strength: 4d6 Str Aid, Usable on others, only while on solid ground, No Rng, G&I
(Level) hexes are filled with swirling winds for (Level) segments Missile weapons are -2 OCV for each hex entered. G&I
Summon Aeroid, Hydrot, Lithic or Mephit. Max number at one time = (Level/3)- (# of Elementals died in service in last day). Duration=1 min./level or until killed/dismissed
+20/20 armor. Duration: 1 minute. Burnout 13+ when hit. G&I. Multiple Stone Skins do not add, all must check for burnout.
(4+Level)d6 EB, +(Level/2) OCV, Max rng=Lvl", Duration=3*Lvl segments, No KB
11) Cold Dart: (3+level/2)d6 NND (cold) +(Level/2) OCV, G&I
12) Flight: The caster is moved about by magical force. 40"/Round flight, 1/2 DCV while flying, Dur=1 Rnd/Level
13) Gravel 10d6 Autofire EB vs PD, +(Level/2) OCV, Gestures, DF: Handful of pebbles
14) Waterbolt (6+Level)d6 EB vs PD, +(Level/2) OCV, Does (Level)" of knockback (modified by weight), G&I
15) Fireball: A small spark flies from the caster's hand and explodes when it reaches the target hex.
(6+Level)d6 AOE (Level/2)" R Energy Blast, No KB, G&I, NoEnc
16) Vortex: Creates a spinning, unpredictable whirlwind
6d6NND (low-pressure)+2d6" KB (random), unc cont, if caster spends 1/2 phase to maintain roll at end of each segment: 1-3) moves d3" in direction caster chooses, 4-5) moves d3" in random direction 6) dissipates. If not controlled roll: 1-5) moves d3" in random direction 6) dissipates. Caster cannot regain control once lost. G&I, No Enc
AOE: Level2 hexes of unworked stone/earth. Non-flyers roll Str Roll @ -3 every " moved or -1" move. Dur: (Level)rnds
18) Waterform: 1/2 Physical Damage Reduction, LS: Pressure 2xstun & body from heat/flame attacks 1 Turn Duration
19) Fire Fountain: Oooooo! Aaaaaaaa!
Caster hits center hex. For the next 2*Level segments a (6+Level)d6 Fireball is launched 3d6" from center in a random direction every segment. G&I, No Enc
Caster may cast spells up to level 10 from this list at no additional mana cost. Dur=(Level/5)rnds. Full Phase to cast.
21) Ice Storm: Hail the size of grapefruit
8d6 vs. PD, Autofire, AOE 8" Radius, Non-Selective, OCV=5+Level, NRM, Indirect (from above) G&I, No Enc, Max rng=10", Only under open sky, <=200C, some humidity
22) Entomb: The earth rises up and holds the caster's enemy.
5d6 Entangle +(2/3 Level) OCV, Target must be on earth/natural stone, G&I
Summon Lesser Elemental. Max number at one time = (Level/5)-(Lesser Elementals died in service last week). Duration = 5min/level or until killed/dismissed.
25) Cone of Cold: Blue light shines from the caster's hands. 8d6 NND AOE (Level)" Cone, No Rng, G&I, No Enc
30) Hurricane: Caster creates hurricane. Must be cast on an area. Effect builds over 1 minute.
Change Environment, Wind Level 6, 500" Radius, No Rng, 1 minute delay, 1 Hour Effect, Gestures
35) Stone Rain: A hard rain is coming.
10d6 Autofire Energy Blast vs PD, AOE 6" Radius Non-selective, No Rng Mod, OCV=5+Level G&I
40) Incendiary Cloud: 4d6 RKA, AOE 96" Radius, Unc Continuous (1 Turn Duration), No KB, G&I, No Enc
Summon Standard Elemental. Max number at one time = (Level/10)-(Std. Elementals died in service last week). Duration = 30min/level or until killed/dismissed.
+5 to pushing rolls for 1 day (can't be used on the same target more than 1/day), G&I
Poof. You aren't flashed anymore. No Rng, G&I
3) Cure Light Wounds: The caster lays hands on someone and lets the healing power of the universe flow.
1d6 Stun Aid + 1d6 Body Aid, only to heal, Max of 6 pts/day to each stat, G&I
2d6 Stun Aid + 1d6 Body Aid, @ range, only to heal, Max of 6 pts/day to each stat, G&I
100d6 Con Aid, dispelled when target takes an attack that would normally stun him or in 1 rnd. No Rng, G&I
Changed Environment, 3"Radius, No Rng, Kills harmful microorganisms, G&I
8) Cure Serious Wounds: The caster lays hands on someone and lets the healing power of the universe flow.
3d6 Stun Aid + 2d6 Body Aid, only to heal, Max of 15 pts/day to each stat, G&I
1d6 Aid vs any stat that has been drained. Only to heal. No Rng, G&I
Target is +(level/3) steps on the recovery table for 1 minute. No Rng, G&I
Allies in (Level)" Radius are -(Level/3) steps on PRE table. No Rng, G&I
3d6 Stun Aid + 2d6 Body Aid, AOE (Level) hexes, max (2*Level) targets, No Rng, only to heal, Max of 15 pts/day to each stat, G&I
Impaired character isn't impaired any more.No range. G&I
Caster may cast spells up to level 10 from this list at no additional mana cost. Dur=(Level/5)rnds. Full Phase to cast.
25) Cure Critical Wounds: The caster lays hands on someone and lets the healing power of the universe flow.
6d6 Stun Aid + 3d6 Body Aid, only to heal, Max of 30 pts/day to each stat, G&I
Disabled character isn't disabled any more. No range. G&I
3d6 Stun Aid, Heal Only,AOE (Level)" Moveable Radius around caster, Unc Cont, Friends Only, Duration=(3*Level) segments G&I
Target is restored to full body, stun and end, unflashed, unstunned, all drained stats are restored and all impairments/disablements are fixed. No Rng, G&I
Image, Only to disguise caster's appearance, -8 to Per Rolls, vs Sight & Sound. Illusion must be within +/-10% of caster's height and +/-50% of caster's mass. Needs disguise/Mimicry to imitate specific character. Duration=1rnd/level. Gestures
Change Environ, 25 hex radius, Creates firework-like burst, visible 5*Level miles. Caster can choose color. G&I.
3) Continual Light: A blue-white glow fills the area. Can be cast on an area or an object.
Change Environ, 3 hex radius, Duration= 1 Hour, +1 step for each level caster is above 3, G&I, No Enc
4) Message: Obi-Wan, you're our only hope!
Image vs sight and sound, triggered +5 to Per rolls, 1 hex. Trigger can be codeword or someone entering area. G&I
Roll (Level+3)d6 vs Int. For every full 10pts Int is exceeded, target is -1 OCV and DCV. Target makes an Int roll @ -(Level/3)to lose one level of effect every time Befuddle causes them to miss or to be hit. +(Level) OCV, G&I
(3+Level)d6 NND, +10 OCV, No Range Mod, Defense is Int Roll @ -(Level/2) (+2 for each success), G&I
When hit by a directed-OCV attack, attacker must make Targeting Per Roll @ -(Level/2) or they just attacked a Decoy. Dur: 1 rnd/level, dispelled by successful use.
Image, Only to disguise target's appearance, -8 to Per Rolls, vs Sight & Sound. Illusion must be within +/-10% of target's height and +/-50% of caster's mass. Needs disguise/Mimicry to imitate specific character. Duration=1rnd/level. Gestures
(1+Level)/3 attacks, each is +(Level) OCV, target makes Int Roll @ -(Level/2) or falls down, G&I.
10) Invisibility: Recipient is limited to 1/2 moves and 1/2 DCV or spell will break. There is a visible fringe effect as well.
Invisibility vs. Normal Sight, Usable by Others, 1 Minute Duration, Dispelled by sudden action, G&I, No Enc
12) Blind: My vision is impaired!
(2+Level/2)d6 Flash vs Sight, G&I, No Enc
Image vs sight and sound, -12 to Per Rolls. Maximum (Level) hexes. Any complexity. Duration: 1 minute/level
Image vs sight, sound, detect magic, -(Level*2) to Per Rolls. Image is duplicate of caster and copies every action, must appear within (Level)" of caster (treat as single, complex moving object, +4 to Per). Dur: 1 round/lvl. Image maintains relative position.
As Befuddle, but effects all targets in a (Level/2)" Radius.
As Invisibility, but (Level/2) characters within (Level)" are affected.
As Doppleganger, but up to (Level/2) images are created.
Image vs Sight & Sound, -(5+Level) to Per rolls. Maximum (Level) hexes, any complexity. Duration = 1min/level. Triggered, Trigger can be codeword or someone entering area. G&I
Caster may cast spells up to level 10 from this list at no additional mana cost. Dur=(Level/5)rnds. Full Phase to cast.
Invisibility vs. Normal Sight, Usable by Others, Duration=1rnd/lvl, G&I, No Enc
Mind Link, 1 target, Duration=(5*Level) minutes
(1+Level)/3 attacks, each is (2+Level/2)d6 Int Drain, Based on ECV, only affects Per Rolls, Gestures
(5+Level)d6 Telepathy, only to determine if target is telling the truth (Int+10), No Rng, Gestures
(1+Level)/3 attacks, each is a 6d6 Ego Blast, only usable vs unconscious targets
Detect @range, direction (not targeting) sentient w/o Ego Def. May search (Level/3)"R every phase. Dur=(Level)segments
(Level+8)d6 Mind Control, Telepathic single command, Target may not move or attack (still has full DCV) (Ego+20), G
(Level+4)d6 Forget Int: Trivial, Int+10: (Mission, Conversation) Int+20: (Nationality, Friend) Int+30: (Cult, Name)
7) Pain: Does it hurt when I do this?
(2+Level/3)d6 NND, based on ECV, +5 OECV
+20pts Mental Defense, Duration=(6*Level) segments
Sense minds, discriminatory, targeting, 3600 max rng=(Level)', Duration=1rnd
15d6 Telepathy, Duration=1 round (1 target only), Gestures
(Level/2)d6 Con Drain, based on ECV, Only to affect being stunned, Recover 5pts/rnd
5d6 Ego Blast + 1d6 Ego Drain (recover 1 pt./rnd), Gestures
Danger Sense, 14- non-combat, only vs hostile intent, Duration=(Level) minutes
(Level/2)d6 Int Drain, Based on ECV, only affects Per Rolls, AOE (Level)"R, Gestures
(Level+5)d6 Mind Control, Telepathic, Gestures
Links up to (Level) minds, Duration = (Level) hours
(10+Level)d6 Telepathy, Duration=1 minute (may switch targets), Gestures
Caster may cast spells up to level 10 from this list at no additional mana cost. Dur=(Level/5)rnds. Full Phase to cast.
As Hold, but vs up to (Level/4) Targets
Caster may use Control spell at will for the next (Level/5) rnds.
Caster may absorb up to (Level/2)pts of skills/maneuvers from target. Max retension=(Level/3 days)
Caster may insert up to (Level/5)pts of skills/maneuvers to target. Max retension=(Level/3 days)
Caster may mind-link with up to (Level) allies. Max Rng=(5*level)". Linked allies gain +2 OCV per additional ally when group-attacking enemies.
Detect (minds & hostile intent) (w/o ego def)@range, direction (not targeting) AOE (Level)"R Dur=(Level hours
Image, Only to disguise caster's appearance, -8 to Per Rolls, vs Sight & Sound. Illusion must be within +/-10% of caster's height and +/-50% of caster's mass. Needs disguise/Mimicry to imitate specific character. Duration=1rnd/level. Gestures
One object (up to max wieldable 1 handed by caster) is invisible. Dispelled by violent act, Dur=1 min./level.
(1+Level)/3 attacks, each is (2+Level/2)d6 Int Drain, Based on ECV, only affects Per Rolls, Gestures, No Enc
Caster is +4 to crit vs single target for 1 rnd. Not an attack spell.
Clinging, not vs knock-back, Duration: 1rnd/lvl, Gestures
Any HTH or missile attack from caster causes Hemophilia: target's `to bleed' number is increased by (Level). Targets recover 1pt/minute. Duration: 1rnd.
Caster's attacks ignore DCV from shields. Duration: 1 rnd.
(2*Level)" Teleport. Start and Stop point must be in full darkness, Invisible effects. Gestures
Recipient is limited to 1/2 moves and 1/2 DCV or spell will break. There is a visible fringe effect as well.
Invisibility vs. Normal Sight, 1 Minute Duration, Dispelled by sudden action, G&I, No Enc
Caster's crits vs single target do +6dc/+6Nd6 (max 3x base damage) for 1 rnd. Not an attack spell.
Darkness vs Normal Sight, AOE (3*level) hexes, Duration: 1 minute, Gestures
HTH weapon or missile does additional (2*Level) Body, next (Level/3) times it hits and does body. Must be used within 1 minute. Must be wielded by caster, Gestures
Caster's attacks ignore Def from foci (Armor, Bracers, Amulets). Duration: 1 rnd
HTH weapon or missile poisons victim next (Level/3) times it hits and does body. Must be used within 1 minute. Must be wielded by caster, Gestures. Poison does body rolled on (Level)d6 every post-12. Decrease effect by 1d6 for every `1' rolled
Caster may cast spells up to level 10 from this list at no additional mana cost. Dur=(Level/5)rnds.Full Phase to cast.
HTH weapon or missile has (Level/2)pts piercing next (Level/3) times it hits. Must be used within 1 minute. Must be wielded by caster, Gestures.
25) Vanish: Which way did he go?
10" teleport, x1024 non-combat. (Level/3) memorized locations. Invisible effects. Gestures
Invisibility vs. Normal Sight, Duration=1min/lvl
(3+Level/2)d6 NND (pain) +(Level/2) OCV, No Enc, G&I
Victim makes Dex Roll -1/(Level/3) or falls. No Range Mod, +5 OCV, No Enc, G&I
(1+Level)/3d6 Flash, +(Level/2) OCV, No Enc, G&I
(3+Level/2)d6 NND (pain) +(Level/2) OCV, Unc Cont, 4spd 1 rnd No Enc, G&I
(3+Level/2)d6 NND (pain) +(Level/2) OCV, Victim makes Dex Roll -1/(Level/3) or falls. Unc Cont, 4spd 1 rnd No Enc, G&I
6d6 Stun Drain, 3d6 Rec Drain, recover 1pt of each/minute, +(Level) OCV, No Enc, G&I
Random location is impaired. +(Level/2) OCV, No Enc, G&I
3d6 Stun Drain, movable AOE radius centered on caster, reduced by range. Caster gains most drained from single target, G&I, Unc Cont 4 spd 1 round duration
Random location is disabled. +(Level/2) OCV, No Enc, G&I
Caster may cast spells up to level 10 from this list at no additional mana cost. Dur=(Level/5)rnds. Full Phase to cast.
(3+Level/2)d6 NND does body (pain) +(Level/2) OCV, Victim makes Dex Roll -1/(Level) or falls. Unc Cont, 4spd 1 rnd No Enc, G&I
(Level/3)d6 NND does body (disintegration) +(Level/2) OCV). Unc Cont, 4spd 1 min. No Enc, G&I
1d6 NND does body (def=undead), AOE (Level2)"R Duration=(Level/2) on time chart, Personal Immunity