A Fist Full of Magic:
Alternative Spell Casting for Original and Retro Clone D&D
(2nd Draft)
Abstract
Depending on which version of the Grand Ole game that you
play, spell magic is divided into two types, Arcane and Divine, and maybe Druidic.
There is nothing unique about the spells from each group other than in the
manner in which they are prepared. They are all used in the same exact manner,
which can boil down to as:
Memorize/Pray -> Fire -> Forget ->
Sleep-> Repeat
It is an elegant in its simplicity and execution. Some
players and game masters through the decades have lamented it can be boring,
rigid, dry and predictable.
A Fist Full of Magic (FFA) is an attempt to create a spellcasting
system that attempts to emulate a more dynamic spellcasting style. This is
inspired from games like Advanced Hero Quest, Warhammer Fantast Battle, Blogs
and Forums.
The Spell
Caster
A Spell Caster is defined as anyone who is able to cast a
spell; this includes Magic-Users, Clerics, Druids and Rangers. DM’s may have even
more classes who cast spells. All spell casters have an internal “battery” that
stores and retains their magical energy. The spell caster draws upon this
battery to power his spells. Once the battery is depleted, it has to be
recharged by various methods.
Example
Tauzin the Pure and Windjammer break camp and head for the Tower of Osric looking for
adventure and treasure. They are full rested and well stocked with magic items
and spells
Tauzin (7th Level Cleric): WIS
16 & INT 13
Talon of Bahamut
Potion of Replenishing
Windjammer (8th level Magic-user):
WIS 12 & INT 17
Wand of the White Wind
Ring of Mana
Scroll of Dispelling
Spell
Memorization
This is one area where the FFA system deviates greatly from
the Standard Rules. For the purposes of establishing a baseline I am utilizing
the following rules.
Rule #1 - Once you learn it, you own it.
Once a spell has been
learned, there is no further need for daily memorization.
Design Note: This rule
grants spell casters a lot of flexibility by not having to preselect their
spells at the beginning of the day. They can use any spell they know during the
course of the day.
No. of Spell
and Spell Level Limits
Using the Standard Book Rules, Intelligence would determine
how many spells and the highest level spell that a caster can possibly learn.
Using the FFA Rules, use the following table for all spell casters:
Score
|
3 -7
|
8
|
9
|
10
|
11
|
12
|
13
|
14
|
15
|
16
|
17
|
18
|
Chance to Learn
|
16+
|
12+
|
10+
|
10+
|
8+
|
8+
|
7+
|
6+
|
5+
|
4+
|
3+
|
2+
|
Max # of Spells
|
7
|
8
|
9
|
10
|
10
|
11
|
11
|
12
|
13
|
14
|
15
|
16
|
Highest Level
|
4
|
5
|
5
|
5
|
6
|
6
|
7
|
7
|
8
|
8
|
9
|
9
|
Score: Use the attribute the GM thinks best for the class, Intelligence or Wisdom
Chance to Learn: This is the number that the caster needs to learn a spell. The caster rolls a d20. This can only be rolled once per spell per level. If they fail at one level, they can try again next level.
Max # of Spells: This is total number of all spells that the spell caster can master
Highest Level: The Highest Spell Level that the spell caster can master.
Design Note: The Max # of
Spells is something that is debatable. Should it be more or less? Should there
even be a limit? I say there should be. By limiting how many spells, spell
casters have to really think about is it really worth learning that spell. What
if a spell caster wants to replace a spell they have learned with another?
Example
Tauzin has learned and mastered 7 spells; he can only learn 4 more spells
Tauzin's Spell List - Cure Light Wounds, Detect Evil, Bless, Find Traps,
Speak with Dead; Neutralize Poison, Raise Dead,
Windjammer has learned and mastered 13 spells; he can only learn two more
spells.
Windjammer's Spell List - Hold Portal,
Light, Magic Missile, Detect Magic, Read Magic, Knock, Invisibility, Fly,
Lightning Bolt, Wall of Fire, Telekinesis, Power Word, Kill
Power Dice
At the heart of the FFA system is Power Dice (PD), which
represents magical energy. You can call it manna, pixie dust or whatever fits
the campaign. All spell casters use PD to cast spells. Some magic items have
their own PD also. The number of power dice that a spell caster has depends on
the class and level of the spell caster with additional modifiers possible.
Power Dice
per Level (S&W)
Class
|
1st
|
2nd
|
3rd
|
4th
|
5th
|
6th
|
7th
|
8th
|
Magic-user
|
1
|
2
|
4
|
5
|
7
|
8
|
10
|
12
|
Cleric
|
0
|
1
|
2
|
3
|
4
|
6
|
8
|
10
|
Druid
|
1
|
3
|
4
|
5
|
6
|
7
|
9
|
10
|
Ranger
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Class
|
9th
|
10th
|
11th
|
12th
|
13th
|
14th
|
15th
|
16th
|
Magic-user
|
13
|
15
|
18
|
21
|
25
|
26
|
28
|
30
|
Cleric
|
13
|
15
|
18
|
21
|
24
|
27
|
30
|
0
|
Druid
|
12
|
14
|
17
|
22
|
27
|
28
|
29
|
1
|
Ranger
|
1
|
3
|
4
|
6
|
8
|
10
|
11
|
13
|
·
Magic-users with an Intelligence of 13+ gain 1
extra power dice.
·
Druids & Clerics with Wisdom of 13+ gain 1
extra power dice.
Design Note: The use of power dice (like spell points) makes
a lower level spellcaster more powerful by increased spell casting. The casting
mechanism described below prevents casters from becoming too powerful.
Example
Tauzin's Total Power Dice = 11
Tauzin is a 7th level Cleric, so he gets 8 PD, + 1 PD for High WIS, +2 PD
for the Talon of Bahamut.
Windjammer's Total Power Dice = 17
Windy is an 8h level magic-User, so he gets 12 PD, + 1 PD for High INT,
+1 PD for a Ring of Mana, +3 for a Wand of the White Wind.
Casting a
Spell
Each Spell has a Target Number that must be met or exceeded
in order for the spell to be successful cast. The number of power dice that the
caster can expend to cast a spell is limited by the following rule:
Rule #2: The Rule of Six: No More Than Six PD
can be expended to power a spell
Spell
Thresholds (S&W)
Spell Level
|
1st
|
2nd
|
3rd
|
4th
|
5th
|
6th
|
7th
|
8th
|
Target #
|
4+
|
6+
|
8+
|
10+
|
12+
|
14+
|
16+
|
18+
|
Steps to
Spell Casting
- Spell Caster declares what spell he is casting and how many power dice he will expend to cast it
- Spell Caster Roll the Number of PD and adds them together
- If the number is equal or greater to the threshold, the spell is cast, if less than it fails. Regardless of the result the PD are expended.
- Other Spell Casters can attempt to Dispel the Spell, if they have Dispel Dice or a Dispel Scroll
Example
Tauzin and Windjammer's are at the doors of the Tower of Osric. Tauzin is worried that the tower’s owner, Gnarly Bones may have set a trap on the
doors.
Tauzin declares he is casting Find Trap (6+) using 2 PD. He rolls a 2 and
5 for a total of 7, Success! His spell reveals that there are no traps but the
door is locked.
Windy declares he is casting Knock (6+) using 2 PD. He rolls a 4 and 4
for a total of 8, Success! The doors fly open with a mighty boom revealing the
entry hall of the tower full of Muttonmen.
Tauzin now has 9 PD left and Windjammer has 15 PD left.
Spell
Casting Modifiers
The target number of spell can be lowered by using rare
spell components or certain magic items. It can also be raised to other
circumstances
- Caster is moving while casting: +1 to Spell Threshold
- Caster is falling more than 10’ while casting: +1 to Spell Threshold per 10’
- Caster is attacked and injured while casting: +1 per Point of Damage taken.
- Caster is using Spell Components (Optional): -1 to Spell Threshold
- Caster is using Magic Item Assistance: Variable
Example
The Muttonmen start throwing spears at the two intruders.
Windjammer declares he is casting Lighting Bolt (8+) using 3 PD.
The Muttonmen attack first and Windy is hit by a spear for 4 points of
damage.
Windy now needs to roll 12 or better to cast the spell. He rolls a 1, 3
and 6 for a total of 10, Failure!
Windy now has 12 PD left.
Absolute
Power
If rolling three or more PD and Triple Sixes are rolled the spell is cast with absolute
power.
- If Just Three Sixes are rolled
- The spell cannot be dispelled
- The spell has maximum effect (damage, healing, # affected)
- If Four Sixes are rolled
- The target gets no saving throw if they would normally
- If Five or more Sixes are Rolled
- The spell ignore anti-magic barriers and auras
Critical
Failure
If rolling Three
or more PD and Triple Ones are
rolled the spell has suffered a Critical
Failure. The DM then needs to roll on the Critical Failure Table. If
more than Three Ones are rolled
every extra ONE rolled add +2 to the critical failure roll.
ROLL
2d4
|
EFFECT
|
2
|
Spell Fails
|
3
|
Expend 1 Extra PD
|
4
|
Expend 2 Extra PD
|
5
|
Expend 3 Extra PD
|
6
|
Expend 4 Extra PD
|
7
|
Expend 4 Extra PD & 1 Pt of WIS
|
8
|
Expend 4 Extra PD & 1 Pt of INT
|
9
|
Quack!
|
10
|
Memory Loss
|
11
|
Random Mutation
|
12
|
Vortex of Oblivion
|
- Loss of Attribute – The attribute loss is temporary. A week of bed rest restores 1 attribute point.
- Quack! – The caster’s spell has backfired and he has been transformed into a duck. The caster retains his Intelligence and consciousness but in every other way he is a duck. He will remain this way for 1d3 Days. GM’s are encouraged to use other animals.
- Memory Loss – One of the caster’s spells is erased from his memory. He will have to attempt to relearn by studying his grimoire.
- Random Mutation – The spellcaster’s body is corrupted by the magic he has failed to control. Mutation will be DM’s preference; I am using the Mutation table from http://talesofthegrotesqueanddungeonesque.blogspot.com/2012/03/random-magical-mutations-table.html
- Void Vortex – The caster has failed so spectacularly he actual has torn a hole in the fabric of reality. A swirling vortex will appear sucking the caster and everything within 30’ of him into Ahkrast Korvalain, the realm of chaos where they die horribly; there is no save for this.
Regaining Power Dice
All of a Caster’s Power Dice are (re)generated after 8 full hours of uninterrupted sleep. If a full 8 hours of rest is impossible, then 1 Power Dice is regenerated for every two hours of full rest. There are potions that can grant additional power dice. There are also magic items that can grant additional power dice for casting certain types of spells.
- 8 Hours of Sleep = All PD Regenerated
- 2 Hours of Rest = 1 PD
- Potion of Aether = 1d4 PD
- Potion of Distilled Aether = 1d8 PD
Design Note: GMs are recommended
to adjust these rates as they see fit to meet the needs of their game.
Dispel Dice
All casters have the ability to counter another casters
spell. All casters have a number of Dispel Dice equal to:
Caster Level/3 (round up) + INT
(M-U)/WIS (Cleric) Bonus
This pool of dice refreshes at the beginning of every hour.
Dispelling
a Spell
When a spell is cast and the power dice are rolled note the
score rolled. This is the number to beat to counter the spell. The
counter-caster if he has not performed an action this round may declare an
attempt to counter the spell and can use up to 3 Dispel Dice. If he rolls
HIGHER than the Caster’s Roll the spell is dispelled and the Dispel Dice are
Expended as our the PD used in the spell.
Design Note: When a caster has
run out of PD, he doesn't turn into another torch holder. With Dispel Dice he
is the party’s defense against enemy spells
.
The Blood Die (The Nordberg Rule)
In dire circumstance, a caster may need that one extra PD
but does not have any left. He can then declare when he is declaring his spell
and number of PD that is also using the Blood Die. He can’t break Rule #2 with
the Blood Die. When he rolls to cast the spell, whatever is rolled on the Blood
Die, the caster will take that many points of Hit Point Damage.
It is said that evil caster's have mastered a type of casting called Blood Magic using living sacrifices to power spells.
The Allen Rule - The Blood Die can be used for Dispel Rolls
The Allen Rule - The Blood Die can be used for Dispel Rolls
Interesting work. I have no thoughts regarding it at this time, but I'll certainly follow this idea.
ReplyDeleteIt is not perfect by any stretch of the imagination. It is in need of some serious playtesting to find the all of the bugs. I am glad you found it interesting
DeleteI think it's clearer, though I haven't totally read through it. I almost never like alternative magic systems, though, and this I like. Two things: 1) you don't say WHAT to roll on the Chance to Learn row. Given the DCs, I think it's some quantity of d6, but no idea what. 2) You could make critical failure and absolute power a little pithier by saying they occur on triple ones or triple sixes.
ReplyDeleteI corrected the section for Learning Spells, It is a D20 roll.
DeleteI also re-edited the Absoulte Power and Corrected some errors I found in the Critical Failuresection.
I'd probably let a caster that asked use a Blood Die as a Dispel Die in defense as well if I were running this system.
ReplyDeleteI added your Idea as a sub rule of the Blood Die Rule
DeleteHere is a cleaned up PDF version of the rules
ReplyDeletehttps://drive.google.com/file/d/0BxRPRmMsUmAqSTFJeVlfX3JQVkU/edit?usp=sharing
Well I like it! Different to be sure, but nothing overly complex. I could see using this an certain campaign settings. Flavor wise its evocative as hell! a Wizardess gathering ambient Mana from the world around her. a Cleric drawing on the faith and hope of himself and his party. a Druid calling upon the favor of Primal spirits, etc. The theme can be modified in all kinds of ways, and if you were so inclined you could tinker to your hearts content. Bravo!
ReplyDeleteYou got the idea. As is the rules are a framework to . What people call power dice is going to be different from one campaign to alllow GM their vision of magic
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DeleteAt this junction, I think what I need is to just play test these rules and see what happens
ReplyDeleteThis comment has been removed by the author.
ReplyDeleteI just found these, and I love them. I love how the magic wielder can decide on how many Power Dice she can gamble with. I also love the spell failure inclusion. I am definitely going to try this. This reminds me of the DCC spell casting mechanic, but less confusing. Thanks!!
ReplyDeleteYou are most welcome, please let me know how it works out for you.
DeleteThank you for the updated version. I know this sounds geeky, but I can hardly wait to try these out. I'm not a fan of the BTB rules for magic in D&D. When I read about DCC, I thought that I could incorporate those rules, but they were too bulky. But these rules really give the players some choices. Plus I love the botch rules for Tales Dungeonesque and Grotesque. The casting of spells stops being magic bullets and becomes something a little more unpredictable and dangerous. Again, thank you!
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