The magic system for this game is a homebrew combination of a number of systems, with some of my own ideas thrown in. Please ask any questions you have. I'm open to comments and suggestions for incongruities only; the basic system set forth here will not change. Below is provided an overview of how magic will work, with details for specific classes to come tomorrow. We'll see if anyone wishes to play a spell-caster after reading this.
Baseline Mana
All sentient races have a baseline innate ability to tap into magic. This is called Mana. For any non-caster, the number of base Mana Points available is equal to their greater of their INT or WIS modifier. Characters of spell-casting classes, at first level, have 6 + (relevant attribute modifier) Mana Points at level 1.
For example, a Fighter with an INT bonus of 2 and a WIS bonus of zero has 2 Mana Points. This will not change as he levels, absent some magical effect. A Wizard with an INT bonus of 2 has 8 Mana Points at level 1, and this number will increase as he levels.
Every spell requires Mana to cast. The amount of Mana required is equal to the level of the spell, plus one. Thus, a zero level spell requires 1 point of Mana to cast. A third level spell requires 4 points of Mana. A character can attempt to cast any spell they know, regardless of the level of the spell, provided they have sufficient Mana (they can attempt it even if they do not, as outlined below).
Once a spell is cast, the Mana used regenerates at an hourly rate equal to the character's level. Thus, a level one character gains 1 Mana Point per hour. If the character is suffering from "negative Mana" (see below) the character gains ¼ point per level per hour until she is in positive territory.
Although Mana is used, the traditional D&D idea of preparing spells also comes into play. A caster can prepare a certain number of spells per day, depending on class and level (see below) in order to cast the spell quickly at a later time. Spells that are not prepared in advance may still be cast if the character has enough Mana, but may take longer. Non-caster classes may not prepare spells in advance.
How Spells are Cast
Spells that draw on Elven life-energy (such as healing spells) are cast as normal. There is no check needed to ensure that the spell is cast successfully, so long as the spell belongs to the spell list of the class of player attempting to cast it. Casters casting life-energy spells not on their spell lists must make a check, at a penalty (as must all casters attempting spells not on their class lists). There is no penalty for failure other than the lost Mana. Non-caster classes may not attempt to use Elven life-energy.
All other spells are subject to checks in order to ensure that the spell is cast successfully. To make the check, the player rolls a d20, adds the appropriate attribute modifier (INT or WIS), and adds her caster level. The difficulty for the check is 12 plus the spell's level for casters. For all others, it is a standard ability check, with Prime / Non-Prime abilities factoring in as normal. Mana Points are spent whether or not the casting is successful.
If the spell check is successful, the party is greatly relieved. If the spell check is not successful, the caster must make a saving throw in order to control the runaway magic that results from the failed cast. Non-caster classes have no experience in dealing with runaway magic and get no save. If the caster's save to control runaway magic is successful, there are no other negative consequences.
If the save to control runaway magic is unsuccessful (or if there is no save), the runaway magic has an effect. The effect can be mild for low-powered spells, and can cause serious injury or death to the caster and those around her for powerful spells. The more "corruption" a caster has (see below), the more likely the effect is to be bad.
If the spell check made by the caster fails by five points or more, the caster must make a save against corruption or become tainted by the forces she has drawn upon. In this situation, a caster always gains at least one point of corruption, and if the spell attempted is higher than her caster level, she gains a number of corruption points equal to the difference between the level of the spell and her caster level. For example, a third level caster who fails to cast a fifth level spell and suffers corruption will gain two corruption points. Corruption not only worsens the effects of runaway magic, it can also start to manifest as physical or mental effects over time, if the caster accumulates a great deal of it. A non-caster must make a save against corruption on any failed spell attempt.
A caster may attempt to cast a spell when she has insufficient Mana. By doing this, she opens herself up bodily to the forces of magic and attempts to call on more than she can safely handle. The spell check is made at a penalty of -10, and the caster receives negative Mana whether or not the spell is successful. If such an attempt fails, there is always runaway magic.
Baseline Mana
All sentient races have a baseline innate ability to tap into magic. This is called Mana. For any non-caster, the number of base Mana Points available is equal to their greater of their INT or WIS modifier. Characters of spell-casting classes, at first level, have 6 + (relevant attribute modifier) Mana Points at level 1.
For example, a Fighter with an INT bonus of 2 and a WIS bonus of zero has 2 Mana Points. This will not change as he levels, absent some magical effect. A Wizard with an INT bonus of 2 has 8 Mana Points at level 1, and this number will increase as he levels.
Every spell requires Mana to cast. The amount of Mana required is equal to the level of the spell, plus one. Thus, a zero level spell requires 1 point of Mana to cast. A third level spell requires 4 points of Mana. A character can attempt to cast any spell they know, regardless of the level of the spell, provided they have sufficient Mana (they can attempt it even if they do not, as outlined below).
Once a spell is cast, the Mana used regenerates at an hourly rate equal to the character's level. Thus, a level one character gains 1 Mana Point per hour. If the character is suffering from "negative Mana" (see below) the character gains ¼ point per level per hour until she is in positive territory.
Although Mana is used, the traditional D&D idea of preparing spells also comes into play. A caster can prepare a certain number of spells per day, depending on class and level (see below) in order to cast the spell quickly at a later time. Spells that are not prepared in advance may still be cast if the character has enough Mana, but may take longer. Non-caster classes may not prepare spells in advance.
How Spells are Cast
Spells that draw on Elven life-energy (such as healing spells) are cast as normal. There is no check needed to ensure that the spell is cast successfully, so long as the spell belongs to the spell list of the class of player attempting to cast it. Casters casting life-energy spells not on their spell lists must make a check, at a penalty (as must all casters attempting spells not on their class lists). There is no penalty for failure other than the lost Mana. Non-caster classes may not attempt to use Elven life-energy.
All other spells are subject to checks in order to ensure that the spell is cast successfully. To make the check, the player rolls a d20, adds the appropriate attribute modifier (INT or WIS), and adds her caster level. The difficulty for the check is 12 plus the spell's level for casters. For all others, it is a standard ability check, with Prime / Non-Prime abilities factoring in as normal. Mana Points are spent whether or not the casting is successful.
If the spell check is successful, the party is greatly relieved. If the spell check is not successful, the caster must make a saving throw in order to control the runaway magic that results from the failed cast. Non-caster classes have no experience in dealing with runaway magic and get no save. If the caster's save to control runaway magic is successful, there are no other negative consequences.
If the save to control runaway magic is unsuccessful (or if there is no save), the runaway magic has an effect. The effect can be mild for low-powered spells, and can cause serious injury or death to the caster and those around her for powerful spells. The more "corruption" a caster has (see below), the more likely the effect is to be bad.
If the spell check made by the caster fails by five points or more, the caster must make a save against corruption or become tainted by the forces she has drawn upon. In this situation, a caster always gains at least one point of corruption, and if the spell attempted is higher than her caster level, she gains a number of corruption points equal to the difference between the level of the spell and her caster level. For example, a third level caster who fails to cast a fifth level spell and suffers corruption will gain two corruption points. Corruption not only worsens the effects of runaway magic, it can also start to manifest as physical or mental effects over time, if the caster accumulates a great deal of it. A non-caster must make a save against corruption on any failed spell attempt.
A caster may attempt to cast a spell when she has insufficient Mana. By doing this, she opens herself up bodily to the forces of magic and attempts to call on more than she can safely handle. The spell check is made at a penalty of -10, and the caster receives negative Mana whether or not the spell is successful. If such an attempt fails, there is always runaway magic.
Last edited:
Mythic Scribe
Valar Lord
Shadow Lord