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Dungeon Fantasy Roleplaying Game: Spells PDF

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D Resistance Mana/sanctity cRiticaL speLL U N Resisted supernatural abilities use a L f t G Quick Contest, subject to special rules: eveLs aiLuRe abLe E TM O Mana level affects wizardly spells Roll 3d. Reroll if result seems inap‑ 1. User must succeed to win. N only. Sanctity level affects clerical propriate or is what the caster intended. 2. User must win to affect subject. F spells only. 3. If subject is living or has IQ 6+, 3 – Spell fails entirely. Caster takes 1d A N user’s effective skill is capped at greater Very High Mana (Sanctity): Wizard HP of injury. T of 16 or subject’s actual resistance (cleric) recovers personal FP spent on 4 – Spell cast on caster (if harmful) or A score. spells a second later. Failure counts random nearby foe (if beneficial). S Y as critical failure; critical failure is 5-6 – Spell cast on one of caster’s com‑ a e disastrous (a cleric temporarily loses panions (if harmful) or random S Rea ffects P casting ability). nearby foe (if beneficial). E ® High Mana (Sanctity): Wizardly (cler‑ 7 – Spell affects someone or something L L ical) recover Energy restores 1 FP/5 other than intended target – friend, S minutes at any skill level, 1 FP/2 foe, or nearby object. Roll randomly minutes at skill 15‑19, 1 FP/minute or make an interesting choice. at skill 20+. 8 – Spell fails entirely. Caster takes 1 Normal Mana (Sanctity): No special HP of injury. effect. 9 – Spell fails entirely. Caster mentally Low Mana (Sanctity): Wizardly (cler‑ stunned (IQ roll to recover). ical) spells at ‑5. Wizardly (clerical) 10-11 – Spell produces nothing but Recover Energy ineffective. distracting sensory effect – flash, No Mana (Sanctity): Wizardly (cleri‑ moaning, rotten smell, etc. – that cal) magic doesn’t work! advertises caster’s presence (and miserable failure!). 12 – Spell produces weak and useless shadow of intended effect. L -D ong istance 13 – Spell produces reverse of intended M effect. oDifieRs 14 – Spell seems to work but is only a These modifiers are for Information natuRe’s stRength useless illusion. The GM is free to spells that work over long distances. lie and cheat to convince the players Modifiers to druidic spells only. For larger distances, add ‑2 per addi‑ that the spell did work! tional factor of 10. Primeval Wilderness: +1 to +5. 15-16 – Spell has reverse of intended Ordinary Wilderness: No modifier. effect, on wrong target. Roll ran‑ Distance Penalty Nature Envelops/Visible, Not Pris- domly. 200 yards 0 tine; Most Dungeons: ‑1. 17 – Spell fails entirely and caster tem‑ 1/2 mile ‑1 Surrounded by Artificial Structures: porarily forgets it! Make an IQ roll 1 mile ‑2 ‑2 to ‑4, typically ‑3. after a week, and again each follow‑ 3 miles ‑3 Nature Extensively Defiled: Typically ing week, until caster succeeds and 10 miles ‑4 S ‑5, up to ‑9 for severe cases. remembers. 30 miles ‑5 T Nature Supernaturally Defiled: ‑10. 18 – Spell fails entirely. A monster E 100 miles ‑6 appropriate to the situation – a V 300 miles ‑7 demon always counts! – appears E 1,000 miles ‑8 speLL and attacks caster. J A c C Lasses M R agic ituaLs K Area, pp. 12‑13 S Base skill level affects casting time and energy cost: Blocking, p. 14 O Base Skill Casting Time Energy Cost Information, p. 14 N S 9 or less ¥2 Unaffected Melee, p. 13 G Missile, pp. 13‑14 pel l S 10‑14 Unaffected Unaffected A Regular, p. 12 15‑19 Unaffected ‑1 M Regular (Jet), p. 12 20‑24 ¥1/2 (round up) ‑2 E Resisted, p. 14 Each +5 Another ¥1/2 Another ‑1 S Special, p. 14 D Resistance Mana/sanctity cRiticaL speLL U N Resisted supernatural abilities use a L f t G Quick Contest, subject to special rules: eveLs aiLuRe abLe E TM O Mana level affects wizardly spells Roll 3d. Reroll if result seems inap‑ 1. User must succeed to win. N only. Sanctity level affects clerical propriate or is what the caster intended. 2. User must win to affect subject. F spells only. 3. If subject is living or has IQ 6+, 3 – Spell fails entirely. Caster takes 1d A N user’s effective skill is capped at greater Very High Mana (Sanctity): Wizard HP of injury. T of 16 or subject’s actual resistance (cleric) recovers personal FP spent on 4 – Spell cast on caster (if harmful) or A score. spells a second later. Failure counts random nearby foe (if beneficial). S Y as critical failure; critical failure is 5-6 – Spell cast on one of caster’s com‑ a e disastrous (a cleric temporarily loses panions (if harmful) or random S Rea ffects P casting ability). nearby foe (if beneficial). E ® High Mana (Sanctity): Wizardly (cler‑ 7 – Spell affects someone or something L L ical) recover Energy restores 1 FP/5 other than intended target – friend, S minutes at any skill level, 1 FP/2 foe, or nearby object. Roll randomly minutes at skill 15‑19, 1 FP/minute or make an interesting choice. at skill 20+. 8 – Spell fails entirely. Caster takes 1 Normal Mana (Sanctity): No special HP of injury. effect. 9 – Spell fails entirely. Caster mentally Low Mana (Sanctity): Wizardly (cler‑ stunned (IQ roll to recover). ical) spells at ‑5. Wizardly (clerical) 10-11 – Spell produces nothing but Recover Energy ineffective. distracting sensory effect – flash, No Mana (Sanctity): Wizardly (cleri‑ moaning, rotten smell, etc. – that cal) magic doesn’t work! advertises caster’s presence (and miserable failure!). 12 – Spell produces weak and useless shadow of intended effect. L -D ong istance 13 – Spell produces reverse of intended M effect. oDifieRs 14 – Spell seems to work but is only a These modifiers are for Information natuRe’s stRength useless illusion. The GM is free to spells that work over long distances. lie and cheat to convince the players Modifiers to druidic spells only. For larger distances, add ‑2 per addi‑ that the spell did work! tional factor of 10. Primeval Wilderness: +1 to +5. 15-16 – Spell has reverse of intended Ordinary Wilderness: No modifier. effect, on wrong target. Roll ran‑ Distance Penalty Nature Envelops/Visible, Not Pris- domly. 200 yards 0 tine; Most Dungeons: ‑1. 17 – Spell fails entirely and caster tem‑ 1/2 mile ‑1 Surrounded by Artificial Structures: porarily forgets it! Make an IQ roll 1 mile ‑2 ‑2 to ‑4, typically ‑3. after a week, and again each follow‑ 3 miles ‑3 Nature Extensively Defiled: Typically ing week, until caster succeeds and 10 miles ‑4 S ‑5, up to ‑9 for severe cases. remembers. 30 miles ‑5 T Nature Supernaturally Defiled: ‑10. 18 – Spell fails entirely. A monster E 100 miles ‑6 appropriate to the situation – a V 300 miles ‑7 demon always counts! – appears E 1,000 miles ‑8 speLL and attacks caster. J A c C Lasses M R agic ituaLs K Area, pp. 12‑13 S Base skill level affects casting time and energy cost: Blocking, p. 14 O Base Skill Casting Time Energy Cost Information, p. 14 N S 9 or less ¥2 Unaffected Melee, p. 13 G Missile, pp. 13‑14 pel l S 10‑14 Unaffected Unaffected A Regular, p. 12 15‑19 Unaffected ‑1 M Regular (Jet), p. 12 20‑24 ¥1/2 (round up) ‑2 E Resisted, p. 14 Each +5 Another ¥1/2 Another ‑1 S Special, p. 14 S pellS Written by SEAN PUNCH • Cover Art by BRANDON MOORE • Diagrams by JUSTIN DE WITT Interior Illustrations by FELIPE GAONA and BRANDON MOORE Based on GURPS Magic, by Steve Jackson, S. John Ross, and Daniel U. Thibault Reviewer: Jason “PK” Levine Dungeon Fantasy, GURPS, Pyramid, Warehouse 23, the pyramid logo, and the names of all products published by Steve Jackson Games Incorporated are trademarks or registered trademarks of Steve Jackson Games Incorporated, or used under license. Dungeon Fantasy Spells is copyright © 2017 by Steve Jackson Games Incorporated. All rights reserved. The scanning, uploading, and distribution of this material via the Internet or via any other means without the permission of the publisher is illegal, and punishable by law. Please purchase only authorized electronic editions, and do not participate in or encourage the electronic piracy of copyrighted materials. Your support of the author’s rights is appreciated. ® C ontents IntroductIon . . . . . . . . . . . . . . . . . . . . . . .3 Melee Spells ................................... 13 But What About . . . ? ............................ 3 Missile Spells .................................. 13 Dissipating Held Melee and Missile Spells ............ 13 1 . PrIncIPles of MagIc . . . . . . . . . . . . . . .4 Blocking Spells................................. 14 Glossary of Magical Terms ......................... 4 Information Spells.............................. 14 Learning New Spells ............................. 5 Long-Distance Modifiers.......................... 14 Realms of magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Resisted Spells ................................. 14 Clerical Spells................................... 5 Special Spells.................................. 14 Power Investiture ............................. 5 Sanctity ..................................... 5 Clerical Spell List ............................. 6 Magical Matchups................................ 6 Spell vs. Spell................................. 6 Spell vs. Special Ability ......................... 6 Magic Resistance.............................. 6 Druidic Spells................................... 6 Power Investiture (Druidic) ..................... 6 2 . the sPellbook . . . . . . . . . . . . . . . . . .15 Nature’s Strength ............................. 6 Colleges of Magic................................ 15 Druidic Spell List ............................. 7 aiR spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 Wizardly Spells.................................. 7 “Bardic” Spells................................ 7 animal spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Magery...................................... 7 Body contRol spells . . . . . . . . . . . . . . . . . . . . . . . . 20 Mana ....................................... 7 communication and empathy spells . . . . . . . . . . . . 23 Wizardly Prerequisites ......................... 8 eaRth spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27 casting spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 fiRe spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29 Distraction and Injury............................ 8 food spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32 Critical Spell Failure Table ......................... 8 gate spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34 Caster and Subject............................... 9 Time Required .................................. 9 healing spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35 Energy Cost .................................... 9 illusion spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40 Energy Cost Reduction......................... 9 Knowledge spells . . . . . . . . . . . . . . . . . . . . . . . . . . 42 Magic Staffs.................................. 9 light and daRKness spells . . . . . . . . . . . . . . . . . . . 45 Energy Reserves .............................. 9 maKing and BReaKing spells . . . . . . . . . . . . . . . . . . 48 Power Items.................................. 9 Burning Hit Points ........................... 10 meta-spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50 Recovering Energy ........................... 10 mind contRol spells . . . . . . . . . . . . . . . . . . . . . . . . 53 Magic Rituals.................................. 10 movement spells . . . . . . . . . . . . . . . . . . . . . . . . . . . 56 Limits on Effect................................ 10 necRomantic spells . . . . . . . . . . . . . . . . . . . . . . . . . 59 Talent and Effect............................. 11 plant spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61 Duration of Spells and Maintaining Spells .......... 11 pRotection and waRning spells . . . . . . . . . . . . . . . 63 High Skill and Cost to Maintain ................ 11 Concentration and Maintenance ................ 11 sound spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66 Canceling Spells.............................. 11 wateR spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68 Changing Maintained Spells ................... 11 weatheR spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71 Casting Spells While Maintaining Other Spells .... 11 Permanent Spells ............................ 12 sPell table . . . . . . . . . . . . . . . . . . . . . . .73 spell classes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 Magic Rituals .................................. 75 Regular Spells ................................. 12 Index . . . . . . . . . . . . . . . . . . . . . . . . . . . .79 Area Spells .................................... 12 Area Spells on a Battle Map ....................... 12 sPell sheet . . . . . . . . . . . . . . . . . . . . . .80 2 C ontents I ntroduCtIon Can fantasy exist without magic? That’s a deep and divi- most pathetic goblin shaman to the scariest lich-lord – casts sive question among fantasy fans, but dungeon fantasy fans spells. Even better, the effects described herein can be repur- already know the answer: No! posed for monster abilities, traps, curses, strange afflictions, Dungeons are full of monsters that breathe flame or shoot and artifacts enough for any number of perilous quests. death rays from their eyes, Evil Runes that blow up if you Get ready for your magic lesson . . . stray too near, weird portals that offer all-expenses-paid trips to Hell, and (if you survive all that!) treasures with astounding B W a . . . ? ut hat Bout capabilities. Town is home to extraordinary enterprises rang- ing from hawkers of holy healing to sellers of shimmering Spells for summoning and creating monsters, reanimat- swords. All that stuff is magic. ing corpses, and turning people into beasts are dungeon fan- In Dungeon Fantasy, the laws of the universe encompass tasy traditions – and NPCs might command secret rituals magic, and “casting spells” isn’t necessary to see magic in for conjuring reinforcements, raising undead, shapeshifting, action. It’s intrinsic to countless beings and materials, explain- and turning enemies into frogs. In the PCs’ hands, however, ing how a dragon can fly, or why an orichalcum sword won’t such magic is unbalancing unless the character-point totals shatter if Ed the Barbarian uses it as a giant nail. Exploiting of the resulting beings are controlled. The Dungeon Fantasy such magic often requires a deliberate effort – harvesting Roleplaying Game doesn’t give monsters point values – but peculiar plants, brewing potions, or designing temples to GURPS does! If you want heroes summoning pets and chang- curry divine favor – but that’s the face of agriculture, chemis- ing shape, add the GURPS Basic Set (to calculate point totals) try, or architecture in a fantastic world, not the exclusive prov- and GURPS Magic (for the spells). ince of professional magic-workers. Even among the pros, not every feat of mumbo-jumbo is “casting spells.” The innate powers of bards, clerics, and druids work differ- ently from the formulaic rituals in their books . . . and martial artists achieve the amazing without for- mulas or books. Monsters aren’t the only ones with intrinsic magic! Still, intellectuals of the ineffa- ble and academicians of the arcane do study words of power and mys- tical gestures that set fires, blow up enemies, heal injuries, bestow super-strength, and all the rest. Such prayers and incantations are a definitive feature of hack ‘n’ slash fantasy! That is the stuff of Spells. Spells answers questions about the “one ritual, one effect” vari- ety of magic taught to bards, cler- ics, druids, and wizards by their masters, guilds, and temples. It offers many examples, categorizes them, explains how they’re learned and cast, and points out their limitations. Players of spellcasters need this lore to do their jobs. The GM does, too, as many an NPC foe – from the I 3 ntroduCtIon C o haPter ne P rInCIPles of M agIC Spells are rituals for manipulating supernatural forces. In spellcasting talent – to learn and cast, and are affected by the theory, this is a precise art: Each spell produces a specific, ambient level of a particular supernatural energy. The table predictable effect. below sums up the details. Spells fall into three realms: clerical, druidic, and wiz- ardly. Those of each realm require a special advantage – a Realm Spellcasting Talent Supernatural Energy Clerical (pp. 5-6) Power Investiture (Adventurers, p. 20) Sanctity Druidic (pp. 6-7) Power Investiture (Druidic) (Adventurers, p. 23) Nature’s Strength Wizardly (pp. 7-8) Magery (Adventurers, p. 41) or Bardic Talent (Adventurers, p. 17) Mana Each spell is its own IQ/Hard or IQ/Very Hard skill, bought spell. When you buy a spell, add a permanent bonus equal to with character points like any other skill (Adventurers, your level with the associated spellcasting talent; e.g., if you pp. 69-70). Most spells have prerequisites: advantages or have IQ 14 and Power Investiture 3, one point in an IQ/H cler- other spells you must possess in order to spend points on that ical spell buys skill 15. g M t lossary of agICal erMs backfire: Critical failure when casting a spell. maintain: To continue a spell after it would normally end. bard: Someone with the Bardic Talent advantage, capable This costs more energy, unless you have high base of casting wizardly spells through song. skill. base skill: Your unmodified skill with a spell. May affect mana: The ambient supernatural energy manipulated by casting time and energy cost. wizardly spells. cancel: To end a spell before it would normally expire. Nature’s strength: The ambient supernatural energy caster: The person casting a spell. manipulated by druidic spells. class: A group of spells that use the same special rules: prerequisite: A requirement for learning a spell. Area, Regular, Missile, etc. realm: A group of spells that use the same supernatural cleric: Someone with the Power Investiture advantage, energy: clerical spells, druidic spells, or wizardly spells. capable of casting clerical spells. sanctity: The ambient supernatural energy manipulated college: A group of spells that deal with the same sub- by clerical spells. ject – fire, healing, etc. spell: A skill that produces a specific magical effect when druid: Someone with the Power Investiture (Druidic) used successfully. advantage, capable of casting druidic spells. spellcasting talent: Bardic Talent, Magery, or any type of effective skill: Your base skill with a spell, adjusted for Power Investiture. any modifiers. Roll against effective skill to cast a spell. subject: The person, place, or thing on which a spell is energy: The “cost” to cast a spell, usually paid out of cast. Fatigue Points, an Energy Reserve, or a power item. wizard: Someone with the Magery advantage, capable of mage: Someone with the Magery advantage – a wizard. casting wizardly spells. 4 P M rInCIPles of agIC Learning New Spells • Study a spellbook containing the spell; see Spellbooks (Exploits, p. 76). The GM may still require a week per spell, You can start the game with whatever spells you have but you won’t have to visit town or spend money. the prerequisites and character points for. In play, though, • Successfully expend a scroll containing the spell to learning magic isn’t a free-for-all! To learn a spell, you must impress it on your brain instead of casting it. As Scrolls as possess all of its prerequisites and do one of the following: Treasure (Exploits, p. 77) warns, this depletes the scroll and • Visit town and pray at the temple, study with the Wiz- can fail! But it lets you learn a spell in the time needed to read ards’ Guild, or similar. The GM may enforce Training Expenses a scroll: twice the spell’s casting time. (Exploits, p. 93) and/or limit learning to one spell per week After meeting these conditions, you may invest one unspent of downtime. character point in the new spell. r M ealMs of agIC The three realms of magic are similar in several respects only prerequisite for clerical spells – though more powerful outlined already: Their spells are IQ-based skills which magic requires higher levels. demand a spellcasting talent to learn and use, get a bonus A successful Perception roll with a bonus equal to level will from that talent, and are sensitive to supernatural energies. let you detect blessed or cursed items or places, and changes In addition, spells of all realms are subject to the rules in in sanctity level (the latter at -3 unless specifically searching). Learning New Spells (above), Magical Matchups (p. 6), Casting Spells (pp. 8-12), and Spell Classes (pp. 12-14). Sanctity Yet the realms differ a great deal as well! This biggest dif- Sanctity is the ambient energy that empowers clerical ferences are the spellcasting talent each realm requires, the spells. Its levels and effects are as follows: supernatural energies involved, and the broad theme of its spells. And although two or all three realms may offer a spell Very High Sanctity: Extraordinarily rare places where a with the same name and effects, each version is a separate god set foot in the world! The caster of a clerical spell recovers skill with distinct prerequisites – someone capable of casting any personal FP used (not other energy) a second later – that spells from multiple realms would learn such a spell as its is, on the cleric’s next turn. However, any failure counts as own skill for each, and couldn’t use one realm’s version to critical failure, unless the casting was clearly necessary for a meet another realm’s prerequisites. holy quest. Genuine critical failure renders the cleric unable to cast clerical spells or use Holy abilities until penance is paid; see Holy Abilities (Adventurers, pp. 20-21). Counts as no sanctity for the opposition. Speaking from Experience High Sanctity: Long-established temples and The gods loan clerics direct power in limited areas. Druids per- monasteries. Clerical Recover Energy (p. 38) is extra- sonify the divine immanent as “Nature” and tap it for a less direct effective, restoring 1 FP every 5 minutes at any skill kind of magic. Wizardly magic is the most convoluted and least level, 1 FP every 2 minutes at skill 15-19, or 1 FP direct, twisting laws that even gods can’t entirely ignore. Those delv- every minute at skill 20 or higher. Counts as low ing into hidden lore should know these differences. sanctity for the opposition. – Zephyra, Wizard Normal Sanctity: Most places! Clerical magic works normally. Low Sanctity: The opposition’s temples and mon- asteries. Clerical spells suffer -5 to skill for all purposes. C s Blessed items are similarly affected. Clerical Recover Energy lerICal Pells does nothing. Counts as high sanctity for the opposition. Few gods are truly omnipresent, but most govern a suffi- No Sanctity: Extremely rare places of very high sanctity ciently large facet of Creation that their presence pervades all for the opposition. Clerical magic won’t work, and ongoing but the most cursed of places. Gifted mortals can exploit this spells are instantly dispelled. Exception: The effects of perma- to channel a deity’s power – sanctity – to produce miracles. nent blessings and blessed items are merely suspended, and The rituals for doing so are clerical spells. resume once taken to an area with sanctity. The Opposition: Clerics and servitors of deities are either Power Investiture Good (assumed for delvers, priests in town, angels, etc.) or see Adventurers, p. 20 Evil (assumed for cultists, monster shamans, demons, and This advantage represents sensitivity to sanctity. Add a so on). Evil is “the opposition” for Good, and vice versa. The permanent bonus equal to its level to all clerical spells. It’s the world has shades of gray; clerics don’t. P M 5 rInCIPles of agIC Clerical Spell List Secrets, Silver Tongue, Stone to Flesh, Stop Paralysis, Strengthen Will, Sunbolt, Sunlight, Suspended Animation, As the only prerequisite for a clerical spell is a minimum and Wisdom. Power Investiture level, and there are six possible levels PI 4: Astral Block, Banish, Dispel Magic, Essential Food, of Power Investiture, all clerical spells can be summed up Gift of Letters, Gift of Tongues, Instant Neutralize Poison, in a list: Monk’s Banquet, Regeneration, and Vigil. PI 1: Armor, Aura, Bravery, Cleansing, Coolness, Detect PI 5: Bless, Curse, Earthquake, Entrap Spirit, Pentagram, and Magic, Detect Poison, Final Rest, Lend Energy, Lend Remove Curse. Vitality, Light, Might, Minor Healing, Purify Air, Purify PI 6: Sanctuary. Water, Recover Energy, Sense Evil, Sense Life, Sense Spirit, Share Energy, Share Vitality, Shield, Silence, d s ruIdIC Pells Stop Bleeding, Test Food, Thunderclap, Umbrella, Vigor, Warmth, and Watchdog. Clerics looking at Creation see the Sun God hanging PI 2: Awaken, Command, Compel Truth, Continual Light, over the realm of the Sea God, where the Shark God swims. Create Water, Glow, Great Voice, Healing Slumber, Hide Druids stand back and view the shapes and brushstrokes as Thoughts, Light Jet, Major Healing, Persuasion, Protec- a panorama: Nature. Their spells channel the omnipresent tion from Evil, Purify Food, Relieve Sickness, Resist Acid, “life force” that emanates from all living things – Nature’s Resist Cold, Resist Disease, Resist Fire, Resist Lightning, strength – to affect those things and their environment. Resist Pain, Resist Poison, Restore Hearing, Restore Mem- ory, Restore Sight, Restore Speech, Seeker, Stop Spasm, Power Investiture (Druidic) Summon Spirit, Truthsayer, Turn Spirit, and Turn Zombie. see Adventurers, p. 23 PI 3: Affect Spirits, Astral Vision, Breathe Water, Command This advantage rates attunement to Nature’s strength. Add Spirit, Create Food, Cure Disease, Dispel Possession, Flam- a permanent bonus equal to its level to all druidic spells. It’s ing Weapon, Great Healing, Magic Resistance, Neutralize the sole prerequisite for druidic spells, each level giving access Poison, Relieve Paralysis, Repel Spirits, Restoration, See to progressively more powerful magic. A successful Perception roll with a bonus equal to level will let you detect druidic magic items, or know MagICal MatChuPs the exact level of Nature’s strength at your location. What happens when spells go up against magic from other Nature’s Strength realms, or oppose innate abilities? Read on . . . Nature’s strength is the ambient energy behind Spell vs. Spell druidic magic. Its main effect is to give a modifier when casting druidic spells: Spells that affect other spells work normally on any type of magic, regardless of realm. Clerics, druids, and wizards can use Primeval wilderness. +1 to +5, chosen by the GM for Detect Magic and Dispel Magic on magic worked by other sorts the adventure. Examples: Faerie forests. Wild places of casters. The same logic applies to wizards who know Spell never before visited by dwarves, humans, orcs, or Shield, Ward, etc. – such things can block clerical and druidic other destructive races. spells. (Clerics and druids can’t usually learn such tricks; they Ordinary wilderness. No modifier. Examples: Any borrow their magic, while wizards know how it works. They place free of artificial development more advanced can, of course, smite the wizard or feed him to bears.) than mud huts and hiking trails. Not necessarily green; deserts and caves are part of Nature, too. Spell vs. Special Ability Nature envelops druid or remains visible, but Spells can’t normally interfere with non-spells. Druidic and isn’t pristine. -1. Examples: Dungeons and mines, Holy abilities and skills are divine power immanent, not merely with immeasurable tons of soil and burrowing borrowed magic – and Chi abilities and skills are inner strength, things above, below, and to all sides. Tilled fields and not magic at all! clearings cut in the forest, which are still home to Bard-Song abilities are the exception. These are magic, and growing things. subject to being detected and dispelled by spells. A bard’s abil- Druid wholly surrounded by artificial structures. -3. ities resist at a level equal to skill with Musical Instrument or Examples: Town. Inside castles, fortresses, towers, etc. Singing, as applicable. In the middle of the largest dungeons, where all that’s beyond the walls is yet more dungeon. The GM may Magic Resistance reduce the penalty to -2 if the druid takes pains to get slightly closer to Nature by visiting a park or seeking a Magic Resistance works against clerical, druidic, and wiz- wall with earth on the far side – or worsen it to -4 in ardly spells. tanneries, smithies, and other industrial places. 6 P M rInCIPles of agIC Nature extensively defiled. -5. Examples: Vast open-pit mines. Places where effluence from “B ” s civilization has killed all but the hardiest wild- ardIC Pells life. The GM can use -6 to -9, as the adventure Bards cast wizardly spells. For the most part, these work normally: requires, for particularly bad cases. Nature supernaturally defiled. -10. Exam- • Prerequisite spells are unchanged. ples: Anywhere waste from mad wizardry or • Energy Reserve (Magical) can be tapped for energy. alchemy has twisted Nature. Places where • Mana is required to cast, and has its usual effects. Elder Things have warped reality. There are a few differences, though: Druidic Spell List • Bardic Talent (Adventurers, p. 17) replaces Magery. The same level is needed as a prerequisite, and it gives a permanent bonus to The six possible levels of Power Investiture spells, but it can’t sense magic items or mana levels. (Druidic) act as prerequisites for druidic spells, • Bards are limited to the Communication and Empathy, Knowl- as follows: edge, Mind Control, and Sound colleges. PI 1: Beast-Rouser, Beast-Soother, Coolness, • Bards must sing to cast, even from scrolls. Detect Magic, Detect Poison, Extinguish Fire, Find Direction, Hawk Vision, Identify Plant, Master, No-Smell, Purify Air, Purify way, it doesn’t just enable spells – it also sustains demons, ele- Earth, Purify Water, Quick March, Recover Energy, Seek mentals, undead, and other supernatural beings. Earth, Seek Food, Seek Plant, Seek Water, Sense Evil, Sense Life, Share Energy, Tell Position, Thunderclap, Magery Umbrella, and Warmth. PI 2: Animal Control, Beast Link, Beast Seeker, Beast Speech, see Adventurers, p. 41 Cure Disease, Fireproof, Fog, Hide Path, Know Location, This is the ability to sense and manipulate mana. Add a Light Tread, Mystic Mist, Neutralize Poison, Pathfinder, permanent bonus equal to its level to all wizardly spells. While Plant Vision, Pollen Cloud, Protection from Evil, Purify advanced spells sometimes call for high Magery levels, they’re Food, Repel Animal, Rider, Rider Within, Shape Air, just as likely to require extensive magical learning in the form Shape Earth, Shape Plant, Shape Water, Weather Dome, of other spells. and Windstorm. A successful Perception roll with a bonus equal to level will PI 3: Beast Summoning, Breathe Water, Conceal, Create let you detect enchanted items, as well as changes in mana Plant, Earth Vision, Forest Warning, Freeze, Hybrid Con- level (the latter at -3 unless specifically searching). trol, Instant Neutralize Poison, Plant Control, Plant Sense, Plant Speech, Protect Animal, Remember Path, Repel Mana Hybrids, Resist Cold, Resist Lightning, Sunlight, Swim, Tangle Growth, Walk Through Plants, Walk Through Mana is the ambient energy that underlies wizardly spells. Wood, and Water Vision. Its levels and effects are as follows: PI 4: Beast Possession, Create Animal, Dispel Magic, Frost- Very High Mana: Rare and unstable places where mana is bite, Hail, Lightning, Sandstorm, and Wither Plant. pushing into the world. A wizard who casts a wizardly spell PI 5: Arboreal Immurement, Entombment, and Spark Storm. recovers any personal FP used (not other energy) a second PI 6: Earthquake and Geyser. later – on the caster’s next turn, in combat. However, all fail- ures are treated as critical failures – and actual critical failures WIzardly sPells produce spectacular disasters of the GM’s choosing! High Mana: Not uncommon and seemingly random sites Wizardly spells are mnemonics used by the gifted to where magical power pools. Wizardly Recover Energy (p. 38) manipulate mana. Some people believe mana is a muted works especially well, restoring 1 FP every 5 minutes at any echo of the reality-warping forces with which the gods forged skill level, 1 FP every 2 minutes at skill 15-19, or 1 FP every Creation. Others think it’s higher-dimensional leakage. Either minute at skill 20 or higher. In battle, bards are easily detected and disabled – listen for music and silence it. To frustrate druids, steer clear of plants and beasts. But the surest anti-caster tactic is to press and attack any foe who’s hanging back instead of engaging! – Grükuk Kzaash, Knight P M 7 rInCIPles of agIC Normal Mana: The usual assumption when the GM Mana is normal on average, but low- and high-mana spots hasn’t specifically adjusted the mana level. Wizardly magic are far more common than low- or high-sanctity ones. In some works normally. places, mana level fluctuates over time! Very high and no Low Mana: Places where magic is weak – which, like mana are plot devices best used sparingly by the GM. high-mana areas, seem to be random and not especially rare. Wizardly spells have -5 to skill for all purposes. Magic Wizardly Prerequisites items are similarly affected. Wizardly Recover Energy Magery 0 is a prerequisite for all wizardly spells! Some does nothing. spells require more – Magery 1, 2, or even 3. No Mana: Extremely uncommon locales where mana is In addition, all but the most basic spells require other spells. utterly absent. Wizardly magic won’t work, and ongoing spells You must have at least one point in each prerequisite spell are instantly dispelled. Exception: The effects of permanent before you can study the advanced one. Prerequisites might spells and magic items are merely suspended, and resume themselves have prerequisites, and so on, which can lead to once taken to an area with mana. long chains of spells. C s astIng Pells To cast a spell, tell the GM what you’re casting and then Failure: If your roll is greater than effective skill, the spell take Concentrate maneuvers for the requisite number of turns fails. If success would have cost energy, you lose one energy (Time Required, p. 9). At the end of the last second of con- point; otherwise, you lose nothing. (Exception: You must pay centration, make a standard success roll (Exploits, pp. 5-7) the full energy cost for an Information spell, even on a fail- for the spell. That is, roll 3d and compare it to effective skill, ure.) Critical failure means you must spend the full energy which is your base skill with the spell adjusted by any appli- cost and the spell fails badly! The GM may roll secretly on cable modifiers: for sanctity, Nature’s strength, or mana; from the Critical Spell Failure Table (below) or improvise an amus- Spell Classes (pp. 12-14); or in the spell’s description. If the ing “backfire.” spell would reveal information, the GM will roll for you in secret; see GM Rolls (Exploits, p. 5). d I IstraCtIon and njury Success: If your roll is less than or equal to effective skill, If your spell requires more than a second of concentration, the spell works! Mark off its energy cost (pp. 9-10). Its effects Bad Things can happen to you during the turns before the last take place immediately. Critical success means the spell works one (when you roll to cast it). Even if it requires just one sec- especially well – it has no energy cost, and the GM is encour- ond, a foe may interrupt you using a Wait maneuver! aged to be generous and creative with other benefits. C s f t rItICal Pell aIlure aBle Roll 3d. If the result seems inappropriate or is what 10-11 – Spell produces nothing but a distracting sensory the caster intended, reroll. The GM is encouraged to effect – flash, moaning, rotten smell, etc. – that adver- improvise instead of using the table, but shouldn’t kill tises caster’s presence (and miserable failure!). the caster outright. 12 – Spell produces a weak and useless shadow of the intended effect. 3 – Spell fails entirely. Caster takes 1d HP of injury. 13 – Spell produces the reverse of the intended effect. 4 – Spell cast on caster (if harmful) or random nearby foe 14 – Spell seems to work but is only a useless illusion. The (if beneficial). GM is free to lie and cheat to convince the players that 5-6 – Spell cast on one of caster’s companions (if harmful) the spell did work! or random nearby foe (if beneficial). 15-16 – Spell has the reverse of the intended effect, on the 7 – Spell affects someone or something other than its wrong target. Roll randomly. intended target – friend, foe, or nearby object. Roll ran- 17 – Spell fails entirely and caster temporarily forgets domly or make an interesting choice. it! Make an IQ roll after a week, and again each fol- 8 – Spell fails entirely. Caster takes 1 HP lowing week, until caster succeeds and remembers. of injury. 18 – Spell fails entirely. A monster appropriate to the 9 – Spell fails entirely. Caster is men- situation – a demon always counts! – appears and tally stunned (IQ roll to recover). attacks the caster. 8 P M rInCIPles of agIC

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