The QuestFRP Player's Handbook

MAGE SKILLS

INTRODUCTION TO MAGE SKILL CLASS


[7.1.1]

Casting Spells

Spells are cast by the expenditure of time and Spell Power Points. The more potent the Spell the more power it takes to cast. One Spell Power Point is expended per Degree of Mastery needed to cast the Spell (i.e., if a Spell of the fifth Degree of Mastery is cast, 5 Spell Power Points are expended). To successfully cast a Spell, a d100 is rolled against Cast Chance which is calculated as follows:
Cast Chance = (Mystic Theory Base Statistic Number + Cast Chance Bonus )- (10% * DoM of the Spell)
The Cast Chance Bonus is the total of the Bonus from Mystic Theory, Spellcasting aids such as Enchanted Items, and any additional pluses from other Spells. If the casting roll fails by 1% to 24%, the Spell fails to be cast (commonly referred to as the spell 'clicks'). Regardless of final calculated Cast Chance, a roll of 100% always results in Spell failure. If the casting roll fails by 25% or more, a Spell Fumble occurs (see below)

[7.1.2]

Mage Spell Casting Styles

There are 8 different ways to cast spells. They are: Base, Powerword, Runic, Internal, Glyph, Potion, Enchantments, and Glyph Enchantments. The differences are described below:

Base: The 'normal' method of spell casting. A Mage must be able to speak and have free use of one hand in order to cast Spells, unless she has a familiar or a Focus (see Enchantments). This method must be learned by the Mage before learning any other of the casting styles, except Potion. Cast Times are as shown in the spell descriptions are for this type of casting.

Powerword: With this casting style, the Mage learns an accelerated version of the Spell. The spell can be cast and released in three pulses. The experience cost to learn the Powerword version of the Spell is dependent on the casting time of the Base style. A Mage must be able to speak in order to cast Powerword Spells. This method must be learned by the Mage before learning the Glyph casting styles.

Internal: The Mage may cast the spell by mental effort alone; there is no external sign that the Mage is casting a Spell. The cast time is the same as Base. If the mage knows the Powerword version of the Spell, that may be cast using this style as well, at the same accelerated speed.

Runic: With this casting style, the Mage may write out a form of the Spell onto a scroll, so that anyone who can read the scroll may cast it. (See Scroll Creation Rules in GM Guide). Not all Mage Spells may be cast in the Runic style. This method must be learned by the Mage before learning the Enchantments or Glyph casting styles.

Glyph: A Glyph is a single complex character that is written in glowing script by the mage's finger or Focus. Glyphs take 5 minutes to write. Upon completion of the Glyph, the Mage may choose to allow the Glyph character to fade from sight, or remain glowing. The Glyph holds the Spell which is activated by conditions set by the Mage (see below). When the Glyph activates, the Spell is cast as if the Mage cast the Spell at that time. Glyphs are long duration Spells that cannot move. A Glyph is cast in a particular area, not on a specific item. For example, to protect a door with a Glyph, the Glyph is placed in front of the door. To touch the door, a person would have to pass their hand through the Glyph, thus activating it. A Glyph normally lasts for 30 days. It may be Boosted for duration. Each Boost increases the duration by 30 days.

A Glyph is activated under certain circumstances defined by the Mage. Glyphs have no reasoning ability, so activation must be triggered by physical properties or by True Name(s). They can be set to recognize species, individuals, or voice commands.

Examples of legitimate activation triggers include:

Examples of illegal triggers:

A Glyph is the easiest way to cast a spell on another person, though not all Mage Spells may be cast as Glyphs. Glyphs can serve a number of purposes: they can be used to hold a Juggernaut to discourage would-be thieves, or they can be used to hold Healing Spells that can act as emergency first aid kits. A common practice, once a party has a Mage capable of casting the Glyph version of Spells, is to set up camp at night with a series of Glyphs next to each person's bedroll. These Glyphs can contain Spells like Force Field or Flight, which are useful if the camp is attacked in the middle of the night.

This method must be learned by the Mage before learning the Glyph Enchantments casting style.

Enchantments: This is the method for making permanent magic items that allow individuals to cast the Spell as if they were a Mage. The Spell is inscribed onto an item, often incorporating the use of precious metals and/or gems (see the introduction to the Enchantments Spell Tree for complete details on the creation of Enchanted items). Once an Inscribed item is made, the Spell may be released from the item by concentrating on the item for 10 seconds and rolling a d100 to activate. On a roll of 75 or less, the item activates and the spell is cast. This form of casting is suitable for constructing larger magic items where there is sufficient room to write out the full inscription representation of the Spell. For smaller items, Glyph Enchantments must be used. This method of casting must be learned by the Mage before learning the Glyph Enchantments casting style.

Glyph Enchantments:Same as Enchantments, except that a Glyph Enchantment is far smaller so that smaller items (such as rings and amulets) can be made.

Potion: This casting style allows the Mage to capture the affects of the Spell in a potion. The Spell is released by drinking the potion, which takes 15 seconds, and rolling a d100 to activate. Normal potions activate on a roll of 80 or less. All Potions require specific ingredients, some common, some rare. Unless an ingredient is specifically listed with a Spell, or defined by the GameMaster, ingredients should be considered commonly available (see the GM guide for complete details of potion creation).

[7.1.3]

Counterspells

In addition to the casting methods above, every Spell has a Counterspell that specifically abates, cancels or negates that spell. The cost for learning a Counterspell is half of the cost required to learn to cast the Spell. There is no requirement to learn the normal casting styles for the Spell, though normal prerequisites must be met. In other words, to learn the Counterspell for a higher DoM Spell, the Mage must either know the Base casting styles or the Counterspells for all of the prerequisites for that Spell. If a Mage wanted to learn Powerword Counterspell Force Field (to quickly remove an opponent's Force Field Spell as they approach) she would need to learn the Base casting for 250 points (500 / 2) plus the Powerword casting for another 250 (500 / 2), for a total of 500 experience. In addition, the Mage must know the Base casting style or the Counterspell for the prerequisites for Force Field: Mystic Shields, Minor Bindings, and Mend.

The effect of the Counterspell can vary. A Counterspell against a shield Spell would have the effect of immediately removing the opponent's shield. Since the range of a shield spell is usually self or touch, which would not be very useful for a Counterspell, the range of these type of Counterspells is 3 meters per DoM of Spell Casting that the Mage possesses. A Counterspell against a missile spell would protect the Mage against the next instance of that missile striking the Mage (or target). In such a case, the Counterspell should have a finite duration (usually 24 hours) before it would expire and have to be cast again. For detection spells, the Counterspell could be used to hide the Mage against the original Spell, or to remove an instance of that Spell currently running on an opponent.

[7.1.4]

Spell Fumbles

If a Spellcasting roll fails by 25% or more, a Spell Fumble occurs, and the Spell Fumble chart given in the Game Master's Handbook is used. When resolving a Spell Fumble, a d20 is rolled, the Degree of Mastery of the Spell is added to the roll, and the Spell Fumble table is consulted. While some of the Fumbles dictate additional SPP cost, no Spell Fumble can bring the Mage's SPP total below 0. Any additional SPP expenditure called for by the table will bring the Mage to 0 SPP if he or she has insufficient SPP to cover the extra. If a Boosted Spell is fumbled, the DoM of the Spell is added to the d20 roll, with any result over 20 being treated as a 20. This number is then added to the DoM of the Spell, and the table below is consulted. Thus, fumbling a Boosted Spell will tend to give the worst results possible for that DoM, while not allowing any more catastrophic results.

[7.1.5]

Example

Jason is a Mage with an Initial Cast Chance of 80% (5 times his Magic Talent) and DoM 5 Mystic Theory, which gives him a +50% bonus to Cast Chance. He attempts to cast a Juggernaut (DoM 6 Earth Magics). His Cast Chance is equal to 80% (Initial) plus 50% (Bonus) minus 60% (10% times the DoM of the Spell), for a final Cast Chance of 70%. He fails to cast the Spell on a d100 roll of 71% through 94%, and fumbles on a 95% through 100%. He rolls a 97%, a Spell Fumble and must roll on the Spell Fumble Chart. He rolls a seven on his d20 and adds the DoM of the Spell to this roll to give a total of 13. Consulting the table, the Game Master determines the result,'Spell fails; Mage expends 4 times normal SPP'; Jason must expend a total of 24 SPP for the failed Spell. Had Jason attempted to Boost the Spell (which would have reduced his Cast Chance to 40%!), the roll of seven would have resulted in a 19 result on the Spell Fumble table (a roll of 7 plus 6 for the DoM of the Spell plus another 6 because the Spell was Boosted). A 19 result is 'The Spell affects the mage if harmful, or an opponent if beneficial, but at double effect', which would have been a roll on the +3 column of the Melee/Missile Chart with a double-strength Boosted Juggernaut, with himself as the target!

[7.1.6]

Spell Fatigue

Mages experience Fatigue when casting spells. Fatigue is related to the amount of energy being used to cast the spell, and how fast that magically energy is used. Each Spell description in the sections that follow give the Fatigue cost of the Spell. All spells cost at least the raw SPP cost of the spell (the amount the spell would need if the Mage had no spell cost cutting items or other benefits) in Fatigue Points. Internal Spells, those that have a range of self like shield Spells and detection Spells, are less fatiguing than those that have an external effect, like missile Spells and Dimensional Magics. External Spells generally add an additional DoM of the Spell worth of Fatigue. Speaking the Spell as a PowerWord doubles the Fatigue. Mages have a number of Fatigue Points equal to their SPP (Spell Power Points) and Fatigue Points recover at the rate of one per minute. When a Mage does not have enough Fatigue Points remaining to cast a spell, she cannot cast. The discipline Mystic Theory reduces the amount of Fatigue Points each spell costs.

[7.1.7]

Example

Oogah the Ogre Mage has 45 SPP and, therefore, 45 Fatigue points, and a 50% Spell Cost Cutter amulet. The Spell Cost Cutter effectively doubles his SPP to a total of 90 SPP, but his Fatigue points still remain the same. At the beginning of combat, he casts a Boosted, Powerword Mystic Shield Spell (DoM 2). The Spell costs him 4 SPP (DoM 2 Spell * 2 for the Boost). His fatigue is 8 (4 for the raw SPP cost of the spell * 2 for the PowerWord). When he casts a Boosted, Powerword Icicle (DoM 2) at his opponent, the SPP cost is still again 4, but the Fatigue cost is an additional 4 (the raw cast cost again) because the spell is not being cast on himself, for a total fatigue cost of 12. Obviously, he can only cast a couple more rapid spells before he is too fatigued to cast at all.

[7.1.8]

Spell Power Point Regeneration

Magical SPP are regained by meditation. The Mage must find a quiet place to meditate uninterrupted. While meditating the Mage may regenerate 20% of their total SPP per hour. There is no limit to how many SPP a Mage may recover per day. Therefore a Mage can use all her Spell Points in a flurry of spell casting, meditate, use them all again, and then meditate some more, use them again ... Of course, she can only do that a couple of times per day before she is out of hours in the day, and if there are other things going on in the world, she would not be able to devote all her time to meditation.

[7.1.9]

Boosting

Once a Mage has learned DoM 3 Spellcasting or higher, they gain the ability to Boost Mage Spells. Boosting enhances one or more aspects of a Spell, at the cost of additional SPP. Boosting can affect the range, duration or effect of the Spell. Depending on the Mage's DoM of Spell Casting, any one aspect can be Boosted by 150%-250% by expending twice the normal SPP cost, with an additional Cast Chance penalty of -5% per DoM of the Spell. Boosting can also be used to reduce an opponent's Saving Throw. This can be done by expending an additional 2 SPP for each -1 to the target's Saving Throw, with a -5% penalty to Cast Chance per -1 to Saving Throw. The Mage cannot gain a greater penalty to the target's Saving Throw than his or her DoM in Mystic Theory. For example, a Mage with DoM 5 in Mystic Theory could Boost no higher than -5, expending 10 SPP.

[7.1.10]

Example

An opponent is attempting to escape from battle and Ira has spotted him. Unfortunately he is just out of range of Ira's Powerword Stone Bolt, so Ira decides to Boost the range of the Stone Bolt. He also decides to Boost the damage, so that if it hits, it's sure to take the opponent down. Ira's Base Cast Chance is 130%, but casting a double Boosted Stone Bolt adjusts that to 130% - 3 * 10% - 3 * 5% (range Boost) - 3 * 5% (damage Boost) = 70%. Casting the Stone Bolt will cost him 3 SPP for the base Spell plus 3 SPP for the range Boost plus 3 SPP for the damage boost, doubled because it is cast as a Powerword, for a total of 18 SPP. The damage of the Stone Bolt is now 3d8 * 1.5, and the range of his spell is increased from 30 meters to 45 meters. His fatigue cost for the Spell, however, is 6 base * 2 for the Powerword * 2 for the Boost for a total of 24 Fatigue points.

[7.1.10.5]

Spell Fatigue Rules

Fatigue cost = final SPP cost of spell

Fatigue cost is doubled (* 2) for boosted or pushed spell

Fatigue points is doubled (* 2) for powerword

Spells that have an internal effect are less fatiguing

Recover 1 fatigue point per minute

[7.1.15]

Shield Spells

The following holds for all magical damage absorbing spells, unless otherwise noted -- All magical damage absorption stack their effects with Enchanted and Mundane armor. Magical damage absorption from different spells does not stack, instead the most powerful effects are used (e.g. you take the damage absorption from Force Field and the Saving Throw bonus from Mystic Shields if you have both running). Magical armor reducing attacks, such as Fire attacks, are reduced by the full power of magical damage absorption, as are Mundane armor reducing attacks, such as Firearm attacks. Shield spells represent the first layer of defense, and subtract their damage absorption from an attack before Mundane armor.