From: [I 1700004] at [UNIVSCVM.CSD.SCAROLINA.EDU] (Phase) Newsgroups: rec.games.frp.dnd Subject: Phase's Fantastic Fix to AD&D Magic ;) Date: Sat, 30 Mar 96 02:47:59 EST Woo hoo! Now of course, everyone is going to say all of the following will make mages more powerful, and... it will. But I tried to balance things out so that the extra power is acceptable and not munchkiny or what not. (: Mini-Contents: 1st change - Cantrips 2nd change - Memorization 3rd change - 4 hours sleep vs. HP drainage & adding force lines to AD&D =-=-= Cantrips First, we give mages infinite _weak_ (as in weaker than normal) cantrips that imitate the psychic powers telepathy, telekinesis, and pyrokinesis. This is to make AD&D mages more like fictional wizards, able to work minor magic at whim and without preparation. We can hash out just how strong these 'cantrips' are later, and of course, you use whatever system you normally use for _regular_ cantrips. Maybe they can lose this ability after _forcing_ a spell. (See sect. 3) =-=-= Memorization Second, let me review and revise my concepts on spell memorization: Mages don't really _memorize_ spells, they _prepare_ them, or rather, they _build_ the _mental constructs_ in their mind that will help _channel_ the spell energy along with whatever somatic, verbal, and material components are needed. Once a spell is cast, it is not _forgotten_, rather, the _mental construct_ or _structure_ for the spell is no longer existent, and needs to be prepared once again. The Max # of Spells Learnable per Level rule determined by a character's INTelligence will now be changed to show how many spells (instructions for _preparing_ spells) can be _learned/memorized_ and used without having to _refer_ to a spellbook/grimoire. I don't have the INT table with me, but let's suppose a 1st level mage of a given intelligence could normally learn only 9 spells for his first level. Under my rules, he could have acquired much more than a meager 9 1st level spells, having maybe a total of 20 spells scattered throughout various spellbooks. He could _prepare_ any of those 20 spells for his 1 spell slot (as for a normal 1st level AD&D non-specialist mage) with the appropriate spellbook. The _mechanics_ for this will be the same as normal in AD&D, though now the concept is a little different. The change however, is that the mage just _knows_ 9 of those spells (from having used them a lot, being very familiar with them, etc.) and can _prepare_ them _without needing_ a spellbook. This makes mages more powerful, since they are no longer helpless without their spellbooks, but I think this is a good thing. One might argue that a fighter is _helpless_ without a weapon, but I don't view a spellbook as the mage's equivalent of such a tool. _Magic_ itself is the mage's weapon, and the mage's _mastery_ over magic shouldn't depend on a perishable grimoire. A fighter's _mastery_ of tactics is not dependent on his sword, surely. There is one thing I ignored in previous posts, and that is would the mage be able to just _know_ 9 2nd level spells as well when he becomes able to cast such spells and gathers enough of them? No. Even I'll admit that's pushing the power increase a little much. After the 1st spell level, start subtracting the # of Learnable Spells by the spell level+1. The mage that could learn 9 1st level spells by _heart_ would be able to learn 6 2nd level spells, 4 3rd level spells, 3 4th level spells, 2 5th level spells, and one 6th level spell. The formula might need to be adjusted, because like I said, I don't have the INT table in front of me, but I would deem it reasonable that a mage with an INT of 18 should not be able to just _know_ a 8th or 9th level spell. Maybe we should even include levels 6 and 7 with those. Spells of such power would _require_ study from a spellbook as they are being prepared. Wizards with lower intelligence would be more dependent on their spellbooks. We should scale things so that a mage with the _minimum_ intelligence required for being a mage would be totally dependent on their spellbooks. This would simulate a Gargamayle of Smurfdom fame. (: One last thing before I go to my 3rd set of changes: The mage should be able to juggle the repertoire of spells he just _knows_ every time he advances a level. =-=-= Resting, re-memming, force lines, etc. I admit the way things work now are fairly balanced, but the AD&D system of magic is pretty alien to how people view typical fantasy wizards. This is how I want to rework things: When a spell is cast and its _structure_ extinguished, it leaves the mage's psyche in a state akin to vibration. It is dangerous to attempt to build new structures (prepare new spells) while the mind and its associated magic is in such a condition (though existent structures remain stable.) This is how I rationalize the 4/8 hours of rest AD&D requires of a mage before he can prepare his spells again, the mage's mind needs time to reach an equilibrium. However, (: Just because something is dangerous doesn't mean it can't be done. In the spirit of fantasy wizards having a not so discrete system of magic, I say let's go for it. These are the penalties: A mage can spend a few minutes (say 2 rounds in melee) _preparing_ a spell (from his repertoire and without his spellbook if in melee) to fill an empty spell slot. Doing so is very fatiguing and dangerous since the mage's mind is not in a state conducive for building mental structures. (If a slot was _left_ empty and later _filled_ when _no magic_ has yet to have been cast, there is no penalty.) The first time this is attempted a number of special 'fatigue' hitpoints equal to the spell's level is subtracted from the mage's total hitpoints. (I assume most players just tally 'damage' and don't actually do any subtraction.) These hitpoints can only be regained with a full night's rest, and they count towards the character going unconscious. The second and subsequent times a spell structure is _forced_, the mage makes a CONstitution check. If he passes, he takes fatigue damage as normal, if he fails, he takes twice the damage. If a mage is rendered unconscious due to fatigue damage, some grievious penalty should be applied. Since I'm kind, I would probably do something like not allow the mage to prepare any spells the following day, rather than permanently take a point from his CON or something. Note: _Forcing_ a spell structure and _casting_ the spell are different actions. NOW, let's put the mage's magical surroundings into the picture. I'll make it real simple. Magic is just about everywhere, but it is more abundant in some places than others. In places _saturated_ with magic, you'll often find _force lines_, powerful streams of the stuff that connect various power centers in the world. _Nexuses_ could exist where force lines intersect, causing even more power to be present. (Enchanted Druid groves anyone?) Mages are able to sense such things as force lines, and if one is nearby (say, oh, within 10 times the diameter of the tube itself) he could _tap_ into that natural power source. In game mechanics, this could let a mage _force_ spell structures into his mind _without penalty_, depending on how powerful the spell is, compared to the power of the force line. Of course, where force lines end up, if anywhere, is up to the DM. (:Expect to see them inside a Wizard's specially located tower:) It goes without saying, that if an area can be overflowing with magic, that another can be almost totally without any. Dead magic zones in Forgotten Realms anyone? Unless you're a Specialty Priest of Mystra or something, normally you can't use magic in such an area. However, everyone carries their own personal _pool of magic_ (lifeforce really) with them, even into dead magic zones. I judge that you should go ahead and be able to use any spells you have prepared, but for a penalty you subtract the spell level times 2 from your hitpoints (this is _real_ damage this time, not fatigue damage, you can die) due to the magical vacuum. Use the same rules for going unconscious as for a failed CON check when forcing structures. Note: You cannot prepare spells in a dead magic zone, either by forcing or normal means. Treat wild magic zones as you usually do. I'm trying to think of anything else I should add (it is 2:30am in the morning though:) but I've seemed to have covered most of my ideas without getting too redundant. Basically, I wanted to combine the benefits of the current AD&D magic system with something more akin to a spell point system. Unless I'm really sleepy and am deluding myself %-) I think I've done it. The mages gained some power in freedom from their spellbooks and in being able to use magic in dire need, even if they have depleted their slots. I have a feeling anyone trying out this system will ignore the infinite cantrips for some reason. *8) Anybody want to offer feedback on this critter? I hope I have enough checks and balances for it to be acceptable. =-=-=-=-=-=-=-=-=-=-=-=-=- SF2 Code v1.00 -=-=-=-=-=-=-=-=-=-=-=-=-= -- Jason Etheridge (Phase FX) -- [e--er--g] at [science.psc.sc.edu] -- -- Creative Fiction Web Page -- http://129.252.40.100/~etheridg -- =-=-=-=-=- t++ -c+ T+ r+(-) f g -- m s+@ v+2 M+ n+: (-)o+ -=-=-=-=-=