Editing FANGS: Appendix C - Wizards

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[[Category:FANGS]]
 
[[Category:FANGS]]
[[Category:Magic]]
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[[Category:Game System]]
[[Category:Alvatia]]
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[[Category:Fantasy]]
 
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==Playing a Wizard ==
 
==Playing a Wizard ==
  
At the GM's discretion, a player can have a wizard, or some other magic using character.
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At the GM's discretion, a player can have a wizard, or some other magic using creature.
  
 
Although magic is an innate part of most fantasy worlds, your character is likely to have little or no experience with it. Wizardry was quite common until a few centuries ago, when the Magic Stopped..
 
Although magic is an innate part of most fantasy worlds, your character is likely to have little or no experience with it. Wizardry was quite common until a few centuries ago, when the Magic Stopped..
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'''Intensity '''as given on the chart is just one way of figuring the effect. In actuality, the user can roll any number of any kind of dice so long as the maximum effect rolled is twice the intensity. However, the user cannot roll any die smaller than a d3-1 (giving a 0-2 range). There should always be a chance that the total effect of the intensity is less than the Power Points put into intensity. That’s the contrariness of magic. Intensity is commonly the measurement of effect the spell has on the target.
 
'''Intensity '''as given on the chart is just one way of figuring the effect. In actuality, the user can roll any number of any kind of dice so long as the maximum effect rolled is twice the intensity. However, the user cannot roll any die smaller than a d3-1 (giving a 0-2 range). There should always be a chance that the total effect of the intensity is less than the Power Points put into intensity. That’s the contrariness of magic. Intensity is commonly the measurement of effect the spell has on the target.
  
'''Duration '''is a maximum measurement'''. '''The caster can''' choose to maintain a spell for a month and a day or 11 months and 30 days and the 9 PP cost is the same. This can also be used as a measure of how long a spell can be delayed. One element of Duration can be used to delay and another to set duration, so a fireball could be set to go off in 30 minutes (3 points) and last for 2 hours (5 pts) for a total of 8 points.
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'''Duration '''is a maximum measurement'''. '''The caster can'''choose to maintain a spell for a month and a day or 11 months and 30 days and the 9 PP cost is the same. This can also be used as a measure of how long a spell can be delayed. One element of Duration can be used to delay and another to set duration, so a fireball could be set to go off in 30 minutes (3 points) and last for 2 hours (5 pts) for a total of 8 points.
  
               Note that the description of a spell may give a longer  
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               Note that the description of a spell may give a longer time to cast than the spell will last under the Duration chosen for the spell. This is intentional. Casting time of a spell has nothing to do with Duration of a spell.
              time to cast than the spell will last under the Duration
 
              chosen for the spell. This is intentional. Casting time
 
              of a spell has nothing to do with Duration of a spell.
 
  
 
 
 
 
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* '''Channel '''-- This spell temporarily adds 1 intensity level of PP to another character for each PP of intensity the caster uses The caster must also use an extra PP to give the spell sufficient Volume to work, more PP for distance if he is further than touch range away, and PP for Duration as indicated below. If the receiving character's PP is in excess of their maximum PP, the excess PP must also be accompanied by PP in Duration of at least a Minute. This spell is typically used to allow another wizard to cast a spell with a very high PP cost. This spell is required of any wizard who wishes a job as a wizard's apprentice.  
 
* '''Channel '''-- This spell temporarily adds 1 intensity level of PP to another character for each PP of intensity the caster uses The caster must also use an extra PP to give the spell sufficient Volume to work, more PP for distance if he is further than touch range away, and PP for Duration as indicated below. If the receiving character's PP is in excess of their maximum PP, the excess PP must also be accompanied by PP in Duration of at least a Minute. This spell is typically used to allow another wizard to cast a spell with a very high PP cost. This spell is required of any wizard who wishes a job as a wizard's apprentice.  
 
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A spell caster can also learn variations of this spell that will Channel Hit Points, Stun Points, and Fatigue Points to the target. In every case, however, the caster is spending Power Points to provide these attributes to the target. If the target is receiving Attribute points in excess of his normal quantity, the Duration of the spell determines how long they will remain. The caster regains the Power points used in the spell normally.
::A spell caster can also learn variations of this spell that will Channel Hit Points, Stun Points, and Fatigue Points to the target. In every case, however, the caster is spending Power Points to provide these attributes to the target. If the target is receiving Attribute points in excess of his normal quantity, the Duration of the spell determines how long they will remain. The caster regains the Power points used in the spell normally.
 
  
 
* '''Ceremony''' -- This spell, when successfully cast, increases the chances of subsequent spells to succeed by +1 Intensity Level +1 (1D3-1+1) including successive castings of the spell Ceremony. It costs 1 PP per ceremony, each ceremony takes 10 minutes to cast. The effects of ceremony only last 1 hour (no cost for Duratioin is necessary), thus the maximum bonus that you add to subsequent spells is between 5 and 15. This spell is required of any wizard who wishes a job as a wizard apprentice.
 
* '''Ceremony''' -- This spell, when successfully cast, increases the chances of subsequent spells to succeed by +1 Intensity Level +1 (1D3-1+1) including successive castings of the spell Ceremony. It costs 1 PP per ceremony, each ceremony takes 10 minutes to cast. The effects of ceremony only last 1 hour (no cost for Duratioin is necessary), thus the maximum bonus that you add to subsequent spells is between 5 and 15. This spell is required of any wizard who wishes a job as a wizard apprentice.
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'''Spellname''' -- Description
 
'''Spellname''' -- Description
  
* '''Call (something) --''' This is a spell that reaches out to the Range specified to bring a particular animal, being, or humanoid to the caster. The Intensity of the spell is matched against the PW of the target (which is generally a random member of its species). If successful, the called target attempts to get to the caller, mystically knowing the direction, for the Duration of the spell. If the call is unsuccessful, the spell moves on to the next member of the species until it runs out of range. Note that this just summons the being. A Control spell (see below) may be necessary when the creature arrives. Every Call spell is specific. A Call Manticore will not summon a Basilisk, for instance. A Call orc will not summon a goblin. The caster must have a clear mental picture of what he is summoning. Knowing the Call Manticore spell is not useful if the caster has no idea what a Manticore looks like.
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'''* '''Call (something) --''' This is a spell that reaches out to the Range specified to bring a particular animal, being, or humanoid to the caster. The Intensity of the spell is matched against the PW of the target (which is generally a random member of its species). If successful, the called target attempts to get to the caller, mystically knowing the direction, for the Duration of the spell. If the call is unsuccessful, the spell moves on to the next member of the species until it runs out of range. Note that this just summons the being. A Control spell (see below) may be necessary when the creature arrives. Every Call spell is specific. A Call Manticore will not summon a Basilisk, for instance. A Call orc will not summon a goblin. The caster must have a clear mental picture of what he is summoning. Knowing the Call Manticore spell is not useful if the caster has no idea what a Manticore looks like.
 
'''This spell uses Intensity and Range and Duration. There is no Volume component.'''
 
'''This spell uses Intensity and Range and Duration. There is no Volume component.'''
  
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* '''Control Intelligence '''-- Puts any one intelligent being under the casters control as long as the spell is maintained. Does not affect creatures with an intelligence significantly (+3 or more) greater than the caster. The spell is not automatically effective, as wizard uses his life force to subdue the intelligence of the target, so the target will resist the spell with its PW. A PW vs. PW roll is made, with the target being a resistive roll (See Characteristic vs. Characteristic rolls in the manual). If the wizard is successful, the target will be under the control of the caster. Like a Controlled Being, the Controlled Humanoid has the chance to break free if told to do outrageous or dangerous things. A controlled orc might not think fighting other orcs is dangerous, but would definitely think about taking point while fighting a dragon. A target who breaks free of a Control Intelligence has broken that particular spell forever, and is likely to be hostile.
 
* '''Control Intelligence '''-- Puts any one intelligent being under the casters control as long as the spell is maintained. Does not affect creatures with an intelligence significantly (+3 or more) greater than the caster. The spell is not automatically effective, as wizard uses his life force to subdue the intelligence of the target, so the target will resist the spell with its PW. A PW vs. PW roll is made, with the target being a resistive roll (See Characteristic vs. Characteristic rolls in the manual). If the wizard is successful, the target will be under the control of the caster. Like a Controlled Being, the Controlled Humanoid has the chance to break free if told to do outrageous or dangerous things. A controlled orc might not think fighting other orcs is dangerous, but would definitely think about taking point while fighting a dragon. A target who breaks free of a Control Intelligence has broken that particular spell forever, and is likely to be hostile.
  
* '''Control Self''' – This is actually a defensive spell that protects the user against Control spells and other spells that attack against the user’s PW. Range is Touch (as a rule, it can be used on others at range), Volume is Body, Duration is normal, and Intensity provides the amount that is added to the user’s PW when defending against magical attacks vs PW.'''
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'''* '''Control Self''' – This is actually a defensive spell that protects the user against Control spells and other spells that attack against the user’s PW. Range is Touch (as a rule, it can be used on others at range), Volume is Body, Duration is normal, and Intensity provides the amount that is added to the user’s PW when defending against magical attacks vs PW.'''
  
 
* '''Darkness ''' -- Extinguishes all natural and artificial light (including Will-o-wisp, Glow, and Controlled Fire Spells) within its Volume. If a wizard already knows the Shadow spell, the Darkness spell does not cost any additional IN points.
 
* '''Darkness ''' -- Extinguishes all natural and artificial light (including Will-o-wisp, Glow, and Controlled Fire Spells) within its Volume. If a wizard already knows the Shadow spell, the Darkness spell does not cost any additional IN points.
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* '''Earthform '''-- The target of this spell is covered in earthy armor that moves with him as if alive, with only half the normal restriction of armor. Intensity points are the armor effect. The armor takes effect the combat round AFTER the spell is cast.
 
* '''Earthform '''-- The target of this spell is covered in earthy armor that moves with him as if alive, with only half the normal restriction of armor. Intensity points are the armor effect. The armor takes effect the combat round AFTER the spell is cast.
  
* '''Earthwalk''' -- The target of this spell can literally walk through rock at his normal walking pace. Intensity level determines how dense a substance can be walked through, from one point (loose dirt) to eight points (steel). Volume can either be used to let the user walk through the rock, or to affect the rock to let multiple people walk through it. Note that people walking through rock must still breathe and cannot breathe rock. People walking through rock also cannot see where they are going.'''
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'''* '''Earthwalk''' -- The target of this spell can literally walk through rock at his normal walking pace. Intensity level determines how dense a substance can be walked through, from one point (loose dirt) to eight points (steel). Volume can either be used to let the user walk through the rock, or to affect the rock to let multiple people walk through it. Note that people walking through rock must still breathe and cannot breathe rock. People walking through rock also cannot see where they are going.'''
  
 
* '''Enchant'''-- This spell is used to create magic items. Enchant prepares an object to accept magic spells. The item must be sound, in undamaged condition, and of the highest quality. To Enchant an item is an involved ritual -- at the end of which 1 PW must be permanently expended by the caster. Once an item is enchanted, it is more difficult to break or damage, and the item can accept further enchantments, becoming a matrix for holding spells, or even a receptacle for PP. Besides the 1 PW to enchant the object, the enchanter must expend PP equal to that needed for whatever magic the device is supposed to perform. The absolute maximum needed must be expended at the moment of enchantment. Spells such as Aid, Ceremony, and Tap can be used to help the Enchantment succeed.
 
* '''Enchant'''-- This spell is used to create magic items. Enchant prepares an object to accept magic spells. The item must be sound, in undamaged condition, and of the highest quality. To Enchant an item is an involved ritual -- at the end of which 1 PW must be permanently expended by the caster. Once an item is enchanted, it is more difficult to break or damage, and the item can accept further enchantments, becoming a matrix for holding spells, or even a receptacle for PP. Besides the 1 PW to enchant the object, the enchanter must expend PP equal to that needed for whatever magic the device is supposed to perform. The absolute maximum needed must be expended at the moment of enchantment. Spells such as Aid, Ceremony, and Tap can be used to help the Enchantment succeed.
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* '''Glow '''– Makes any small item glow as bright as a torch. The caster can will the light to go out at any time, but must recast the spell to get it back. If a wizard already knows Will-o-Wisp, it does not cost any additional IN points to memorize this spell; he may retain both in the same "slot."
 
* '''Glow '''– Makes any small item glow as bright as a torch. The caster can will the light to go out at any time, but must recast the spell to get it back. If a wizard already knows Will-o-Wisp, it does not cost any additional IN points to memorize this spell; he may retain both in the same "slot."
  
* '''Heal''' – This spell can be cast to repair wounds. The user must first make a First Aid roll to identify what needs to be done. The user can also Take 10 to increase the chance of using the spell correctly. The Intensity of the spell heals the rolled Intensity in Hit Points. At least 1 PowP must be spent in Volume to cover the area of the spell. Depending on the wound, it might take more. The target cannot regain more Hit Points than are normally present. A Healing spell can only be used once on any one wound by one user. A second user can attempt to add to the Heal on a wound, but only points rolled in excess of the original roll will be added.'''
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'''* '''Heal''' – This spell can be cast to repair wounds. The user must first make a First Aid roll to identify what needs to be done. The user can also Take 10 to increase the chance of using the spell correctly. The Intensity of the spell heals the rolled Intensity in Hit Points. At least 1 PowP must be spent in Volume to cover the area of the spell. Depending on the wound, it might take more. The target cannot regain more Hit Points than are normally present. A Healing spell can only be used once on any one wound by one user. A second user can attempt to add to the Heal on a wound, but only points rolled in excess of the original roll will be added.'''
  
 
* '''Identify Magic – '''When this spell is cast, one item may be examined by the caster in order that he or she may possibly determine what type of magical spells it possesses or have been cast upon it. The casting time must be at least an hour (without Duration cost), and nothing is revealed until that hour is up. Volume must equal the SZ of the object, Intensity is the addition to the d20 roll to determine one magical effect of the item.
 
* '''Identify Magic – '''When this spell is cast, one item may be examined by the caster in order that he or she may possibly determine what type of magical spells it possesses or have been cast upon it. The casting time must be at least an hour (without Duration cost), and nothing is revealed until that hour is up. Volume must equal the SZ of the object, Intensity is the addition to the d20 roll to determine one magical effect of the item.
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* '''Lock '''-- A door or lock held by a Lock spell is more difficult to open. Intensity determines the ST holding the lock shut, Volume must match the SZ of the object, usually "Body" SZ, though a Lock can be put on a door's lock. The caster of a Lock can always open the item Locked at any time without disturbing his spell. Of course, other items closing the object can stop him, as well.
 
* '''Lock '''-- A door or lock held by a Lock spell is more difficult to open. Intensity determines the ST holding the lock shut, Volume must match the SZ of the object, usually "Body" SZ, though a Lock can be put on a door's lock. The caster of a Lock can always open the item Locked at any time without disturbing his spell. Of course, other items closing the object can stop him, as well.
  
* '''Mist''' -- This water-based spell allows the user to muddle the vision of observers and acts both to add to the Dodge and Parry rolls (two separate effects, Intensity points add to the Defensive rolls) and to skulk about almost invisible (adding Intensity points to the Sneak and Hide rolls). The caster can use this spell on any target, or volume.'''
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'''* '''Mist''' -- This water-based spell allows the user to muddle the vision of observers and acts both to add to the Dodge and Parry rolls (two separate effects, Intensity points add to the Defensive rolls) and to skulk about almost invisible (adding Intensity points to the Sneak and Hide rolls). The caster can use this spell on any target, or volume.'''
  
 
* '''Reveal '''– This air based spell can be used to find a hidden object, or hide magic spells on an item. When Reveal is cast in a small space, it helps find hidden things. Every point of Intensity removes 1 point of Intensity of a Conceal spell. Every point of Intensity counteracts 1 point of Intensity of a Mist spell.
 
* '''Reveal '''– This air based spell can be used to find a hidden object, or hide magic spells on an item. When Reveal is cast in a small space, it helps find hidden things. Every point of Intensity removes 1 point of Intensity of a Conceal spell. Every point of Intensity counteracts 1 point of Intensity of a Mist spell.

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