Editing FANGS: Appendix C - Wizards

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tagetrac
 
[[Category:FANGS]]
 
[[Category:FANGS]]
 
[[Category:Magic]]
 
[[Category:Magic]]
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The base for casting any spell depends on how many Power Points (PP) are being put into the spell. The base chance to get off a spell within a combat round is equal to the caster's skill with the spell - the PP put into the spell. Thus, if a mage is casting a spell with which he has a Skill of 14 and he uses 10 PP in the spell, his Skill with this casting of the spell is 4. The PP cost of a spell varies depending on much the mage wants to do with the spell. This is described shortly.
 
The base for casting any spell depends on how many Power Points (PP) are being put into the spell. The base chance to get off a spell within a combat round is equal to the caster's skill with the spell - the PP put into the spell. Thus, if a mage is casting a spell with which he has a Skill of 14 and he uses 10 PP in the spell, his Skill with this casting of the spell is 4. The PP cost of a spell varies depending on much the mage wants to do with the spell. This is described shortly.
  
A wizard first learns a spell by becoming "familiar" with it. Familiarity means that a wizard can read the spell from a spell book in order to cast it, and only under non-combat situations. A wizard in these circumstances can effectively "Take 10" (see the Game System) to add to the chance of getting the spell off. A wizard is familiar with a spell if he has studied the spell in the book and has the base chance to cast it, excluding bonuses for ceremonies and book use. Casting magic is tricky. It is impossible to “Take 20” with a spell (see Game System).
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A wizard first learns a spell by becoming "familiar" with it. Familiarity means that a wizard can read the spell from a spell book in order to cast it, and only under non-combat situations. A wizard in these circumstances can effectively "Take 10" (see the Game System) to add to the chance of getting the spell off. A wizard is familiar with a spell if he has studied the spell in the book and has the base chance to cast it, excluding bonuses for ceremonies and book use. Casting magic is tricky. It is impossible to “Take 20” with a spell (see Game System).
  
 
Once a wizard has become familiar with a spell, he can choose to "memorize" it, allowing the spell to be used without the spell book, and in combat situations. A wizard can only memorize as many spells has he has IN. Spells can be unlearned, and new spells learned from a spell book, however, this is a laborious process. It takes hours equal to 20 - the wizard's IN to release one spell and impress another. During the impression process, the spell is not available to the wizard and the spell being suppressed (if any) is also not available. Essentially fragments of both spells are spinning around in the wizard's mind. The impression must be done in one uninterrupted setting. If interrupted, both spells are essentially lost and the wizard must start the impression over again because fragments of both spells are cluttering his mind. To relearn a released spell, the wizard must have a written copy to memorize over again.
 
Once a wizard has become familiar with a spell, he can choose to "memorize" it, allowing the spell to be used without the spell book, and in combat situations. A wizard can only memorize as many spells has he has IN. Spells can be unlearned, and new spells learned from a spell book, however, this is a laborious process. It takes hours equal to 20 - the wizard's IN to release one spell and impress another. During the impression process, the spell is not available to the wizard and the spell being suppressed (if any) is also not available. Essentially fragments of both spells are spinning around in the wizard's mind. The impression must be done in one uninterrupted setting. If interrupted, both spells are essentially lost and the wizard must start the impression over again because fragments of both spells are cluttering his mind. To relearn a released spell, the wizard must have a written copy to memorize over again.
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Aside from the Intensity die rolls, which have been made as variable as possible, the measurements here are purposefully vague. There are some other notes.
 
Aside from the Intensity die rolls, which have been made as variable as possible, the measurements here are purposefully vague. There are some other notes.
  
'''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.
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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.
  
 
'''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.
 
'''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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* '''Magic Fist '''-- A magical blow, does rolled Intensity x 2 stun damage. It can also be used to trigger traps or other unsubtle manipulations within line of sight if enough PP are paid for range. This is essentially a Telekinesis spell and can be supplanted by such a spell if it is found.
 
* '''Magic Fist '''-- A magical blow, does rolled Intensity x 2 stun damage. It can also be used to trigger traps or other unsubtle manipulations within line of sight if enough PP are paid for range. This is essentially a Telekinesis spell and can be supplanted by such a spell if it is found.
  
* '''Will-o-Wisp '''-- Makes any small item glow for 1 candlepower worth of light, The caster can will the light to go out at any time during its Duration, but must recast the spell to get it back. Should be cast on an object. If cast in “mid-air” it fastens on the closest dust mote and drifts with the air currents.
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* '''Will-o-Wisp '''-- Makes any small item glow for 1 candlepower worth of light, The caster can will the light to go out at any time during its Duration, but must recast the spell to get it back. Should be cast on an object. If cast in “mid-air” it fastens on the closest dust mote and drifts with the air currents.
  
 
==Other Spells ==
 
==Other Spells ==
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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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* '''Glamer '''-- By using this spell, the caster creates an illusion of sound. A Glamer may be of any sort of sound imaginable, a living creature, fire, etc. -- but must be of one thing. Once created, a Glamer is controlled by the caster as long as the caster spends PP for Duration. However, as soon as the caster stops concentrating, the Glamer will go into a very unconvincing repetitive mode. The simplest Glamer is a low volume sound (about that of the speaking voice), and costs Intensity 1 PP to create. A louder Glamer (such as the roar of a lion) costs Intensity 2 PP to create. A extremely loud Glamer (such as an explosion) costs Intensity 4 PP to create. Volume as a manipulation is rarely used with this spell.
 
* '''Glamer '''-- By using this spell, the caster creates an illusion of sound. A Glamer may be of any sort of sound imaginable, a living creature, fire, etc. -- but must be of one thing. Once created, a Glamer is controlled by the caster as long as the caster spends PP for Duration. However, as soon as the caster stops concentrating, the Glamer will go into a very unconvincing repetitive mode. The simplest Glamer is a low volume sound (about that of the speaking voice), and costs Intensity 1 PP to create. A louder Glamer (such as the roar of a lion) costs Intensity 2 PP to create. A extremely loud Glamer (such as an explosion) costs Intensity 4 PP to create. Volume as a manipulation is rarely used with this spell.
  
* '''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."
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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."
  
* '''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.
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* '''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.
  
* '''Image''' By using this spell, the caster creates the illusion of something real. The image may be of a living creature, fire, wall, shadow, etc. -- but must be of one thing. The SZ of the Illusion is determined by Volume. Once created, the form of an Image cannot be changed and its actions must be controlled by the caster. The caster can will the Image to disappear at any time, but must recast the spell to get it the Image back. All images are dispelled when touched. Images may be combined with Glamers for a more effective illusion, however, both require the concentration of the caster. A GM may call for CN or IN rolls under perilous circumstances.
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* '''Image''' – By using this spell, the caster creates the illusion of something real. The image may be of a living creature, fire, wall, shadow, etc. -- but must be of one thing. The SZ of the Illusion is determined by Volume. Once created, the form of an Image cannot be changed and its actions must be controlled by the caster. The caster can will the Image to disappear at any time, but must recast the spell to get it the Image back. All images are dispelled when touched. Images may be combined with Glamers for a more effective illusion, however, both require the concentration of the caster. A GM may call for CN or IN rolls under perilous circumstances.
  
 
* '''Knock ''' -- Negates the effect of the Lock spell, and adds its Intensity to lockpick rolls for ordinary locked doors, gates, etc. It may be cast multiple times in order to open more sophisticated locks. The caster must use as many PP of Intensity as were used to lock the door. If a wizard already has memorized the Lock spell, the Knock spell does not cost any additional IN points.
 
* '''Knock ''' -- Negates the effect of the Lock spell, and adds its Intensity to lockpick rolls for ordinary locked doors, gates, etc. It may be cast multiple times in order to open more sophisticated locks. The caster must use as many PP of Intensity as were used to lock the door. If a wizard already has memorized the Lock spell, the Knock spell does not cost any additional IN points.
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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.'''
 
* '''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.
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* '''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.
  
* '''Shadow ''' -- Cast on object or being, Shadow absorbs all natural light within its range. Volume determines how much has been shadowed. Magical light such as Glow or Will o’ the Wisp reduce the effect to a dimness that might still obscure an object. GM call.
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* '''Shadow ''' -- Cast on object or being, Shadow absorbs all natural light within its range. Volume determines how much has been shadowed. Magical light such as Glow or Will o’ the Wisp reduce the effect to a dimness that might still obscure an object. GM call.
  
 
* '''Sleep ''' -- Puts a being to sleep. The Volume is usually "Body". The spell is not automatically effective, as wizard uses his life force to subdue the life force of the target, so the target will resist with its PP. An Intensity PP vs. target PP 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 immediately fall asleep. This is usually an Instant Spell unless someone is setting a trap to catch passerbys. Duration will not make the person stay asleep longer, the sleep is natural.
 
* '''Sleep ''' -- Puts a being to sleep. The Volume is usually "Body". The spell is not automatically effective, as wizard uses his life force to subdue the life force of the target, so the target will resist with its PP. An Intensity PP vs. target PP 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 immediately fall asleep. This is usually an Instant Spell unless someone is setting a trap to catch passerbys. Duration will not make the person stay asleep longer, the sleep is natural.
  
* '''Staff ''' Enchants an ordinary (though high quality) piece of wood into a make-shift magic staff. Creating a staff costs 20 PP (Duration 11 for a century, Volume 3, and Intensity 6 for the damage it can do). Once created the staff may be used either as a weapon, or as an aid to concentration. As a weapon, it does 2d6 of damage, and if it is picked up by anyone except its creator, it explodes, doing the fool who touched it 3d6 of damage. As an aid to concentration, it will reduce the cost of the casting of a spell by 1/3 PP points -- however, it will never reduce the cost below 1 PP. Unless the wood has been previously prepared by the Enchant spell, the first time the caster uses the staff, it may explode, as above -- Roll current PW + d20. If it does not explode, the caster can cast twice his PW in PP points used through the staff before the staff burns up. If the staff was prepared by the Enchant spell, it will not burn out, and it is called a Staff Ordinaire, and is the mark of a Journeyman Wizard.
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* '''Staff –''' Enchants an ordinary (though high quality) piece of wood into a make-shift magic staff. Creating a staff costs 20 PP (Duration 11 for a century, Volume 3, and Intensity 6 for the damage it can do). Once created the staff may be used either as a weapon, or as an aid to concentration. As a weapon, it does 2d6 of damage, and if it is picked up by anyone except its creator, it explodes, doing the fool who touched it 3d6 of damage. As an aid to concentration, it will reduce the cost of the casting of a spell by 1/3 PP points -- however, it will never reduce the cost below 1 PP. Unless the wood has been previously prepared by the Enchant spell, the first time the caster uses the staff, it may explode, as above -- Roll current PW + d20. If it does not explode, the caster can cast twice his PW in PP points used through the staff before the staff burns up. If the staff was prepared by the Enchant spell, it will not burn out, and it is called a Staff Ordinaire, and is the mark of a Journeyman Wizard.
  
 
* '''Summon (Something) -- '''This is like the Call (Something) spell above, except that it teleports the target directly to the caster. Again, the target will probably be upset and want to take out his anger on his summoner. The difference in spell cost is that the spell must include the common Volume of the summonee.'''
 
* '''Summon (Something) -- '''This is like the Call (Something) spell above, except that it teleports the target directly to the caster. Again, the target will probably be upset and want to take out his anger on his summoner. The difference in spell cost is that the spell must include the common Volume of the summonee.'''
  
* '''* '''Tap (Some Attribute)''' This spell is essentially the opposite of the Channel spell. It allows the user to drain a target of some Attribute and increase the tapper’s (or a designated target’s) same Attribute, or a similar Attribute in one case. Tappable Attributes include Hit Points, Power Points, Stun Points, and Fatigue Points.  
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* '''* '''Tap (Some Attribute)''' – This spell is essentially the opposite of the Channel spell. It allows the user to drain a target of some Attribute and increase the tapper’s (or a designated target’s) same Attribute, or a similar Attribute in one case. Tappable Attributes include Hit Points, Power Points, Stun Points, and Fatigue Points.  
  
Tapping one (1) point of a target’s Attribute takes five (5) points of rolled Intensity.
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Tapping one (1) point of a target’s Attribute takes five (5) points of rolled Intensity.
  
 
The Tap user takes away points in the Attribute and retains them for whatever period he used Duration for. The victim regains the stolen points normally. The Tapper can only take what is available. A victim cannot be put into negative numbers in Hit Points, etc.
 
The Tap user takes away points in the Attribute and retains them for whatever period he used Duration for. The victim regains the stolen points normally. The Tapper can only take what is available. A victim cannot be put into negative numbers in Hit Points, etc.
  
There are distinct physical reactions to the theft of these points. A target losing Hit Points looks withered and rapidly aging the target regains the glow of health as he recovers, but some effect such as white hair may be permanent. A target losing Power Points is less obvious except to someone who can see magic the aura of the victim is diminished. A target losing Stun Points gets a bit bleary eyed and tends to stagger. A target losing Fatigue Points sweats and gets flushed.
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There are distinct physical reactions to the theft of these points. A target losing Hit Points looks withered and rapidly aging – the target regains the glow of health as he recovers, but some effect such as white hair may be permanent. A target losing Power Points is less obvious except to someone who can see magic – the aura of the victim is diminished. A target losing Stun Points gets a bit bleary eyed and tends to stagger. A target losing Fatigue Points sweats and gets flushed.
 
   
 
   
 
The caster must use a Volume equal to that of the victim, succeed with the spell roll, and also succeed in a resisted PW vs PW roll.  
 
The caster must use a Volume equal to that of the victim, succeed with the spell roll, and also succeed in a resisted PW vs PW roll.  
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==Magic Resistance ==
 
==Magic Resistance ==
  
All living creatures may resist the certain effects of wizard magic. Pure "physical force" forms of magic such as Magic Fist may not be resisted but armor and magical protection works normally. Spells of illusion are resisted by IN, and spells of control are resisted by PW. (See Characteristic vs. Characteristic rolls in the manual).
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All living creatures may resist the certain effects of wizard magic. Pure "physical force" forms of magic such as Magic Fist may not be resisted – but armor and magical protection works normally. Spells of illusion are resisted by IN, and spells of control are resisted by PW. (See Characteristic vs. Characteristic rolls in the manual).
  
 
Some beings have an innate resistance to spells of illusion or control (the Advantage "Magic Resistance".) These beings get to add both their PW and IN for purposes of resisting the spells effects.
 
Some beings have an innate resistance to spells of illusion or control (the Advantage "Magic Resistance".) These beings get to add both their PW and IN for purposes of resisting the spells effects.

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