SPELLS & MAGIC

Mythictom's WB FMAG Game
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mythictom
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SPELLS & MAGIC

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All Magic-Users begin with a spellbook containing all 8 first level spells listed in the WB:FMAG manual. These spells are Charm Person, Detect Magic, Hold Portal, Light, Protection from Chaos, Read Languages, Read Magic, Sleep.

Other spells exist, and you will eventually find out about them.

All Elves gain the ability to use spells at second level. Elves do not use spellbooks. Magic is a part of elves, and they will intuitively know all their first level spells once they have the ability to cast them.

Clerics gain the ability to cast spells at second level. All Clerics are taught the spells on their list, so they will have access to first level spells at that time.

All spells known can be cast spontaneously. Play-by-post runs smoother this way. So long as a PC has an open spell slot, a spell can be cast.

Spells slots are restored after 8 hours of sleep. Magic-Users usually spend an additional hour studying a spellbook, a cleric spends an hour in prayer, and an elf meditates for an hour, visualising the magical framework of spellcasting; only the sleep is mandatory, but not doing the extra hour for several days may provoke a save vs. Magic to keep any future spells from fizzling.

NEW SPELLS

New spells can be found or created.

Rules to come

PETTY MAGIC

Bits of minor magic that can be used virtually at will, Petty Magic is used by both Magic-Users and Elves, who each begin knowing three sorts.

Magic-Users know how to create a FIGMENT, instill a small bit of essence into an object to ANIMATE TOOL, and summon a SPARK of fire.

Elves also know how to create a FIGMENT, can cause a seed or bud to BLOOM, and potentially stymie a target with ELF-SHOT.


DIVINE GIFTS

All Clerics serve a patron, who grants them small magical, mundane or martial abilities to serve them better.

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mythictom
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Re: SPELLS & MAGIC

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PETTY MAGIC

Bits of minor magic that can be used virtually at will, Petty Magic is used by both Magic-Users and Elves, who each begin knowing three sorts.

Magic-Users know how to create a FIGMENT, instill a small bit of essence into an object to ANIMATE TOOL, and summon a SPARK of fire.

Elves also know how to create a FIGMENT, can cause a seed or bud to BLOOM, and potentially stymie a target with ELF-SHOT.

Petty Magic is most effective if used within 30' of the Magic-User, but can affect a target as far away as 100'. Living creatures get a saving throw versus magic to resist being affected. The effect will usually only last 1 round. Petty Magic can be used every round, but using it for 10 rounds in a row may cause the effects to fizzle and fail.

FIGMENT creates a minor illusion - a figment of the imagination - in the targets' minds. A cacophony of whispers, a flicker of movement in the shadows, an overwhelming scent of roses, or a thud down a quiet corridor are all examples of FIGMENTs.

SPARK creates a burst of flame. This could be used to light a torch, blow "on" a candle, or even (potentially) set fire to an opponent (causing either a lost round putting the fire out or taking damage).

ANIMATE TOOL instills an inanimate object with a spirit of locomotion. A broom could sweep a floor on its own, a spoon stir a cup of tea, a mug dunk itself into a barrel of ale, or even a rope to snake up a wall and tie itself to a rafter.

BLOOM causes the creation of rapidly grown flora. Delicate flowers can be conjured from the air, a seed caused to rapidly germinate, existing flowers to become hale and hearty, or even cause rapid growth of plant life (such as causing weeds to overtake a small garden).

ELF-SHOT allows an elf to befuddle an opponent. An enemy can be struck dumb (dazed, unable to act or speak), struck blind, struck deaf, struck lame (unable to move, possibly prone), or struck unlucky (-1 on one roll).

Each bit of PETTY MAGIC can be enhanced by use of a spell slot, which may lead to inspiration for a new spell to be researched.

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mythictom
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Re: SPELLS & MAGIC

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NEW SPELLS

DANCING LIGHTS - M1, Range: 120', Duration: 2 turns

- creates 1-6 lantern or torch-like lights, which follow instructions and persist even without concentration.

ENLARGEMENT - M1, Range: 30', Duration: 1 turn per level

-triples the size of the target (increasing weight by 10x), doubling damage of weapons.
-reversible as SHRINK, which reduces target's height to 1/10 normal (as well as weight), normal attacks cause only 1 point of damage (plus bonuses).

VENTRILOQUISM - M1, Range: 60', Duration: 2 turns

- projects the Magic-User's voice to emanate from another source within range; caster's voice can also be disguised by this spell, sounding like any other noise heard before.

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mythictom
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Re: SPELLS & MAGIC

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SPELL EFFECTIVENESS bonus from high stats

- Spellcasters with high stats get a bonus to spellcasting; rules as written state this becomes a penalty to an opponent's saving throw
- House rules now allow the caster to instead add the bonus to one die type rolled related to the spell (i.e. penalty to saving throw, bonus to Cure spells, or bonus to number of targets affected by Hold spells).

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jcftao
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Re: SPELLS & MAGIC

Post by jcftao »

I like that idea!

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mythictom
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Re: SPELLS & MAGIC

Post by mythictom »

Spellbooks can take varied forms, but the standard is a bound tome of 100 vellum sheets, costing 100 gp when bought new.

Each spell takes a minimum number of pages equal to its spell level.

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