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The Net Wizard's Handbook Third Edition Written and Edited by: Jim Gitzlaff Contributors: Brandon Cope Mike Fonte Jim Gitzlaff Paul Kinsler Tim Prestero Craig Rideout Jim Sisolak Matthew Stanton Robert Winkel (Generally, if a part of this document is not otherwise labeled, it was written by Jim Gitzlaff.) Thanks go to the many people who contributed material for this document. This particularly includes Matt Stanton, whose work was not only original and well-thought out, but also influenced other's systems. Thanks also to all the gamers who playtested all of the new rule ideas seen herein. - Jim Gitzlaff Table of Contents: What Type of Magic System? 2 The Nuts & Bolts of Being a Wizard: New Nonweapon Proficiencies 5 The Metamagician Kit 8 Magic Sects 10 Alternate Spell Casting Systems 12 Alternate Spell Casting Subsystems 13 Full Systems: Spellpoints I 18 Spellpoints II 20 Spellpoints III 22 Proficiency Check I 26 Complete System I 30 Complete System II 33 Magical Sources 36 1
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Page 1: The Net Wizard's Handbook Third Edition - EN World

The Net Wizard's HandbookThird Edition

Written and Edited by: Jim Gitzlaff

Contributors: Brandon CopeMike FonteJim GitzlaffPaul KinslerTim Prestero

Craig RideoutJim Sisolak

Matthew StantonRobert Winkel

(Generally, if a part of this document is not otherwiselabeled, it was written by Jim Gitzlaff.)

Thanks go to the many people who contributedmaterial for this document. This particularly includesMatt Stanton, whose work was not only original andwell-thought out, but also influenced other's systems.Thanks also to all the gamers who playtested all of thenew rule ideas seen herein. - Jim Gitzlaff

Table of Contents:

What Type of Magic System? 2The Nuts & Bolts of Being a Wizard:

New Nonweapon Proficiencies 5The Metamagician Kit 8Magic Sects 10

Alternate Spell Casting Systems 12Alternate Spell Casting Subsystems 13Full Systems:

Spellpoints I 18Spellpoints II 20Spellpoints III 22Proficiency Check I 26Complete System I 30Complete System II 33Magical Sources 36

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What type of Magic in your world? will not delve too deeply into it here. Thecontrollability of magic, on the other hand, will bediscussed at some length.Magic in your world does not need to be the

same as in the Forgotten Realms, Greyhawk, orKara-Tur. More AD&D supplements arerecognizing that there is fun to be had in worlds withtremendously different magical laws. This rangesfrom the complete absence of magic in A MightyFortress to the presence of a nation of wizards in theD&D Known World. Moreover, our own culturalheritage shows that for the bulk of history, magicwas seen in a very different light than in mostfantasy role playing games. At some times, magicwas seen as a sort of quasi-science; while at others,the darkest blasphemy.

Since these categories might seem arbitraryor unimportant at this stage, we will demonstratetheir relevance on previously established worlds. Agraph displaying the relationships between variousnovels and campaign environments follows. [Theassignments of worlds to categories, especially fornovels, is open to reinterpretation by others.]

Controllability Of Magic

Magic is Chaos Magic is an Art Magic is a Science

Magicis

Abundant

NormalLevel

ofMagic

Normal

Magicis

Scarce

The world ofMichaelMoorcock's"Elric" Saga.

The lands ofGlantri andAlphatia from theD&D KnownWorld.

The land ofKelewan fromRaymond Feist's"Riftwar" Saga.

The world ofFritz Leiber'sFafhrd & GreyMouser series.

The normalworlds of theAD&D ForgottenRealms andDragonlanceaccessories.

The land ofEarthsea from theseries of booksby Ursula K.LeGuin.

Best exemplifiedby the shortstories of H. P.Lovecraft.

Each of thevarious worldsin DeCamp andPratt's TheCompleatEnchanter.

Probably the land of Midkemiafrom RaymondFeist's "Riftwar"Saga.

"The most merciful thing in the world, I think,is the inability of the human mind to correlate all itscontents. We live on a placid isle of ignorance in themidst of black seas of infinity, and it was not meant thatwe should voyage far. The sciences, each straining inits own direction, have hitherto harmed us little; but someday the piecing together of dissociated knowledge willopen up such terrifying vistas of reality, and of ourfrightful position therein, that we shall either go madfrom the revelation or flee from the deadly light into thepeace and safety of a newdark age." [H.P. Lovecraft,The Call of Cthulhu]

Just as the Earthsea books portray a verydifferent type of magic than the Elric Saga, so toocan the campaigns of different DM's. The choice ofwhere on this graph to place a world is one of themost important decisions a DM must make duringworld design. It is also the most significant cause ofconflicts between the campaign worlds of differentDM's. In order to explain why this is so, we willoutline each category and discuss of some of thelikely results that accompany them.

What type of slant you want to put on magicis up to you. The standard AD&D spellcastingsystem does a terrific job of "simulating" one type ofmagical world -- it does a less than terrific job ofmodelling others. Using alternate magic systemsallows the (otherwise unchanged) AD&D rules tosupport a campaign based on a nonstandardinterpretation of magic.

The two most important factors controllingthe way magic is represented in an AD&D campaignare controllability and quantity:

1. The Controllability of magic. The Controllability Of Magic: The predictability of magical forces. Also, therelated question of how dangerous magic is to thepractitioner.

Magic Is Chaos. A portrayal of magic commonin early fantasy novels is that magic is a "counter-science." Whereas the application of scientific andtechnical advances tend to add order and structure tothe universe, magic represents true chaos that isunleashed through rituals or agents that are littleknown at best. Hence, powerful mages are greatly to

2. The Quantity of Magic. In other words, is your world bursting at theseams with magic, or is magic a rare and unusualfeature?

Since the second factor is analyzed quitethoroughly in The Complete Wizard's Handbook, we

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be feared, but risk their lives or souls every time theyinvoke their powers.

the major reason few mages exist in this type ofcampaign is that magic is so inherently dangerousthat most die before they practice wizardry for verylong.

Worlds with chaotic magic tend to bepopulated with conjurers and necromancers -- thespecialists best able to persuade other creatures touse their magic on the wizard's behalf. This has anobvious benefit when direct spell use is apt tobackfire, fail, or draw unwelcome attention to one'sself. Wild mages, since they are already used topotentially disastrous random spell effects, are alsogood choices for this type of world. Metamagiciansare impossible in a campaign with chaotic magic.

Magic Is An Art. In most AD&D campaigns,magic falls into a middle ground betweenpredictability and randomness. Spells and magicaleffects are fairly constant but suffer frominexplicable chaos on a more detailed level. Forinstance, a Fireball's damage or color may vary fromcasting to casting, but it will never suddenlysummon a giant butterfly by mistake. Furthermore,many mages cast spells that are outwardly the sameusing totally different words and gestures. In otherwords, one wizard's fireball spell may require thespeaking of "abracadabra" and the use of a pinch ofsulfur, while another mage may speak "ala kazam"and hold a live glow worm. Why two seeminglydifferent actions produce nearly the same results is amystery, but it explains why mere warriors cannotsimply pick up a spellbook and start casting thingswilly nilly.

Witches and militant wizards are the mostcommonly used kits. Witches have the ability to takeadvantage of the chaotic nature of magic usingcurses, alchemy, and beguiling. Militant wizards, onthe other hand, are often simply those wizards thatdecided not to rely exclusively on their dangerousand unpredictable spell ability. Instead, They hedgedtheir bets by learning physical combat as well.Academicians and patricians are both quite unusualin most worlds with chaotic magic.

Chaos/Abundant: A world that is dominated byunpredictable magic is not a stable place. At itsmost unfriendly, this type of campaign could see anyof...

Wizards are generally considered to bepractitioners of a complicated art or craft. As such,they belong to guilds, possess trade secrets, andeducate prospective entrants to the field byapprenticeship or technical education (e.g. magiccolleges). Spells tend to be learned like recipes, andresearch is usually carried out using a heavy dose oftrial and error -- because not everything can be justtold to the prospective wizard. By and large, though,magic is no more dangerous for the mage than amechanical loom is for the spinster -- it is merely apowerful tool that must be respected.

• mighty wizards releasing huge, barelycontrollable curses to blight whole nations

• evil conjurers summoning mighty lords of ill tobattle distant, equally powerful enemies

• invasions of weird extraplanar beings withunfathomably sinister purposes

More liveable (but perhaps more annoying) worlds ofthis type could include the strangely illogicalWonderland of Lewis Carroll (see also the TSRmodule "The Land Behind the Magic Mirror," et al). Mages are probably the most common

single wizard type in these worlds, although all ofthe specialist types are possible. Metamagicians canexist in such a campaign, but would probably be veryrare.

Chaos/Normal: Magic, due to its unpredictability, isgenerally considered to be trouble by common folk.Wizards do not have the strength or numbers toovertly impose their own rule, so they often workfrom the shadows, acting as advisors and assistantsto the rich and powerful. It is also quite common tofind wizards retiring to hidden locations for theirown safety and privacy. An interesting type ofcampaign that fits this motif is the Gothic horrorcampaign.

Virtually every kit is represented in such aworld.

Art/Abundant: For one reason or another, it is easierboth to become a wizard and to rise to high levels.Magical items have proliferated, sometimes to suchan extent that they function in the same way asconsumer goods in our real world. Many excellentexamples of this sort of campaign already exist. Forinstance, the Known World of D&D probably fitsinto this category, and the Empire of Alphatia

Chaos/Little: Magic is widely rumored in legendsand folktales, but few people in such a world willever actually encounter spells in their lifetimes.When magic does turn up, it is a disorienting,frightening event that is difficult to oppose. Often,

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(Dawn of Emperors) and the Principalities of Glantri(GAZ 3) certainly do.

Since magic is just a sub-field of a larger scientificdiscipline, knowledge of dweomercraeft will tend tobuild up as researchers enlarge the field. This meansthat barring extraordinary circumstances, thenumber of wizards will tend to increase (andprobably at an increasing rate). It is entirely possiblethat a campaign world with scientific magic couldexperience a "magical revolution" that parallels ourreal world's industrial revolution as spell use spiralsupwards.

Art/Normal: The AD&D norm. The ForgottenRealms, the World of Greyhawk, Krynn, and Kara-Tur all fall under this heading.

Art/Little: The wizards are very like their normalcounterparts except that there are fewer of them.This can be because...• there is so much popular sentiment against

wizards that they have all been killed or forcedinto hiding

Science/Abundant: Magic and wizards behave muchlike physics and engineers do in our real world. Ahuge amount of magical knowledge exists, manydifferent schools and kits are represented, and largecolleges and universities teach magic to eagerstudents. Wizards in the economic sphere produceconsumer goods and powerful weapons, oftenpushing the mundane craftsmen totally out ofbusiness. Political power is wielded solely bywizards; the armies are composed of summonedbeings or magically-assisted warriors with wizardsas artillery. In such a campaign, non-wizards oftencan play little but a supporting role.

• a great catastrophe has lowered the level ofcivilization so far that most of the extantmagical knowledge was lost

• the mechanics of casting spells are so difficultthat very few people can learn magery

The DM may, of course, institute any othercampaign-dependent reasons that he sees fit.

Magic Is A Science. This is the antipode of the"magic as chaos" view. Like the higher-levelmathematics of our modern world, magic is anextremely esoteric science that requires naturalability and discipline to learn and use. Nonetheless,magic functions according to a set of knowable lawspredicting its behavior absolutely. It is notnecessarily the case in a given campaign that all (oreven many) of these laws have been discovered,however, since the discipline of magic is quitecomplex.

Science/Normal: Wizards and magical items occurwith the same frequency as in the AD&D norm, butonly because of a lack of extant information. Becausemagic is just a scientific discipline, the slow pressureof inventive wizards will eventually (so the wizardssay) push back the frontiers so that anything will bepossible using magic. A better world in whichabsolute knowledge is available is just generationsaway.The existence of a logical foundation to

magic means that some powers, once learned, aresimply and easily performed. The most complexeffects, on the other hand, can only be reproduced bythe finest minds.

Science/Little: Either because it was lost or hidden,magical knowledge is difficult to come by. Wizardsmust be incredibly talented, so a great many fail topass from apprentice to master. A few rare collegesof magic probably exist in out-of-the-way locales, butwizards are difficult to find away from them. Magicis well-regarded by the common people, but still heldin awe.

Research and experimentation tends to bemore theoretical (studying and planning) thanpractical (casting spells and tinkering). It iscommon for worlds with a scientific style of magic toharbor schools or academies that formally instructstudents of magery.

With a little thought, any prospective DMcan use this system to decide what kind of wizardryhe wants in his campaign. It is even possible to usethis analysis to help decide what spellcasting systemto use (see later in this book for a discussion of thesealternate spellcasting systems).

Most worlds with scientific magic have aneven blend of mages and specialists.Metamagicians, though, are more common in thistype of world than in "chaos" or "art" worlds.Academicians are found quite frequently in this classof world, since their style of research lends itself tothe scientific method.

A peculiarity of this world-view is that thequantity of magic is necessarily increased over time.

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The Nuts And Bolts Of Being A Wizard

Optional Nonweapon Proficiencies:Slots Ability

Proficiency Required Ability Modifier

Alternate Magics 1 Intelligence -1Cryptography 1 Intelligence variableDweomercraeft 3 Intelligence -3Magical Engineering 1 Intelligence -1Mathematics 1 Intelligence 0Meditation 1 Intelligence N.A.No Noticeable Effect 2* Intelligence -2Planar Geography 1 Intelligence -1Planar Geometry 1 Intelligence 0Specific Spell 2* Intelligence -2Speed Casting 2* Wisdom -2Subtle Casting 2* Dexterity -2Proficiencies marked with a * can only be learned by wizards.

Descriptions: The person encrypting the text can use adifficulty level no higher than the level ofcryptography skill s/he possesses. The base breakingtime is the unit of time that a person must spend tohave any chance of "breaking" the code. Each day ofcode breaking must be 8 hours of uninterruptedthought or the period must be begun anew. Thecheck modifier is an additional bonus/penaltyapplied to breaking a code that is dependent on itsdifficulty only.

Alternate Magics. (Modified form of alternatemagics from Dawn of the Emperors; Jim Gitzlaff)This skill grants a familiarity with magic that is notbased on conventional spellcraft. Examples of thisinclude the innate abilities of faeries, demons, djinn,and other known magical creatures, as well as theunusual spellcasting done by dragons and their ilk.A successful skill check indicates that the wizard hascorrectly identified the source and nature of themagical phenomenon.

The DM may choose to add more modifiersbecause of the length of the text or successivefailures. Codes/ciphers can only be broken by aperson familiar with the language that the normaltext is in.

Cryptography. (Jim Gitzlaff) Possession ofthis proficiency allows the character to create andbreak codes and ciphers. Reading/writing isrequired in order to learn this skill. Multiple picksof this proficiency are often very helpful.

If encrypted documents are to be used forgeneral communications, both the encryptor anddecryptor must know the key. The impracticality ofchanging keys frequently is the only thing that tendsto keep codes in use for long enough that breakingthem becomes worthwhile.

Codes and ciphers fall into four levels ofdifficulty (equivalent to the number of slots of"cryptography" taken by the person that does theencryption). Their specific requirements are asfollows:

In order to change codes, the encryptormust merely decide to. It is a very quick job tocreate a code (of the type useable without super-computers), generally taking 4 hours per skill level.Codes should be referenced (code A, code B, etc) sothat the DM can remember which ones are in use.

Base Breaking CheckDifficulty: Time: Modifier: 0 10 minutes +1 1 1 day 0 2 1 week -1 3 1 month -2

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Dweomercraeft. (Jim Gitzlaff) This rarenonweapon proficiency is generally only available ina world with a high degree of magical knowledge. Itrepresents much in-depth study of metamagic -- theforces which underlie magic itself. Hence, it usuallymust be learned from a university or academy. On asuccessful proficiency check during spell research,the wizard can reduce the time required to completethe spell by 25%. The expenses that would havearisen during this extra time are, naturally, notaccrued.

Whether or not the ability check succeeds,the character using this skill will think that s/he hascorrectly identified the item. However, if the rollfails, the DM should tell the character that the itemis something that it in fact is not.

This skill also reduces the amount of timeneeded to construct a magical item by a percentageequal to the intelligence of the wizard/cleric.

Mathematics. (Jim Gitzlaff) The ability tohandle Euclidean geometry and very basic algebra.If it is possible to take this proficiency multipletimes in a given campaign, later picks will grantbasic logic, solid geometry, and basic trigonometry.

In general, this NWP should only be allowedby the DM if the PC has had some unusually deepconnection with the study of magic. For instance, ifthe PC mage studied various courses at a magicacademy for a year or more. Another possibilitywould be if the PC (like Merlin) had demonic blood(the DM could easily substitute the ancestry of someless baneful creature like a nymph or naiad).

Meditation. (Modification of the meditation skillfrom GAZ 3; Jim Gitzlaff) For wizards, themeditation nonweapon proficiency allows a bonus toall intelligence checks if they follow an hour ofmeditation. For example, if a wizard wanted to usehis Magical Engineering proficiency on a ring, hewould get a +1 bonus to his intelligence check if hespent an hour beforehand meditating on the problem.

The method of meditating variesconsiderably from wizard to wizard. For some, itinvolves measured breathing while in lotus position -- for others, it means puffing silently on a pipe whilewatching the clouds. It is up to the player and DMto come up with an appropriate meditation method.

This skill is also useful in another way ifcertain alternate spellcasting systems are in use.Meditation frequently replaces (or supplements)sleep for the recovery of spellpoints. Optionally,only wizards with this skill can recover spellpointsthrough meditation.

No Noticeable Effect. (Matt Stanton) This isone of the four proficiencies allowed only forwizards. It works on the premise that many spellshave visual components that are not connected totheir function. For instance, the appearance of fire isrequired for fireball because the spell's primaryfunction is to release a ball of flames. Ray ofenfeeblement, on the other hand, need not create avisible beam as it weakens its target. Otherpossibilities include the various detect... spells, fireshield, and anything else the individual DM thinks isappropriate. Whether or not a particular spell has avisible component that is secondary to its function isup to the DM.

Magical Engineering. (Modified form ofmagical engineering from Dawn of the Emperors) Acharacter that has this proficiency can determine thenature of a magical item more easily. S/he does thisby examining the item and looking for clues in itscomposition, form, and decoration. A successfulproficiency check indicates that the character hascorrectly identified the item. Some particularlyunusual magic items would apply significantpenalties to this roll (e.g. while a Sword + 1 andRing of Invisibility would have no modifiers, aSword of Sharpness and Staff of the Magi might beharder to identify correctly.

This proficiency allows the wizard to totallyremove all secondary visual traits from his spells ifhe makes a successful skill roll before casting them.

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Planar Geography. (Modied form of planargeography from Dawn of the Emperors; JimGitzlaff) This skill gives the possessor basicknowledge of the geographies of other planes ofexistence. This includes basic knowledge only -- thekinds of things that are mentioned in the Manual OfThe Planes, for instance -- but not specifics aboutpolitics, national borders, and demographics.

Note that some spells can have any of theseapplied (e.g. Melf's minute meteors), while otherscannot. For instance, any spell with an"instantaneous" or "permanent" duration cannot beincreased by +50%. Likewise, a spell with a rangethat is either "0" or "touch" cannot have its rangeimproved by +50%. Finally, a spell with an area ofeffect of "caster only" cannot be increased.

Speed Casting. (Jim Gitzlaff) This skill, takenonce, allows the wizard to reduce the initiativemodifier of any spell by one if s/he makes his/herskill roll. If the wizard has chosen this skill morethan once, s/he must make a skill roll for each levelof speed casting s/he possesses. This skill cannot betaken more than three times, and no spell may haveits initiative modifier reduced below one..

Planar Geometry. (Jim Gitzlaff) Thisproficiency prevents the possessor from becomingdisoriented in the unusual environments of otherplanes. Thus, the wizard will not be confused bydirectionless planes such as the astral, elemental air,and elemental water. He will also be able to fullycomprehend the multidimensional aspects ofinterplanar travel and extradimensional spaces (e.g.bags of holding and Mordenkainen's MagnificentMansions). A successful proficiency check could tellthe wizard a variety of things:

Examples of use: The wizard in theseexamples has three levels in speed casting and awisdom of 13 (thus, he has a +1 modifier because hehas three levels of speed casting).• whether a given spell will behave unusually due

to the directionless/multidimensional nature of aspecific plane

Example one: The wizard wants to castchaos (initiative modifier of 5). He rolls a 10, 5, and13. Since he made all of his skill checks, theinitiative modifier on chaos is reduced to 2.

• whether or not it would be bad to take a bag ofholding into a Mordenkainen's magnificentmansion Example two: Again, the wizard wants to

cast chaos. This time, he rolls a 12, 2, and 20. Thechaos spell has its initiative modifier reduced to 3.

• unusual modes of planar egress due todimensionality (e.g. going from one level of theNine Hells to another by entering the spaceabove a rope trick spell)

Example three: This time, the wizard rollsa 5, 19, and 4. Since the second roll failed, it doesnot matter what the third roll was (in this case, itwould have passed). The chaos spell has itsinitiative modifier reduced only to 4.

Other categories of information may be allowed atthe DM's discretion.

Specific Spell. (Jim Gitzlaff) This very specialnonweapon proficiency represents that a wizardmight, through much study and dedication, be ableto specialize in a spell in the same way that a fightercan specialize in a weapon. Wizards can onlyspecialize in a given spell once, and they can neverbegin at the first level of experience with aproficiency in specific spell.

Spells that have an explicit casting timeinstead of an initiative modifier are in no wayspeeded up by this spell.

Design note: Wisdom is the relevant abilityhere because it was felt that mental toughness andconcentration are required to rush out the spellwithout distraction, rather than memory or analyticalability INT).

When the wizard first decides to specializein a particular spell, he must decide what componentof the spell he wishes to emphasize. This can neverbe changed.

Subtle Casting. (Matt Stanton) A wizard withthis skill can cast spells so sneakily that no observercan detect any somatic spell components unless theymake a successful Spellcraft skill check. If thewizard combines this with a vocalize spell, the onlyoutward sign that he is casting a spell might be thevisible effects of the spell itself.

Offensive Spell Only:• Reduce target's saving throw by -1.• +1 point of damage per die.Any Spell:• Increase duration by +50%• Increase range by +50%• Increase area of effect by +50%

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New Wizard Kit: generally are members of parties that encounterbeings of equal or greater power, the net effect ofthis magic resistance is to protect the metamagicianfrom occasional "nuisance" spells from low levelspellcasters, wands, etc.

The Metamagician

Author: Jim GitzlaffDescription: This rare and esoteric school dealswith the study of the scientific and logicalunderpinnings of magic itself, as well as the castingof spells that modify the operation of other spells. Itis usually only open to individuals that attend a largecollege of magic, although it is not unheard of for alone metamagician to take on apprentices far fromsuch a school.

Oppositional Schools: The discipline of metamagicis a study of magic in all of its forms. Thus, there isno oppositional school to metamagic. However, themetamagician must take an experience point penaltyof 10% to represent the extra time and study requiredto learn all of the different methods open to him.(Note that since the metamagician must have anintelligence of 17 or better, s/he automatically getsan experience point bonus of 10%. This is alreadyaccounted for in assigning the 10% penalty; actually,the metamagician receives a 20% penalty that ispartially counteracted by high intelligence.)

Specialist Name: Metamagician.Allowed Races: Humans, elves, and half-elves maybe metamagicians. The requirement for a broad baseof magical skills excuses the other races from joiningthis school. However, the DM may choose to allowcertain other (non-player) beings to becomemetamagicians by virtue of their highly magicalnature. For instance, it would not be illogical toallow a lich to use this kit. And if the DM allowsdragons to occasionally become true spellcasters, ametamagician silver dragon could be an interestingoption.

Spell Analysis: The metamagical spell list -- takenfrom the Player's Handbook 2nd Edition, TheComplete Wizard's Handbook, The Tome of Magic,and Greyhawk Adventures -- is as follows:

Level OneDetect Magic (PH2)Identify (PH2)Nahal's Reckless Dweomer (TM) (Wild)Ability Requirements: Metamagicians must

possess an intelligence that is no less than 17because of the extreme technical rigor ofmetamagical studies.

Nystul's Magic Aura (PH2)

Level TwoChaos Shield (TM) (Wild)

Saving Throw Modifiers: None.Protection From Cantrips (PH2)

Bonus Spells And Acquired Powers: Ametamagician can memorize an extra spell at eachspell level, providing that at least one of thememorized spells is from the school of metamagic.They also gain a 15% bonus when trying to learn orresearch spells from the metamagical list (seebelow). A strange fact is that it is possible for onecharacter to simultaneously be a wild mage and ametamagician.

Sense Shifting (TM)Vocalize (CWH)

Level ThreeAlacrity (TM)Augmentation I (TM)Dispel Magic (PH2)Far Reaching I (TM)

Level FourAs metamagicians rise in experience, theylearn progressively more about how to controlmagical forces. Their bodies, in fact, become littlemore than vessels for the magical powers inside ofthem. This influence over magic manifests itself as amagic resistance of 5% when the metamagicianreaches 11th level. For every second experiencelevel that the metamagician attains after 11, another5% resistance is added on. Thus, a 17th levelmetamagician has a 20% magic resistance. Thisresistance is modified by the caster of the spell. Forevery level of the caster over 11, the metamagician'smagic resistance is lowered by 5%. But for everylevel of the caster below 11, the metamagician'smagic resistance is raised by 5%. Since PC wizards

Dilation I (TM)Divination Enhancement (TM)Extension I (PH2)Far Reaching II (TM)Minor Globe of Invulnerability (PH2)Minor Spell Turning (TM)Mordenkainen's Celerity (TM)Otiluke's Dispelling Screen (CWH)Rary's Mnemonic Enhancer (PH2)Rary's Spell Enhancer (GA)Remove Curse (PH2)

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Level FiveExtension II (PH2)Far Reaching III (TM)Rary's Superior Spell Enhancer (GA)Safeguarding (TM)Vortex (TM) (Wild)

Level SixAnti Magic Shell (PH2)Augmentation II (TM)Dilation II (TM)Extension III (PH2)Globe of Invulnerability (PH2)Mordenkainen's Lucubration (PH2)

As the list of metamagical spells suggests,there are not many high level metamagicians that arenot also wild mages. This may only be a temporarybias, or there may be some connection -- it is up tothe individual DM.

Wildshield (TM) (Wild)Wildstrike (TM) (Wild)

Level SevenHornung's Surge Selector (TM) (Wild)

Since the metamagician concentrates sofully on spells that are not especially useful in and ofthemselves for combat and adventuring, themetamagician is challenging to play as a PC. If theycan acquire a large list of known spells, though, theywill come into their own. This class also makes anexcellent opponent for lower level PCs who areunfamiliar with the powers of this kit.

Intensify Summoning (TM)Spell Shape (TM) (Wild)Spell Turning (PH2)

Level EightPermanency (PH2)Serten's Spell Immunity (PH2) *Wildzone (TM) (Wild)

Level NineMordenkainen's Disjunction (PH2)Stabilize (TM) (Wild)

* Serten's Spell Immunity is only a metamagicalspell when the AD&D Second Edition rules are inuse.

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Magic Sects

The idea behind magic sects is simple. It isprobably best described using a mundane examplefrom our own world, in which "sects" arise inmartial atrs training. Any two schools teaching TaeKwon Do will be more similar to each other than toone that teaches Karate. Nonetheless, if you picktwo Tae Kwon Do academies at random, it is mostlikely that they will differ on a wide range of minorissues invovling philosophy, the order in whichmoves are taught, forms, etc.

spells should always be used in preference to highlevel ones when possible. They always support orderand peace. Members are usually good, lawfulneutral, or true neutral.Cosmetic differences: Any spell that pertains tovisual detection or enhancement (e.g. Detect Magic,Clairvoyance, Wizard Eye, etc.) will cause the eyesof the caster to glow when cast. The color and huetends to vary from spell to spell.

In a similar manner to this, magical sectscan arise in the AD&D campaign. The differencesbetween different sects of wizards can be eitherdownplayed (e.g. 95% of the wizards are of a single"sect" -- that being the normal AD&D wizard, andonly the 5% coming from a few geographicallyremote regions belong to distinct sects) or significant(e.g. every starting PC wizard must choose one ofnine sects created by the DM -- or even make uptheir own).

Another unusual feature of this sect is thatno abjuration spell will ever leave a visual signatureunless it is part of the primary function of the spell.Spell changes: Members of this sect cannot cast thenormal Fireball spell. Instead, over the years theyhave developed a different version which does 150%of the damage of the normal spell but has a diameteronly half as large.Some magical sects are formal bodies with a

membership roll, methods of identification, andgoverning officers. Others, though, are justdisorganized individuals that share nothing but acommon intellectual heritage. Not all wizardsbelong to sects, because time tends to intermingletrees as much as it "inbreeds" them; but it is probablethat fully half of the wizards alive are members ofdistinct sects.

Schools: The most common specialist schoolsrepresented in this sect are abjurers and diviners.Enchanters, conjurers, and necromancers are quiterare.Kits: Academicians, mystics, peasant wizards, andwu jen are particularly well suited to this sect.

Name: _________________________________Philosophy: Very religious, members of this sectdevote themselves to the lay veneration of the god ofmagic. Magic is the greatest gift given by the godsto mortals, and must be respected as such. Magicalknowledge must be increased at all costs.

It is unlikely that any two randomly chosenmembers of a given sect will share current teachers,but their heritage of knowledge will be the same.This heritage manifests itself in similar world views,methods, and spell effects. Examples of sects follow,with possible philosophies and spell alterationsoutlined for the DM's perusal. It should be notedthat sects, far more than schools, are heavilycampaign dependent. They may be tied to a certainregion, a cult of personality, or almost any othersocio-political reality that would encourage anunbroken chain of teachers. For this reason, none ofthe example sects have been named. It is up to theindividual DM whether to name a given sect "theRed Cloaks," "the Cromarkin-Tel," or "the Followersof Marnak," for instance.

Cosmetic differences: The only visible change isthat members of this sect often like to present a holysymbol of the god of magic as they cast spells. Thisin no way hinders their casting, and often confusesopponents into thinking that the wizard is actually apriest.Spell changes: In the cases of the following spells,the wizard gets the priest version instead: light,protection from evil/good, detect evil/good,continual light/darkness, and protection fromevil/good 10' radius. The spells are memorized andcast normally, however -- they are not granted by thegod.Name: _________________________________Schools: Mages predominate heavily, but theoccasional metamagician and wild mage have beenencountered.

Philosophy: Mildly ascetic. They dress, eat, andentertain themselves simply, but are rarely known togo so far as to fast. They believe that magic is adangerous and basically unnatural force, so low level

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Kits: The academician and wu jen could beexcellent choices for this sect.

Name: _________________________________Philosophy: Wizards in this sect often try to concealthat they are. They tend to take a combative view ofthe world. Wizards are the gifted few, and they mustprotect normal mortals from their own folly bemaking all their decisions for them. Naturally, thisprejudice earns them few friends among commonfolk.

Name: _________________________________Philosophy: Members of this sect are often veryconservative, and many of its members have foundtheir way into positions of authority. Members areinterested in leadership and the tradition ofgovernment service. They have an "old boy"network that serves to help other members intosimilarly authoritative jobs while hindering theprogress of outsiders.

Many times, of course, this view is not soextreme, but it is a fact that wizards in this sect donot often look on non-wizards as equals. They makefew close non-wizard friends.Cosmetic differences: Every spell that produceslight (except the various prismatic ... spells) has itscolor shifted to the blue/indigo/violet end of thespectrum. This applies to light (bluish-white light),fireball (methane-like flames), and many, manyother spells.

Cosmetic differences: Wizards that were trained inthis tradition tend to produce much moreostentatious spell effects than their fellows. Flamesare a little brighter, lights a bit more vibrant, andillusions more detailed.Spell changes: The fireball cast by members of thissect is nonstandard. Its radius is double that of thenormal spell, but its damage is only 50% (25% ifsave).

Spell changes: The lightning bolt spell is verydifferent for members of this sect. The bolt mustoriginate at the hand of the caster, but its length is50% greater than normal. Its color is violet.Schools: All are represented.Schools: Any.Kits: Academicians, militant wizards, and

patricians are the best suited to the goals and idealsof the members of this sect.

Kits: Any, but it is less common to find mystics (thecontemplative life is too unfulfilling), academicians(too sedentary), or militant wizards (the reliance onmundane weapons is unthinkable).

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Alternate Magic Systems Unless M-U's carry around a good supply ofwands, scrolls, or other magic items that give themmore options, magic users are relegated to a kind of"push button" playing style that makes themunexciting to imaginative players.

At one time or another, nearly every AD&Dplayer changes some aspects of the standard rules sothat they fit in better with the campaign. These"house rules" may be a bit of a nuisance atconventions, but the ease with which they can beintegrated into the standard framework of the SecondEdition AD&D rules is undoublably a major factor inexplaining the popularity of AD&D versus the othergame systems that compete with it.

People who are bothered by this usuallywant to allow M-U's to cast spells more than onetime per day or dynamically choose which spell(s) tocast.

(3) Famous Wizards:Most people who play AD&D have read a

large selection of fantasy novels that portray neatwizards and sorcerers. Not surprisingly, very few ofthese need to go through the same mechanics asAD&D M-U's. One rarely runs into a powerfulmage who cannot cast a spell today that he castyesterday simply because he decided not to"rememorize" it. Many players want to havecharacters similar to Pug, Ged, Gandalf, or ThelebK'arna, but are disappointed when the AD&D systemdoes not allow it.

There are at least three specific problemsthat make the adoption of some formal alternative tothe standard AD&D magic system desirable:

(1) Game Balance:The usual pro-status quo argument makes

the claim that "it is only fair to make magic usersweak at low levels because they become so stronglater on." This is not acceptable to many peoplebecause they want spell casters and other characterclasses to have roughly equal amounts of power at alllevels, rather than merely a similar long-termaverage.

These people take a number of differentapproaches in changing the magic system.

Another argument is that low level M-U'smake up for their weaknesses by possessing morerole-playing opportunities than most characters.This is bogus -- every class possesses unrecognizedroleplaying opportunities.

This author believes that for all of the abovereasons the present AD&D magic system needs to beimproved. We will explore eight smaller alternativespellcasting Subsystems, so called because they tendto be shorter, easier to implement, and rougheraround the edges. They address many of theperceived problems of the AD&D spellcastingsystem imaginatively and effectively. Unfortunately,they often cause a major shift in game balance. Forthis reason, each subsystem is followed by"campaign notes" that discuss what consequencesthey might have on the game.

People who agree with this generally wantto see magic users given more power or versatility atlow levels while either keeping their power at highlevels steady or reduced slightly.

(2) "The Utility Belt":Most character classes other than magic

users rely on reusable abilities, the success of whichare decided by dice rolls. For instance, thieves' skillsmay be used over and over again, as long as anopportunity to do so presents itself. Furthermore,these abilities have the potential for failure, addingan additional dimension of strategy to the play of thethief. Similarly, fighters fight, clerics turn, bardssing, monks use martial arts, et cetera.

The subsystems are followed by morecompletely analyzed alternate spellcasting Systems.These are listed seperately because they are longer,more thoroughly playtested, and require moreexplanation due to their complexity. In this author'shumble opinion, any and all of these completesystems are quality substitutes for the standard one.If your campaign uses more magic than the averageAD&D world, there is a system for you. If, in yourcampaign world, magic is a chaotic and dangerousforce, there is a system for you. Even if you decideto use none of them, they will provide fascinatingexamples of other people's solutions to the AD&Dmagic dilemma.

Magic users, on the other hand, are theAD&D equivalent of Batman with his utility belt; foronce they decide which spells to memorize, they areessentially push-button characters. Fundamentally,the M-U is a sedentary peasant wearing a utility belt.It is a depressing moment for the low level M-Uwhen he realizes that he could be totally replaced(and, indeed, improved upon) by a decent wand untilhe reaches the higher levels.

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Alternate Spell Casting Subsystems Subsystem 3: simple spellpoint system,level shifting

Author: Brandon CopeNo matter whether the spellcaster is a

wizard or a priest, the number of spells which hemay cast per level are the numbers printed on theappropriate chart in the Player's Handbook. Forexample, a wizard of third level may cast two firstlevel spells and one second level spell.

Subsystem 1: no spell componentsAuthor: Many, many people

As a general rule, do away with spellcomponents. A medium-high level wizard usuallyhas a lot of spells, and a detailed accounting of whatcomponents are required for every spell is bothdifficult and annoying. (We play the game to havefun, after all, not to practice accounting.)

Wizards do not have to memorize theirspells beforehand; they can use any spell in theirbook(s) that they know. Priests can use any spell ofappropriate level that is in a sphere that they cannormally use.

Since the game already presumes thatwizards have spell components secreted away inunmentioned pockets and pouches, and since the vastmajority of components are either free or cheap (e.g.guano, sand, sulfur, etc.), it is highly desirable formany DM's to ignore spell components entirely untila highly unusual one is required.

In an emergency, any spellcaster may shiftspell levels. If a spellcaster wants to cast a spell thathe no longer can, he may "buy" the spell byexpending other spells. If these spells are lowerlevel than the one he wishes to cast, then the castermust trade away a number of spell levels equal to150% of the level of the spell he wishes to cast. Forexample, a 7th level wizard wishing to cast a secondfourth level spell in one day can trade away any ofthe following combinations of lower level spells forthe privilege:

Examples of "unusual" components mustvary from DM to DM, but probably include liveanimals, gemstones, and anything else whichrequires significant time and/or money to get.

Subsystem 2: simple spellpoint system(150% of 4 is 6)Author: Many, many people4 first level spells and 1 second level spell:Simply total the number of spell levels that

a wizard would ordinarily be able to memorize atany given level. Call this total the wizard's"spellpoints." When the wizard wishes to cast aspell, he merely expends a number of spellpointsequal to the level of the spell. The wizard need notpick a certain list of castable spells --he may cast anythat he knows.

(4x1)+(1x2)=62 third level spells: (2x3)=63 second level spells: (3x2)=6

etc.If the caster wishes to trade a higher level

spell for a lower level one, he may do so freely. Inthis case, though, the extra spell levels are totallylost. For example, a 12th level wizard that has cast(only) his two third level spells wants to cast Fireballagain. To do so, he trades away his one fourth levelspell slot. The extra one spell level is lost in theexchange.

Campaign notes: Subsystem 2 probablyneeds compensitory rules unless the group using itprefers stronger-than-normal wizards. The firstadvantage it gives to wizards is the ability to choosespells as they are needed. Thus, spells cast willalways be useful; there will never be an occasionwhen the wizard loses out on spell levels becauses/he memorized a worthless spell. Second, thewizard can freely determine what spell levels to cast.Normally, a 5th level wizard can cast a single 3rdlevel spell; but this subsystem would allow him toconvert his 11 spellpoints into three 3rd level spellsand a single 2nd level spell. This kind of levelshifting makes the acquisition of a new spell levelmuch, much more potent; and the same problemoccurs at levels 7, 9, 12, 14, 16, and 18.

A spellcaster regains spell levels just as hewould regain them normally (by rest and study,although now the caster just refreshes his memory ofhis spells [note that this can apply to clerics studyingtheir prayer books as well]). If desired, the DM mayresist abuse of the "study" method by placing a totallimit on the number of spells the caster may usebefore resting (a good limit is the actual number ofspells the caster is allowed anyway -- so, forexample, if a priest has a normal maximum of 4/3/2spells, he can only cast 9 before testing).

Campaign notes: Readers will note that inpractice this system is the same as Subsystem 2except that the 150% rule constrains spellcasters in

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their choice of spell levels. This partially vitiates thelevel shifting problem, but spellcasters will still beable to pick spells with tremendous freedom andversatility. Spellcasters will become noticeablystronger, and campaign balance will probably shift.Unless the campaign is particularly lethal, or someother compensatory rules are added, spellcasters willtend to dominate things.

(c) to restrict the caster in some way tomostly use spells that are of relatively low levels.Other solutions will no doubt occur to you.

Subystem 5: The Arcanum SystemAuthor: "Sea Wasp"

Each day, the wizard gets to cast 2 spellsplus 1/level of experience. These spells may be anycombination of levels that a wizard of that level ofexperience could normally cast. For example: If thewizard is 5th level s/he would be able to cast 7 spellsper day. There are many possible combinations ofspell levels...

Subystem 4: Simple Spellpoint System,Arduin Grimoire

Author: "Sea Wasp"This system is based on the Arduin

Grimoire system. It can be used with either clericsor wizards. The caster gets a number of spellpointsequal to his or her prime requisite (INT or WIS)multiplied by level of experience, divided by three.Thus, a 5th level wizard with a 19 intelligence wouldhave 19*5/2 or 47.5 mana points.

(a) 7 first level spells(b) 7 third level spells(c) 1 third level, 4 second level, and two

first level spells etc. -- any combination of knownspells of levels 1-3.

Additionally, PURE spellcasters (not rangers,fighter-mages, etc.) get bonus spells for highintelligence. Simply give the wizard the same bonus[or penalty] for intelligence that a cleric would getfor wisdom. Spell levels are also interchangable forthese bonus spells, but the wizard does not receivethem until s/he reaches a level of experience atwhich s/he would normally have been able to cast aspell of that level. A good example is a 4th levelmage with an 18 INT. He would have 6 (base 2+4)+ 2 (2 first level spells) + 2 (2 second level spells) =10 total spells per day. These spells may be of anycombination of levels 1-2. The wizard gains neitherthe 1 third nor 1 fourth level bonus spell because heis not able to cast third or fourth level spells at the4th level of experience.

Spells, at their base power rating, cost 1.5points per level of the spell. Thus, a first level spellcosts 1.5 points, a second level spell costs 3 points,and so on.

When a spell has damage, duration, etc.that increase with level, more power must be spent tocast the spell and GET that increased power. Forexample, a 10th level fireball does twice the damagethat a 5th level fireball does, so it costs twice asmuch to cast. The following example is illustrative:

Fireball is a third level spell and costs4.5 at the base of fifth level (the first level ofexperience at which it is castable). Casting aten-die fireball will cost twice as much, or 9mana points. Of course, the 10th level castercould just put in 4.5 mana points and get outonly that 5-die blast, or even put in 0.9 manaand get a one-die fireball.

Campaign notes: This system is about asfree-form as you get. If you think that wizards tendto be wimpy little dudes that need beefing up, thenthis system might be for you. It should probably benoted that low level wizards have a lot more to gainfrom this than high level wizards, who may in factlose some power. For instance, a normal 17th levelwizard can cast 33 spells per day. The same wizard(with an 18 INT) using this system would be able tocast 23 spells per day.

Campaign notes: This system allows anunparalleled amount of control over the power putinto spells. Imagine being able to "pull" a lightningbolt in the same way that a fighter can pull a punch!This system lacks one feature, though, that the DMwould need to decide on before using it.Specifically, what is to be done about the "levelshifting" problem mentioned in the notes aftersubsystems 2 and 3? Possible solutions are...

Of course, this assumes that level shiftingwere addressed in some way. If not, a 17th levelwizard using this system could cast 23 (!) 9th levelspells! This is so extraordinary that I take it forgranted that very few DMs would adopt it "as is."Solutions to the level shifting problem have alreadybeen suggested.

(a) to allow the caster to use anycombination of spells of any levels s/he wouldnormally be able to cast,

(b) to allow the casting of spells whoselevels are higher than the caster can normally use,but at an increased cost, or

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Subystem 6: Dynamic Memorization Shortly afterwards they encounter a lockeddoor, which Feiht cannot open. Resu hauls out hisspellbook, finds the right page and use 2 minutesmemorizing knock (2nd level), scratching featherfall and magic missile from his memory. He caststhe spell, which opens the door. Unfortunately, 10ogres rush forward from the corridor beyond. Asthey close in, Resu cast his last memorized spell,lightning bolt, killing 5 of the nasties. He has nowcast one 1st, one 2nd, and one 3rd level spell today;and he can only cast one 2nd level spell and twomore 1st level spells before he needs to rest.Unfortunately, he has no spells memorized. Hefrantically pages through his spellbook, trying tomemorize a web spell while Rethgif and Feiht holdoff the monsters for the two rounds he'll need.Fortunately, they succeed and the last three ogres areheld in a web and shot to death with arrows. SinceRethgif and Feiht are severely wounded, they decideto withdraw. Resu uses 5 minutes memorizing twomagic missiles, a feather fall, and two light spells,although at most he will only be able to cast two ofthem.

Author: Niels Ull JacobsenThe critical difference between this system

and the standard one is that the number of spells youcan cast per day is not the same as the number ofspells you can memorize.

Spellcasters can cast a number of spells perday equal to that shown in the Player's Handbook,2nd Edition. For example, a 5th level wizard cancast one 3rd level, two 2nd level, and three 1st levelspells in a single day. If the spellcaster wants to usemore lower level spells, s/he may do so at theexpense of higher level ones. To do this, the castercan "convert" higher level spells to lower level onesat a one-to-one ratio. For instance, the wizard listedabove could convert his 3rd level spell to one 2ndlevel spell OR one 1st level spell; but he could NOTtrade the one 3rd level spell for three 1st level spells.A spell can only be converted to ONE lower levelspell -- excess spell levels are lost.

Spellcasters can memorize as many spelllevels as they have levels of experience. Forexample, the 5th level wizard above could memorizeone 3rd and two 1st level spells (1x3 + 2x1 = 5), one1st and two 2nd level spells (1 + 2x2 = 5), or even 51st level spells (5x1 = 5). This is quite a bit lessthan the standard rules allowed, but it is made up forin the amount of time required to memorize spells.The spellcaster only needs 1 round/spell level tomemorize spells. Furthermore, as long as the casterhasn't used all of his or her spells for the day, s/heneedn't be rested. This means that spells canactually be memorized during combat. Being hit ina round will spoil that round of memorising. Whenmemorising, you can freely "overwrite" any otherspell you have in memory without using the"Energy", it would have cost to cast them. As in thestandard AD&D rules, spells are gone from memorywhen they are cast.

Campaign notes: The non-combat spells(such as mending, message, etc.) will be used moreoften since you don't have to risk wasting a slot forthe entire day. When you need a non-combat spell,you usually will have the time to memorize it. Incombats, spellcasters will usually cast their powerfuloffensive magic in the first few rounds and the rundry. This forces them either to spend valuablecombat rounds memorizing more spells OR to bemore tactical in their use of combat magic. Thismakes the spell users more flexible yet weaker incombat, which might be a good thing.

Since spellcasters are still limited to theiroriginal breakdown of number of spells per level perday, there is no way to abuse the system by spewingout inordinate amounts of either low level or highlevel spells. A very good solution to the levelshifting problem.

Example of play: Resu Cigam, the 5th levelwizard mentioned above is dungeon-crawling withhis trusty friends, Rethgif and Feiht. He hasn't castany spells yet today. The spells he has memorizedcurrently are lightning bolt (3rd level), feather fall(1st), and magic missile (1st).

This system works for both wizards andpriests. Simply require that priests can only "bevested" (instead of "have memorized") at one timewith one spell per level of experience, but that theycan "pray for" (instead of "rememorize") new spellsat a rate of 1 round per spell level.

Suddenly, Rethgif falls down a pit.Reacting quickly, Resu casts feather fall, savingRethgif. Resu now has only lightning bolt (3rdlevel) and magic missile (1st) memorized. The partywaits a minute while Resu memorizes anotherfeather fall from his spellbook and then carefullysidesteps the pit.

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Subsystem 7: Chaotic Magic BONUS TABLE :Author: Jim Gitzlaff

Duration +50% (only if the spell originally had aduration >0).

This is a modest system that intends to addto, rather than supplant, any existing spell castingsystem which has automatic spell resolution. It addsan element of chaos into the AD&D magic systemwithout relying extensively on data tables.

Area of Effect +50% (only if the spell had an areaof effect).

Saving throw against the spell at -2 (only if it hada save).When a wizard wants to cast a spell, s/he

rolls a 1d20 to see if the casting is successful. Range +50% (only if the spell had a range >touch).M ODIFIERS :

Damage +25% (only if the spell caused damage).Intelligence:The material components (if any) are not

expended.15-16 +117-18 +219-20 +3

Campaign notes: This system cannotfunction on its own, obviously. It must be pairedwith a more substantive system -- e.g. the standardAD&D system, the Arduin Grimoire subsystem, orSpellpoints I (below). This subsystem only isreferred to when a spell is cast, under whateversystem of memorization/points/etc.

21-22 +4etc. etc.

Wizard is a Mage: +2 at all timesWizard is a Specialist: +4 in school of

specialization, -4 in opposing school, +/-0otherwise.

The simplicity of this subsystem isattractive, but it does introduce a large element ofunpredictability to the spellcasting rules. Spellpower is both increased and decreased, depending onthe roll of a die. That makes the system good for aworld with chaotic magic, but unattractive at best forworlds with scientific/artistic magic.

Wizard is injured: -1Spell is of a level more than...:

8 levels under the caster's maximum levelcastable: +3

5 levels under the caster's maximum levelcastable: +2

2 levels under the caster's maximum levelcastable: +1 Despite the problems with this subsystem, it

offers endless possibilities for tinkering andmodification. Changing just a few numbers mightmake it perfect for campaign. One should also notethe third alternate spellcasting system (ProficiencyCheck I), which is more complete, better balanced,and more complicated than this subsystem.

More than 3 spells cast on consecutive rounds: -1cumulative

The DM should add environmental penalties ass/he sees fit (e.g. -2 for casting from a movinghorse's back)

RESULTS:

21+ Caster chooses 3 from Bonus Table.Subsystem 8: Modified Memorization18-20 Caster chooses 2 from Bonus Table.

15-17 Caster chooses 1 from Bonus Table. Author: Petri Kokko (Helsinki)12-14 Spell works normally.* The rule that a wizard forgets spells as s/he

casts them is silly. In this system, you do not forgetspells as you cast them, nor does the memorizationbrand magic patterns into your brain or anything likethat. Memorization is just like it is in the real world.

9-11 Successful, but the spell is off by50% on range (else it effects thecaster if a touch spell, or fails if a

range 0 spell). *To simulate memorization, imagine the

memory of a wizard to be like a stack (If you knowsomething about programming computers you knowwhat I am talking about. If not, imagine a pile ofcards.). Every spell the mage knows is numberedand the spells are thus in order. Those with a smallnumber are in the "top" of the memory and thosewith a larger number are not so well memorized.This can be handled quite easily during game play by

6-8 Spell apparently works for amoment, then totally fails.

3-5 Absolutely nothing happens.0-2 A related but different effect occurs

(DM's discretion).*<0 Spell backfires (DM's discretion).*

(on a result with a "*" the caster forgets/expends thespell/spellpoints)

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using notecards, the recently released Wizard SpellCards (TSR, Inc.), or small pieces of neatly stackedpaper. A mage can change the ordering of spells byconsulting his spell book and refreshing theinstructions of a spell. This spell is then brought tothe top. Each spell, regardless of its level consumesone memory location.

it is on memory. Thus, raw power is sacrificed, butcompensated for with much increased versatility.

The mage can also, if desperate, continuecasting after s/he has used every spell point. Thistechnique is risky, though, because hit points aredrained instead of spell points. The ratio is 1 hitpoint for 1 spell point.

Every mage can fully memorize as manyspells as he has levels. This memory is called theactual memory. Spells in this memory can be castwith no chance of error. These spells are also in thetop of his memory stack.

If the wizard's hit points drop below 1 fromthis, s/he loses consciousness. The wizard does notcontinue to lose hit points, though (as would benormal with the optional "-10" rule). The wizardremains unconscious until his hit point total exceeds0. However, if the wizard is reduced to -10 hitpoints from injury, spell point/hit point trade-ins, ora combination of the two, s/he is dead. That's whythe technique is risky....

Additionally, a wizard can memorize someother spells, but they are not necessarily rememberedperfectly. These spells come next in the memory ofthe mage. To cast these spells correctly, the magemust succeed in an INT check. Every step (spell) inthe memory below the actual memory causes apenalty of 2 to this check. This memory is called thegrey memory.

Hit points lost from spellcasting arerecovered more quickly than normal hit point loss(BUT they CANNOT be recovered by any magical orpriestly spell: the reason is obvious). Hit points lostby spellpoint trade-ins are recovered at the rate of 1hp per hour of rest.

When the penalty gets so great that the INTcheck succeeds only with a natural 1, you no longerhave to perform any bookkeeping. Each and everyspell that the wizard has ever learned (that doean'thave a higher memory position already) rests in thismemory area, called the lost thoughts. All spellstherein work with an accuracy of only 5% (1/20).

An example: A 4th level mage, INT 14,hit points: 7.

1. This mage has 4 spells in his actual memory.They can be cast with no chance of error.

A mage must still study his spell bookregularly because after a night's sleep all spells in hismemory drop down one step (place a blank card orsheet of paper on the top of the pile to help remindthe player of this). By consulting the spell book, thewizard can bring spells to the top again.

2. The 5th spell in his grey memory has a 70%chance of working.

3. The 6th spell: 60%...8. The 11th spell: 10%9. The 12th spell and all later spells, his lost

thoughts: 5%Now, memorization is not enough forcasting a spell (or a mage would be tremendouslypowerful). He must also have power called spellpoints. A mage has as many spell points as he haslevels times two plus a bonus for high intelligence:

He has 2*4+1=9 spell points and can thuscast 8 1st level or 4 2nd level spells (or acombination of them) before passing out (hit pointsreach zero).

Intelligence: BonusSpellpoints:

Campaign notes: This is a nifty systemthat can be implemented in a number of ways. Forinstance, the memorization rules could be used aloneby grafting them on to another system (several of thealternative systems presented in this book seem likeexcellent candidates). Or this subsystem could beused as-is. Campaign balance might shift aroundsome, but much less than subsystems 2-3, forinstance.

13-15 +116-17 +218 +319 +4etc. etc.

For example, a 4th level mage with an INT of 14 has(2x4)+1=9 spell points. They are recovered at a rateof 1 spellpoint per hour of rest, not necessarily sleep.

One possible alternative the DM mightwant to consider pertains to the hit points lost whenthe wizard converts them into spellpoints. The DMcould streamline things by treating those lost hitpoints as the same sort of temporary damageinflicted by punching & wrestling.

Each spell costs 2 spell points per level ofthe spell to cast. This does seem to reduce thenumber of spells that the wizard may cast daily.However, s/he can cast any spell s/he likes as long as

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System One: Spellpoints I mage is forever unable to memorize the spell inquestion, but merely that he cannot "get it in" thatday and may try again after a sleep period.There are a myriad of spellpoint systems that have

been released in the past several years by amateurstrying to improve the AD&D system. This one wasplaytested for four years by a group of 8-12 seriousplayers. It was last revised five years ago and haspresented no problems since. It is a simple system toimplement, and should not require any significantchanges in the campaign at large.

Second, the wizard can convert spellpointsto spells only in such a way that he does not castmore spells of a given level than he would have beenable to memorize in the old system.

For example, if a wizard is allowed by theoriginal system to memorize 3 third level spells, henow possesses exactly 3 third-level "slots" that maybe converted into spells, spellpoints permitting. Hemay, of course, cast less than this number if hedesires.

Authors: Jim Gitzlaff (Univ. of Illinois), JimSisolak (Univ. of Wisconsin)

Principal Aim: To make wizards more versatileand fun to play. To combat the game balanceand "utility belt" problems.

This restriction is imposed in order tomaintain a higher level of realism. If a wizard wereallowed to freely allocate spellpoints to any spelllevel, it would be possible for M-U's to convert anoverproportion into high level spells. For example,without this restriction, it would be possible for (butnot realistic to allow) a 12th level M-U to assign 72of his 79 spellpoints to sixth level spells!

Wizards receive a number of spellpointsequal to one per level number, cumulative, plus one.Thus, at specific levels, wizards possess thefollowing number of spellpoints:

Level: Spellpoints: Wizards, then, do not need to relearn spellsevery night. They can continue to cast the samespells day after day without problem as long as theyhave the spellpoints and the slots. The only factorsthat might motivate a wizard to spend timerememorizing spells are:

1 2 (1+1)2 4 (1+1+2)3 7 (1+1+2+3)4 11 (1+1+2+3+4)5 16 (1+1+2+3+4+5)etc. etc. 1. Memory loss. Caused by illness, injury, or

magic.Any spell costs double its level in

spellpoints to cast. Thus, a first level spell costs two,a third level spell six, and a ninth level spelleighteen.

2. New spell. To memorize a new known spell.3. Change spells. To exchange a memorized spell

for an unmemorized (but known) spell becausethe intelligence ceiling has been reached.

A magic user can convert spellpoints intospells freely, with only two exceptions:

Spellpoints are recovered by sleep only (butsee Option 1). In order to make a partial night ofsleep worth something, but also to prevent M-U'sfrom running around dungeons catching catnaps allthe time, adoption of the following table isrecommended:

First , the spells must be known andmemorized by the spell caster. Knowing has itsstandard AD&D meaning.

When a spell is first encountered by awizard, he must try to make his % chance to learnnew spell roll. If he fails with this roll, he can nevercast the spell. The DM might rule, however, thatdifferent versions of this same spell exist in theworld; and that if the mage finds one of theseversions, he may try to learn it again.

Fractionof total

Hours slept: spellpoints:

<5 0/45-5.9 1/46-6.9 2/47-7.9 3/48+ 4/4

The mage can memorize at one time anumber of spells per spell level equal to the numberin the "maximum spells knowable" column of theintelligence effects chart in the Players Handbook.The mage can automatically memorize spells up tohis minimum capacity (same chart), but then mustmake his % chance to learn new spell roll for everyspell up to his maximum capacity. If he fails in thisroll for a certain spell, it does not mean that the

Thus, if a M-U sleeps for only 4 hours, hewill reap no benefit, but the same M-U would getback 1/2 of his total spellpoints if he slept for 6 1/2hours. In each case, the fractions do not refer to thenumber of spellpoints that the M-U is down, but to

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the total number of spellpoints that the spell casterhas when at full power.

Option 1: Study in lieu of SleepIf the DM thinks it would be more realistic,

M-U's could be allowed to recover spellpoints forstudy/meditation in addition to (or instead of) sleep.The system is that simple.

In order to preserve balance in this area,though, it is recommended that the time fractions bethe following:

A close analysis of the numbers will showthat the system is inherently balanced. An easily-created graph charting the difference in total spelllevels available to a spellcaster operating under theoriginal AD&D rules versus a spellcaster using thisalternate system at each level will show three things:

SPt Fraction Sleep: Study/Recovered: Meditation:

0/4 <5 hrs <90 min1/4 5-5.9 hrs 90-119 min2/4 6-6.9 hrs 2-2 1/2 hrs3/4 7-7.9 hrs 2 1/2 - 3 hrs4/4 8+ hrs 3+ hrs

Comparison of "Throw Weights" Between Systems

Level of Spellcaster

Spell LevelsAvailable

0

20

40

60

80

100

120

140

160

180

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Spellpoints 1

Standard AD&D

Option 2: CantripsFor added variety at low levels, the DM may

choose to abandon the 2nd edition cantrip spell infavor of a system more similar to the UnearthedArcana rules.

Specifically, allow every new M-U theoption to have cantrip as a starting spell. Instead ofbeing a first level spell, though, consider it to bezero-level. Casting a cantrip costs 1 spellpoint(instead of two), and uses one zero-level "slot." M-U's should be given two zero-level "slots" for everyfirst level "slot" they would normally possess.

First, at low levels the curves overlap. Thismeans that the spellpoint-using wizard has the same"throw weight" as his official counterpart whilegaining the ability to dynamically choose spells.This means that at low levels spellpoint-usingwizards are more versatile than ordinary wizards.

Application of this rule should add evenmore to the versatility of low level M-U's whilekeeping their offensive and defensive punchconstant.

Second, as the wizard rises in levels, thepower curve for the conventional wizard begins toprogressively pull away from his spellpoint-usingcounterpart. This reflects the fact that high levelwizards are normally quite powerful (perhaps themost powerful class in the game at those levels), andthat the added flexibility granted by the use ofspellpoints must be counterbalanced by lowering thecharacter's "throw weight." At lower levels, this gapis quite small (0-10%), but as one approaches level20 it becomes more significant (30-45%).

Option 3: Other SpellcastersAs should be quite apparent at this point,

this system was originally designed for magic users(mages, wizards) only. If the DM wants to apply itto clerics, druids, rangers, and the like, the followingrules are suggested to maintain fairness:

Priests: The easiest way to convert prieststo this spellpoint system is to say that they functionjust like the M-U. In other words, they have thesame spell costs and slots, spellpoint recovery rate,and use their wisdom score whenever theintelligence table needs to be consulted. Give themtheir wisdom bonus spells -- or not, depending onhow well it works in your campaign.

Third, the conventional wizard gets a verydifferent amount of added spell levels each time s/herises a level of experience. This spellpoint systemsmooths out the curve in such a way that every levelof experience is approximately as valuable as anyother.

Other Spell Casters: They are better offleft unconverted, both from a game balance andcommon sensical analysis. After all, one expects aranger to have a utility belt approach to spell casting.

Hence, the system has intrinsic checks andbalances. If anything, its adoption tends to make thewizard more balanced than before.

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System Two: Spellpoints II Optional rules for wizards:

This system is also called Tachyon Magic. It, too,has been heavily playtested for many years, andseems to work almost equally well for wizards andpriests.

1. Spells are forgotten when the wizard sleeps for 8or more hours. Spell must be forgotten to berememorized, but you may be at full TP whilememorizing

Authors: Originally created by Craig Rideout; lateradapted by Mike Fonte. Made available by DebAtwood, thanks to her amazing archival skills.

2. Gems contain Tachyon Points at a rate of 1 TPper 10 gold piece value of the gem. Thus, a 1000 gpgem would contain 100 TP. Wizards can begin tolearn at level 5 (through research and training) howto tap TP from gems.

This technique is not without risk, though.The wizard attempting to get tachyon points fromgems must add his experience level and intelligencetogether, then roll under this total on a d%. If hedoes, then the TP's are safely harvested by thewizard. Failure means that the magical energies do2-20 points of damage to the spellcaster.

If enough TP are taken from the gem thanthe mage is over his normal maximum, then mage'seyes begin to glow and he must save vs. spell everyround or suffer effects equivalent to a psionic blast.

[Note: Much of the information for thisoption was not submitted to the editor. What seemedlike reasonable rules were filled in for completeness.JG.]

Principal Aim: To increase the versatility ofspellcasters.

In general, each spell is worth an amount ofpoints equal to its level times 10. For instance, afirst level spell costs 10 points to cast, a second levelspell costs 20 points, etc. Henceforth these pointswill be referred to as "tachyon points" (TP).

To determine a wizard's tachyon points:

Add up the number of spell levels that thePlayer's Handbook says a wizard can learn (e.g. 1 fora first level wizard, 2 for a second level wizard, 4 [2first + 1 second] for a third level wizard, and so on),then multiply this by ten to arrive at the base numberof spell points.

Next, add 5 tachyon points per level ofexperience of the wizard to the base number. Thenadd a number of points equal to the wizard'sintelligence score minus ten. This intelligencemodifier is applied only once, not for each level ofexperience. A first level wizard with an 18intelligence, designed using this system, would have10+5+8=23 TP to cast spells with.

3. TP suicide -- a nasty attack reserved for NPC'sand very high level wizards. The spellcaster directsraw tachyon power from his hands and into hisenemy, at a damage rate of 1d4 for each Tachyonpoint expended (very nasty indeed). This has a highfailure rate, and if the mage fails, he takes the samedamage as his opponent. Even if he doesn't fail, themage takes half the damage he dishes out.

The numbers and levels of memorizablespells are unchanged from the PH2. However, a castspell does not disappear from memory. Instead, itcan be recast as many times as the wizard has TPfor. This provision allows for greater versatility inspellcasting, because wizards need not memorize aspell more than once in a single day.

4. By expending additional TP, a wizard can castspells as if he were of higher level. This costs anadditional 10 TP per level increased.

To determine a priest's tachyon points:Regeneration of TP occurs while sleeping,meditating or resting. While sleeping, wizardsregain an amount of TP per hour equal to 5 pointsper level + (INT - 10). So a first level wizard withan 18 intelligence would have a regeneration rate of13 TP per hour while sleeping or meditating. Whileresting, the Mage gains back TP at one quarter of thenormal rate.

The spell points assigned to a cleric are thesame as for a mage, except wisdom is substituted forintelligence and bonus spells granted due to wisdomare added to the total spell levels.

Clerics do not have to memorize spells.They pray on the spot for spells from their god, andcan be granted any spell within their spheres andlevel of ability. However, this does have itsdisadvantages. First and second level spells aregranted by the minions of the god to the cleric, buthigher level spells are granted directly by thegod/goddess, and if there is strife in the heavens,

Spells remain memorized until the wizardcompletely purges himself of TP, at which time hecan and must rememorize spells. Spells can only berememorized when the Mage has no TP left.

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there is a good chance the cleric will not receive hisspell.

Calculate the regeneration rate for clerics asper mages, again substituting WIS for INT. Clericsonly regain TP at full rate while meditating or inprayer, and regain at 1/4 rate while sleeping ortesting.

Optional rules for priests:

1. Miracles may occasionally be granted by the gods(a 2% chance per level of the priest, and it is onlypossible for it to happen once per level). A miracleis a spell of one level higher than the caster's ability.The priest may pray directly to the god and bypaying an amount of TP 3 times the normal amount(ex. 90 TP for a 3rd level spell), the miracle may begranted.

2. Clerics, like Mages, can also cast as if higherlevel by using more TP.

3. Clerics cannot use TP from gems or commit TPsuicide. The TP used by both classes is inherentlydifferent, and is only called the same name to avoidconfusion. TP for priests is granted by the gods, andTP for mages is pulled from the mage and from themagic of the world.

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System Three: Spellpoints III SPELL POINT TABLE

This system has the advantage of being designed tohandle rangers, paladins, and bards. It requires afair amount of bookkeeping, but also rewards highability scores. An excellent system.

CasterLevel:

SpellPoints

(M.U.):

Max.SpellLevel

(M.U.):

SpellPoints

(priest):

Max.SpellLevel

(priest):1 1 1st 1 1st

Author: Tim Prestero (UC Davis), some alternateideas by Andy Merritt.

2 2 23 4 2nd 4 2nd

Principal Aim: To recreate the spontaneity of spellcasters from fantasy literature.

4 7 75 11 3rd 12 3rd

This spell point system closely follows thatof the regular spell system in the Player's Handbook,as for tying mages to spellbooks, and clerics toprayer.

6 14 157 20 4th 19 4th8 27 269 32 5th 34 5th10 39 43One important note for DM's using this

system: You must take care to restrict the numberof spells a mage has in his book, or else things tendto get out of hand, with mages casting spells all overthe place and ruining game balance. Likewise, keepclerics to the spheres offered by their dieties. Thesesimple guidelines keep the system from throwingthings out of whack.

11 51 54 6th12 66 6th 6613 78 7514 85 7th 91 7th15 94 9616 115 8th 10817 130 124

POINT BONUSES FOR HIGH STATS 18 139 9th 14519 147 148

Statistic: Bonus/Level Acquired

(Cleric):

Bonus/Level Acquired

(Wizard):

20 162 162

Max spell level: The maximum allowable level ofspell the caster is able to cast.13 1/1 1/1

14 1/1 1/1Spell Cost: A spell costs its level in spell points.I.e. a seventh level spell costs seven spell points.Cantrips are three to a spell point.

15 2/3 2/316 2/3 2/317 3/5 3/5

A caster is able to choose how he wants toexpend his spell points. He could blow them all onfifth level spells, or cast some first, some second, andsome fourth, etc. There is no spell per spell levelrestriction. See below for available spells.

18 4/7 4/719 1/1, 4/7 1/1, 4/720 2/3, 4/7 2/3, 4/721 3/5, 5/9 3/5, 5/922 4/7, 5/9 4/7, 5/9

Spell Point Recovery:23 10/9 10/924 12/11 12/12 The number of spell points a caster has are

actually the number he would get over a 24 hourperiod. Spell points are "recovered" constantly, at arate depending on the number of spell points thecaster has. To determine the number of spell pointsrecoverd, divide the total number of spell points by144 (the total number of turns in a 24 hour period).This will give the recovery rate in spell points perturn. For recovery rates less than one turn, divideinto rounds. Otherwise round all fractions off to thenearest turn (e.g. 14.4 turns = 14 turns, 16.7 = 17turns). Given below are some examples of recoveryrates:

25 6/11, 7/14 6/12, 7/14*THESE BONUSES ARE CUMULATIVE

The relevant statistic is WIS for priests andINT for wizards. Part-time spell casters such asrangers and paladins do not get spell point bonusesfrom high statistics. As indicated by the table, thebonuses are cumulative, but the spell caster onlyrecieves the bonuses at the levels indicated.

Example: Boudewijn, a 5th level magewith a 20 intelligence, recieves a 12 point bonus. At7th level, though, he would have a cumulative totalof 24 bonus points.

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Spell Point Total: Recovery Rate: This table is not cumulative. SpellsAvailable represents the number of spells a castercan "fit" into his head after study or prayer. It takesa turn per level of the spell to fit each individualspell into his head.

1 s.p. 1 s.p./24 hours3 s.p. 1 s.p./8 hours10 s.p. 1 s.p./14 turns20 s.p. 1 s.p./7 turns

A caster is free to "replace" any spell in hismental repetoire with another, after the appropriateperiod of study. All spells takes up the same amountof space, regardless of level; a ninth level spell takesup the same amount of space as a first level spell,though the ninth level spell would take longer to"fit" in.

40 s.p. 1 s.p./4 turns100 s.p. 1 s.p./turn120 s.p. 1 s.p./turn160 s.p. 1 s.p./9 rounds

A caster begins recovering spell points assoon as he drops below maximum (i.e. after the firstspell is cast). If the DM doesn't mind the hassle,s/he is free to skip rounding up fractions of turns,and instead express the fractions as rounds, i.e. 14.4turns is 14 turns, four rounds. This may beadvantageous when casters begin reaching the tripledigit spell point mark.

Example: A tenth level mage wants tobegin memorising spells. He has 39 spell points,and can "fit" 29 spells into memory. He chooses tomemorise nine first level spells, and five of everyother level up to fifth (his maximum castable level).It would take him (1x9)+(2x5)+(3x5)+(4x5)+(5x5),or 79 turns to memorise them all, or 13 hours andten minutes. A cleric of the same level would spendan equal amount of time in prayer.

Alternate recovery system: Instead ofrecovering spell points automatically, the caster mustrest to regain spell casting energy. The caster wouldregain one spell point for every 15 minutes' rest.The caster could read, or eat while resting, and couldcertainly sleep; but activities such as walking andhorse riding prohibit spell point recovery.

Memorised spells stay in the castersmemory until changed, or until some action causesthe mage to lose them. A feeblemind spell will wipeall spells from the casters memory. There arevarious offensive spells in my campaign designed tosap spell memory (as well as spell points). If a casteris konked on the head or suffers some other mentallydebilitating injury, he must save versus magic orforget 1-100% of his spells (d100).

Spells Available:This is what ties mages to their spell books,

and clerics to their prayers (a necessary part of thegame, in my opinion). A caster is able to "store" anumber of spells, dependant upon level, to beavailable for casting. The table below gives thenumber of spells available, per caster level.

Finally, a caster need not have a full spellmemory. If he does not wish to spend the full timememorising spells, he is free to move about, and doas he pleases.Level Cleric M.U. Bard Paladin RangerFatigue:1 5 5

The act of spell casting is tiring in and ofitself. Certain high level spells have the effect ofaging the caster; but all spells, even the simplest ofspells, are physically fatiguing to cast.

2 7 7 33 8 8 44 10 9 55 12 11 6

To determine the effects casting spells haveupon the caster, first refer to the number of hit pointsthe caster has when he begins casting spells. This ishis "fatigue level." This amount will determine howmany spells the caster is capable of casting beforebecoming exausted. Now, each time the caster castsa spell, he loses one of his fatigue points per level ofthe spell, but no actual hit points. When the casterruns out of fatigue points, he must make a CONcheck to stay conscious and avoid botching the spellfrom fatigue. This check is modified by the numberof points the caster has below zero.

6 15 16 87 18 19 98 21 23 109 22 26 11 4 410 24 29 12 5 511 27 31 13 6 612 30 35 14 7 713 33 38 16 9 814 34 42 18 10 915 36 44 20 10 1016 38 47 21 11 1117 40 50 23 12 11 Example: Gilgamel, a sixth level mage,

has a maximum of 18 hit points. Prior to spell18 43 52 25 13 11

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casting, he was stabbed by an orc and lost seven hitpoints. He now wants to start casting spells. As theparty is swamped by orcs, he decides to fling anumber of lightning bolts into the combat. Castingthe first spell takes him from 11 fatigue points downto 8. It also costs him three spell points. Notsatisfied with the results, he wants to cast somemore. In the next two rounds, he casts two morelightning bolts. Now he feels tired, as he is down to2 fatigue points. But, there are still orcs standing(tough orcs), so he rips off yet another lightning bolt.This will take him below zero, so he needs to make aCON check, at -1, because that is the number offatigue points he'll have after the spell. Gilgamel,with his 10 CON, rolls an eight and thus makes it.Next round, he casts yet another lightning bolt,taking him to -4. Now he has to make the CONcheck at -4.

until he has recovered sufficient spell points to takehim to positive numbers.

Each round the caster doesn't cast spells, hewill recover a fatigue point. If the caster lost fatiguepoints due to physical damage, those will berecovered when the damage is healed. The castercan only regain up to his current number of hitpoints in fatigue points. A caster will regain fatiguepoints if he manages to cast himself intounconsciousness, and will recover points whileknocked out. Once he regains sufficient fatiguepoints to take him to positive numbers, he willregain consciousness.

Example: The orcs have all been fried, andGilgamel needs rest. After a few rounds of furiousspellcasting, he managed to bring himself down to -4fatigue points. For each round he doesn't cast spells,he will regain a fatigue point, recovering up to a 11fatigue points, his current hit point total. To get tohis maximum possible total of 18, he would need toget his injuries healed.

If the caster takes damage, it is subtractedboth from his hit points and his fatigue points. Acaster brought to -10 fatigue points or belowautomatically passes out.

If the caster fails his CON check, the spellfails. It is up to the DM to decide if it failsspectacularly, or if it just doesn't go off. Either way,the caster still expends the appropriate number ofspell points. Upon failing the first CON check, thecaster must make a second check at the samemodifier to stay conscious. If he fails that, he is out

More Tables:Here are the tables for the other spell using

classes. These classes, as previously mentioned,recieve no spell point bonus for exceptional stats.

Bard: SpellPoints:

Max.SpellLevel:

Paladin: SpellPoints:

Max.SpellLevel:

Ranger: SpellPoints:

Max.SpellLevel:

2 1 1st 9(1) 1 1st 8(1) 1 1st3 2 10(2) 2 9(2) 24 4 2nd 11(3) 4 2nd 10(3) 4 2nd5 5 12(4) 6 11(4) 66 7 13(5) 9 3rd 12(5) 9 3rd7 10 3rd 14(6) 10 13(6) 108 12 15(7) 14 4th 14(7) 139 15 16(8) 19 15(8) 1510 19 4th 17(9)* 22 16(9)* 18**11 22 18(9)* 2212 26 19(9)* 2613 31 5th 20(9)* 30**14 3515 4016 47 6th17 5418 6319 67

* maximum casting level ** maximum number of spell points

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Max spell level is the maximum level ofspell the caster is capable of.

Maximum casting level is the effectivelevel of the caster, in regards to spell duration andeffect.

Bards cast spells as magic users, and theireffective level is the same as their level as a bard.Paladins and rangers use priest spells at the levelindicated.

Further Ideas:To add flavor to the campaign, here are

some ideas of things that affect a spell user on a spellpoint system.

1. Magic rich/ magic dead areas: A mage wouldfind that his spell point recovery rate would increaseor decrease in such areas. Recovery rates coulddouble in magic rich areas, and spells could alwayshave maximum effect (max duration, max damage,etc). In magic dead areas, recovery rates could behalved, or stopped completely. Similarly, spellsthemselves would be adversely effected by suchareas, with spells having reduced efects.

2. Holy/Unholy areas: A cleric in a temple devotedto his patron might find that memorisation timedecreases, and spell point recovery time increases.Shrines or other consecrated places could havesimilar effects. Unholy places, or those of good alignfor evil priests, could reduce spell point recoverydramatically.

3. Drugs: There could be a variety of potentiallyaddicting drugs that would increase recovery rates,and perhaps memory capacity.

4. Magic items: There are also a variety of magicitems that could act as spell point resevoirs, or pointrecovery enhancers.

5. Spells: There could be various spells designed tosap spell points from other mages, or temporarilyincrease the number of points a mage has.

Once again, I would remind you that it isimportant to restrict the number of spells a mage hasin his spell book, as it has the potential to becomevery game imbalancing.

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System Four: Proficiency Check I Ability Modifier: This simulates the bonus (orpenalty) a mage or priest would get to cast a spelldue to unusually high (or low) ability scores. Ofcourse, wizards use intelligence and priests usewisdom.

Under the spell rules as written, what happens whena spell is miscast? Nothing -- it never occurs. Eitherthe caster knows the spell perfectly, or else has nochance of casting it. Even worse, when a spell casterknows a spell, but wants a slight variation on it (e.g.a light spell that produces green light, or a glowingbird from a dancing lights spell), he must spend timeand money researching a whole new spell. Thissystem is designed to take account of both of thesefactors, as well as make a significant restructuringof the AD&D magic system.

AbilityScores:

AbilityModifiers:

1 N.A2 -63 -34 -2

5-8 -1

Author: Matthew Stanton (Wisconsin) 9-14 015-16 +1

Principal Aim: To satisfy the famous wizardproblem. Also to simulate the uncertain natureof spell casting better than the original AD&Drules.

17-18 +219+ +3

Spell Level: Higher level spells call upon magicalenergies of much greater power than lower levelones. It is only reasonable, therefore, for these spellsto be more difficult to cast. The following chartholds for both priests and wizards:

Magic is an art, not a science. For thoseDM's who wish their worlds to be populated withguilds of wizards engaged in a pseudo-academicstudy of the nature of magic, trading wands likebubble gum cards, stop reading now! DM's whothink that the spell casters who inhabit the worlds ofRaymond Feist, Lyndon Hardy, and Ursula LeGuinare the only real mages will be disappointed.

SpellLevel:

SpellModifier:

1 +42 +2

If, instead, the sorcerers found in Moorcock,Leiber, and Lovecraft are more your style -- wheremagic is unimaginably powerful but dangerouslyunpredictable -- then this offering is for you.

3 04 -25 -46 -7

The Basic Idea: 7 -9In order to cast a spell, the priest or wizard

must successfully roll a modified 20 or better on onethrow of a d20. This roll is modified byenvironmental variables, proficiency, ability scores,skill level, the spell itself, and variations introducedby the caster.

8 -119 -13

Special Modifiers: These include all of the variousadjustments to spell casting that are applied onlyunder certain circumstances or in specific campaignsituations.If the roll is greater than or equal to 20, the

spell is cast normally (or better). If the roll fails,however, the caster has lost control of the powers hesought to command, and the spell will functionunpredictably if at all.

Furthermore, each of these modifiers isoptional for the DM. If s/he thinks that any of theseare inappropriate, s/he should not include them inthe campaign. The flip side of this, naturally, is thatthe DM should feel free to add special modifiers ifthe situation or campaign warrants it. Rules shouldbe chosen primarily to contribute to a fun game, andonly secondarily for game balance and realism. Themost important thing is that whatever the DM andplayers decide, they should remember and stick to itfrom session to session.

Specifically, the casting success roll is structured asfollows:

Caster

Level

+ Ability Modifier

+ Spell Level

+ Special Modifier

+ 1d20

Caster Level: This modifier is just exactly the levelof experience of the spell caster, added to the dieroll. Thus, a 5th level mage would add +5.

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Example Special Modifiers: Object Sacrifice (Very campaign dependent)Mineral sacrifice: +1

Racial Background of Caster(per 500 gp. worth, rounded down)

Highly magically deficient (githzerai): -2Plant sacrifice, religious significance: +1

Magically inept (dwarf, gnome): -1Animal sacrifice, non-necromantic spell:+1

Average (human, halfling): 0(per hit die)

Magically apt (elf, svirfneblin): +1Animal sacrifice, necromantic spell: +2

Very magically apt (faerie, drow, dragon):+2(per hit die)

[other creatures may exist that range from -5 to +5]Bound nature spirit/elemental: +2

Injury (if applicable, per hit die)Caster has lost 50% starting hit points: -1 Human sacrifice, non-necromantic spell:+1Caster has lost 75% starting hit points: -2 (per level, eveil characters only)(not cumulative) Human sacrifice, necromantic spell: +3

Specialization(per level, evil characters only)[Special: the object sacrificed is itself magical: +1to total.]

Wizard casting spell in specialized school:+2Priest casting spell in specialized sphere:+1

Magical Items/ThingsCaster specialized in one particular spell:+1(this single spell specialization differs from the onedescribed earlier in this document: it costs 1nonweapon proficiency slot and may be cumulativewith the bonus for specialized school)

Special staves, amulets, ioun stones, etc.:+1 to +5Cursed items: -1 to -5Familiars: +0 to +1(bonuses from special familiars only)

Magical Fatigue Another option that the DM has at hisdisposal is the addition of new nonweaponproficiencies solely for spell casters of this type. Ifthe individual DM thinks that these modifiers fit intohis campaign well, he must decide how the mage orpriest comes to know them. They must usually betaught by an experienced individual in a majormagic college or temple, and might be available tomembers of certain faiths, sects, or schools.

Caster cast spells for 3 consecutive rounds:-2Caster cast spells for 5 consecutive rounds:-5Caster cast spells for 7 consecutive rounds:-9Caster cast spells for 10+ consecutive rnds:-15(not cumulative)

ImprovisationAttempting minor variation of known spell:-1(e.g. "firebird" based on fireball)Attempting major variation of known spell:-2

"No Noticeable Spell Effect" -1(e.g. "frostball" based on fireball)Costs 1 slot, roll vs. INT -1 (wizards) or WIS -1(priests).

Attempting spell not known: -3Attempting a purely creative effect: -3

This assumes that normal spells have somesort of visible signature in the campaign, like a rayfrom the caster's hand, glowing eyes, etc. Thisnonweapon proficiency allows the user to dispensewith such side effects as long as they are peripheralto the primary function of the spell. For instance,ray of enfeeblement would function normally, butwithout a visible ray. Similarly, lightning bolt wouldproduce an audible crack, but the fork of electricityitself would not be seen. Spells such as phantasmalforce, prismatic wall, and sunray would not beeffected in the least.

(This means trying a spell effect not listed as a spellin any official or accepted source for spells. The DMshould assign effective spell level for purposes ofdetermining Spell Level Modifier.)

Magical AreasCaster present in magical area: +1 to +5(faerie ring, stonehenge, etc.)

Personal SacrificePer two hit points lost during casting: +1(they are healed normally)Per attribute point lost during casting: +3

"Subtle Spell Casting" -3(STR, DEX, etc.; they are recovered slowly -- days,weeks, or years may be required) Costs 1 slot, roll vs. DEX -2 for both

wizards and priests.Observers will not be able to tell that the

wizard or priest is casting a spell unless a successfulspellcraft proficiency roll is made. This includes

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only the ability to mask the verbal & somaticcomponents of spell casting, and excludes the abilityto produce no noticeable spell effect (above). Thetwo can be used in tandem, however. [This NWPwas slightly modified by the editor. Originally, itincluded both the powers described above and thepowers of "no noticeable spell effect" and gave a -4modifier to the roll for casting success. J.G.]

Spell works, no more actions that round: The castspell functions perfectly, but the caster must spendthe remainder of that round catching his breath andregaining his wits.

Spell partially works: Every statistic of the spell,including damage done (if applicable), is halved.Furthermore, the caster found it so difficult to castthe spell that he is worn out & unable to do anythingexcept move normally and defend."Speed Casting" -2

Costs 1 slot, roll vs. DEX -3 for bothwizards and priests. Minor accident: This means that some part of the

spell energy backfires upon the caster. Manydifferent things might happen, but they last for onlytwo turns per level of the botched spell. After thistime, the caster recovers totally. Examples of minoraccidents follow in the "Accident" table.

This nonweapon proficiency allows thespell caster to gain greater initiative in a round ofspell casting. It will shorten the casting time of aspell by 1 per -2 penalty taken on the spell castingsuccess roll. No spell may be shortened below 1, andno spell may be shortened by more than 3. Major accident: This effect is only possible when a

caster of at least fifth level fails while casting a spellof at least third level. Otherwise, consider the resultto be a minor accident. These nasty consequencestend to last for about a day, as they signify a prettylarge mistake by the caster. The "Accident" tablelists some specifics.

OK -- What now?

After all of the modifiers are totalled, theplayer should roll a 20 sided die, add the modifiers,and determine whether or not he is successful. Thetable below shows all of the possible outcomes:

Catastrophe: This can only happen if the caster isat least level 12 and the spell he is casting is at leastlevel 6. They tend to last a number of years equal tothe level of the spell, as they are caused by a grossinternalization of the chaotic magical energies.Refer to the "Accident" table.

THE BIG MAGICAL AFTERMATH TABLE

Modified Roll: Result: (see below)34+ Supercharged spell.

25-33 Spell works, caster free to actagain.

Magical apocalypse: This can only be caused bycasters of at least 18th level upon the failure of aspell of 9th level (optionally, level 7 for priests). It iscaused by an uncontrolled rift forming between theplane of the caster and wherever the energies ofchaos hight from. These effects can last for anyamount of time, but generally endure for decades.See the "Accidents" table for more information.

21-24 Spell works, no more actionsthat round for the caster.

20 Spell partly works17-19 Failure. Smoke, sparks, smell

of brimstone.13-16 Failure. No effect whatsoever.10-12 Minor accident.6-9 Major accident.2-5 Catastrophe.

ACCIDENT TABLEless than 2 Magical apocalypse.

M INOR ACCIDENTS :Supercharged Spell: If the spell caster gets higherthan 33 on his roll, the spell is doubled in effect forevery statistic except damage done. Thus, duration,area of effect, number of creatures affected, range,and so on are each doubled.

Caster ages 1d10 years.Caster's face distorts into that of a monster.Caster's body goes numb; -1d6 to DEX.Caster's body falls into convulsions.Caster is blinded or stricken deaf.

Spell works, caster free to act again: The castspell functions perfectly; and with the amount oftime left in the round, the caster may move, readycomponents, or defend himself.

Caster screams uncontrollably.Caster "blinks" out of reality and returns to the

same space in 2d6 turns.Foul smoke fills the area.Spell backfires on caster.Spell works, but to an opponent's benefit.

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Spell works, but so slowly that the effect couldbe negligible.

The lands within a one mile radius of the casterbecome infertile -- all plants begin to dieimmediately.

MAJOR ACCIDENTS:Caster is battered about by unseen forces; 1d4

points of damage per level of spellattempted.

It is important to remember that these tablesare only suggestions, and that the DM and playersmust get together to interpret the results creatively.Magic is a horribly dangerous thing -- both for thecaster and the target -- and these results shouldstimulate an appreciation of this risk, not ruin thegame. It is also advisable to try to make theaccidents appropriate to the spell which failed. Forinstance, a fire based spell would not likely make thecaster into a pseudo-werewolf, but might wellaccidently summon up a fire elemental. Theresponsibility to make these decisions is left to theDM because they cannot easily be tabulated.

Caster polymorphs into an animal.Caster's hands and/or feet are broken; nothing

can be held easily, walking is difficult;magic cannot heal the breaks.

Caster goes mildly insane.The caster notices everything 1 minute after it

happens, as if reality were "running late."Caster falls into a coma.Caster deformed; charisma drops by 1-6 points.Animals no longer trust the caster; they will

either flee or attackHordes of some type of vermin (ants, rats, etc.)

swarm into the area and attack everythingin sight. A final word about magic in this system...

Wizards must still keep track of their spellsand occasionally study them. But keep this in mind -- magic is neither an art nor a science -- it is chaoswaiting to be invoked. Little is really understoodabout how magic actually works. Sometimes twomages can cast the same spell and only one will meetwith success. If a spell works while the caster isstanding on one foot, does that mean that standingon one foot is part of the spell? And what aboutmagical creatures like dragons and faeries? Thissystem is principally a way to keep the mystery anddanger of spellcasting at the forefront of the game.It also tends to make life as a fighter a bit moreattractive [a nice selling point for those DMs whoseplayers all love to control spellcasting characters].

Caster is pained by contact with some pureelement (e.g. air, fire, water, earth).

CATASTROPHE :Caster's body bursts into flames, doing 2d4

points of damage per round untilextinguished.

Caster displaced to the ethereal or astral plane.Caster goes very insane.The caster's body becomes anti-gravitational

and "falls" upwards immediately.Caster cursed to painfully polymorph into a

new form every day at dawn/dusk/midnight,or monthly according to lunar cycles.

A powerful extraplanar being notices the casterand decides to make his life difficult.

An elemental, demon, devil, daemon, ordemodand with hit dice equal to the caster'slevel appears & attacks.

Amazingly powerful storm springs up in thevicinity of the caster, damaging structuresand hindering movement & combat.

MAGICAL APOCALYPSE:Caster ceases to exist on any & all planes ofexistence.Gate opened to another plane of existence; the

caster is sucked through (no save) and thegate remains open behind him (notnecessarily to the same part of the plane).

All members of the caster's family for the nexttwo generations must save vs. spells at theage of 17 or go insane.

Unsuccessful spell caster.

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System Five: Complete System I number of spellpoints. Again, see below for theparticulars on these modifiers.

An excellent hybrid system which combines many ofthe best parts of Spellpoints I and Proficiency CheckI. The resultant system is more of a break from theofficial AD&D system than is Spellpoints I alone,but requires fewer dice and charts than ProficiencyCheck I.

A magic user can convert spellpoints intospells freely, with only two exceptions:

First , the spells must be known andmemorized by the spellcaster. Knowing has itsstandard AD&D meaning.

When a spell is first encountered by awizard, he must try to make his % chance to learnnew spell roll. If he fails with this roll, he can nevercast the spell. The DM might rule, however, thatdifferent versions of this same spell exist in hisworld; and that if the mage finds one of theseversions, he may try to learn it again.

Author: Robert Winkel (Australia) (based on priorworks of Jim Gitzlaff, Jim Sisolak, andMatthew Stanton)

Principal Aim: To provide a complete, playtestedalternative to the rules for spells in the AD&Dgame. To give wizards more flexibility whilebalancing out their power curve. To encouragethe use of low level spells when possible.

The mage can memorize at one time anumber of spells per spell level equal to the numberin the maximum spells knowable column of theintelligence effects chart in the Players Handbook.The mage can automatically memorize spells up tohis minimum capacity (same chart), but then mustmake his % chance to memorize more spells, roll forevery spell up to his maximum capacity. If he fails inthis roll for a certain spell, it does not mean that themage is forever unable to memorize the spell inquestion, but merely that he cannot "get it in"(understand the magical patterns) that day and maytry again after a sleep period.

As a general rule, do away with materialspell components. On the interpretation of thissystem, spell components are just an alternativeenergy source for spellcasting. Hence, only thosecomponents which are integral to the spell (e.g. aportal for Wizard Lock) are needed during casting.

Instead, the use of optional materialcomponents will assist the wizard in spell casting.The material component can be either the onespecifically listed in the spell description or a relatedone of the player's choice. It is up to the DM todecide whether or not the chosen spell component isappropriate and to what degree. For instance, amage using a material component for a Fireball spellmight get a +1 for sulphur, a +2 for a live glow-worm +2, and a +3 for a red dragon scale. Seebelow for specifics on using these modifiers.

Second, the wizard can convert spellpointsto spells only in such a way that he does not castmore spells of a given level than he would have beenable to memorize in the old system.

For example, if a wizard is allowed by theoriginal system to memorize 3 third level spells, henow possesses exactly 3 third-level "slots" that maybe converted into spells, spellpoints permitting. Hemay, of course, cast less than this number if hedesires.

Wizards receive a number of spellpointsequal to one per level number, cumulative, plus one.Thus, at specific levels, wizards possess thefollowing number of spellpoints: This restriction is imposed in order to

maintain a higher level of realism. If a wizard wereallowed to freely allocate spellpoints to any spelllevel, it would be possible for M-U's to convert anoverproportion into high level spells. For example,without this restriction, it would be possible for (butnot realistic to allow) a 12th level Mage to assign 72of his 79 spellpoints to sixth level spells! This is arepresentation of mental fatigue. A Mage can casttoo many high level spells the same way that anathlete can run too many long marathons. Just asthe athlete might be able to run some short races inlieu of the long ones, so too can the wizard cast lowlevel spells instead of the high level ones.

Level: Spellpoints:

1 2 (1+1)2 4 (1+1+2)3 7 (1+1+2+3)4 11 (1+1+2+3+4)5 16 (1+1+2+3+4+5)etc. etc.

Any spell costs double its level inspellpoints to cast. Thus, a first level spell costs two,a third level spell six, and a ninth level spelleighteen. Because wizards can opt to "overspend"on any spell, it is not necessarily true that onespellpoint will be left behind if the caster has an odd

If the mage desires, he may trade down ahigher level slot for a lower level slot freely. For

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example, a 12th level wizard that has already castfour 3rd level spells but who has open slots for 4th,5th, or 6th level spells may opt to use any one ofthose slots in order to free up another 3rd level spell.

to be more difficult to cast. The penalty is -1 for eachlevel of the spell. Thus, a 4th level spell would becast at a -4 penalty.

Special Modifiers: These include all of the variousadjustments to spell casting that are applied onlyunder certain circumstances or in specific campaignsituations.

Wizards do not need to relearn spells everynight. They can continue to cast the same spells dayafter day without problem as long as they have thespellpoints and the slots. The only factors that mightmotivate a wizard to spend time rememorizing spellsare... Example Special Modifiers:

Injury1. Memory loss -- Caused by illness, injury, ormagic.

Caster has lost 25% starting hit points: -1Caster has lost 50% starting hit points: -2

2. New spell -- To memorize a new known spell.Caster has lost 75% starting hit points: -4

3. Change spells -- Exchange a memorized spell foran unmemorized (but known) spell because theintelligence ceiling was reached.

(not cumulative)

Specialization

Spellpoints are recovered either by sleep orstudy (meditation in the case of a Priest). Study cannot be attempted if distracted or fatigued (Basically,a person is fatigued if s/he has gone without sleep orrest for an extended period. Feel free to usewhatever fatigue rules suit your campaign.).

Wizard casting spell in specialized school:+2Priest casting spell in specialized sphere:+1

Magical FatigueCaster cast spells for 3 consecutive rounds:-2Caster cast spells for 5 consecutive rounds:-5Caster cast spells for 7 consecutive rounds:-9

SPt Fraction Sleep: Study/Recovered: Meditation:

Caster cast spells for 10+ consecutive rnds:-15(not cumulative)

Improvisation0/4 <5 hrs <90 min1/4 5-5.9 hrs 90-119 min2/4 6-6.9 hrs 2-2 1/2 hrs3/4 7-7.9 hrs 2 1/2 - 3 hrs4/4 8+ hrs 3+ hrs

Attempting minor variation of known spell:-2(e.g. "green fireball" based on fireball)Attempting major variation of known spell:-4(e.g. "frostball" based on fireball)(Major variations may have an even greater negativemodifier, at the DM's discretion.)Thus, if a Mage sleeps for only 4 hours, he

will reap no benefit, but the same Mage would getback 1/2 of his total spellpoints if he slept for 6.5hours. In each case, the fractions do not refer to thenumber of spellpoints that the Mage is down, but tothe total number of spellpoints that the spell casterhas when at full power.

Magical AreasCaster present in magical area: +1 to +5(faerie ring, stonehenge, etc.)

Personal SacrificePer extra spell point used in spell: +1.5

As in the Proficiency Check I system, thismethod takes into account the possibility of spellfailure. The casting success roll is structured asfollows:

(rounded down)Per two hit points sacrificed during casting:+1(they are healed normally)Per attribute point lost during casting: +3

Caster Level

3+

SpellLevel

+SpecialModifiers

+ 1d20

(STR or CON; they are recovered slowly -- days,weeks, or years may be required -- DM's discretion.)Spell components used: +n(DM decides if component use is appropriate: n canrange over +1, +2, etc. It could probably also rangeover negative numbers if the DM thinks that the PCmade a bad choice of materials.)

Caster Level: This modifier is just exactly the levelof experience of the spell caster, divided by three andthen rounded up. Thus, a 5th level Mage would add+2, a 9th level mage would add +3.

"Subtle Spell Casting": -3Spell Level: Higher level spells call upon magicalenergies of much greater power than lower levelones. It is only reasonable, therefore, for these spells

(Per component; optional nonweapon proficiency;also costs 1 spell point.)

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This nonweapon proficiency preventsobservers from telling that the Mage or Priest iscasting a spell unless a successful spellcraftproficiency roll is made. This is the ability todiscard the verbal & somatic components of spellcasting. It is -3 penalty and 1 spell point to discardeither one, and -6 and 2 spell points to discard both.

than expected. Some suggestions are: no sacrificewas needed, +2 damage per die, more creaturesaffected, etc.

Spell works as normal: The spell works as it wasintended to.

Spell partially works: The spell doesn't live up toexpectations. Some suggestions are: every statisticof the spell including damage done (if applicable) ishalved, spell affects some others (detrimental), nospell casting next round, caster faints, etc.

This is based on the theory that verbal andsomatic components are just a way of making iteasier for the Mage or Priest to comprehend magicalpatterns.

After all of the modifiers are totalled (plusany others the DM wishes to add -- suggestions canbe found in the Proficiency Check I and II sections),the player should roll a 20 sided die, add themodifiers, and determine whether or not he issuccessful. The table below shows all of the possibleoutcomes:

Spell backfires: This means that some part of thespell energy backfires upon the caster. Manydifferent things might happen, but they are always ofequal level to the spell. Thus, a backfired detectmagic will not do much, but watch out if it was atime stop or wish! Typical effects are: damage isdone to the caster, false information, lose additionalspell points equal to the level of spell, etc.

THE BIG MAGICAL AFTERMATH TABLEIt is important to remember that these tables

are only suggestions, and that the DM and playersmust get together to interpret the results creatively.Magic is a horribly dangerous thing -- both for thecaster and the target -- and these results shouldstimulate an appreciation of this risk, not ruin thegame. It is also advisable to try to make theaccidents appropriate to the spell which failed. Forinstance, a fire based spell would not likely make thecaster into a pseudo-werewolf, but might wellaccidently summon up a fire elemental. Theresponsibility to make these decisions is left to theDM because they cannot easily be tabulated.

Modified Roll: Result (see below):25+ Supercharged spell.

22-24 Spell works a bit better thannormal.

6-21 Spell works as normal.3-5 Spell partially works.1-2 Spell fizzles, no effect.<1 Spell backfires.

Exceptions are:1. If the modifier before rolling the 1d20 is less than

-15, then the result is automatically "Spellfizzles, no effect."

2. A natural 1 is "Spell partially works." A natural20 is "Spell works a bit better than normal."

3. If the modifier before rolling the 1d20 is greaterthan 20, then "Spell works as normal."

(Use the better result if natural 20 wasrolled, or the worst if a natural 1 was rolled. e.g. if Ihad +7 modifier and rolled a natural 20, I could pickeither "Spell works a bit better than normal" becauseI rolled a natural 20, or "Wow!" because I rolled atotal of 27. "Wow!" is the better of the two results, soI take that.)

Supercharged Spell: If the spell caster gets higherthan 24 on his roll, something great happens. Somesuggestions are: the spell is doubled in effect forevery statistic, double damage done, more infogained, permanent (rare!), etc.

Spell works a bit better than normal: The castspell functions perfectly and does a little bit more

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System Six: Complete System II There are five types of specialisation:Major, Minor, Other, Minor Opposition, and MajorOpposition. A first level magic user selects a majorschool; this fixes the major opposition school to thatspecified by the 2nd Edition rules. For example, thechoice of alteration as the major specializationschool fixes the character's major opposition schoolas abjuration. Initially, spells in all other schoolsare classed as other; but upon reaching second andfourth level, a magic user can select an extra minorschool for specialization. Opposition schools cannotbe chosen as minor specializations. Choice of aminor specialization school fixes the school inopposition to it as a minor opposition school.

A large and complex system that allows anunprecedented degree of control over spellcasting. Italso allows spell casters to be personalized morethrough the use of school/sphere specialization.

Author: Paul Kinsler (copyrighted 1992) (includedby permission of Mr. Kinsler)

Principal Aim: This system attempts to make spellcasting classes in AD&D more flexible byremoving the rigid "spell memorization" rules,thus allowing characters more freedom to becreative with magic use. No longer will lowlevel magic users curse because they felt forcedto learn sleep when what they really need nowis message - a spell no low level magic user canafford to take down a dungeon.

Clerics have their major and minor spheresfixed by their deity, although there may some roomfor choice in their minor or other spheres.Opposition spheres should be determined by the DMaccording to the cleric's deity.The basics:

For example: Stefania, a new first level magicuser selects divination as her major school,thus setting her major opposition schools tobe conjuration and summoning. Uponreaching second level she picks necromancyas a minor school, causing illusion to becomea minor opposition school. When shereaches fourth level she selects abjuration asher second minor school, so alterationbecomes a minor opposition school.

Instead of memorizing a particular subset oftheir spells, this system permits spell casters to studyall the spells in their spellbooks in order to be able tocast spells during the rest of the day. They draw ontheir knowledge and experience to cast magic, anddo not store magical patterns in their head, per se.Clerics still meditate and pray in order to receive thepower to cast clerical magic, but can now cast any ofthe spells they are allowed to know. This systemalso adds a casting roll to determine if a spell wascorrectly cast and fatigue costs of spells.

Spell casters get bonuses to their chance tosuccessfully cast spells depending on whether andhow they are specialized in it. Spells cast in acharacter's major school add +2 to the casting dieroll for success, those in the minor school add +1, inthe "other" schools add +0, minor oppositions add a-1 penalty, and major opposition spells have a -2penalty. Spells cast in chosen specialisations arealso less tiring. (see below)

Before beginning, some terms must bedefined to avoid the confusion caused by the AD&Drules' use of the word "level" for three differentthings. The level of experience of the character willstill be called "level." However, spell level will bereferred to as "rank" (thus wish is a rank-9 spell).The level of effect at which a spell is cast will becalled the spell "power." In this system, spell poweris variable -- i.e., it is not fixed at the level of thespell caster. Spells can now be cast at a lower powerthan the level of the character. For example, a fifthlevel magic user can cast a magic missile at the samelevel of effect as a first level magic user (releasing asingle missile and doing 1d4+1 damage at 70').

Casting Spells:Spell casters get a number of spell points

equal to their level per day, subject to being wellrested and spending at least ten minutes of study,meditation, or prayer per spell point gained. Unusedspell points are not lost at the end of the day, but acharacter cannot accumulate more spell points thanthey have levelsof experience. Casting a spell of acertain rank uses up an equal number of spell points.For example, casting the rank-3 web spell costs threespell points.

Specialization:Spell casters also specialize in types of

spells. Magic users select spell schools, clerics spellspheres. The schools for magic user spells are listedjust after the title in the spell lists in the PlayersHandbook, and the Second Edition has additionaltables listing them separately. The clerical spheresare listed only in the PH2.

The chance of successfully casting a spelldepends on several factors. The spell works if thespell caster rolls at least a certain "target number" on

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a 1d20. This is called the casting roll. The targetnumber to successfully cast a spell is determinedaccording to the formula below:

Additional Rules:Clerical Bonus Spells: Under the standard rules,very wise clerics gain extra spells. Including theseas bonus spell points will give a first level cleric toomany spell points, so the better solution is to treatthese spells as under the old rules. They areconsidered to be a gift from the deity or its minionsto particularly wise clerics, and as such are chosenby the cleric (or given by the deity) while meditating,for later use. Casting rolls are still made, but fatiguecosts are not applied.

9 + 3 x (SpellRank

) +SpellPower

+ 2 x (Level) +STAT

2

STAT

2-- --- -

For magic users, STAT is intelligence, andfor clerics it is wisdom. Round fractions down whendividing. Spells that have no listed dependence onthe spell caster's level must be cast with a power atequal or greater to its rank. Spells cannot be cast ata power greater than the level of the spell caster, orat a power less than one.

Dispelling Magic: When casting dispel magic, usethe power the spell is cast at rather than the level ofthe caster to determine success or failure. Thisapplies for both the dispel magic and the spell thatcaster seeks to negate.

Casting spells is a tiring business, costingenergy as well as spell points. To reflect this,casting a spell costs a number of hit pointsproportional to the spell power. The amount variesaccording to the type of hit dice used by the castersclass and the school or sphere of the spell, and thebase fatigue cost is given by the hit dice factor fromthe following table multiplied by the spell power.

Scrolls: Casting spells off scrolls does not cost spellpoints, and the spell should be treated as being castby the creator of the scroll rather than by the reader.The only exception is that the STAT modifier of thereader should be used. Depending on the way thespell was scribed, the power of the spell may or maynot be able to be varied by the reader.

d4 d6 d8 d10Major, Minor: 1 1.5 2 2.5

Magic Items: The abilities relevant to spell castingneed to be defined for the item, and are at best thoseof the maker. Relevant properties include level, spellpoints, specializations, intelligence or wisdom, andfatigue hit points. However, some items may use thewielders characteristics instead. For example,fatigue costs may be applied to the wielder instead ofgiving the item a 'hit point' total for accountingpurposes. The item then casts spells as specified bythose abilities.

Other: 2 3 4 5Opposition: 3 4.5 6 7.5

If the target roll is made by more than five,the hit point cost is half the base fatigue cost; if it ismade by ten, one quarter; by fifteen, one eighth; andso on. Round halves up. Furthermore, failing acasting roll by more than five doubles the hit pointcost, failing by more than ten multiplies it by four,and by fifteen multiplies it by eight, and so on.

Fatigue costs for spells that restore hitpoints are treated differently. Examples are curelight wounds, cure serious wounds, and heal, but notcure disease, raise dead, or resurrect. When castingthese spells, treat the specialisation as one classbetter on the table: minor and major specialisationscost no hit points, "others" are treated asmajor/minor, and opposition as "other."

Optional Rules:Converting Failed Casting Rolls: A failed castingroll can be turned into a success by a reduction inpower of the spell. However, it is still treated as afailed roll. If Pring the Conjurer attempts to cast apower-9 fireball but fails his target roll by two, theresult would be a power-7 fireball. If he had failedby six, a power-3 fireball would result, and hisfatigue costs would be doubled.

These hit points are lost regardless ofwhether the spell succeeds or fails, but they can beregained after a suitable period of rest at a rate ofone hit point per half hour of rest. As a result, aseparate tally of hit points lost to spell fatigue shouldbe kept. Note that the spell caster will still die if hisremaining number of hit points, including the lossesdue to spell casting, is less than -10.

Overcasting In Rank: DM's who like to play fastand loose with game balance might allow low levelmagic users to cast high level spells if they spendseveral days in the casting. It would take a characteras many days to cast as it would take to get the spellpoints required, but it should be understood that ittakes the entire time used to accumulate the spellpoints as it does to cast the spell. For example,Rufus, the first level Cleric could try to cast the rank-

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3 locate object if he took three days to do so.However, his chance of success would not be goodeven if he could withstand the strain -- and theconsequences of failure would be dire indeed.Allowing overcasting could provide a lifeline fordesperate spell casters.

cost him at least 18hp. And in this case, a castingroll failed by more than five (65% chance) would killhim on the spot.

Senna Flash, a 67th level wizard has two hitpoints and three spell points left. If she can light theoil trap in front of her, she will be spared a horrible(and embarrassing) death at the hands of the fiveKobolds charging at her. She wants to cast the rank-3 lightning bolt spell at power-1 to ignite the oil.Her target number is 9 +3 x 3 +1 - 2 x 67 -16/2 =-123, an automatic success. Invocation is an otherspell according to her specialisations, and the basefatigue cost is 2hp. However, even if she rolls a one,she has succeeded by 124, and the hit point cost is2/224 (since 124 = 5x24+4), which rounds down tozero.

Overcasting In Power: Similarly, DM's may allowspell casters to cast spells at a higher power thantheir level of experience. The casting roll is notreally designed to cope with this, though, so fatiguecosts should be at least doubled when powerovercasting.

Examples:

Stefania, a sixth level wizard, has anintelligence 11 and 10 hp and is threatened by acloud of poison gas. She tries to cast a power-4version of the rank-3 alteration spell gust of wind todisperse it. The spell is in her "other"specialization. Her spell point total drops by 3 (from6 to 3) and the effort has a base fatigue cost of2(other) x 4(power) = 8hp. She now has to check ifshe successfully casts the spell: her target number is9 + 3 x 3(rank) + 4(power) -2 x 6(level) -16(INT)/2= 2, which she easily manages, rolling a 13. This isa success by more than 10, so the fatigue cost is8(base)/4 = 2hp, and her hit point total drops from10 to 8. The gust of wind generated is 10 yards wideand 10 x 4 (power) = 40 yards long. Now safe, sherests for half an hour, and regains one of those hitpoints.

Bix, a second level cleric who has wisdomof 16 and worships the deity Foop, casts a cureserious wounds spell from a scroll. The scroll wasinscribed by NeNeHa (wisdom 18, level 20, major inhealing), the renowned cleric of Foop. The targetnumber is 9 + 3 x 6 (rank) +6 (power) - 2 x 20(scribelevel) -16 (reader's wisdom)/2 = -15, an automaticsuccess. Since the spell restores hit points, andHealing was NeNeHa's Major sphere, it costs no hitpoints in fatigue to cast. If the scroll had insteadbeen cast by ReReHa, NeNeHa's evil twin, for whomhealing is in opposition, it would be treated as otherand cost a base of 2 x 6 = 12hp. Bix now rolls a 16on his casting roll, which is a success by 31 ( 16 -(-15) = 16+15 ), so the fatigue cost is 12/26 (since 31= 5 x 6 +1), which rounds to zero anyway.

Pring, a 9th level Conjurer with intelligence18, wisdom of 4, and 20hp is in desperate straits. Hehas managed to steal a copy of the rank-9 wish spellfrom Chasark, Iron God of the Northern Hordes, andrisks everything attempting to avoid retribution bycasting it. It will cost him all of his maximumnumber of spell points. His target number is 9 +3 x9 (rank) + 9 (power) - 2 x 9 (level) -18(INT)/2 = 18.Since he has conjuration as his major school he getsa +2 to his die roll to give him a 25% chance ofsuccess. Casting the spell costs him 9hp -- 18hp ifhe fails by 5, 36hp if he fails by 10, 72 if he fails by15, etc. This may seem too easy, since the standardrules do not allow rank-9 spells to be cast until 18thlevel, but Pring has the best possible qualifications,and the consequences of failure should be understoodto be so horrible that no one would attempt thiswithout good reason. In particular, note that thefatigue rules leave him with a 25% chance of beingkilled by the strain.

Discussion:

The greatest potential for disrupting thecampaign with this system comes from the greaterflexibility that spell casters are given. They can nowcast any spell from their repertoire at any time.However, to avoid overcompensating, casting rollsand fatigue costs have been added. Moreover, theintroduction of varying fatigue costs depending onthe chosen specializations of the individual spellcaster adds more color to spell casters.

The other major adjustment is that with thissystem, spell casters can cast spells of a higher levelthan they could under the old rules. Again, thepotential for failure and the consequences therefromshould prevent abuses.

Note also that high level spell casters willhave to undercast most of their spells in power inorder to keep their fatigue costs under control -- areduction in power by ten reduces fatigue costs onaverage by 75%.

Note also that if conjuration was not Pringsmajor , but was classed as other, then it would have

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System Seven: Magical Sources I 4. Illusion spells. (e.g. shadow magic, phantasmalforce etc.)

A set of rules designed to simulate the idea, commonto fantasy literature, that certain regions are moremagical than others. It can be used to quickly makea campaign more detailed and interesting.

The center of the source of illusionary magic is theplace in the playing world where most of theintelligence is. This is generally a capital city, orpossibly just a geometric center of population.

Author: Robert Winkel 5. Other spell types. With regards to anti-magic --the defence against magic -- the modifier will justreverse its in sign, since it will be easier to dispel ordefend against a source of magic which is far away,and harder to defend against a source of magicwhich is near. (e.g. if the spell wall of iron is in thearea which gives it +3 modifier, there will be a -3modifier for anyone trying to dispel it) With regardsto spells that are related to another spell type (e.g.wish, glyph of warding, permanency, Nystul'smagical aura, etc.) treat them as the appropriatespell type. Any others: either no modifier, or useyour judgement.

Principal Aim: To provide formal rules for the useof "sources of magic." It is most easily used inconjunction with one of Complete System I,Proficiency Check I or Proficiency Check II,but may be modified to stand alone.

This system addresses the idea that thereare centers of magic -- magical sources if you will --around the campaign world or playing area. Thissystem is designed for spells and not magical items,but the DM should feel free to rule that the creationof magical items might be affected in some way.

The exact modifiers should generally not betold to the players in advance, but should bediscovered by them during the course of play. Thisreflects the acquisition of similar knowledge by theircharacters. If the DM thinks that it would becommon knowledge for mages and priests to knowwhere the centers are, then so be it.

Remember that these are only suggestions.The system can be used with few changes if the DMwants to base the magic sources on the existing"circles" or "spheres" of magic, for instance.

Distance fromMagic Source:

Modifiers forSupplement:

Modifierson Own: There are several general categories of spells,

these are: up to 1000 miles +5 +50%1001-2000 +4 +40%

1. Elemental spells. (e.g. gust of wind, wall of iron,fireball, fog cloud)

2001-3000 +3 +30%3001-4000 +2 +20%

These will typically have centers such as: 4001-5000 +1 +10%Air elemental: some tall mountain range. 5001-6000 0 +/- 0%Earth elemental: some rugged mountain range

(the sort that dwarves love) or a canyon.6001-7000 -1 -10%7001-8000 -2 -20%

Fire elemental: a great desert or a volcano. 8001-9000 -3 -30%Water elemental: an ocean or a huge waterfall.

9001-10000 -4 -40%These are often better placed at the four corners ofthe playing world, but do not necessary have to be. 10000+ -5 -50%

[Editor's Note: The distances, above, mayalso be used informally -- e.g. withinkingdom X the modifiers are +2, etc. Thismay ease use in actual campaigns. J.G.]

2. Nature spells. (e.g. charm plants, weathersummoning, warp wood, etc.)These are druid type spells that call upon the forcesof nature in some way. The typical place for thesource of Nature would be in the middle of a hugeforest.

Distance From Magic Source: This is best donefrom the map of the playing world. An alternative tothe distances given above, if your playing world is alot smaller or larger, is to divide the length of theplaying area by about 15 and use this figure insteadof the jumps of 1000 miles.

3. Divination spells. (e.g. augury, detect magic,etc.)This often effects priests more than mages, since thisoften depends only on where the god or his holycity/temple is. Optionally, this can effect mages aswell.

Modifiers For Supplement: If you are using one ofthe Alternate Magic Systems listed at the beginning

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of this section, then these are the modifiers added orsubtracted from the success rolls.

Modifiers On Own: If this system is used on it'sown, then these are the modifiers used. If there isdamage or healing involved, then the modifier isapplied to this. If it is a divination spell and themodifier is negative, then a roll of this percentage ona second d% indicates that false information wasgiven. If it is a divination spell and a positivemodifier, then you can either get that percentage inextra information, or similar. For other spells,duration, area of effect, range, or even the chance ofthe spell working at all may be related to the givenpercentage.

Which is to be used is, of course, up to theindividual DM.

Magic Items: These modifiers will affect all spells,whether they come from scrolls or come from amagical item that gave the user the spell use. So, inat least this one sense magic items are affected.

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