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Creating a Magic User
Topic Started: Apr 13 2012, 02:10 PM (185 Views)
DiceMonger
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There are a few rules which you need to understand to use a Magic User in Days of Scrundor. For a start, Dice Chucker doesn't actually include any spell lists. The idea is that you create your own with the DM's help. To get things moving a bit faster, I've made a few spell lists, but you can come up with your own ideas as well!
Anyway, here are the special rules which apply to magic users - don't worry, most of this post is the spell lists, the rules are not that long or hard to use!

Magic Skills:
ONLY characters specifically created as magic users may take magic skills. Magic users are allowed to learn new magic skills which will give them access to other spells, but non magic users cannot learn magic skills in order to become magic users.

Spells known:
For every two levels of a magic skill that the character has, that character may learn one spell. Thus a character with Fire Magic (2) would know the first fire spell, while the same character after some leveling up to reach Fire Magic (4) would learn the second spell. It is possible for a character to have only 1 point in a magic skill, meaning he will not know a spell. This simply means the character has started to learn that form of magic, but does not yet have enough skill to use spells of that kind.
Remember that starting characters are Level 5, which means the most they can know is 2 spells, although they can be on their way to learning a third.

Casting Limits:
A magic user may never cast one of his spells while another copy of that spell remains in play. For instance, a Fire Wizard could cast a fireball every turn, since the spell only lasts until it hits something and does damage. However, an Ice Mage can ONLY cast an Ice Wall spell again when the first Ice Wall has gone away. A spell caster may decide to cancel a spell at any time, and recast it (for example, a wizard may have Empowered a warrior, who has then happily slain his foes. The Wizard can cancel the spell, and cast it on another ally who is still fighting.)

Multiple Targets:
Some spells work against multiple targets. In the case of a spell such as this, a Magic Roll must be made against each of the targets to see if they are affected. Just because the first roll fails does not mean the whole spell is a failure – that target may have survived, but others may not be so lucky!

Choosing spells:
The lists provided are not the only spells available to you; they are only a sampling to get you started. You can design your own spells, but make sure you talk to the DM about them so that they are balanced and workable.

SPELL LISTS:
Fire Magic:

FIREBALL (TN: 9):
Hurls a magic fireball at the enemy.
The Magic Roll to cast the spell is also the Combat roll to hit to opponent. All combat modifiers apply. The fireball has DL 4. Range is unlimited, but you must be able to see the target.

FIREY BLAST (TN: 12):
A blast of fire erupts from the Wizard's finger, engulfing all in it's path.
This spell has a range of 8 meters. It must be fired in a straight line, and hits any figure in it’s path. The roll to cast the spell is also the combat roll to hit. All combat modifiers apply. Fiery Blast has DL 2.

WALL OF FLAME (TN: 18):
A wall of fire leaps up where the Wizard directs.
This spell can be cast anywhere the Wizard can see, and creates a wall of flame 10 meters long (this can be in a line, or any shape the wizard desires, including a ring with a 5 meter diameter). Anything trying to pass through the ring of fire takes damage – roll as to cast the spell. This is the roll to hit. Wall of Flame has DL 3.
It is very hard to see through the wall of flame, thus all ranged attacks (including spells) made through the wall have a +4 penalty to the TN.
Wall of flame remains in play for half a minute per Fire Magic level.

FLAMING BLADE (TN: 20):
The Wizard causes one of his allies weapons to be wreathed in flames.
This can be cast on any friendly player’s weapon (yes, even things without blades, that’s just the name!) and adds +2 DL. Flaming Blade lasts for one combat only, but may be recast immediately (effectively you have to keep rolling to keep it going!)

VOLCANO (TN: 30):
A mighty explosion of flames leaps from the ground at the Wizard’s command.
This spell can be cast anywhere the Wizard can see. Select one enemy as the target. All beings (friend and foe!) within 3 meters are also hit. Volcano has DL 4.



Defensive Spells:
IRON SKIN (TN: 10)
The target's skin becomes as hard as iron.
The spell has a range of 10 meters. The wizard may cast it upon any friend That friend receives a +2 AL bonus in it’s next combat.

ARCANE SHIELD (TN: 12)
A glowing magical sphere appears around the wizard, protecting him from harm.
This spell can only be cast upon the wizard himself and gives him AL 3. The spell lasts for 30 seconds per Defensive Magic Level.

STORMY TEMPEST (TN: 18)
The Wizard causes arcane winds to spring up which make missiles veer off target.
While Stormy Tempest is on play, the Wizard and an area 4 meters across centered on him is filled with high winds. A +3 penalty is added to the TN to hit anything in that area with a missile weapon. Stormy Tempest lasts 30 seconds per Defensive Magic level.

RAMPART (TN: 24)
The Wizard gestures and the very earth springs up to defend him, forming a high defensive rampart.
The Wizard can create a 10 meter long rampart anywhere he can see. This may be in any shape he chooses, including a 5 meter diameter ring. Anything on the Wizard’s side of the rampart is in heavy cover (anything trying to shoot them has a +6 penalty to the TN).
Rampart lasts 30 seconds per Defensive Magic level.

REFLECTION (TN: 32)
The wizard reflects the attacks of his enemies upon them!
Reflection can be cast on any friend within 10 meters. All attacks made upon that character during his next combat hit and damage the enemy instead of the player.

ICE MAGIC:

ICE SPEAR (TN: 9):
Hurls a spear of magical ice at the enemy.
The Magic Roll to cast the spell is also the Combat roll to hit to opponent. All combat modifiers apply. The ice spear has DL 4.

WALL OF ICE (TN: 12)
The wizard creates a thick wall of shimmering ice.
This spell has a range of 10 meters and creates a wall of ice four meters long. This wall is impassable, and any figures behind the wall benefit from Medium cover. The Ice Wall lasts 30 seconds per magic level.

ICY PATH (TN: 18)
The Wizard is able to create a path of ice to his destination.
Ice Path can be cast anywhere visible to the wizard. Ice Path creates a path, bridge, stair, ladder or similar 10 meters long. Ice Path lasts 30 seconds per magic level.

ICE STORM (TN: 22)
The wizard calls a ferocious storm of razor sharp ice crystals.
Pick a visible enemy as a target. Every being (friend or foe!) within three meters of this target is hit by the spell. Ice Storm has DL 3

FREEZE (TN: 30)
The wizard’s chosen enemy is encased in ice!
Freeze can be cast on any enemy visible to the wizard. On a successful roll, that enemy is encased in ice and cannot do anything. Due to being encased in ice, it becomes much harder to attack this enemy, so an AL bonus of +5 is granted. Freeze lasts for 30 seconds per magic level.

Charm Spells:

SLEEP (TN: 9)
The wizard puts his enemies into a deep sleep.
The wizard may target any visible being, friend or foe. ON a successful magic roll, that being is put to sleep. Sleep lasts 30 seconds per magic level.

FEAR (TN: 13)
The wizard sends fearsome visions to his enemies, causing them to panic.
The wizard may target any visible being. On a successful magic roll, the target is overcome with fear. Fear lasts 30 seconds per magic level.

MASS SLEEP (TN: 16)
A more skillful wizard can put many beings to sleep at once!
The wizard may target any visible being, friend or foe. Every other being within 3 meters of the target is also effected. On a successful magic roll, they are put to sleep. Sleep lasts 30 seconds per magic level.

HYPNOTISM (TN: 24)
A cunning wizard can take possession of a creature’s mind, and make it do his bidding!
The wizard may target any visible creature. On a successful magic roll, that creature has become hypnotized and is now under the control of the wizard. Hypnotism lasts for 30 second per magic level.

TURNCOAT (TN: 32)
By manipulating the minds and passions of creatures, a wizard can cause them to turn upon one another!
Target a single being visible to the wizard. Every being within 3 meters of this being is effected by the spell. One a successful spell roll, enemies will turn upon one another! Turncoat lasts 30 seconds per spell level, or until there is only one effected being left (presumably having killed the rest!)


SCRYING MAGIC:

DETECT MAGIC (TN: 7)
The wizard is able to determine the magical properties of objects.
The Wizard may use Detect Magic on any single object or item. This will reveal to him the magical properties, if any of the item.

DETECTION (TN: 10)
The wizard uses his mental powers to detect any beings who may be lurking unseen.
On a successful magic roll, the wizard becomes aware of all beings, friend or foe, within ten meters of himself. He can sense what race they are and where they are.

COMPREHENSION (TN: 16)
The wizard is able to comprehend any written or spoken language.
The effect of Comprehension lasts for 30 seconds per magic level.

MAGE SIGHT (TN: 24)
The Wizard is able to see invisible and hidden things.
The Wizard can see any invisible, hidden or secret beings, doors, items etc. within his usual line of sight. The effects of Mage Sight last for 30 seconds per magic level.

DIRECTION (TN: 28)
A skilled Scryer can sense things of great import from afar and find the path to them.
The Wizard must nominate a specific being, item etc (eg: The Orc Warlord, the Kidnapped princess etc.). He will become aware of where they are, and is able to sense the shortest route to finding them. Direction lasts for 30 seconds per magic level.

HEALING MAGIC:

MINOR HEALING (TN 9)
The wizard calls upon his powers to cure minor injuries.
Heals D3 wounds on a being within touch range.

ANTIDOTE (TN 12)
The wizard calls upon his powers to remove any poison for the system.
Cures poison on a being within touch range. This does NOT cure back any wounds lost to the poison.

GREATER HEALING (TN: 16)
The Wizard calls upon his powers to cure more grievous wounds.
Heals D6 wounds on a being in touch range.

REMOVE CURSE (TN 20)
The Wizard uses his powers to remove a curse from a being or artifact.
Removes a curse from any being or object in touch range.

DISTANT HEALING (TN 30)
The Wizard sends forth his healing powers to cure wound at a distance.
The wizard can target any being visible to him within 15 meters. The being recovers D3 wounds.


STRENGHTENING SPELLS

EMPOWER (TN: 9)
Tremendous strength and power floods into the target.
May be cast on anyone within 10 meters. The target adds +1 DL to all melee attacks. Empower lasts for 30 seconds per magic level.

FURY (TN: 12)
Blinding rage settles over the target and he strikes with terrible speed.
May be cast on anyone withing10 meters. The target may make two attacks each turn instead of one, however they are at +1 TN to hit (ie: usually hit on a 7 rather than a 6)
Fury lasts for 30 seconds per magic level.

STRENGTHEN (TN: 16)
Muscles bulging and rippling, the target is capable of feats of amazing strength.
Strengthen may be cast on any visible being. That being temporarily gains 2 extra levels in the STRENGTH skill (if the being has no levels in the skill, they become STRENGTH: 2). Strengthen ignores the usual limits of skill levels and lasts 30 seconds per magic level.

ENFEEBLE (TN: 22)
Just as the wizard can give strength, so can he take it away!
May be cast on any visible being. The target SUBTRACTS 2 DL from all melee attacks, and moves at half speed. Enfeeble lasts for 30 seconds per magic level.

GREATER EMPOWER (TN: 32)
Unbelievable strength and power floods through the target.
May be cast on anyone within 10 meters. The target adds +3 DL to all melee attacks. Greater Empower lasts 30 seconds per magic level.

REMEMBER: You don't have to use these spell lists! These are just some examples, I'm sure you'll think of some sort of magic which is not covered but you want to use anyway! Come up with some ideas of your own, and send them to me. I'll hammer out some rules for them!
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DiceMonger
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My school laptop seems to have lost the ability to talk to a network, which is rather annoying.
As a result, I have not been able to upload the necromancy and summoning spell lists. Should be able to get it fixed tommorow.
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sonicputme
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ok then thanks Mr top
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DiceMonger
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As promised; Necromantic and Summoning magic.
Remember that you accumulate the spells in order, one for every two levels of magical skill. (i.e.: a Level 4 necromancer would have Raise Dead and Revitalize dead)

Necromantic Magic:

Raise Dead (TN: 10)
The wizard is able to return freshly slain corpses to life.
The wizard may target any corpse within 10 meters. On passing his magic test, the corpse is reanimated as a zombie. The spell remains active for 30 seconds per caster level before it needs to be renewed, or the zombie returns to a state of death. The caster can cancel the spell at any time.
(ZOMBIE: CP: 3. Wrestle: 2.)

Revitalise Dead (TN: 10)
The necromancer may pour his energies into bolstering his undead minions.
On a successful cast, the Necromancer is able to heal 1 wound per caster level on his undead minions. This may be spread across multiple minions. Note that this spell can be cast while another spell is still active, it represents the Necromancer adding more of his vile necromantic energies to the raising spells already cast.

Raise Dead Horde (TN: 20)
A skilled necromancer may sustain more than one undead creation at a time.
The necromancer is able to reanimate corpses as in the Raise Dead spell; however he is able to reanimate one corpse per level (ie: A CP:6 Necromancer can raise 6 zombies) The spell lasts for 30 seconds per level before it must be renewed or the zombies return to a state of death.

Flesh Golem (TN: 24)
The necromancer is able to use his vile magics to combine many corpses into one twisted nightmare of a creature.
There must be at least TWO fresh corspes within ten mneters of the Necromancer. If cast successfully, the Necromancer combines the corpses into a Flesh Golem, which is animated for 30 seconds per caster level. The more corpses, the better!
(FLESH GOLEM: CP: 3, Brawl: 3, Throw: 2, AL: 0. For every corpse above two which is combined into the Flesh Golem, ALL of it’s stats increase by 1.)

Nightmare Horde (TN: 32)
The Necromancer summons forth a horde of wraiths.
On a sucesful cast, the Necromancer summons D6 wraiths which appear within 5 meters of his location. The wraiths last for 30 seconds per caster level.
(Wraith: CP: 6, Sword 6 (DL: 4, Halves AL), Withering Gaze 5 (DL 3, Rng 4/6/8, Halves AL) AL: 4)

Summoning Magic:

Summon Flying Monkey (TN: 10)
The Mage summons a small, winged monkey.
On a successful magic roll, the Monkey is summoned within 5 meters of the mage. The spell lasts for 30 seconds per caster level.
(FLYING MONKEY: CP: 3, Brawl: 2, Fly: 3 Fast Flyer: The Imp moves very quickly, and is able to memorize simple messages)

Summon Warrior Imp (TN: 10)
The mage summons an armoured imp.
On a succesfull magic roll, the imp is summoned within 5 meters of the mage. The spell lasts for 30 seconds per caster level.
(IMP: CP: 3, Sword: 3, AL: 1)

Summon Horde (TN; 18)
The mage is able to summon D6 of either Warrior Imps or Flying Monkeys, or a mix of both. On a successful roll, the summoned critters appear within 5 meters of the mage. The spell lasts for 30 seconds per caster level.

Summon Fire Djinn (TN: 25)
The mage summons a powerful, firey ally.
ON a successful rioll, the Djinn appears within 5 meters of the mage. The spell lasts for 30 seconds per caster level.
(Fire Djinn: CP: 6, Scimitar: 6 (DL: 5) Fireball: 6 (DL: 4, Range 8/10/12), AL: 4)

Summon Dragon (TN: 30)
The mage summons a firey dragon.
ON a successful roll, the Dragon appears within 10 meters of the mage. The spell lasts for 30 seconds per caster level.
(DRAGON: CP: 10, Bite: 7 (DL: 5), Claw: 6 (DL: 5), Breath Fire: 7 (DL: 4, Range 10/12/14)
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sonicputme
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thank you mr top
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DiceMonger
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When rolling summoning spells which involve a random number of critters appearing, please include the roll for number along with the magic test - this will speed things up a lot.

Eg:
"I use Summon Horde. I roll [result]21&4:5:5:1:1:5,6d6,0,21&6d6[/result]. I try to summon [result]6&6,d6,0,6&d6[/result] Flying Monkeys."
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DiceMonger
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In this case, the TN is 18, so a manly roll of 21 will obviously cast successfully, and a lucky roll of 6 means the summoner now has six aerial apes at his beck and call.
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