Post by Morandir on Apr 25, 2012 11:37:04 GMT -6
Inspired by Talysman's post in the "Dropping the Magic User" thread, I wrote up this system for learning Sorcery in a game without a separate Magic-User class, with a few tweaks. The dice mechanic is borrowed from Warhammer Fantasy Roleplay 2nd Ed.
Sorcery
Characters may learn Sorcery by studying spending time and money to master spells found in various grimoires.
The highest level of spell you can master and cast is equal to your Int -10 (so 11 Int for 1st level spells, 12 for second level spells and so on). Thus if you have an Int of 10 or less you cannot learn Sorcery.
You can only attempt to master a spell if your level is twice the level of the spell.
Mastering a spell uses the same rules as Spell Research from M&M. Thus spending one week and 8000gp would grant an 80% chance of mastering a Level 1 spell.
Spells known can be cast at any time, as long as a full night's rest is obtained. All spells have a verbal and somatic component. When casting, roll 2d6 for level 1-2 spells, 3d6 for level 3-4 spells, and 4d6 for level 5-6 spells. If doubles, triples, or quadruples are rolled, the Great Curse* is activated and the Ref will roll to see what happens. For doubles, the curse is minor; for triples, major; and for quadruples, catastrophic. If two sets of doubles are rolled, two minor manifestations of the Great Curse occur. Additionally, your Intelligence score is reduced by 2, 3, or 4 respectively. This may reduce the max spell level you are capable of casting (e.g. if your Int is reduced to 12, you may only attempt level 1 or 2 spells).
If any 1s are rolled, you must save vs. Spells or the spell fails and you permanently lose a number of Wisdom points equal to the number of 1s rolled. This may lead to insanity at the Ref's discretion.**
Intelligence points return at a rate of 1/day. Inhaling incense of the Black Lotus can restore all Int points lost in 8 hours; during this time the character is in a drug-induced stupor and can take no actions.
Scrolls may be scribed as detailed in Holmes. Potions/poisons may be crafted as described in the Ready Ref Sheets.
Example:
Xylarthen, a 13th Level PC (Int 17, Wis 10), attempts to cast Animate Dead. As this is a Level 5 spell, he rolls 4d6, with the result 1, 1, 2, 6. This causes a minor manifestation of the Great Curse (doubles rolled) and reduces his Intelligence to 15. Additionally he must make a saving throw vs. Spells: a 5 is rolled (poor Xylarthen is having a bad day!). The spells fails and his Wisdom is permanently reduced to 8 (two 1s rolled). Xylarthen may attempt further spells, but cannot cast any Level 6 spells he may know until he restores his Intelligence to at least 16.
*For this I would use the "Tzeentch's Curse" tables from the Warhammer Fantasy RPG.
**Again, WFRP has a great list of insanities that I would probably draw from here.
There are lots of ways to tweak this to make magic easier to learn or less risky, if the Ref so desired. As is, magic is tough; but seeing an army of the undead rise from the ground to do your bidding would be worth it!
Thoughts?
Sorcery
Characters may learn Sorcery by studying spending time and money to master spells found in various grimoires.
The highest level of spell you can master and cast is equal to your Int -10 (so 11 Int for 1st level spells, 12 for second level spells and so on). Thus if you have an Int of 10 or less you cannot learn Sorcery.
You can only attempt to master a spell if your level is twice the level of the spell.
Mastering a spell uses the same rules as Spell Research from M&M. Thus spending one week and 8000gp would grant an 80% chance of mastering a Level 1 spell.
Spells known can be cast at any time, as long as a full night's rest is obtained. All spells have a verbal and somatic component. When casting, roll 2d6 for level 1-2 spells, 3d6 for level 3-4 spells, and 4d6 for level 5-6 spells. If doubles, triples, or quadruples are rolled, the Great Curse* is activated and the Ref will roll to see what happens. For doubles, the curse is minor; for triples, major; and for quadruples, catastrophic. If two sets of doubles are rolled, two minor manifestations of the Great Curse occur. Additionally, your Intelligence score is reduced by 2, 3, or 4 respectively. This may reduce the max spell level you are capable of casting (e.g. if your Int is reduced to 12, you may only attempt level 1 or 2 spells).
If any 1s are rolled, you must save vs. Spells or the spell fails and you permanently lose a number of Wisdom points equal to the number of 1s rolled. This may lead to insanity at the Ref's discretion.**
Intelligence points return at a rate of 1/day. Inhaling incense of the Black Lotus can restore all Int points lost in 8 hours; during this time the character is in a drug-induced stupor and can take no actions.
Scrolls may be scribed as detailed in Holmes. Potions/poisons may be crafted as described in the Ready Ref Sheets.
Example:
Xylarthen, a 13th Level PC (Int 17, Wis 10), attempts to cast Animate Dead. As this is a Level 5 spell, he rolls 4d6, with the result 1, 1, 2, 6. This causes a minor manifestation of the Great Curse (doubles rolled) and reduces his Intelligence to 15. Additionally he must make a saving throw vs. Spells: a 5 is rolled (poor Xylarthen is having a bad day!). The spells fails and his Wisdom is permanently reduced to 8 (two 1s rolled). Xylarthen may attempt further spells, but cannot cast any Level 6 spells he may know until he restores his Intelligence to at least 16.
*For this I would use the "Tzeentch's Curse" tables from the Warhammer Fantasy RPG.
**Again, WFRP has a great list of insanities that I would probably draw from here.
There are lots of ways to tweak this to make magic easier to learn or less risky, if the Ref so desired. As is, magic is tough; but seeing an army of the undead rise from the ground to do your bidding would be worth it!
Thoughts?