Post by hedgehobbit on May 6, 2015 18:42:15 GMT -5
I'm a fan of point-based magic systems but they can get fiddly fast. I'm also a fan of rolling dice to cast spells. So I've combined the two and tried to focus on giving the wizard hard choices throughout his career.
THE CORE PRINCIPLES
Power and Control
To cast a spell, the wizard must roll a number of dice to beat the spell's Casting Number. To do this, each wizard has two stats: a Power value which is the number of dice the wizard has in his pool (i.e. his spell points) and a Control Value which limits how many dice a wizard can roll in any one casting attempt. In essence, Power determines how many spells the wizard can cast whereas Control determines how complicated (i.e. high level) those spells can be. Each level, including the first, a wizard can raise either his Power or his Control by one.
A wizard's starting Power is equal to 2 plus his Wisdom (or Charisma) modifier. His starting Control is equal to Intelligence modifier. [If using a game system that doesn't have consistent ability score modifiers, add +1 for a 13 or 14 and +2 for a 15 or higher.] Remember, he'll be getting a point to add to one stat for being first level.
Fatigue
Most of the time, dice used to cast spells are returned to your ready power pool of dice. However, each die that rolls low, usually a 1 or 2, is said to be Fatigued and is removed from your pool and placed aside. This means wizards need to choose carefully how many dice to roll as each one rolled is put at risk. One fatigued die is returned to your power pool per day of rest.
[NOTE]Mathematically, if dice Fatigue on a 1 or 2, you'll be able to roll each one three times on average. So, a pool of 6 dice will count as 18 "spell points". However, once your pool shrinks to below your Control, you'll no longer be able to cast your most powerful spells.
Binding
All spells will either be instantaneous or have an indeterminate duration. When spells like Fireball or Lightning Bolt are cast unfatigued dice will be returned to the power pool to use again. However, spells with a duration, such as Light or Charm Person, will require that one or more of the character's Power dice be Bound to the spell to keep the spell active. Simple spells, such as Light, would require only one die while more powerful spells will require 2 or more. While that spells remains in effect, the dice bound to the spell cannot be used to cast further spells. In effect, the wizard is giving up some of his spell casting abilities in exchange for active spell effects.
Some powerful magic items will also require dice to be bound into them to work. In this case, any wizard or combination of wizards can join together to get the artifact to work.
Spells can be bind and active as long as the wizard wishes and he remains alive. If a spells is dispelled or ended voluntarily, the bound die returns to the power pool after a few minutes (i.e. not during the same combat). Once a wizard dies, all his spells end and his magical wizard tower crumbles into dust!
Wands and Staves
Wands are not charged magic items but, instead, assist the wizard in casting his spells. The most common, a minor wand, allows a wizard to reroll 1s when casting his spells. [only the first roll counts. You can't reroll a reroll]. Major Wands or Staves allow the wizard to reroll 1s and 2s. Only the most powerful artifacts, i.e. the Elder Wand, allows rerolls of 1s, 2s, and 3s.
Also, some wands can be enhanced to cast specific spells. A minor wand of fire, for example, allows rerolls of 1s and 2s but only on spells related to fire.
[NOTE]Using rerolling as a mechanic gives the wizard a better chance to succeed and avoid fatigue without also increasing the wizard's maximum possible roll. So the wizard will be more reliable but not more powerful. Naturally, disarming an opposing wizard is a common tactic.
Counter Magic
A wizard on the receiving end of magic can try to counter that spell by rolling his dice and trying to beat the number rolled by the enemy wizard. A wizard can passively use up to one half of his Control value automatically without that counting as an action. A wizard that is doing nothing but dispelling, can use his full Control value of dice. Dice used to dispel only Fatigue on a roll 1.
Of course, the game rules are the easy part. A magic system is ultimately judged on the quality of it's spell list. That's where I'll have to focus my efforts. Unlike the other rules I've posted, I haven't playtested these. Also, credit goes to Brenden at Necro Praxis for the idea of fatiguing spell dice.
THE CORE PRINCIPLES
Power and Control
To cast a spell, the wizard must roll a number of dice to beat the spell's Casting Number. To do this, each wizard has two stats: a Power value which is the number of dice the wizard has in his pool (i.e. his spell points) and a Control Value which limits how many dice a wizard can roll in any one casting attempt. In essence, Power determines how many spells the wizard can cast whereas Control determines how complicated (i.e. high level) those spells can be. Each level, including the first, a wizard can raise either his Power or his Control by one.
A wizard's starting Power is equal to 2 plus his Wisdom (or Charisma) modifier. His starting Control is equal to Intelligence modifier. [If using a game system that doesn't have consistent ability score modifiers, add +1 for a 13 or 14 and +2 for a 15 or higher.] Remember, he'll be getting a point to add to one stat for being first level.
Fatigue
Most of the time, dice used to cast spells are returned to your ready power pool of dice. However, each die that rolls low, usually a 1 or 2, is said to be Fatigued and is removed from your pool and placed aside. This means wizards need to choose carefully how many dice to roll as each one rolled is put at risk. One fatigued die is returned to your power pool per day of rest.
[NOTE]Mathematically, if dice Fatigue on a 1 or 2, you'll be able to roll each one three times on average. So, a pool of 6 dice will count as 18 "spell points". However, once your pool shrinks to below your Control, you'll no longer be able to cast your most powerful spells.
Binding
All spells will either be instantaneous or have an indeterminate duration. When spells like Fireball or Lightning Bolt are cast unfatigued dice will be returned to the power pool to use again. However, spells with a duration, such as Light or Charm Person, will require that one or more of the character's Power dice be Bound to the spell to keep the spell active. Simple spells, such as Light, would require only one die while more powerful spells will require 2 or more. While that spells remains in effect, the dice bound to the spell cannot be used to cast further spells. In effect, the wizard is giving up some of his spell casting abilities in exchange for active spell effects.
Some powerful magic items will also require dice to be bound into them to work. In this case, any wizard or combination of wizards can join together to get the artifact to work.
Spells can be bind and active as long as the wizard wishes and he remains alive. If a spells is dispelled or ended voluntarily, the bound die returns to the power pool after a few minutes (i.e. not during the same combat). Once a wizard dies, all his spells end and his magical wizard tower crumbles into dust!
Wands and Staves
Wands are not charged magic items but, instead, assist the wizard in casting his spells. The most common, a minor wand, allows a wizard to reroll 1s when casting his spells. [only the first roll counts. You can't reroll a reroll]. Major Wands or Staves allow the wizard to reroll 1s and 2s. Only the most powerful artifacts, i.e. the Elder Wand, allows rerolls of 1s, 2s, and 3s.
Also, some wands can be enhanced to cast specific spells. A minor wand of fire, for example, allows rerolls of 1s and 2s but only on spells related to fire.
[NOTE]Using rerolling as a mechanic gives the wizard a better chance to succeed and avoid fatigue without also increasing the wizard's maximum possible roll. So the wizard will be more reliable but not more powerful. Naturally, disarming an opposing wizard is a common tactic.
Counter Magic
A wizard on the receiving end of magic can try to counter that spell by rolling his dice and trying to beat the number rolled by the enemy wizard. A wizard can passively use up to one half of his Control value automatically without that counting as an action. A wizard that is doing nothing but dispelling, can use his full Control value of dice. Dice used to dispel only Fatigue on a roll 1.
Of course, the game rules are the easy part. A magic system is ultimately judged on the quality of it's spell list. That's where I'll have to focus my efforts. Unlike the other rules I've posted, I haven't playtested these. Also, credit goes to Brenden at Necro Praxis for the idea of fatiguing spell dice.