~ An Alternate System for Wizard Magic in the D&D world of Mystara

 



Paths and Points
An Alternate System for Wizard Magic in the D&D world of Mystara
by Jenni A. M. Merrifield
based on previous work by Leroy van Camp, III

What follows is a new system of magic for D&D Magic Casters such as Mages and Elves. It dispenses with the regular process of spell learning and memorization and introduces the concepts of path magic and spell points. The rules for Elves that are included here assume that you are using the modified rules for various Elf types found in Gazetteer 5: The Elves of Alfheim and Gazetteer 13: The Shadow Elves.  This document also provides rules on how to use this system with the magic casting specialty-classes of Minrothad Merchant Princes (from Gazetteer 9: The Minrothad Guilds) and Darokin Merchants (from Gazetteer 11: The Republic of Darokin).

Paths are groups of spells, similar to schools, but of a smaller focus. Each path is made up of spells that are grouped due to similarities, and a mage who wishes to learn the powerful, high-level spells would generally begin at the bottom of the path.

Spell points are a system of determining how many spells a magic caster can cast in a day. Each spell level has its own cost in spell points, and a Mage or Elf gains more points as he rises in level.

Acknowledgements

This system is heavily based on the system of the same name for AD&D which was developed by Leroy van Camp, III.  In fact, many sections of this document have been shamelessly copied, verbatim, from his original system, and many others are only slightly modified from the original.

I gratefully acknowledge all the work he must have put into his own system which was the original inspiration for this D&D/Mystara version.  I would encourage you to compare and contrast my version of the system with what he originally invented, and to pick and choose those elements that you prefer from each.  You should be able to find his original system by visiting his home page:

http://www.lesbois.com/members/malacoda/TarkasBrainLabIV.html

Learning Spells: Path Magic

A path is simply a group of spells that have similar or related effects. The term "path" comes from the manner in which these spells are learned, from level to level. For example, both detect magic and detect invisible allow the caster to see things that is not otherwise visible to him or others. Thus, both spells could be grouped into one path, along with other similar spells. Each path embodies an area of magical knowledge that a wizard can learn and master.

In this system all spells are grouped into paths, and thus there are many paths. A wizard starts his career with knowledge of a few paths, and through time, and levels, can further his knowledge of a path, as well as learn new paths. A wizard can only cast spells from those paths he knows.

Using Paths in D&D and Mystara

One of the major differences between AD&D and ‘ordinary’ D&D arises from the fact that, in AD&D each member of each ‘race’ (human, dwarf, elf, halfling, etc.) can choose to follow any of a number of available ‘classes’ (cleric, fighter, mage, thief, etc.), while in D&D only the human race can choose from a number of ‘classes’ while the non-human races (elf, dwarf, halfling) were originally defined with only one ‘classes’.  When the D&D supplements for the campaign world of Mystara are considered, some of the non-human races may gain one or more available classes, but the choices are still quite limited.  There are also a few ‘specialty classes’ provided in some of the Mystara supplements which have a basis in ‘wizardly’ magic.  Keeping this in mind, the following race/classes and specialty classes were determined to qualify as ‘wizardly’ magic casters in D&D/Mystara:

Race/Classes:

§         Human Mages

§         Elf variations (Alfheim, Shadow, Aquarendi, etc.)

§         Tritons

Specialty Classes:

§         Darokin Merchants

§         Minrothad Merchant Princes

§         Alfheim Treekeepers

§         Aquarendi Frondkeepers

Another difference between AD&D and D&D that applies within the context of the campaign world of Mystara is in how ‘wizardly’ magic is handled for magic casters.  In AD&D, all wizard spells found in any source book are essentially assumed to be potentially available to any magic caster, and it is frequently understood that any mage is also aware of the existence of this great variety of spells.  Leroy’s original Paths and Points system for AD&D basically works under this assumption – even taking it so far as to combine spells from different campaign worlds.  In D&D, however, the lists of spells are, firstly, significantly smaller than they are for AD&D and, secondly, there is less of an assumption that all mage-like spells are known about by all mage-like spell casters.  For example, there is a specific list of spells given in the Elves of Alfheim gazetteer and there it is generally stated that non-elves can not learn those spells on the list which are not normally found on the ‘general’ mage spell list.  The same holds true for the Shadow Elves gazetteer, and the section on Merchant Princes in the Minrothad Guilds gazetteer.  It is also suggested that things go the other way – those spells not on the list for the Elves of Alfheim or Shadow Elves should be considered unavailable to characters of these classes.

In attempting to reconcile the D&D/Mystara ‘wizardly magic’ system with the Paths and Points system I have made some significant and sweeping deviations from the both the original Paths and Points system and from parts of the D&D/Mystara ‘wizardly’ magic system as well.  On the one hand, I have tried to maintain the general concept that certain ‘wizardly’ spells are generally only known to certain groups of magic casters.  However, I have also decided that in theory it is possible for the member of any ‘wizardly’ class to learn any ‘wizardly’ spell – assuming that he can somehow discover that it exists at all.  This concept allows the DM to provide a magic using character with an initial list of the Paths and Spells that he or she is aware of at the point when they start adventuring which will be different based on that character’s background in magical training.  For example the paths and spells that an Alphatian trained mage originally knows exist, will be slightly different from the paths and spells that an Elf trained in Alfheim originally knows about.  This idea is more fully detailed in the Paths document.

Learning Magic Step By Step

So how does one start down the paths? All spells, of course, have a level. In terms of paths, these levels are termed steps, with each level being the next step on the path. To learn a path a magic caster must start with the basics of the path, the knowledge that forms a base for the more advanced spells. For many paths, this first step will be a first level spell, though a path may be started with a higher level spell.

The basics of a path may be acquired by taking the time to learn one spell of the path. Any spell at any level may be used, but it is easier to learn later steps of a path when the character has an understanding of the basic principles behind previous steps. The easiest way to learn a path is to begin with first level spells and then progress on the path with second level spells, followed by third level spells, etc.

Note, however that the spells that one wizard knows lie on a particular path are not always on contiguous ‘steps’, nor do they always start at the first level. This means that skipping some ‘steps’ may be required by that wizard if any further progression is to be acquired. What this also suggests is that new spells may be discovered by a magic caster which 'fill in the gaps' between steps on some path. Finding such a 'gap filling' spell effectively makes the path 'easier' to learn. Researching 'gap filling' spells may not make the path 'easier' for the mage doing the research, but could make it easier for any other magic casters who follow in his footsteps.

Continuing on a Known Path

There are three ways to learn more spells in a path, whether it is advancing to the next step or learning more spells on the same step: Advancement Training, Spell Copying, and Spell Research. Note that a character may try to learn a spell of any step he is capable of casting, even if he has advanced far beyond that step. A wizard who skipped a second level spell in favor of another can always go back and try to learn it later, even if they are now learning ninth level spells.

ADVANCEMENT TRAINING


First, whenever a magic caster advances to one of the first six levels of mastery in the magical arts they must spend time in Advancement Training with a teacher who is of a higher level than the student. This teacher must also be of at least 7th level. (The details of length of time, cost, etc. for this training are best left to the individual DM.) During this training, the student is taught the mental techniques required to store and channel magical energy. Also, he or she will gain knowledge of one spell on any one path that they already know. Note that the level of the spell is irrelevant – they simply need to be of sufficient level to cast it. From the 7th level onward, a Mage or Elf has gained a vast enough knowledge of the magical arts to be able to self train regarding the channeling of energy (i.e., increasing their point pool and ability to grasp new paths) but they will not automatically gain a new spell if they go this route and must use one of the other methods.

SPELL COPYING
The second way is by having a copy of the spell from which to learn. In these cases the magic caster need simply spend a certain amount of time studying to learn the spell. This time is based on the level of the spell to be learned and the highest level of spell that is already known by the student on the same path.

When the highest known spell is the same or higher than the level of the spell to be learned, the time to learn the spell is:  ½ day times the level of the spell to be learned.

When the highest known spell is lower than the spell to be learned, the time to learn the spell is ½ day times the sum of each spell level from one more than the highest known spell level on the path up to the spell level to be learned. For those with a mathematical bent, the time required in this case is based on the following algorithm:

where:       j = level of highest spell known on path
k = level of spell to be learned

Example:  Lylyth Windwhisper is a level 10 Elf.  She already knows the Path of Illusion, and the highest level spell she knows on this path is 2nd level. She discovers an old scroll containing a 5th level spell that is on the Path of Illusion.  The spell levels of interest for this calculation are from 3rd (one more than her highest known) to 5th (the level she wishes to learn).  Thus, in order for her to learn this spell for future use, she will need to study for ½ day times (3+4+5) = 6 days.

Note the source of the spell to be copied will need to have been read by the magic caster using the read magic spell before he or she will be able to learn from it. This applies to both spell books and scrolls. Once read magic has been cast on the writings, the magic caster may then learn from it. Once the spell is learned, the original source can be used by the magic caster when studying for attunement on an appropriate path. The magic caster may also, at this point, freely transcribe the details of the spell elsewhere. It takes 30 minutes per spell level to copy a known spell from one place to another.

SPELL RESEARCH
If the magic caster does not have access to the spell, but knows that such a spell exists on the path he knows, he may work through path research. This is much easier to do than researching a brand new spell, since the researcher already has a body of knowledge to draw from. However, the researcher must spend money as well as time to accomplish this endeavor. The cost of researching a known spell is equal to 200gp times the number of days spent doing research.

The time is, again, based on the level of the spell to be learned and the highest level of spell that is already known by the student on the same path.  When the highest known spell is the same or higher than the level of the spell to be researched, the time to create the spell is 2 days times the level of the spell to be learned.

When the highest known spell is lower than the spell to be researched, the time to learn the spell is 2 days times the sum of each spell level from one more than the highest known spell level on the path up to the spell level to be researched. For those with a mathematical bent, the time required in this case is based on the following algorithm:

where:       j = level of highest spell known on path
k = level of spell to be researched

At the end of the required time the magic caster makes a percentage roll to actually learn the spell. If he succeeds, he has discovered the spell's formula, and has learned it. Otherwise he must advance a level before he may attempt to research that particular spell again. The chance of success to research a spell, is based on the details given on p255 of the D&D Rules Cyclopedia:

where:       I = Intelligence score of the Mage/Elf
XL = Experience Level of Mage/Elf
k = level of spell to be researched

Example:  Vantarius Corneilius is a level 10 Mage with a 16 Intelligence score.  He already knows the Path of Knowledge, and the highest level spell he knows on this path is 2nd level. He also knows that “Contact Outer Plain” is a 5th level spell on the Path of Knowledge and he wishes to attempt researching this spell.  The spell levels of interest for this calculation are from 3rd (one more than his highest known) to 5th (the level he wishes to research).  Thus, in order for him to research this spell for future use, he will need to research for 2 days times (3+4+5) = 24 days.  On top of that, it will cost him 200gp times 24 days = 4800gp to accomplish the necessary research.  Then, after spending both the time and money, he has the following percentage chance of successfully researching the spell: ((16int + 10xl) x 2)-(3 x 5) = 52 – 15 = 37%

Note that failing to successfully researching a spell has no effect on the individual’s ability to learn the same spell by copying.

Starting on a New Path

There are four methods that apply to starting down a new path, assuming that the Mage or Elf has an empty path slot: Path Training, Spell Study, Spell Copying, and Path Research:

PATH TRAINING
Whenever a magic caster is ready to take training again, and they have an available path slot (i.e., the are either at a level where they will gain the ability to grasp the understanding of a new path, or they have an unused slot) they may opt to take intensive training especially for this purpose. If they do so, they forfeit the opportunity to learn a new spell on a known path in exchange for learning the basics of a new path and gain one spell on it. Because this type of training is more extensive it also requires that the Mage or Elf add a certain amount of time and tuition fees to their training period so that they may learn the basics of this new path and gain the spell on it. The tuition costs shall be left to the discretion of the DM, but the extra time should be calculated as ½ day times the sum of all spell levels up to the level of the first spell to be learned on the new path. For those with a mathematical bent, the extra time required is based on the following algorithm:

where:       k = level of first spell to be learned on the path

Example:  Mishel Treeborn has just advanced to be a level 5 Elf, so she has gained the innate ability to grasp the concepts of one new path. She finds a tutor who is willing to train her and teach her the intricacies of a new path.  The path that Mishel wishes to learn (and that the tutor is willing to teach) is a path for which the lowest level spell known to the tutor is 3rd level. Thus, the amount of extra time that Mishel must study with her tutor, over and above her basic level training, is ½ day times (1+2+3) = 3 days.

SPELL STUDY
The second way to learn a new path is when a magic caster knows a spell that is on one path that the individual knows, which is also on another path that the individual does not know. Even if that character originally chose to 'fork' from one path to another (see the Forking Paths section below) upon learning the spell originally, they can go back at any time and spend time studying the intersection point for the purpose of gaining access to two paths instead of just the one 'forked' one.  Once the caster has expended this study time, they will now have access to both paths and can learn or research spells of any level they are capable of casting on either path.

The time it takes for the magic caster to acquire enough understanding about a new second path from a spell he or she already knows is the same as the amount of extra time it takes to learn a new path with a teacher:  ½ day times the sum of all spell levels up to the level of the first spell to be learned on the new path. Again, for those with a mathematical bent, the extra time required is based on the following algorithm:

where:       k = level of first spell to be learned on the path

Example:  Assume that when Mishel Treeborn advanced to be a level 5 Elf, she already knew a 2nd level spell on the Path of Detection which also happens to be on the Path of Mirrors. Thus, in order to learn the Path of Mirrors from this one spell, the amount of time that she must spend studying the spell formula is ½ day times (1+2) = 1.5 days.

SPELL COPYING
The third way to learn a new path is by having access to a copy of an unknown spell which is also on an unknown path. This process is essentially similar to that for copying spells on a known path except that it takes twice as long (i.e., replace all occurrence of "½ day" with "1 day"). This extra time is required because the magic caster needs to grasp the basics of the new path at the same time as he or she is trying to understand how the spell itself works.

Note that since this is a new path, the Mage or Elf can not know any other spells on the path so the time to learn the spell becomes 1 day times the sum of each spell level up to the spell level to be learned. For those with a mathematical bent, the algorithm for the time required reduces to the following:

where:       k = level of spell to be learned

Example: Mishel Treeborn is a level 5 Elf who has not yet filled her newest available path slot.  She has just discovered an old scroll containing a 3rd level spell that is on the Path of Knowledge, but she does not yet know this Path. Thus, in order for her to learn bot the Path of Knowledge and this particular spell, she will need to study the scroll for 1 day times (1+2+3) = 6 days.

PATH RESEARCH
Path Research is possible but it is more difficult, time consuming, and expensive than doing simple Spell Research. Time and effort must be spent in grasping the essential nature and energy pathways used by the path desired while also researching a spell known to be on this path. In this case, the time to accomplish the necessary research is One week for the initial research plus 1 day times the sum of each spell level up to the spell level to be researched.  For those with a mathematical bent, this algorithm is equal to:

where:       k = level of spell to be researched

The cost of this research is 2000gp for the first week plus 200gp per day after the first week.

At the end of the required time the magic caster makes a percentage roll to learn the spell. If he succeeds, he has mastered the basic principles of the path, he has discovered and learned the formula for the spell. Otherwise he has failed to grasp both the path and the spell and he must advance a level before he may try researching that particular path again. The chance of success to research a path is the same as for researching a spell on a known path:

where:       I = Intelligence score of the Mage/Elf
XL = Experience Level of Mage/Elf
k = level of spell to be researched

Example:  Vantarius Corneilius has a 16 Intelligence score and has just advanced to be a level 10 Mage, so he has gained the innate ability to grasp the concepts of one new path. Vantarius does not know the Path of Mirrors, but he does know that “Mirror Image” is a 2nd level spell on that Path.  He decides to make an attempt at researching this path and spell. Thus, in order for him to research this path and spell, he will need to research for 1 week plus 1 day times (1+2) = 1 week +3 days = 10 days.  On top of that, it will cost him 2000gp plus 200gp times 3 days = 2600gp to accomplish the necessary research.  Then, after spending both the time and money, he has the following percentage chance of successfully researching the path and spell: ((16int + 10xl) x 2)-(3 x 2) = 52 – 6 = 46%

Note that failing to successfully research a path has no effect on the individual’s ability to learn the same path by other methods.

Researching Brand New Spells and Brand New Paths

Research of brand new spells should basically follow the rules given on p255 of the D&D Rules Cyclopedia with the following modifications and additions:

First, the DM must also decide path information for the new spell suggested by the player.  He should refer to the information in the Paths document when trying to make an assessment of which path or paths the new spell would most likely fit on.

If none of the paths that the DM selects for the new spell are known to the player’s spell casting character, then the character will only be able to research that spell if he has an empty path slot available.

If the DM is willing to allow development of the new spell, but does not feel that it would fit on any of the existing paths, he may decide to allow the creation of a new Spell Path. This is an especially useful option if the player already has a series of ‘related’ spells in mind, particularly if they would be of incremental level.  Of course, the spell casting character can only attempt to research a brand new path if he has an empty path slot available.

Note that since paths with only one spell on them are not particularly useful, new paths can sometimes be augmented by the inclusion of spells that normally reside on other paths.  The idea is that, while researching a new spell for a new path, the spell casting character comes to the realization that it shares some similarities with one or more other spells he or she already knows which normally sit on several different paths. The player may help decide which spells might fit on this new path by suggesting how certain spells his character already knows are similar to each other and to the new spell being researched.  However, The DM should make the ultimate decision about which other spells would fit this new path. The DM should also, secretly, decide if any spells that are not yet known to the researching character would fit onto his new path.  Then, if the character ever gains knowledge any of these other spells, the DM can inform him that he to recognizes a ‘connection’ between this other spell and the path he had developed earlier.

Note that if a DM wishes to develop and add his own new spells and paths to a campaign he can use the information in the above for ideas.

How Many Paths Can a Caster Follow?

A magic caster is capable of learning only so many paths. A starting practitioner has only a thin grasp on magical theory, and can master the knowledge of a limited number of paths. As they advance, a spell caster's understanding increases, and he or she is able to learn more paths. Chart A shows how many paths the different types of magic casters can learn for each level.

Initial Paths

A first level starting Mage or Elf automatically starts with the Path of Magic (which encompasses many of the basic tools of magic).  The one spell on this path he or she must know is the spell Read Magic. In addition, they will begin with one other path, plus a number of paths equal to their Intelligence bonus.  Thus, each Mage or Elf should have at least one 1st level spell from each known path written in their own spell book.

So, a 1st level mage with an Intelligence of 16 would begin with the Path of Magic, plus three other paths of his or her choice (1 additional, plus 2 more because of Intelligence).

Note that this initial number of Paths is less than the maximum number of Paths a 1st level Mage or Elf is capable of learning, but it is all he or she will have learned before starting out on their adventuring career.

Forking Paths

There are some spells that are listed on more than one path. These spells are special, in that they represent intersections between paths, and a wizard that learns one of these spells has several options available to him.

First, they can simply continue with the path they already follow.

Second, they can choose instead to continue with the other path, forgoing any further advancement in the older path. This essentially allows a wizard to "snake" his way through multiple paths, while still considering it one path. In these cases the wizard cannot go back and learn spells that preceded the step of the intersection. The wizard can continue to learn spells up to and including the step of the intersection for the original path (but not from higher steps) and may only learn spells from the step of the intersection onwards on the 'forked' path (but not from lower steps).

Example: Mishel Treeborn is a level 5 Elf, who has just learned a 3rd level spell on the Path of Detection which also happens to be on the Path of Mirrors.  She decides that it would be useful to ‘fork’ from the Path of Detection to the Path of Mirrors with an intersection point at level 3.  Until such a time as she chooses to learn the Path of Mirrors as a separate path, Mishel’s ability to learn new spells on these two paths are restricted to 1st to 3rd level spells on the Path of Detection and 3rd and higher level spells on the Path of Mirrors.

Third, the wizard can choose to follow both paths. This means the wizard gains knowledge of a new path that counts against his total known, but this also allows the wizard to go back and learn the preceding spells of the new path. This would be accomplished through the Spell Study method for learning New Paths listed above.

First level spells are never considered intersections for the purpose of forking, but they can be studied to gain access to a new path if they happen to sit on more than one.

Elf Variations and Path Magic

These magic using race/class variations follow the standard rules above, and all use the Elf column in Chart A.

Tritons and Path Magic

This undersea magic using race follows the standard rules above and cross-reference their ‘magic level’ (from p28 of PC3 The Sea People) with the Mages column in Chart A.

Minrothad Merchant Princes and Path Magic

This magic using specialty-class essentially follows the standard rules above, with the following exceptions:

Minrothad Merchant Princes are somewhat more limited in the number of paths they can follow, as indicated in Chart A. This is because their efforts are not directed specifically at the study of magic, being mainly devoted to their original profession instead.

Minrothad Merchant Princes are also initially limited in their general knowledge about paths to a specific sub-set of all known paths (the Minrothad Tutorial guild is very stingy in what it teaches to Merchant Princes). There are also two paths, the Path of the Cabin Boy and the Path of the Shipwright, which are generally only available to members of this specialty-class, and are therefore not normally available to other magic casting classes. Not only are Minrothad Merchant Princes limited in the number of paths that they are initially aware of, but the spells they know to exist on these paths are both more limited and frequently different from those known by other magic casting classes.  It is, however, theoretically possible for a Merchant Prince to acquire knowledge of other spells on these paths, or even learn about the existence of other magic paths, beyond what the Tutorial Guild teaches them. The same holds true for the chances that a member of another magic casting class could learn about the existence of spells and/or paths which are usually in the exclusive domain of Minrothad Merchant Princes. (See the Paths document for more details.)

Although, as mentioned above, some of the spells that a Minrothad Merchant Prince may learn (including those on the two ‘Merchant Prince’ paths mentioned above) are not normally available to standard magic casting classes (i.e., Mages and the Elf variations), the DM may choose to give knowledge of the existence of these ‘Merchant Prince’ paths and spells to any Magic caster who belongs to the Minrothad Tutorial Guild.

Darokin Merchants and Path Magic

This magic using specialty-class essentially follows the above standard rules, with the following exceptions.

Darokin Merchants are much more limited in the number of paths they can follow, as indicated in Chart A. This is because their use and understanding of magic is for very specific uses and fairly simple in basic nature.

Darokin Merchants do not gain additional paths due to their Intelligence Bonus.

Darokin Merchants do not gain any magic casting ability until 2nd level, and then they are only capable of learning and using one path.  They must learn their first path and the first spell on it from another Darokin Merchant (i.e., via the process of Path Training).

Darokin Merchants only have access to a specific sub-set of all known paths. There is even one path which is generally only known to members of this specialty-class and are therefore not normally available to other magic casters. Most significantly, Darokin Merchants do not gain access to the Path of Magic and, therefore, Read Magic is unavailable to them. This fact obviously limits their opportunities for path advancement by disallowing the method of Spell Copying. Not only are Darokin Merchants limited to a smaller number of paths than magic casters at large, they are also restricted to a specific sub-set of spells that lie on these paths.  Technically, it is not impossible for a Darokin Merchant to acquire other spells on these paths, or even to learn other paths, but this should be extremely unlikely.  The same holds true for the chances that a member of another magic casting class could learn about the existence of spells and/or paths which are usually in the exclusive domain of Darokin Merchants – possible but extremely unlikely. (See the Paths document for more details.)

Spell research takes twice as long and costs twice as much for Darokin Merchants, since academic and magical research are not something they are generally familiar with.

Chart A: Number of Paths/Level

Character Level

# of Paths

Mage
(+ INT BONUS)

Elf
(+ INT BONUS)

Minrothad
Merchant Prince
(+ INT BONUS)

Darokin
Merchant

1

3

3

3

0

2

3

3

3

1

3

3

4

3

1

4

4

4

3

1

5

4

5

4

2

6

4

5

4

2

7

5

6

4

2

8

5

6

4

3

9

5

7

5

3

10

6

7

5

4

11

6

8

5

4

12

7

8

6

5

13

7

9

6

5

14

8

9

6

6

15

8

10

7

6

16

9

11

7

17

9

12

7

18

10

13

8

19

10

14

8

20

11

15

8

21

11

22

12

23

12

24

13

25

13

26

14

27

14

28

15

29

16

30

18

31

20

32

22

33

24

34

26

35

28

36

30

Casting Spells: Spell Points

Now that the rules for learning mage spells has been laid out, what about casting? How does a magic caster use the spells he has mastered? This is where spell points come in.

Every mage has access to a pool of spell points that represent how much magical power he can wield in a day. At first level this pool is small, but rises with every level the wizard advances. Every spell the mage casts costs a number of points, which are subtracted from the pool. When a wizard has no points left he is unable to cast spells until he gets a full night's rest and then mentally prepares himself. The cost of a spell is based on its level. First level spells cost far fewer points than ninth level spells.

The cost in spell points for each level of spell can be found on Chart B, below.

Chart B: Spell Point Costs

Spell Level

Point Value

1

4

2

6

3

10

4

15

5

20

6

25

7

30

8

35

9

40

The Point Pool

Charts C, D, E and F below show how many spell points each magic casting class has available at each level. These are total points and are not cumulative.

The points available in a magic caster's point pool represent the caster's ultimate potential to channel magical energy. This potential grows as the caster learns more about the ways and means of the magical arts. However, before a Mage, Elf or other class may actually dip into this potential, they must spend time to realize this potential. This is done through special mental exercises and study each day. For every two minutes of mental exertion and study the magic caster realizes one point in his or her pool. Once a point is realized it will remain in that state until expended by casting a spell. Note that a caster is always aware of how much magical energy he or she is capable of realizing on any given day and can always tell as soon as they have reached their maximum.

Once a character has expended any points via spell casting, he can only regain their potential by full rest, which is usually at least six hours of sleep. If a character gets less than six hours, he only regains half the normal number of points for that day (rounded up). Small interruptions are considered inconsequential.

Example: Gothmog the Great is an 11th level mage.  He beds down for the evening with only 40 spell points remaining, out of a possible maximum of 174. After only three hours of sleep he and his group are attacked by bandits. He spends the next hour in combat and fortifying their area, at the end of which he is down to only 10 realized spell points. After getting three more hours of sleep, he awakens so the group can continue on their journey.  Under normal circumstances, Gothmog would have regained the potential for 164 points, from the 10 he still had after the bandit attack to his maximum of 174. However, his sleep was disturbed so he only regains half of that, or 82, bringing him up to a total potential of 92 points for the day. Of course, because he had 10 realized points remaining after the battle, he only needs to realize the regained 82 points.  To do this, Gothmog would have to spend 164 minutes (2 hours and 44 minutes) in mental exercises and study.

Example 2: The next night they rest Gothmog is able to sleep for six hours, with only a minor interruption when the person on guard thinks he hears something. So, he wakes up with the potential for a full 174 points. How much time he would need to spend in mental activities would depend on how many realized points he had available prior to going to bed.

Maximum Spell Level

Just as an apprentice magic caster is limited in the number of spells he can cast in a day, so is he limited in the power level of his spells. A first level magic caster is limited to first level spells. As his level of knowledge rises with his level, he gains the ability to cast higher level spells. This progression is shown for the various magic casting classes on Charts C, D, E and F, below.

Maximum Castings of a Spell

When a mage casts a particular spell, he is channeling magical energy through both his mind and body. And, as with the filament in a light bulb, too much energy along the same path can cause damage. Thus, a character is limited in the number of times he can cast any one spell in a day, as shown on the appropriate chart. So, for example, a 10th level wizard can normally cast the spell fireball five times in a day. This is called the Casting Limit.

Sometimes situations can get desperate, though, and a wizard may want to continue to cast the same spell, regardless of the consequences. Each additional casting does damage equal to four times the spell's level. So, a first level spell would do four points of damage, while a ninth level spell would do thirty six!

Paths and Attunement

As mentioned above, when a character casts a spell they are channeling raw magic through their mind and body, which is a serious undertaking. Although each spell moves along a different course, the spells of each path of magic are channeled in similar ways. Because of this, a person can only attune his mind and body to so many different ways of channeling at any one time and so can only attune to so many paths of magic.

A Mage can attune himself to a number of paths equal to half his level, rounded up, as shown on Chart C . His Intelligence bonus is added to this value. The same goes for Elves, as shown on Chart D

A character can only re-attune himself to different paths after a full night's rest, as described above for spell points. This takes ten minutes for each path the wizard wishes to switch. A character does not have to do this if they wish to stay attuned to the same paths as they were the previous day; a magic caster can stay attuned to a path indefinitely.

Example: Gothmog the Great is an 11th level Mage with a 16 Intelligence.  As a result, he can attune himself to 8 different paths at any one time (6 for his level, 2 for his Intelligence). For normal adventuring he stays attuned to the same 8 paths at all times.  At some point, though, Gothmog and his band find that they need to enter the lair of a red dragon, and they know they may have to face it in combat.  Gothmog knows that one of the paths he is attuned to, the Path of the Fire, will probably be useless against the creature, so on the day they are to enter the caves he awakens fully rested and spends ten minutes switching the Path of the Fire for the Path of the Shapechanger.

Elf Variations and Spell Points

Just as for paths of magic, these race/class variations use the same rules for spell points, using Chart D, below, for their number of spell points, paths per day, and so on.

Tritons and Spell Points

Just as Tritons use the same rules for paths of magic so do they use the same rules for spell points, use Chart C, below, in conjunction with their ‘Magic Level’ for their number of spell points, paths per day, and so on. They otherwise function as Mages or Elves.

Minrothad Merchant Princes and Spell Points

Just as Merchant Princes use the same rules for paths of magic so do they use the same rules for spell points. The exception is that they use Chart E, below, for their number of spell points, paths per day, and so on. They otherwise function as Mages or Elves.

Darokin Merchants and Spell Points

Just as Darokin Merchants also use the same basic rules for paths of magic so do they use the same rules for spell points. The exception is that they use Chart F, below, for their number of spell points, paths per day, and so on.

Note the following exception:  Darokin Merchants do not get to add their Intelligence bonus to the number of paths they can learn or that they can attune to in a day.

Chart C: Progression for Mages

Level

Spell Points

Casting Limit

Max Level

# Paths/Day
(+ INT BONUS)

1

4

1

1

1

2

8

2

1

1

3

14

3

2

2

4

20

3

2

2

5

30

3

3

3

6

40

4

3

3

7

59

4

4

4

8

80

4

4

4

9

110

4

5

5

10

145

5

5

5

11

174

5

6

6

12

190

5

6

6

13

215

5

6

7

14

250

5

6

7

15

284

6

7

8

16

330

6

7

8

17

379

6

7

9

18

414

6

8

9

19

464

6

8

10

20

519

6

8

10

21

559

7

9

11

22

625

7

9

11

23

685

7

9

12

24

750

7

9

12

25

825

7

9

13

26

885

7

9

13

27

960

8

9

14

28

1025

8

9

14

29

1100

8

9

15

30

1170

8

9

15

31

1240

8

9

16

32

1314

8

9

16

33

1395

9

9

17

34

1475

9

9

17

35

1560

9

9

18

36

1665

9

9

18

Chart D: Progression for Elves

Level

Spell Points

Casting Limit

Max Level

# Paths/Day
(+ INT BONUS)

1

4

1

1

1

2

8

2

1

1

3

14

3

2

2

4

20

4

2

2

5

30

4

3

3

6

44

5

3

3

7

65

5

4

4

8

84

6

4

4

9

100

6

4

5

10

124

7

5

5

11

169

7

5

6

12

204

7

6

6

13

274

8

6

7

14

314

8

7

7

15

414

8

7

8

16

459

8

8

8

17

590

9

8

9

18

640

9

9

9

19

805

9

9

10

20

890

9

9

10

Chart E: Progression for Minrothad Merchant Princes

Level

Spell Points

Casting Limit

Max Level

# Paths/ Day
(+ INT BONUS)

1

4

1

1

1

2

8

2

1

1

3

14

3

2

1

4

20

4

2

2

5

30

4

3

2

6

40

4

3

2

7

59

5

4

3

8

84

5

4

3

9

100

5

4

3

10

124

6

5

4

11

169

6

5

4

12

179

6

5

4

13

245

7

6

5

14

259

7

6

5

15

329

7

7

5

16

339

8

7

6

17

415

8

7

6

18

454

8

7

6

19

520

9

7

7

20

590

9

7

7

Chart F: Progression for Darokin Merchant

Level

Spell Points

Casting Limit

Max Level

# Paths/ Day

1

0

0

0

0

2

4

1

1

1

3

8

2

1

1

4

14

3

2

1

5

24

4

2

1

6

38

4

3

2

7

48

4

3

2

8

68

5

3

2

9

83

5

4

2

10

103

5

4

3

11

124

6

4

3

12

138

6

4

3

13

159

6

4

3

14

173

7

4

4

15

208

7

4

4

 

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