Digital Hero - Hero Games Webzine
Digital Hero - Hero Games Webzine
A Power Pool-Based Magic System for Fantasy Hero
(Part 1 of 3)

by Keith Curtis and Paul Clark
Playtesting by Kevin Wells, Susan Dwyer, and Barbara Leavitt.

Editor's Note
These options, like everything in Digital Hero, are strictly optional rules. Please make sure your gamemaster wants to use these variations before you use them in a game.

This spellcasting system is in use in our campaign. We started off with a general dislike for the sameness of the Fantasy Hero colleges. We wanted a system that was more flexible and adaptive. We also wanted a system that combined some aspects of other magic system we had used before. The inspirations should be obvious to the experienced gameplayer.

The System is published in three parts. Part 1 will give the mechanics of the Magic Pool, and detail how spells are created, found, learned and used. Part 2 will be a small spellbook, listing many sample spells. Part three will detail how to create magic items, including scrolls and potions.

Part 1: The Magic-Pool

This system assumes that minmal uses of magic are fairly easy to accomplish. With few exceptions, spellcasting uses no energy directly from the caster. If for some reason the caster casts a spell which calls upon his personal store of magical energy or exhausts his supply of easily obtainable energy, the effects are nearly always tiring, if not debilitating. What this basically means in terms of game mechanics is that a spellcaster can cast spells pretty easily at the beginning of an encounter, but lengthy combats or long term uses are tiring.

The system also uses the principle of homeopathy, or sympathetic magic. The caster imitates the effect he desires and the effect happens.This is modeled by the use of gestures and material components (foci). For example, Create Water might require a caster to have a tiny silve water jug which he must tip.

Schools And Skills

Schools

Spells are broken down by the school they belong to. These schools are similar in nature to the schools presented in Magic: the Gathering. They are:

School Opposing Complementary
Red Blue, White Green, Black
Green Black, Blue Red, White
Blue Red, Green White, Black
White Black, Red Blue, Green
Black White, Green Red, Blue

Some spells may belong to more than one or even all schools. Occasionally, there are bonuses or penalties for using certain colors of magic at certain times.

    Ex. Greymalkin the Necromancer is attempting to animate zombies. The GM rules that since he is attempting this in a temple consecrated to the gods of good and light (whiteaspected ground), he is at -3 to his skill roll. If he were to attempt the same skill on a battlefield or a mass grave of criminals (blackaspected ground), he might get a +3. Trying the same spell in a volcanic chamber (red-aspected ground, a complementary color), would have no effect, positive or negative.

For those not familiar with M:tG, the areas the schools coler are roughly:

Red: Fire, Earth, Rock, Lightning, Destruction, Combat
Green: Nature, Growth, Animals and Plants, Enchantment
Blue: Air, Water, Thought, Time
White: Good, Light, Life, Protection, Defense, Healing
Black: Evil, Darkness, Death, Decay, Sickness

Very common spells, i.e. Detect Magic, Analyze Magic will have no color and are castable by any school. Some spells may belong to multiple schools, even opposing ones. In these cases, If the mage knows only one school, he is -3 to his skill roll to cast the spell. If he knows both (or all!) the schools indicated, his roll is normal. The only exception is in the case of some spells which are indicated in the text as having multiple forms.

    Example: “Protection from Good/Evil” is listed as a Black/White Spell. In this case, the spell represents multiple versions of the same spell. The Black version is “Protection from Good”; the White version is “Protection from Evil”. Each version counts as a different spell, so a spellcaster who wishes to know each version must pay twice. "Entangle" is a spell which takes a different form for every school. A Green Entangle spell might be clinging vines for instance. A Red Mage would be unable to cast this form.

Skills

A magician needs to have a familiarity with each school he wishes to utilize. This Familiarity is bought as a 3 point Perk. The school Perk represents years of study in the mystic arts.

The Spellcaster also needs a general skill in spellcasting, or magery. This is treated as a standard INT-based skill, i.e. 9+INT/5. The skill roll is needed to cast spells. The roll is modified by -1 per 10 active points of the spell..
Example: Galen is going to cast a fireball to get rid of some pesky orcs. This is a red spell in which he has invested 50 points. His Red Magic skill is 18-. The roll to activate the skill is 18- (50/10) or 18-5 or 13-. A fairly good chance. He rolls an 11. Success! The orcs are scattered!
This skill also represents the mage’s general level of magical knowledge. If the GM requires the caster to make a Knowledge roll for some matter pertaining to magic. In this case, unless the GM has determined that the question requires knowledge of a specific school, the caster rolls the best of his school skill rolls to see if he knows the answer.
ex. Zolga Heartweaver, a young apprentice, has an 14- in Magery. She asks the GM who is the most famous wizard in the land. He has her roll against her Magery skill to come up with the answer, Galen Stormcaster. If she wanted more specific knowledge, i.e. whether this Galen knows the spell Feather Fall the GM might require a roll at -5.
This system means that knowledge of spellcasting implies knowledge of all thing related to spellcasting, i.e. spellcasters, magical requirements, the nature of spells, including ones the caster may have only heard about. Since the skill rolls are likely to become quite high as the mage increases in power, GMs should feel free to apply hefty penalties as necessary.
Finally, this skill fades over time. The caster needs to study the rituals and mental disciplines necessary for spellcasting. This is more than rote memorization of gestures and incantations. There are complex mental images and concepts that the brain needs to be trained in in order to release the power of magic. These mental constructs fade over time, so that the caster needs to constantly study in order to maintain his skill. The section on spellbooks details this.

Skill Levels

Additionally, spellcasters can purchase skill levels to all spellcasting. At the 5 point level, this can add to the activation roll of any spell, or it can be bought to increase the OCV/DCV of the caster while casting any spell, or it can be bought to increase the magical knowledge aspect all known colleges. An 8 point skill level can be applied to any of these things.
Skill levels at the 8 point cost may be bought through a focus, such as a staff or medallion. Such an item would be difficult, but not burdensome to replace.

Spell Books

A mage's spells are assumed to be recorded in some sort of book. This spell book works as an aid to memorization and research. If the book is lost, the mage may recopy it, though it may take a long time (GM’s choice, but probably on the order of months).

A Mage’s spellcasting ability fades rapidly over time. For the first day after study, a mage’s skills are considered to be at full power. The skill receives a -3 penalty for every step afterward on the time chart. This is shown here:

Time after Studying Penalty
1 day -0
1 week -3
1 month -6
1 season -9
1 year -12

A GM may feel free to make finer divisions as necessary. He may feel that three days of travel without study are enough to warrant a -2, especially if the mage has been concentrating on other matters.

Time Spent in Study

The more knowledge and power a Wizard has, the more study is required to keep up his skill. The recommended time is 1 hour for every 10 pts. in the mage’s power pool. This means that an apprentice would only have to study a small amount of time every day in order to cast his magics, but of course his spells would be relatively weak and ineffectual. Really powerful old wizards (150 point and above power pools) would spend most of their waking days researching their craft just to stay in top form.

This would seem to put a top limit of 240 points for a power pool, but it is possible to achieve even higher levels. A mage who has access to a really good library (these should be few and far between), could cut his study time in half.

The Magic Pool

Spellcasting is handled through the use of a Variable Power Pool, henceforth referred to as the Magic Pool. Every point in the Magic Pool represents 1 active point worth of effect the spellcaster can accomplish. Limitations on spells decrease the real cost, of course, allowing the mage to cast multiple spells at once.

    Example: Grudwok Yellowbelly, a goblin mage has a 30 point pool. He casts a Shield spell which costs 30 active points. The shield spell has enough limitations on it to reduce its real cost to 6, so he has 24 points left in his pool to cast or maintain other spells.

The control cost of the spell is bought thusly:

    can only use spells known (-.25)
    END lost is Long-Term END (-.5)
    requires study time to maintain skill, (-.5)
    10 pts./hour of study
    Spells require minimum -1 in limitations (-.75)
    0-Phase action to change pool (+2)

Note that although the time to change the allotment of points in the pool is a 0-phase action, the actual use of the spell itself is usually at least a half-phase action and often much more.

Endurance Reserve

Most spell derive their power from the mage’s ability to summon ambient magical energy. This is something that a spellcaster is born with and cannot be learned, although it can be increased with training (experience).

Endurance reserves are bought as per the normal rules, with the following exceptions:

  1. After the END in the reserve passes the value of the mage’s Magic Pool, the cost is doubled.

  2. The REC may never be more than 1/minute. The power is normally defined as 1/turn, but this would lead to even the most powerful Reserves replenishing in a few minutes. This is a campaign-wide alteration.

Cost Of Spells

Each spell has three numbers that the spellcaster needs to know. These are the Active Cost, the Real Cost and the END cost:

1. Active Cost: This is the active cost of the power used to create the spell. This may be bought as scaleable, i.e. the spellcaster could increase the effect by pumping more points into the spell. The magician may not use a spell whose active cost is greater than his pool size.

    Ex. Ignatious the Fire-eater has a 25 point Power Pool and wants to learn “Fireball.” This spell is a 10 pt. Energy Blast with a +1/2 Explosion advantage. This yields 15 active points. The spell, if memorized at its base level is 15 active points for 2d6 of effect. If the wizard wants to use the spell at a higher level (i.e. at the 4d6 level, this would require 30 points. Since Ignatious only has a 25 point pool, he will have to wait until he has done some more adventuring before he can add more dice to his fireball.

Alternatively, the GM may rule that he can figure the cost of a 3-die fireball (15x1.5=22) and cast it at that level. If the player is quick enough on his feet to do the math in the middle of a game, this is probably acceptable. However, for general play, it is recommended to use spells as figured.

2. Real Cost: This is the number of points a spell takes up out of the Magic Pool. Spells of identical Active cost may have different Real Costs depending on their general usefulness/number of limitations. A caster can keep multiple spells active at the same time, but their overall Real Costs must not exceed his Pool Power.

    Ex. Ignatious, as indicated before, has a 25 pt. Power Pool. The Fireball spell mentioned above has enough limitations on it to reduce its cost to 4 pt. per level. Ignatious’ Magic Pool is 25 as we have said before. Ignatious also want to use his Fire Shield Spell, one that costs 15 Active Points, he has also cast a Firewalking spell that allows him to stand on molten lava, relative safe from other harm. This costs 10 points. Even though the active cost of each spell is 25 points, he can maintain both for as long as his END holds out (15+10=25). He cannot cast a fireball now, since it takes all he has to maintain his two protective spells.

    If he later increases his Power pool to 29, he could cast a 4 pt. fireball at the same time.
    END Cost

The third cost listed for the spell is the amount of endurance it costs per level. This Endurance is paid out of an END reserve. All Magical End Reserves have a recovery of 1. This cannot be bought up, though there may be magic items which can aid it.

All Spells Cost Endurance. Powers which do not normally cost END, must be bought with the “costs END” Limitation. For spells which would require a long duration, i.e. a disguise spell or a water breathing spell, it is recommended that the spell be bought with the LTE advantage. The caster must still pay END for the activation of the spell. It thereafter continues until the allotted time period has passed. After this, the caster must decide if he wants to drop the spell or continue to pay the END. The END so paid must be from the caster’s own END score and must be Long-Term Endurance. This LTE cannot be recovered until all spells maintained this way are dropped All spells so bought must be done with the GM’s express approval. Almost all such spells should be of transformation or enchantment nature. This should not be done with combat spells.

    Example: Prolax the Insidious wants to assassinate King William. He does away with the King’s faithful aged retainer and places a disguise spell upon himself. If he had to pay normal END for the Spell Disguise. (This is Shapeshift at 20pts, bought with “LTE paid every 5 hours” (+1) for a total of 40 active points. It will cost him 8 LTE to cast. The spell is defined at needing to be maintained every 5 hours, so he must spend 8 LTE every 5 hours. He goes to the ball with the intention of helping the aged king to his chamber and then finishing him off with a lightning bolt.

    Unfortunately for Prolax, the King has amazing stamina and stays at the ball all night long. After five hours, Prolax pays the 8 LTE to maintain his disguise. At ten hours, he nervously glances at the King’s Guard and realizes that he cannot let his disguise drop. He pays another 8 LTE. has now paid 24 LTE. He only has 20 END to begin with, so he takes 2d6 stun damage as well. He roles 11 Stun. If this had been enough to stun him, Prolax’s spell would fail, revealing him to the guard. If he was not stunned, he would be too exhausted to do anything but rest. He certainly couldn’t cast any spells, and even combat would use Stun damage instead of Endurance. Prolax is in trouble!

The advantages for LTE spell usage are shown in the Special Modifiers Section below.

Acquisition Of Spells

Every beginning character mage is assumed to have spent a great deal of time in learning the practice of magic. Therefore all spellcasters will start the game with a number of spells equal to 9+INT/5. Further spells may be added to the caster's repertoire at the rate of 1 character point per spell.

Spells may be acquired by various means. The two most common are research and just plain finding them. It is also possible for two magicians to trade or barter for spells.

    Ex. Braedon the Mysterious has an intelligence of 23 giving him (9+ 23/5) or 9 +5=14 spells he knows when he begins the game. These may be created by the player or assigned by the GM.

    After he has adventured for a while he has found a scroll containing 3 spell he is capable of learning. He must spend 3 experience points to add them to his repertoire

Wild Magic

In desperation, a magician may attempt to unleash the powers of magic for an effect he does not have a spell for. Since he has not learned the gestures, incantations, material components, etc. for the spells, he must use his own innate magical power. This is extremely exhausting and requires the greatest control. In game terms, the character figures out a spell on the fly. It must have the following characteristics:

  1. Must have an active cost less than his pool rating. (i.e. it must be something he could legally cast)
  2. Must make skill roll at -3 per 10 active, instead of -1. Caster also takes a -1 penalty for every additional spell already active. (The more spells you are operating (defensive spells, environmental controls, etc.), the more difficult it is to operate wild magic)
  3. Must take 30 points of side effect (GM's choice). There should be a penalty for failure
  4. Must burn Long Term Endurance, at x5 END. This END is paid from the Caster’s own END, not his END Reserve. (The mage is using his own innate power, not that of the ambient magic force)
  5. Must have the Concentrate Disadvantage (0 DCV while casting) (This is very difficult work and requires the utmost attention)

If the spell is successfully cast, the magician may afterwards research it normally at -1 level on the time chart. All Wild Magic is subject to GM approval.

    Ex Sedrian Keledar is standing at the edge of a treacherous chasm with a herd of stampeding wildebeests closing in. His only chance is to jump to safety on the far side. The GM has ruled out superleap as a power in his campaign, but decides that Sedrian can use inches of flight with the special effect of using his cape as a glider wing. Sedrian will need 10” of flight, which costs 20 active points (the minimum cost). This is a -6 to his Magic Skill roll. It will also cost 20 Long Term Endurance for every 10” he moves. His skill roll. is normally 15-, but is now reduced to 10-. He rolls a 13. Too bad. He spends the 20 END. For the 30 pts. of side effect, the GM rules that his cape has become a 6d6 Entangle. Fortunately for the exhausted Sedrian, the 6 DEF provided by the entangle is enough to save him from being trampled.

Researching A New Spell

When the caster decides to research a brand new spell to add to his repertoire, the player submits the proposed spell to the GM. The GM approves, disapproves or modifies the spell as they desire. The Player does not get to see the modifications. (Magic is uncertain, and results are not always what is expected.) The time for creating the spell is found by subtracting the active cost of the desired spell from the researcher's power level. If the spell is a scaleable spell, consider its active cost to be the minimum value. Consult the following chart:

Difference Time
30 1 week
20 1 month
10 1 season
0 1 year

The time can never be less than one week. The caster researches the spell for the required time and then attempts to cast it, as per normal rules (-1 to skill per 10 points of effect). If successful, he has created the spell and may put it down in his books. If he fails, the GM may declare a plot devise ranging from simple failure to catastrophic consequences. The researcher may make further attempts to create the spell should he fail, but each attempt must be made at a minimum of one greater step on the chart.

Each downward shift on the time chart 2
Each upward shift on the time chart 2
Previous failure trying to create the same spell 1
Interrupted during research -2 to -4 (see below)
No facilities (in the wild) -2
Typical town -1
Typical workshop 0
Access to well-stocked laboratory 1
Access to Magic College or University +2

The time to research a spell may never be less than a day. When the table refers to an interruption, this means the caster is taken away from his work for a significant amount of time. This amount of time is figured from the time chart. Assume that an interruption of two steps down the chart gives a -2, an interruption of one step down the chart yields a -4. Any greater interruption is an automatic failure.

Examples:

    Galen Stormcaster has a 30 Point Pool, and a magic skill of 14-. He is attempting to write a 10 Active Cost spell. This is a difference of 20. It will take him one month to write the spell. He decides to play it safe and take a season. This will give him +3 to his success roll. His success roll at the end of the writing period is 17-. This is modified by -1 (because it has 10 Active Points) so that his final roll is a 16-, practically a guaranteed success.

    However, his studies are interrupted by a month-long expedition into the far reaches of the Saltless sea. A month passes before he can return to his workshop. One month is one step down the time chart, which modifies his roll by -4. He now has a 12- success rate. Had he done all his work in the Wizard Isles, where they have a Magical University, his roll would have been made at +2, or 14-.

    Later, Galen is trapped in the dungeons of Orgoth the Mighty. His components and books have been stripped from him. He needs a simple spell that will get him to the other side of the cell door. The spell turns out to have an active cost of 20. This is a base time of one season. Galen knows that Orgoth usually forgets to feed his prisoners, so he has a week to write the spell before he perishes of hunger and thirst after exhausting the cell of rats. This is two steps down the time chart, or -6. His base roll is a 12- (because the spell is Active Cost 20), giving him a success roll of 6-. The GM decrees that Galen's cell is counts as no facilities, giving him a further -2, or a 4- roll. Galen had better get used to imprisonment.

    However, Galen has no intention of writing the spell down for use again at a later time. He would be better off using Wild Magic, and take his chances. Using wild magic, his roll would be 14- modified by -6 (using the -3 per 10 points of Active Cost penalty for wild magic. He will also lose 12 Long Term Endurance. However, an 8- chance is much better than his dismal 4-, had he attempted to write a memorizable, reusable spell. He rolls a 13 and blows it anyway, causing the GM to rule that a 30-point entangle has been cast on the door. Poor Galen!

Designing Spells

Spells are designed as power pool slots with the following characteristics:

1) Unless with good reason, they must be bought with Gestures, Incantations, and Material components (foci). Most foci are iif, since they are not generally recognizable as foci until they are used, and once they are used, they have done their purpose. See material components, below.

2) A spell must have at least 1 point of limitations placed upon it. This is normally covered by Gestures (-.25), Incantations (-.25) and focus (-.5).

3) Spells may not normally be bought with charges or at 0 END. Powers which usually do not cost END should be bought with the Costs END (-.5) Limitation.

Special Modifiers

    There are a few limitations and advantages that are unique to this system, they are detailed here:

    Noisy (-1/2)
    This means that anyone with magical sense (anyone with a power pool and magic school knowledge, as well as many magical beings) can tell that the effect is magical with a base PER roll. Thus Change Weather with the noisy limitation means that any magician can tell that the weather you have created is not natural. Feign Death would be seen as a magical coma; Fool's Gold would be obviously enchanted.Note: There must be a disadvantage to having the effect detected as magical in order to take this limitation; a fireball is obviously magical. A limitation that doesn’t limit is not a limitation!

    Minor Lockout (-1/4)
    The caster may not cast a particular spell or type of spell while this spell is in operation, nor may he continue the spell if previously cast. This requirement generally lasts for the duration of the spell.

    Major Lockout (-1/2)
    The caster may not cast any other spell while this spell is in operation, nor may he continue a previously cast spell. This requirement generally lasts for the duration of the spell.

Long Term Endurance Advantages

    LTE paid every hour, (+.5)
    The caster must pay Long Term Endurance to use this spell. This Endurance must come from the caster's personal END score, not his END Reserve. This advantage does increase the active cost of the spell. To maintain it he must spend the LTE again after the time is up. If he takes stun damage as a result of spending the LTE (i.e. his END score falls below zero), roll the damage and consult the following chart:

    Damage is less than CON: Can do nothing but rest. The spell holds, but caster cannot cast new spells. All activity uses Stun damage instead of END.
    Damage is equal to CON: Character is stunned. All spells fail. Character cannot cast new spells. All activity uses Stun damage instead of END
    Damage is greater than STUN: Character passes out for GM-determined amount of time. All spells fail.

    LTE paid every 5 hours, (+1)
    As above, but END is paid every five hours.

    LTE paid every day, (+1.5)
    As above, but END is paid every day.

    LTE paid every week, (+2)
    As above, but END is paid every week. The progression continues up the time chart.

Color Disadvantages

    Spell is Any Color (-0)
    This is the default. An any color spell can be learned and used by mages of any color.

    Spell is One Color (-.25)
    This spell can only be used if one has familiarity with the spell color in question. If a spell is reversible (i.e. black version/white version), each version counts as a one-color spell. If found on a scroll or in a book, only one version of the spell is likely to be listed.

    Spell is Two Color (-.5)
    This spell can only be used if one has familiarity with the both spell colors in question.

    Spell is Three Color (-1)
    This spell can only be used if one has familiarity with the all three spell colors in question.

    Spell is Four Color (-2)
    This spell can only be used if one has familiarity with the all four spell colors in question.

Affecting other Spells:

    This usually affects suppress and dispel. The greater the variety of spell that can be affected, the more expensive the advantage.

    Specific Spell ((0)
    This spell will counter a named spell. The spell can never be changed. This is the default.

    Any Single Spell (+.25)
    This spell will counter a named spell. The spell can be changed every time the spell is memorized.

    Any Spell Of A Specific School (+.5)
    This spell will counter any spell so long as it belongs to a particular school. The exact spell does not have to be specified at memorization, but it does need to be announced at casting.

    Any Spell (+1)
    This spell will counter any spell no matter which school it belongs to. The exact spell does not have to be specified at memorization, but it does need to be announced at casting.

    All Spells Of A Specific School (+1 1/2)
    This spell will counter all spells belonging to a particular school. The spells do not need to be announced at casting, and they all suffer equally the effects of the caster's spell.

    All Magic Use (+2)
    This spell will counter all spells belonging to any school. The spells do not need to be announced at casting, and they all suffer equally the effects of the caster's spell. If the GM so decrees, this spell will also affect any spell like ability or magical property within the targeting area.

Material Components

Material components are needed to cast most spells. For the most part, they are considered to be easily replaceable or so small that a respectable amount may be carried (pinch of soot, drop of water, leaf or twig, piece of obsidian). They are used up in the casting of the spell. In the case of material components such as these, the GM should not worry if the spellcaster has them unless it is logical they might not (i.e. captured and strip-searched, shipwrecked, etc.) If they are listed in the spell description as needing resources to replace, this means that each time this spell is to be cast, the magician needs to account for where he got the item. These are generally things that require money, craftsmen, or both to procure (small statue, miniature of normal item, carvings, gems or other precious materials.) If the caster has a professional skill in the appropriate craft, the GM may rule that they can create the necessary item from material on hand.

    Ex. Arglebargle the Red needs a small wooden figure of his arch-enemy Thrud the Barbarian to burn in order to give the brute a permanent hotfoot. Old Arg' has the skill PS: woodcarver at a 13-. The GM says that there is suitable wood in the forest nearby, so with a few hours of work and a good roll, Thrud is well on his way to a Viking funeral.

General Notes on Magic Use

Detecting Magic

Much as people with Ego-based powers can automatically detect some ego-based abilities, knowledge of magic confers a bit of an advantage. The Noisy limitation (see above) allows magic-using creatures (including spellcasters) to see that the effect is magical. Noisy is a fairly common disadvantage, so Mages can often detect a magical ability in progress. To detect magical effects without Magic, the spellcaster will need to use the spell Detect Magic.

The GM may also wish to confer occasional bonuses to those with Magical Sense. For example, a spellcaster might be able to tell with a PER roll, which tree is the home of a dryad, or if a major enchantment has been placed upon a character. Magical Sense might also be used to see the magical potential of an individual, to see if they are capable of learning magic.

Altering Characteristics through spell use.

Directly increasing or decreasing a characteristic by adding points to it would be unbalancing to say the least. Any spell that alters a characteristic should be bought as the appropriate Adjustment Power (Aid/Drain).

Summary of Costs

Here are the costs listed in tabular form:

Spell Costs

Item Cost
Magic Pool equal to maximum active cost
Control Cost 1/2 of Magic Pool
School Skill 3/2 INT-based skill per color
Extra Spells 1 per spell
END Reserve 1 per ten END, up until reserve level is met, then double cost

Memorizing and Using Spells

Maximum spells Simultaneously usable Pool in spell points (cost)

    Ex. Jokko is a young and feisty journeyman mage. He has a 21 point pool, and an 18 INT. He may use any spell at up to 21 Active Points so long as the total Real spell cost does not exceed 21 points. Thus he could have a 7-point Offense, a 7-point traveling spell and an 7-point attack spell operating at once. He has also bought an END reserve of 40 points. This cost him 2 (for the first 20) + 4 for the second 20 + 1 (for the REC) = 7 points. He has also learned the schools of white and red magic. Each one is a separate INT-based skill, costing a minimum of 3 points. Here is an example of his cost to be a spellcaster.

    Item Cost
    Magic Pool 21
    Control Cost 10
    School Skill 3 Red School, 13-
    3 White School, 13-
    Extra Spells 0 (He will start with his default of 13 spells) (9+INT/5)

      Note that this does not mean he knows 13 spells, just that that is the upper limit he is capable of learning at the time.

    END Reserve 7 for 40 point Reserve
    TOTAL 42 points

    Here is an example of Jokko's spell usage in a typical encounter:

    Spell Real Active END Effect
    Fireball 7 21 4 3d6 Explosion
    Shield 4 20 4 +4 DCV
    Light 7 20 4 LTE Lights a large room
    TOTAL 18 -

    Note that if he had the white spell Blinding Lights (Flash), he could use it in place of the fireball at will on a white skill roll of 11- (remember he is -1 per ten Active Points in the spell.) Also note that he spends 8 END per phase plus 4 Long Term Endurance that can only be made up fpr later with rest. The Spell END comes from his reserve, but the LTE is drawn directly from his personal END. Any END consumed past the Reserve total is also subtracted from his personal END.


Next Week: Some Sample Spells!



Updated: 6/4/00 -- E-Mail: bruce@herogames.com   
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