Author's Note: This article is the contribution of Teresa Coyle, my dear wife and a DM of many years' experience. It is also the spellcasting system she is currently using in her campaign world of Nahbourn. I include it here at her request, and because I find myself intrigued by so much of her system. Teri would much appreciate any comments you might have on her flexible and imaginative system. Enjoy!
It has been expressed by many of my players that the rules for magic are restrictive and prohibitive. One could argue that the rules were created in that manner to prevent users of magic from growing too powerful, too quickly, but it has been my experience that the standard method also creates weak characters. Specifically, I had a player whose mage character would cast his one spell, then run away to protect himself from harm. Perhaps I should have recommended that a novice player not take on the mage class, but part of learning the game is the joy of discovery. Unfortunately my player discovered that being a mage was difficult and discouraging; that his character was weak by nature and, because of this, disliked and distrusted by his fellow characters. Discouraged in this manner, he chose never to attempt the mage class again.
I decided to think of a different (not necessarily better) way of handling magic. It took me a long time and many attempted methods to come up with the one detailed below. And I have adjusted rules for both mages and clerics. It has not been play-tested to any great extent, and then never with a mage character, but I have had several players and game masters read over my suggestions. All responses have been favorable.
The use of magic may be handled differently than in the standard rules of 2nd Edition AD&D. The Game Master can decide that their campaign setting is in a world where Magic makes use of the natural energy of life and Cleric Spells are prayers answered by the Gods. Detailed below are the rules for both Cleric and Mage. Please note, however, that spells per level and spell progression have not deviated from those rules set down in the 2nd Edition AD&D Players Handbook.
Clerics and Spell Casting
Clerics do not cast spells, as such. They pray. Such effects as result from their prayers are God-granted. Each Cleric is issued a Sacred Book of Prayers upon attaining first level, containing all the prayers they will ever need to know. Prayers do not need to be memorized, though some, such as cure light wounds become ingrained in the memory.
The number of available prayers
follows the same spell progression as 2nd Edition, therefore:
Because of the nature of prayer, a cleric has a percentage chance of their God answering more prayers than they have available. The amount of the percentage depends upon three things; 1.) the level of the cleric, 2.) the clerics Wisdom score and 3.) the level of the prayer they are trying to put into effect.
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Cleric Wisdom Modifier | |||
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-1% | |
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-3% (-9%) | |
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-5% (-15%) | |
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-7% (-21%) | |
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-9% (-27%) | |
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-11% (-33%) | |
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-12% (-36%) | |
Note: Under Modifiers Per Prayer Level, the figures in parenthesis are used when the cleric is attempting a prayer of a level greater than they are able to attain at their present level.
In example: Martithe the 3rd level Cleric has used up all her daily prayers and needs one more cure light wounds to heal her party. Her wisdom score is 17. The Prayer she desires is 1st level. Using the above modifiers as follows:
| Skill level 3 | 10% |
| Wisdom 17 | 8% |
| 1st level prayer | -1% |
| Total % chance | 17% |
Martithe would have a 17% chance of her God granting her request for another cure light wounds.
However, if Martithe should attempt to pray for animate dead, a 3rd level prayer she has not yet attained, her chances would be calculated as follows:
| Skill level 3 | 10% |
| Wisdom 17 | 8% |
| 3rd level prayer | -15% |
| Total % chance | 3% |
The chance of Martithes God granter her prayer of animate dead is very small, but not impossible. This does, however, prevent her from making prayers, such as flame strike, that are much more dangerous.
Mages and Spell Casting
Magic may be a matter of will, words, gestures, components and energy, but not necessarily all together at the same time. Components are only required when casting a spell to enchant an item and in that case, it is the item that is the component. For the most part, all that is required is will, words, gestures and energy. The energy of magic exists in all living things; people, plants, animals, the earth itself. Without this energy, magic is a myth.
A mage has the ability, for good or ill, to see and tap into the natural magical energy of the world. This is called Talent. The spells, their words, gestures and components, are the tools with which the mage forms the energy to his will. In truth, the will is the most important part of the casting. The mage must clearly know what he wants to accomplish. For the most part, a mage taps the magical energy within himself in order to cast spells.
The number of available spells
follows the same progression as 2nd Edition AD&D, therefore:
Because of the nature of magic, a mage has a percentage chance of drawing energy from the world around them and, as a result, casting more spells than they have available or casting spells at a greater level of ability that their skill would normally afford them. The amount of the percentage depends upon three things; 1.) the level of the mage, 2.) the mages Intelligence score and 3.) the level of the spell they are trying to cast.
| Magic-User Level Modifier | Magic-User Intelligence Modifier | |||
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Modifiers Per Spell Level | ||
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-1% -2% | |
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-3% -6% (-9%) | |
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-5% -10% (-15%) | |
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-7% -14% (-21%) | |
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-9% -18% (-27%) | |
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-11% -22% (-33%) | |
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-13% -26% (-39%) | |
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-14% -28% (-42%) | |
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55% (maximum) |
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-15% -30% (-45%) | |
Note: Under Modifiers Per Spell Level:
In example: Wysteria the 3rd level Mage has used up all her daily spells and needs one more magic missile to fight the enemy. Her intelligence score is 16. The spell she desires is 1st level. Using the above modifiers as follows:
| Skill level 3 | 10% |
| Intelligence 16 | 6% |
| 1st level spell | -1% |
| Total % chance | 15% |
Wysteria would have a 15% chance of casting another magic missile.
Another possibility is that Wysteria may still have a magic missile, but needs more than the 2 missiles her skill level will produce. Using the above modifiers as follows:
| Skill level 3 | 10% |
| Intelligence 16 | 6% |
| 1st level spell | -2% |
| Total % chance | 14% |
Wysteria would have a 14% chance of casting her magic missile at 5th level and obtaining a third missile, but failure to make the 14% roll results in a total failure of the spell.
With the third option, if Wysteria should attempt to cast fireball, a 3rd level spell she has not yet attained, her chances would be calculated as follows:
| Skill level 3 | 10% |
| Intelligence 16 | 6% |
| 3rd level spell | (-15%) |
| Total % chance | 1% |
The chance of Wysteria casting fireball is almost, but not quite impossible. This does, however, prevent her from casting spells, such as cloudkill, that are much more dangerous.