MAGIC
Dorms and Dragons
uses a fatigue-based spell casting system with pre-memorized spells and a
casting check. A magician can only have memorized a number of spells equal to
their INT mod + a number based on level.
Remembering the correct incantations and hand gestures when casting a spell requires
a casting check with a margin of
failure equal to 20 – INT. So, for
example, a magician with an INT of 16 would have a 4 in 20 chance of failing at
casting a spell. When casting, a player will roll 1d20 and, if the roll meet or
exceeds the casting check the spell goes off. Spells that fail do not cause
exhaustion, only spells that are successful.
Each spell causes fatigue for the caster, draining spell level x 2 HP. If a magician’s HP is drained to 0, the
magician is exhausted and faints for 1d4 rounds, awakening with 1d3 HP
recovered. If the drain from a spell causes the magician to drop below 0 HP, they will likewise faint and take 1d4 sanity damage.
A good way to mark the ebb and flow of a magician’s HP is to use counters.
When learning a
new spell, apply the same casting check
formula but add the spell level to
the target number. Learning spells outside a magicians list increases
the learning check by +1 per spell level and cost 1d3 additional HP drain to
cast. A caster must always have their spell book
to memorize spells at the beginning of the day. The magician can switch spells
later, though, by spending 1 round x spell level each to rememorize new spells.
SCROLLS
Scrolls
and most enchanted items don’t drain HP.
PCs capable of using magic items and who are literate can use 1st
level scrolls. Magicians can
use any scroll, regardless of color
RESEARCH &
ASSISTANTS
When
learning spells or formulae, a magician or alchemist can do research in a
library worth 1000 go to add 1d4 to their comprehension check. For every 1000
go pieces in value, increase the die size by 1 Research assistants can be hired
for 50 go each to add a cumulative +1 to the roll, at a maximum of 5.
Tomorrow, Wisdom and Sanity!
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