Wednesday, January 15, 2014

1st Age: Magic-User 2nd Draft

1st Age applies the ArchMage Engine's sensibilities to the Original RPG and games such as Labyrinth Lord.  At this point in development the ArchMage Engine trumps other concepts.

Saves are per 13th Age and the escalation die is used, as well as, backgrounds and One Unique Things. Weapon and armor selection are purely cosmetic.  Max of 10 levels.

This version uses a save based magic system that I feel could be easier for new players to understand and perhaps be more fun to play.  When I was introduced to the wizard, the idea of being able to cast any spell I know, at any time would have been closer to what I imagined from the character type.



Magic-User


Requirements: None

Hit Points per Level: 4 + Con mod per Level


Maximum Level: 10



Initiative: Dex mod + Level 

Armor Class (no armor): 10 + middle mod of Con/Dex/Wis + Level


Physical Defense: 10 + middle mod of Str/Con/Dex + Level

Mental Defense: 12 + middle mod of Int/Wis/Cha + Level

Backgrounds: 8 points, max 5 in any one background
 



Melee Attack
Attack: Strength + Level vs. AC
Hit: 1D4 + Str Mod


Ranged Attack
Attack: Dexterity + Level vs. AC
Hit: 1D4 + Dex Mod



Wand Attack (Optional)
Attack: Intelligence + Level vs. AC
Hit: 1D6

Natural Even Hit:  Add the escalation die to damage


Grimoire:  Every magic-user has a book of spells, usually given them to by an instructor, that contains four 1st level spells and at least one spell of of every other level.  If a magic-user finds or purchases a new spell they may copy it into their grimoire.  However, they may only cast a spell if it is the equal to less than their current level.
     It is from their grimoire that a magic-user learns their spells and commits them, permanently, to their memory.

Spellcasting
1st Level a magic-user may learn and cast level 1 spells
2nd Level a magic-user may learn and cast level 2 spells
3rd Level a magic-user may learn and cast level 3 spells
4th Level a magic-user may learn and cast level 4 spells
5th Level a magic-user may learn and cast level 5 spells
6th Level a magic-user may learn and cast level 6 spells
7th Level a magic-user may learn and cast level 7 spells
8th Level a magic-user may learn and cast level 8 spells
9th Level a magic-user may learn and cast level 9 spells

Invocation: At 10th level a magic-user may add the escalation die to a save to cast a spell twice per day.

Spellcraft: Once a magic-user learns a spell they may cast it or any other spell they know whenever necessary.  A magic-user cannot learn or cast a spell that is higher than their magic-user level.  

The process of casting spells is mentally taxing as the arcane formulae within the wizard's mind is complex and otherworldly.  If a magic-user's recollection is perfect, he may continue to recast the same spell over and over.  However, if the recollection of the arcane formula is imperfect, the spell fades from his memory until receiving eight uninterrupted hours of mediation and rest.

When a magic-user casts a spell, they make an average (DC 11) save.  Note this DC can be adjust to 6 or 16 if the GM feels that mana level of the area warrants it.

If the magic-user succeeds on their save, the spell is cast and she may recast that same spell again that day.  When recasting a spell, she repeats the process above with the same two possible results.  

If the magic-user fails their save, the spell is cast, but that spell may not be cast again that day.

For example, if Sargoo the Sapient casts Magic Missle and rolls a 13 on his save, he may recast it as soon as the next round.  If the roll of his second save is a 19 when recasting Magic Missle he can recast it a third time.  If the roll of his third save to recast Magic Missle is a 6, the spell is cast but cannot be cast again that day and requires Sargoo to get eight uninterrupted hours of rest before he may cast it again.


Arcanist: At 5th level a magic-user is able to create spells and magic times.  The spell they are creating may not be of a higher level than the magic-user can cast.  It takes a minimum of  two weeks of game time and 1,000 gp per spell level.   
     If they are crafting a magic item and it mimics the effect of a spell, it will cost 1 week of game time and 500 gold pieces for each spell level of the mimicked spell.  
     More powerful and innovative magic items may require entire adventures to be undertaken to find the ingredients. As a general rule, items should cost from 10,000 to 100,000 gold pieces and from 1 month to 1 year of game time to complete.  
     Creating magic traps or other magical constructs, magical portals, or other exotic effects will need to be given a gold piece and time cost based solely on the GM's discretion. 
     All such endeavors to craft spells or magic items requires an easy (DC 6, the GM can decide to increase this) save after the character has spent the money and time on the project.  If the save fails so does the project, either way, the money and time are lost.

Sanctum Sanctorum: At 6th level a magic-user may build a stronghold, often a great tower.  He will then attract 1d6 magic-user apprentices, who will range from levels 1 to 3.


1st Age Magic-User, all text open.





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