Monday, January 21, 2013
Magic on Mog
On Mog magic is magic. There is no cosmic segregation in the magics that may be cast by wicked sorcerers or called upon by saintly high priests. what differs beyond those of different classes is the approach they take to the craft of magic. Magicians learn power words and incantations that allow them to directly manipulate magical energies. Acolytes learn prayers and meditations that give them access to divine spirits that allow them to work magic. Zealots in their passions tap directly into divine energies that allow them to work magic.
Spell-Casters of all classes are limited as to how powerful a spell they may cast.
Caster Level....Maximum Spell Level
1 or 2........ 1 st
3 or 4........ 2nd
5 or 6........ 3rd
7 or 8........ 4th
9 or 10...... 5th
11 or 12.... 6th
13 or 14.... 7th
15 or 16.... 8th
17 or 18... 9th
Magicians may ready 3 spell levels worth of spells per caster level.
Acolytes may ready 2 spell levels worth of spells per caster level.
Zealots may ready 1 spell level worth of sells per caster level.
Ex:
A 5th level acolyte could ready 10 levels worth of spells in any combination possible among spells of 1st to 3rd level.
Readying Spells
A magician may ready all spells by spending as many hours as the highest level spell studying a grimoire or spending one hour per spell level depending on memory.
Acolytes must learn spells and acquire them from divine agents. see http://aeonsnaugauries.blogspot.com/2009/09/clerical-spell-acquisiton-mechanic.html
Zealots learn spells from holy writings and divine agents and once learnedthey are never completely forgotten.
Spell Casting
Spell casting is a variant fo the Pars Fortuna rules. Magicians work as described within those rules.
Acolytes must deal with divine intermediaries to gain access to their spells but do not risk the harm Magicians do when casting spells, but they may find the spells refused.
Acolyte spells are successfully cast based on the reaction of divine patrons.
Acolyte Spell Casting Success
Roll 2d6: add CHA bonus and apply faith based modifiers.
2 or less... spell not cast and removed by divine agencies. -1 penalty to future casting. Roll magical failure consequences check.
3 or 4..... spell not cast
5 to 7.... spell cast successfully but removed by divine agencies or magical stresses
8 or more.. .Spell Cast Successfull.
(A die roll of 2 1's always causes the spell to be lost but other consequences do not follow unless
the total score is 2 or less)
The spells of Zealots always work but they risk much for channeling divine energies. They must roll on the Consequences of Magical Failure Table each time they cast due to how they expose their mortal frames and eternal souls to cosmic powers.
1st spell cast in a day has a -4 adjustment to the roll
2nd spell in a day has a -3 adjustment to the roll
3rd and 4th spells have a -2 adjustment to the roll
further spells have no adjustment.
Character Matrix for the spell-casters
MAGICIAN
Hit Dice: 1d6 per level
Attack Bonus : none
Weapons: Any 2 weapons. Roll 1d16 to attack with non-proficient weapon
Armor: non-metallic. no shields.
Skills: At 1st level Magicians are Skilled at Scroll Scribing
Spell Casting: magicians may ready spells as allowed by level up to their level x3 in spell levels
Gains a new magical craft every 3rd level.
Saves: +2 vs Hostile spells
ACOLYTE
Hit Dice: 1d6 per level
Attack Bonus : none
Weapons: Any 2 weapons. Roll 1d16 to attack with non-proficient weapon
Armor: any, no shileds
Skills: At 1st level Acolytes are Skilled at Religion and either Scribe Scrolls or Healing
Spell Casting: acolytes may ready spells as allowed by level up to their level x2 in spell levels
Gains a new magical craft or holy gift each 3rd level,
Saves: no bonus
ZEALOT
Hit Dice: 1d8 per level (+1 at 1st level)
Attack Bonus +1 at 1st level, increasing by +1 every 3rd level (+1 a 1st to +7 at 18th)
Weapons: Any 3 weapons. learns a new one each 3rd level,
Armor: any plus shields
Skills: At 1st level Zealots gain no bonus skills
Spell Casting: zealots may ready spells as allowed by level up to their level x1 in spell levels
Gains a new holy gift each 4th level
Saves: +2 vs Demonic Influence
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