Orb Magic
Throughout this post I'll be presenting
a variant magic system for use with old-school dungeon play. It is
the intention that Wizards discussed here would be the primary
spell-casting class of the campaign but for clarity (to distinguish
them as distinct from more traditional Wizards or Magic-Users) the
will be known a Wizard of Orbs (WOO for short). Inspired by Rules to the Game of Dungeon.
Means of spell casting in a campaign
with Orb Magic.
A Wizard of Orbs is able to memorize
and retain the capacity to use a number of spells that depend
primarily on the presence of Orbs. These Orbs serve as focus and
supply for the spells known to a WOO.
When a Wizard of Orbs casts a spell
they much have an orb in hand or attached to a proper magical
accouterment and typically the orb is consumed in the casting or
completion of the spell.
Orbs interact with each other in odd
ways rendering them briefly useless for the purpose of spell-casting
if too many are brought into close contact with each other. A 1st
level Wizard of Orbs may only normally carry 5 orbs on his person at
any time but there are ways to circumvent this using a variety of
magical accouterments (explained later). Non-Wizards may carry but 3
orbs if they wish to transport a supply for an allied WOO. Should too
many orbs be collected together they will not function for the
purpose of casting spells for 24 hours.
There are 11 common Orbs that are used
in casting spells. Each Orbs allows a WOO with knowledge of an
applicable spell to use that spell. An orb does not grant a WOO the
ability to use a spell they have not memorized even if it is one of
the spells known to a WOO and present in the casters Grimoire.
Power Grades of Orbs:
There are six different powergrades of
Orbs rated in grade from I to VI. A spell cast through an orb may be
cast weaker than the grade of the Orb itself of the WOO should so
wish (usually because they aren't high enough level to take advantage
of the grade of the Orb due to their level as a WOO).
Wizard of Orbs Class Table
Level |
exp |
HD* |
Spells Memorized |
Orb Grade |
Orbs Carried |
Other |
1 |
0 |
1 |
3 |
I |
5 |
A |
2 |
2500 |
1+1 |
4 |
|
6 |
B |
3 |
5000 |
2 |
4 |
II |
7 |
C |
4 |
10,000 |
2+1 |
5 |
|
7 |
D,E |
5 |
20,000 |
3 |
5 |
III |
8 |
F |
6 |
40,000 |
3+1 |
6 |
|
9 |
N |
7 |
60,000 |
4 |
6 |
IV |
10 |
OI |
8 |
80,000 |
4+1 |
7 |
|
10 |
|
9 |
100,000 |
5 |
7 |
V |
11 |
W |
10 |
200,000 |
5+1 |
8 |
|
12 |
OII |
11 |
300,000 |
6 |
8 |
VI |
13 |
K, PI |
12 |
400,000 |
7 |
9 |
|
13 |
OIII |
13 |
500,000 |
8+1 |
10 |
|
14 |
PII |
14 |
600,000 |
8+2 |
11 |
|
15 |
OIV |
15 |
700,000 |
8+3 |
12 |
|
16 |
PIII |
16 |
800,000 |
8+4 |
13 |
|
16 |
OV,PIV |
17 |
9,000,000 |
8+5 |
14 |
|
17 |
PV |
18 |
1,000,000 |
8+6 |
15 |
|
18 |
OVI, PVI |
*- Reroll HTK each level, new HTK total
may not be lower then previously rolled.
Other abilities
A- Copy Scroll to Grimoire, consumes
scroll successful on 3+ rolled on d6. Fills 1d6 pages in Grimoire.
B- Copy from Grimoire to Scroll, costs
100 gp per grade of scroll and must pulverize one orb; successful on
3+ rolled on d6.
C- Duplicate Scroll, costs 100 gp per
grade of scroll and must pulverize two such orbs; successful on 4+
rolled on d6.
D- Identify Potion; may identify what
type of potion oe has on hand with a tiny sip, roll 1d6 and the
potion is identified on a roll of 3+ but if a 1 or 6 is rolled and
the potion is poison or a trap the effects are suffered.
E- Identify Wands; may identify what
type of wand a specific wand is. Successful on 2+ rolled on d6.
F- Copy spell from Grimoire to
Grimoire, successful on 3+ rolle don d6.
N- Brew Potions, if formula is
discovered. Formulas must be ket in grimoire and use 1d6+1 pages.
W- Fashion Wand, if procedure is
discovered. Procedure to manufacture must be kept in a grimoire and
use 1d6+3 pages.
K- Craft Magical Device, ability to
craft miscellaneous magical item, arms, and armor
OI to OVI- Fashion Orbs of that Grade,
costs ½ list price and takes a day per grade.
PI to PVI- ability to graft Orb Devices
of appropriate grade. Including Wizard Gems.
List of Orbs and Orb Spells
Orb |
Spell
|
Destroy Orb |
Light Orb |
Lamp |
Y |
|
FlashBang |
Y |
|
Glory |
Y |
|
Searing Beam |
Y |
|
Blinding Beam |
Y |
|
Alarm |
S |
Fire Orb |
FireBall |
Y |
|
DragonBreath |
Y |
|
Ring of Fire |
Y |
|
Wall of Fire |
Y |
|
Resist Fire |
S |
|
Fire Walking |
S |
Ice Orb |
Freeze |
Y |
|
Cone of Cold |
Y |
|
Wall of Ice |
Y |
|
Blizzard |
Y |
|
Protection from Cold |
S |
|
Create Ice Giant |
Y |
Wizard Seed |
GoodBerry |
Y |
|
Tangle Weed |
Y |
|
Climbing Vine |
Y |
|
Flame Flower |
Y |
|
Thorn Staff |
Y |
|
HypnoFlower |
Y |
Sword Orb |
Call Sword |
N |
|
Blade of Fire |
Y |
|
Silver Blade |
Y |
|
Dancing Sword |
S |
|
Vorpal Blade |
Y |
|
Wall of Blades |
Y |
Axe Orb |
Call Axe |
N |
|
Headman's Axe |
Y |
|
Flying Axe |
N |
|
Barrier Breaker |
Y |
|
Unseen Axeman |
S |
|
Haft Cleaver |
Y |
Hammer Orb |
Call Hammer |
N |
|
Winged Hammer |
N |
|
True Kosh |
Y |
|
Rock Breaker |
Y |
|
Miracle Smith |
Y |
|
ThunderClap |
Y |
Witch Egg |
Gremlin |
Y |
|
Imp |
Y |
|
Gargoyle |
Y |
|
Dragon |
Y |
|
Trapping |
N |
|
Ovum Recall |
N |
Skull Orb |
Skeleton |
Y |
|
Zombie |
Y |
|
Ghoul |
Y |
|
Vampire |
Y |
|
Raise Dead |
Y |
|
Command Dead |
S |
Void Orb |
Dispel Magic |
Y |
|
Reveal Magic |
N |
|
Protection from Magic |
S |
|
Transporation |
Y |
|
Shatter Orbs & Gems |
Y |
|
Anhialation |
Y |
Crystal Ball |
Clairaudience |
N |
|
Clairvoyance |
N |
|
Seeking |
N |
|
Obfuscation |
N |
|
Communication |
N |
|
Sending |
Y |
Y- yes always destroyed, N- not
destroyed, S- Special
Wizard Gems
Are a specific casting of a spell.
(Consumes 2 appropriate orbs in creation). Wizard Gems do not count
against total number of orbs carried.
Wizard gems may be stored as an orb or
be mounted as a mundane gem.
Non-Wizards may hurl wizard gems to use
the spell on a d6 roll of 3+.
Scrolls
A scroll is a spell captured on
parchment. A Wizard of Orb is able to read any scroll on a d6 roll of
2+, there is no chance of failure if the scroll is in the WOO's
grimoire.
On failure to read or copy a scroll the
scroll itself is consumed.
If one fails to copy a scroll into a
book half the pages the spell would have filled are lost from the
book.
If one fails to copy a spell from a
book onto a scroll the spell is erased from the grimoire and the
pages it once occupied are lost.
Grimoire
A Wizard of Orbs is able to retain more
spells in a Grimoire then may be retained by memory alone.
A blank and simple grimoire costs 50gp
+ 2gp per page. More elaborate and secure Grimoires exist and they
are much more expensive.
A WOO does not start play with a
grimoire unless they purchase one with starting funds.
It takes One hour for a WOO to memorize
a spell from a grimoire.
Casting spells from a Grimoire. A
spell may be cast from a grimoire but this is risky as the spell and
it's pages could be lost from the volume. It Takes 2minutes to cast a
spell from a Grimoire and requires the appropriate orb. The spell
will function on a d6 roll of 3+ but the spell (and pages ) ar elost
on a roll of 1.
Determine Starting Spells and Initial
Orbs
A Wizard of Orbs starts play knowing 3
spells total. A WOO may select 2 of them (from the chart above), the
third is randomly rolled. The starting WOO should be cautious as some
powerful spells may be temptign early in their career but they will
lack the power to use them effectively (as determined by Grade of Orb
the WOO can handle and the Grade of Orb used)
Third spell Known
Die Roll |
Orb and Spell |
2 |
Void Orb- Reveal Magic |
3 |
Light Orb- Alarm |
4 |
Fire Orb- Protection From Fire |
5 |
Crystal Ball- Clairaudience |
6 |
Sword Orb- Call Sword |
7 |
Light Orb- Lamp |
8 |
Wizard Seed- Tangle Weed |
9 |
Crystal Ball- Obfuscation |
10 |
Ice Orb- Protection From Cold |
11 |
Light Orb- Glory |
12 |
Void Orb- Protection from Magic |
If the spell rolled is one the WOO
already selected they may select any spell from the third spell
table.
A WOO will start play with one orb for
each spell known, additional orbs must be purchased with starting
funds.
Orb Devices
Special Orb devices exist to enhance
and improve the power of A Wizard of Orbs. All of the listed
devices allow a WOO to use appropriate spells as if the orb was in
hand if the device is properly worn or deployed.
Each device will be limited by what
grades of orbs may be attached depending on the material of the
device, lesser orbs may be attached, greater ones may not.
Orb Device List
Device |
Orb Count |
Orbs Held |
Base
Cost |
No. Carried |
Orb Pommel |
1 |
1 |
50 |
Counts as 1 of up to 3 |
Orb Hilt |
1 |
3 |
200 |
Counts as 1 of up to 3 |
Orb Ring |
0 |
1 |
100 |
1 per hand. |
Orb Crown |
1 |
5 |
400 |
Counts as 1 of up to 3
|
Rod of Orbs |
1 |
4 |
300 |
1 rod or 1 staff |
Staff or Orbs |
2 |
8 |
500 |
1 rod or 1 staff |
Orb Band |
0 |
2 |
250 |
1 per limb |
Chamber |
0 |
6 |
300 |
One may be carried |
Orb Count- counts against total number
of orbs WOO may carry (unless empty)
Orb Pommels and Orb Hilts must be
attached to appro iate weapons. A wizard gem inserted in either can
be used by a non-wizard but has a 1in6 chance of destroying the
entire device when used.
Orb Crown must be worn to be used.
A WOO of 8th level or higher
may cast a spell (using an orb on the rod) and strike with the rod in
a round.
A WOO of 11th level or
higher may cast a spell (using an orb in the rod) and strike with the
staff in the same round.
Orb bands may be worn on any limb, one
per limb and must be worn for the orb to be used.
An Orb Chamber is a sealed container to
carry multiple orbs, an orb must be removed from the chamber to be
delpoyed. They are complex puzzle boxes and if one hasn't opend it
befor eit takes 10 minutes. If one has opened it before it takes 3
rounds (orb may be deployed at the end of the 3 rounds).
Orb Device Materials
Material
|
Maximum Orb Grade
|
Cost Multiplier
|
Brass
|
I
|
x1
|
Silver
|
II
|
x5
|
Hepatizon
|
III
|
x10
|
Orachalcum
|
IV
|
x20
|
Galvrin
|
V
|
x50
|
Aethril
|
VI
|
x100
|
Using an Orb Device is not without
financial/material risk. When the last orb in a device is used roll
against the grade of the orb with 1d12 if the roll is less then or
equal to the power grade of the last orb used the device crumbles
into inert valueless powder.
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