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variant casting

This optional method for casting spells borrows heavily from the Star Wars Sage Edition RPG published by Wizards of the Coast. Since were not copying any specific SWSE powers or charging for these rules, no apologies are made for what is essentially a variant fan work. Using this method greatly changes the way all forms of Arcane Background workread these rules carefully. Caveat: These rules are a variant bolted onto an existing system. As such, ambiguous situations may arise. We recommend the GM go with the spirit of the rules at all times, rather than the letter of the rules.

Optional Expansion number of bonus spell picks. Every caster gains a minimum of one spell pick. If his arcane skill is d4 or d6 he gains one extra pick. An arcane skill of d8 or d10 grants two additional picks. An arcane skill of d12+ grants three more picks. Rune mages may take a maximum of one new rune for each New Power Edge. The picks may be taken from spells the caster already knows, new spells for which he qualifies, or a mixture of old and new. In this variant system the New Power Edge may be taken a maximum of once per Rank, not per advancement as normal. A character who takes the New Power Edge during character generation cannot take the Edge again until he reaches Seasoned. Example: Umbertos heahwisard has reached Seasoned. His arcane skill is d10, giving him a total of three picks when he takes New Power. He takes another casting of armor, and learns deflection (x1) and quickness (x1). His spell list is now armor (x2), bolt (x2), deflection, detect/conceal, entangle, quickness, and stun.

Spell Picks
Each spellcaster begins with a number of casting picks, not unique spells, as shown below: Type Picks Cleric 4 Hrimwisard 4 Rune Mage 4* Other 6** * Pick one rune as normal. His spell picks must come from that single rune. ** Covers druids, elementalists, heahwisards, and song mages When choosing spells the character can take as many as he likes, up to the maximum picks allowed for his spellcaster type. However, each pick of a spell is also the maximum number of times that spell can be invoked in a single encounter. Thus, if a caster wants to be able to cast bolt more than once per fight, he needs to spend extra picks taking more castings of bolt. Once the picks are made, they cannot be chosen later. A cleric must take a minimum of one pick for his deitys signature spell. Because the heroes will have a fixed number of castings of each spell, we recommend you copy out the spell text onto an index card and give the hero one card of the relevant type for each casting he takes. When a spell is cast, successfully or not, the card is placed face down on the table. Example: Umberto plays a heahwisard. He has 6 casting picks under this system. Umberto elects to take armor, bolt (x2), detect/conceal, entangle, and stun. In any specific encounter Umberto is limited to just a single use of armor, detect/conceal, entangle, and stun, and just two castings of bolt.

Recovering Spells
Casters can recover spells in several ways. When an encounter ends the caster recovers all his spells (see below). Spending a benny as a free action allows a character to immediately recover one spell of his choice. A character dealt a Joker may recover one spell of his choice.

Encounters come in two typescombat and noncombat. Combat encounters cover tabletop fights, mass battles, and chases, as well as any scenes for which action cards are dealt. An encounter is deemed to end one game minute after the last action card is dealt. At this time the caster recovers all his spells. Should an encounter end but another encounter start before one minute passes, then it is treated as an extension of the previous encounter and no spells are recovered. To prevent rule abuse, a combat encounter must involve enemy combatants. Non-combat scenes cover things like negotiations, gathering information, sneaking up on a position, travel across country, and so on. In general, these scenes dont involve any use of action cards for initiative purposes. Because of the wide timescale these scenes may cover, they last until the GM determines them to end. However, we recommend a minimum of one hour of game time be applied to prevent abuse of the healing spell. (c) Triple Ace Games, 2010

Gaining More Picks

Taking the New Power Edge no longer grants the knowledge of a single new spell. It gives the caster a