Professional Documents
Culture Documents
cpinto
From: [c--in--o] at [io.org] (Chris Pinto)
Newsgroups: rec.games.design
Subject: This is a new net RPG!
Message-ID: <2ao9ee$[h 5 v] at [ionews.io.org]>
Date: 28 Oct 93 11:12:14 GMT
Organization: Internex Online - Toronto, Canada (416) 363-3783
Lines: 2499
NNTP-Posting-Host: internex.io.org
Realms of Adventure
Copyright 1989 - 1993 Chris Pinto
Shareware Version 1.5
Contents
----------
Shareware Notice
Introduction
The Game Design
Style of Play
Design Goals
Standard Rules
Speed
AD&D
Storytelling
Suggestions
Fun
Speed
Believability, Impartiality
Realism, Depth
More on Impartiality
Setting
Encounters
Impartial Extemporaneous Storytelling
Bringing The World Alive
Mapping
Secrecy
Mystery
Participation
Adventure Suggestions
Key Points to Remember
Common Sense
Player Character Creation
Character Creation Methods
Starting
Death
Precreated Characters
Random
Standard Method
Calculating Skills
Childhood
Starting Spells
Point System
Physical Abilities
Primary Abilities
Strength
Dexterity
Constitution
Appearance
Power
Secondary Abilities
Mana
Health
Luck
Improvement
Non player Character Abilities
Use
Skills
Role Playing
Skill Use
Adjustments
Great Feat
Fumble
Great Fumble
Skills > 100%
Degree of Success
Skill vs. Skill
Experience
Experience Chart
Learning Rate
Skill vs. Skill
Combat Training
Techniques & Technology
Learning Adjustments
Simultaneous Training
Similar Skills
Teachers
Stress
Intelligence
Long Lived Races
Examples
Combat
Skill Effectiveness
Quick Combat
Combat Round
Combat Skills
Defensive Skills
Melee Skills
Melee Combat
Unarmed Combat
Two Weapons
All Out Defense
Multiple Defenses
Thrown Weapon Attacks
Arrow Attacks
Damage
Great Feat
Armor
Unconsciousness
Bleeding to Death
Death
Healing
AD&D
Tactical Combat
Magic
Branches of Magic
Priests
Domains
Divine Magic Adjustments
Other Adjustments
Play Balance
Bards
Mana
Mana Dead Objects
Priest Magic
Mana Ability
Sensing Magic
Spells
Imprint
Magic Resistance
Magic Resistance
Magic Defense
Successful Resistance
Great Feat
Fumble
Great Fumble
Magical Damage Resistance
Magic Protection Spells
Boost Against -Branch-
Boost Against -Effect-
Counter -Spell-
Other Protection Spells
Skill
Spell Casting
Fast Casting
Chanting
Adjustments
Encumbrance
Times of Power
Places of Power
Nexuses
Holy Places
Items of Power
Casting Failure
Curses
Accidental Discovery
Sustaining a Spell
Additive Effects
Counter-Magic
Instability
Experience
Specialization
Use
Practice
Spell Research
Enchantment
New Spells
Books
Adventure
Ancients
Buying Books
Traps
Spell Descriptions
Example Spell
Two Part Spells
Spell Description Parts
Spell Research
Time
Cost
Spell Level Determination
Spell Power
Spell Effects
Casting Time
Range
Duration
Area of Effect
Material Component
Gems, Jewels, Crystals
Sacrifices
Purity
Gesture Component
Incantation Component
Psychic Component
Dodge ability
Block ability
Resistibility
Risk
Accidental Discovery
Permanenting
Magic Items
The Use of Magic Items
Destruction
Recharging
Enchantment
Potions, Elixirs, Powders
Scrolls
Enchanting Items
Time
Cost
Enchant Object
Enchantment Failure
Uncontrolled Magic
Adjustments
Runes/Glyphs
Special Objects
Material Components
Enhancement Spells
Standard Enchantments
Activation Enchantments
Price
Per Spell
Per Day
Immortality
Demographics
Magic Items
Magic Item Cost
Magic users
Spell List
Skill List
Monster List
World Setting
Demographics
Economics
Money
Economics of Magic
Ancients
Deities
Designer's Notes
Trademarks
----------
Realms of Adventure is a Trade Mark owned by Chris Pinto
Other companies trade marks are mentioned throughout this book. Such use
does not imply endorsement of this book.
Shareware Notice
----------------
Copyright 1989, 1990, 1991, 1992, 1993 Chris Pinto
If you enjoy this game please uploaded it to BBS's and give copies out to
your friends. Free copies may be made and distributed only on the condition that
this game is not altered in any way and that this complete notice is on the copy.
Individual stores may make copies and sell them at any price, but only to in store
customers, a store may not mail/ship copies(no mail order sales permitted). Copies
of this game may not be otherwise sold(that is no publisher may publish this game).
Introduction
------------
what you will do there, then the Storyteller tells you the results of your actions
and updates his description. You continue thus and adventure throughout a
fantastic fictional world! (See "Example of Play" for more information.)
This game is set in the medieval era, with castles, magic, and fantastic
creatures. You can play a knight, a wizard, a rogue, a crusading priest, or any
other character you chose.
ure has been designed to take advantage of them and is fully compatible with those
supplements.
STYLE OF PLAY
There are many styles of play. Generaly RPGs are played for the fun of a
combination of adventure, drama, stratigy, acting, and/or mayhem. Differnt games
emphisise differnt qulitys.
Equile parts Acting, Drama, and Adventure may sound great, but in reality
comprimises are made interfearing with and diminishing the adventure experience.
So Realms of Adventure has been designed to emphisise adventure first with no
comprimises!
DESIGN GOALS
Other game designers say that they just create rules that "feel right". For
a better game Realms of Adventure has been engineered toward spicific goals based
on fundemtals that contribute to making games fun. The design goals achieved in
this game design are listed below:
-AD&D compatible.
-Very high playability.
-Fast paced.
-Very realistic.
-Total Impartiality.
-Short to the point rules(quick to learn).
-Minimum number of rules.
-Fast start.
-Simple as possible.
-Depth.
-Reduce complexity, size, and learning curve of rules by:
Single rules that handles multiple things.
Use of the same or similar systems and the same or similar dice usage for
different rules.
Building onto simple base rules with simple additional rules to handle
additional related things.
-No need to look up rules during play.
-Minimum abstraction.
-No charts in the heavily used game systems.
-All charts should be simple and easily memorable.
-Minimum number of charts.
-Minimum die rolling.
-No break points.
-Standardization, minimum rule exceptions.
-Conventional Measurements.
-Support for extemporaneous Storytelling.
-Rules separate from storytelling suggestions and game setting.
-Balanced and Realistically handled fictional elements(e.g. magic system).
-Consequences and effects of fictional elements in game world to be fully worked
out.
-Realistically balanced non-fictional elements.
-Opportunity for strategies and tactics.
-Adjustable game systems(for different settings, realism, complexity, detail,
depth, challenge, etc.).
-Number systems with Intuitive meaning.
-Generic - expandable to other settings(least important].
-Modular rules - so rules can be removed and added easily to change settings and
styles of play.
-Use a base of standard rules for most common setting/styles of play, and optional
rules for others. Because most others usually have many elements in common with
the common type setting/styles.
-No rules were common sense is as good or better.
-Rules which enhance the game setting.
-Magic rules should add to sense of mystery.
-Emphasis on Adventure.
-Emphasis on sense of mystery.
-Emphasis on sense of wonder.
-Better then other Role Playing Games(meaning the rules must attain the other
design goals to a higher degree then other Role Playing Games).
EXAMPLE OF PLAY
-----------------
(The use of dice rolls is explained later in the game. Note "I" is frequently used
in place of the more correct "my character" because it is faster.) The text in
quotes is what the player's character says in the game world.
Players:
Sean: The Storyteller
Bob: Sir Conrad, knight, 3rd son of Duke Validimar.
Paul: Ignacy, wizard.
Dave: Jake, rouge.
Ed: Sir Arthur, Knight
GM: After weeks of trekking through dense forest you have arrived were the over
grown kings road meets the great river Vidion. In the distance looms snow toped
mountains. And before you stands a large city, walls crumbing and breached in a
dozen places. The city itself has been gutted by fire and over grown by weeds and
vines. The few buildings of brick have mostly collapsed to their 1st story. Threw
the devastation you can clearly see the ancient castle of Sir Conrad's ancestors
atop a hill in the ce
nter of the city. It looks to have faired better then the rest of the city.
The gate house is before you and still stands, though the gate has been smashed in.
REQUIRED MATERIALS
--------------------
The rules. Make copies for each player and the Storyteller.
teller uses the rules, dice, and common sense to impartially determine and resolve
story elements.
When using a published adventure setting the Storyteller reads the complete
adventure setting a head of time. Then at the start of play the Storyteller reads
aloud the player introduction which includes a description of the area and the
starting situation of the player characters. The players then make their first
move stating the actions of their characters. When the player characters reach
each encounter location the Storyteller reads aloud the boxed initial player
description for that location. Bas
The Storyteller is responsible for updating the player's maps as new areas
are explored. Were the Storyteller's map is complex, tracing paper should be used
to speed up the updating of the player's map. To keep track of character locations
during combat a quickly sketched enlarged map of a location can be used.
Example: If a situation arises were its not clear if a non-player character would
attack or not attack a player character then quickly assign probabilities and roll.
In a situation were a non-player character host would offer beer or offer wine to
the player characters don't slow the game down by rolling, just chose which one!
RULES
-------
The rules normally apply to both player characters and non-player characters
equally.
Dice rolls are noted like this: 3D10 + 2. That means roll 3 ten sided dice
and add them up, then add 2. 1D100 percentile(%) rolls are made by rolling 2 ten
sided dice and counting one dice as the ones, the other as the tens, with a roll of
"00" being 100.
Many statistics in the game are rated as a %. When a rule says apply "-10%"
to that statistic you -10 from that statistic, not -10% of the statistic from the
statistic.
Common Sense
--------------
The rules cover common situations that will occur during adventures, they
provide assistance to the Storyteller in impartially resolving the situations.
Common Sense should be applied to all rules and especially in situations not
specifically covered by the rules. Adjustments to rolls or the rules them self
should be applied as appropriate by the Storyteller. To keep the rules brief areas
were common sense would sever just as well or better have not been defined in the
rules.
Adventure Setting
-------------------
An introductory adventure for beginners is included. This is for the
Storyteller's eyes only.
Character Sheets
------------------
Each player chooses 1 character sheet from the sheets provided with the
introductory adventure. Most of the character sheet should be self explanatory.
Physical Abilities
--------------------
The physical abilities of a character are strength, dexterity, constitution,
appearance, and power(magical). Rated from 3-18, with a rating of 10 being that of
an average human. For successful use roll 3D6 <= the ability, with adjustments
determined by the Storyteller. Example: Forcing open a stuck door could be a roll
vs. strength with a +3 to the dice roll.
Skills
--------
Each skill is rated as a %. The % is normally 1-100, but can exceed 100%.
Example Skills: broad sword fighting, blacksmithing, swimming, running, cooking.
SKILL USE
Successful use of a skill is 1D100 <= skill + adjustments. The Storyteller
assigns the difficulty adjustments.
ADJUSTMENTS
A skill's % is rated based on what would be a hard(that is a 50%
failure/success rate) task for a person with 6 months experience(that is 40%) and
an average dexterity(that is +10%). The common use of many skills is not hard and
so an adjustment is applied to the skill before rolling to check success. The
adjustment for each difficulty rating is counted from the number on the left to but
not including the number on the right.
Combat
--------
Combat takes place in 10 second rounds.
For melee combat(e.g. sword & shield) a Skill vs. Skill dice roll is made,
melee skill vs. melee skill each round. The winner of a round rolls the damage
done to the loser.
For thrown weapon attacks a Skill vs. Skill roll is made, thrown weapon(e.g.
throwing knife) vs. defensive skill(e.g. shield block). The winner of a round
rolls the damage done to the loser.
For bow & arrow attacks only the attacker rolls in a simple Skill Use roll.
If successful the damage done is rolled for. Adjustments are applied for cover
including shield cover(10% for small shield, 20% for large shield, 30% for tower
shield).
DAMAGE
Each weapon has a damage dice roll rating(e.g. 1D8+1). Damage done = weapon
damage roll + adjustments(for strength and magic) - targets armor.
ARMOR
Characters and monsters have armor ratings, the higher the value the stronger
the armor, with 0 being no armor.
Magic Use
-----------
There are 2 types of magic, wizard magic and priest magic. Mana totals are
kept track of for each type. Each type is split into 8 branches:
Sorcery/Theurgy
Conjuration
Necromancy
Healing
Illusion
Possession
Divination
Enchantment
Priests and wizards have separate skills for each branch and spells in each
branch. For spells of more then 1 branch of magic use the lowest skill in those
branches.
CASTING SPELLS
Only known spells can be cast. Current mana = current mana - spell level of
spell cast. If casting the spell would put the wizard at below 0 mana their is
insufficient mana to cast that spell. The success of the casting is determined by:
a Skill Use roll - (10% * spell level). Failure results in no spell effect.
MAGIC ITEMS
Magic items have been enchanted with a spell effect permanently on, or to
cast forth a spell effect upon command(secret command word must be known).
Start Play!
-------------
Start the adventure! Skip the Standard Rules for now.
STANDARD RULES
--------------
The rules normally apply to both player characters and non-player characters
equally. Players roll all dice rolls for their character. The Storyteller rolls
all other dice rolls. Dice rolls are noted like this: 3D10 + 2. That means roll 3
ten sided dice and add them up, then add 2. 1D100 percentile(%) rolls are made by
rolling 2 ten sided dice and counting one dice as the ones, the other as the tens,
with a roll of "00" being 100.
In charts and tables number ranges are counted from the left number to but
not including the right number(e.g. "10 to 30").
SPEED
When a rule can't be calculated and applied quickly then quickly estimate it
instead. Example: Don't calculate a non-player character's Throwing Range Strength
Adjustment during play, instead estimate it. If your unfamiliar with that rule
don't worry about it, just wing it. The players should have calculated their
character's adjustment before play.
AD&D
The "AD&D:" headers are rules for converting the AD&D game to the Realms of
Adventure game. If your not converting from AD&D then you can ignore these
sections.
Common Sense
-------------
The rules cover common situations that will occur during adventures, they
provide assistance to the Storyteller in impartially resolving the situations.
Common Sense should be applied to all rules and especially in situations not
specifically covered by the rules. Adjustments to rolls or the rules them self
should be applied as appropriate by the Storyteller. To keep the rules brief areas
were common sense would serve just as well have not been defined in the rules.
Storytelling
------------
For basic information on how to run a game see Quick Start Rules - Playing
the Game.
For a great game good storytelling is equily as important as knowing the
rules!
Suggestions
-------------
FUN
Never forget that the whole reason for playing RPGs is to have fun!
SPEED
Speed keeps the story exciting. To run the game fast paced don't waste time
during the game to look up rules if possible(after a couple games you should have
the core rules memorized). During the adventure concentrate on the interesting,
skip the boring, briefly summarize the mundane.
BELIEVABILITY, IMPARTIALITY
For a good story you need to make the players imagine that their character,
the fictional world, and the adventure is real. If you can achieve this then you
will create an engrossing, fulfilling, fun story. If they lose their suspension
of disbelief then their disbelief will intrude upon their imagination and the story
will seem fake, implausible, and generally not enjoyable.
REALISM, DEPTH
Keep the game world as realistic as possible and add as much depth to your
world as you can handle. Lack of realism and depth will stress a player's
suspension of disbelief.
The players will notice the little things that are unrealistic. Like when
there are too many huge carnivorous monsters and not a big enough food supply to
feed them in the area, when finely crafted armor and weapons are available for sale
in backward villages, and when noble lords ask peasant player characters for help.
Above all non-player characters must behave in a realistic and plausible manner.
Depth includes making short notes of things happening behind the scenes that
cause some of the encounters the players have. As the players investigate more
deeply the reasons for the encounters should normally become more apparent.
MORE ON IMPARTIALITY
Setting
The basic premise of the over all adventure setting should be non-impartially
selected so that it provides opportunity for interesting adventure. The setting
details should be impartially created based on the setting selected and any setting
details that have already been created. That still leaves a wide range of creative
options for new setting details. Just create what you like, but remember to keep
it realistic. If you are creating the setting details without any regard to the
player characters th
en you are creating it impartially.
Encounters
If you just create challenging encounters to fill the players time they will
soon realize this and that would ruin their imagination of the story being real.
If you impartially create encounters based on the story setting the story will seen
very real. All non-impartial interference and alterations of the story will take
away from the stories believability.
on it. Note only one or two background details for each encounter, unless the
players request a full description. All together they will bring the world alive!
MAPPING
Describe an area then map it, so players imagine the place instead of just
looking at a few lines on a piece of paper. Don't describe the exact dimensions of
the room and the locations of the structural features as that would confuse players
and they will be getting that information as soon as you update the map. Rather
simply say something like "You see a huge pillared room with 3 pairs of great
wooden doors exiting it, and a winding stair case leading up."(along with what's in
the room), then map it.
SECRECY
If a common appearing item is secretly something special don't mention it
unless you otherwise would if it were not something special or players will become
suspicious and you'll have given away the secret. Example: Say the players are
exploring the basement of a temple and you have previously noted there are torch
holders on the walls with lit torches and then didn't mention it after that. If
players enter a room were the torch holder is a lever for a secret door don't
mention the torch holder unless t
he players ask. If the players decide to search the room they may ask you for a
list of the contents of the room, then mention its presence(but not its secret
purpose of course).
When players ask for a detailed list of what they see, hear, or otherwise
sense, give it to them, list everything. That way they won't be able to easily
pick out the secretly important items.
MYSTERY
Another important element is mystery. You should try to keep a sense of
mystery about your world and its magic. If your players are beginners, then you
got it easy. Keeping that sense of mystery is harder when your players have read
every standard spell, magic item, and monster.
ingdoms. Every once in a while include a rumor of some far distant land(e.g. of
china, a new land the Vikings are rumored to have found, or the tartar invasion of
Russia.) Include rumors of adventure possibilities: wizards towers, evil temples,
dragon sightings, humanoid bandit raids, the baroness's jewels stolen, etc.
Keep your world maps secret. They may be colorful and pretty, but showing
them to your players will ruin their sense of wonder at what is beyond the local
area. Of course you can create maps that player characters can get a hold of, but
they should normally be limited in scope, inaccurate, and in places plain wrong.
If your using a published world setting I suggest you don't even tell your players
which one, and also change the names of land marks they would recognize.
PARTICIPATION
Keep the game exciting for all the players by trying to share out the action
evenly. If one player isn't participating as much keep asking him what his
character does. Require that the PCs normally stay together in 1 group. Otherwise
the over all progress of the adventure will be cut in half or worse, which will
reduce the game pace, and excitement and reduce the over all fun.
ADVENTURE SUGGESTIONS
Some times players especially new players will run out of adventure plans or
will get stuck in a rut of repeating an adventure type that has grown boring. When
this happens you as the Storyteller should suggest to the players opportunities
they have over looked. You should not artificially alter the game world to present
such opportunities, nor should you have non-player characters tell the player
characters what they should do. Suggest many different adventures open to the
players and let them chose.
As long as players are doing fine on their own don't suggest adventures to them
because choosing their own paths and adventures is part of the fun of the game.
STARTING
Most games should start with inexperienced adventures, novice characters with
skills obtained from their mundane lives off on their 1st adventure. There is a
much greater challenge in playing novice adventures and its more gratifying seeing
them progress then in starting with a great hero. Further characters which survive
to become veteran adventures have a much more detailed and colorful past which
leads to more exciting adventures.
DEATH
When a player character dies in the game create a new character! As soon as
possible after the group is out of immediate danger(within 10 minutes maximum) the
Storyteller should fit the new character into the adventure so that the new
character may join the other player's characters even if it requires an improbable
situation(if necessary a failed teleport spell lands the new character in the
group's midst).
When all the player characters are killed in an encounter, its time to start
a whole new group of characters. They can restart the adventure or go on a new
adventure. Usually its better to start a new adventure else the players will know
things about the adventure that their characters wouldn't know.
PRECREATED CHARACTERS
-----------------------
To speed the start of a game session up the Storyteller may write up a bunch
of characters before the game and let the players chose among them. This method
has a draw back - if players create their own character they will value the
character more and take a greater interest in the character and from the character
a greater interest in the adventure.
RANDOM
--------
You can get this feature by purchasing the non-shareware enhanced edition of
the game. This edition is forthcoming. Look for future announcements!
STANDARD METHOD
-----------------
Each player creates his characters background first. The background is the
players choice, anything he likes. Then the player calculates his characters skill
from the characters background using the Experience Point Award Chart. The player
should chose his characters abilities, equipment, and other things based on his
characters background.
CALCULATING SKILLS
Calculate the number of days worth of experience for each skill by figuring
the time spent using each skill / 8 hrs. Then use the Experience Point Award Chart
to figure out the skill rating from the number of days worth of experience.
Example: If the character spent on average 1 hour per day 6 days a week for 4
years practicing his broad sword skill then he would have 52(weeks per year) *
6(hours per week) *4(years) / 8(hours) = 156 days worth of experience in broad
sword skill. At the rate of 1 exper
ience point a day that would = 156 experience points for a skill rating = 40% +
Dexterity.
CHILDHOOD
In general, up to age 3 no useful skills are learned(not counting such basic
things as walking and talking). From age 3 to 6 physical skills like running,
climbing, stone throwing, are learnable(exp. gained at 1/4 normal rate). From age
6 advanced skills are easily learn able(exp. gained at 1/2 normal rate). From age
9 a methodical, logical method of learning is used by the child with an increased
attention span(exp. gained at full rate).
STARTING SPELLS
A wizard starts with the spells his master teaches him, thus the starting
wizard is limited to the spells his master knows. Due to the obsessive
secretiveness that magic afflicts upon powerful wizards normally only low powered
spells(relative to the master's skills) would be taught. This would include spells
that are useful for the master, and a few defensive spells that don't pose a risk
to the master. A mid-powered spell(relative to the master's skills) or two may be
taught if they are especially us
eful to the master for the apprentice to have(e.g. enchantment type spells or a
type of spell the master wants more research done on). Additionally other spells
that the master thinks his apprentice needs for his training would be taught.
A wizard character normally starts with a number of spells that have spell
levels that add up to be equal to his mana + the number of branches of magic the
wizard has skill in.
POINT SYSTEM
--------------
You can get this feature by purchasing the non-shareware enhanced edition of
the game. This edition is forthcoming. Look for future announcements!
Physical Abilities
------------------
Primary Abilities:
Strength
Dexterity
Constitution
Appearance
Power(Magical)
Secondary Abilities:
Mana
Health
Luck(Optional)
(Optional) However some times its fun to try role playing a character of
intelligence different then that of the player. To do this use the rules for non-
player character intelligence for the PC. This will result in more roll playing
and less role playing.
PRIMARY ABILITIES
-------------------
Usually range from 3-18(i.e. 3D6).
STRENGTH
Skill adjustment = +1% per Strength point for Strength based skills(Note:
each 1% can be equal to 128 days worth of training so this is a significant
advantage!). Damage adjustment = +1 per point of Strength beyond 10, and -1 per
point of Strength below 10. Range adjustment on thrown weapons is = Strength / 10
* Range. Bows get a range bonus only if they were specially made for the higher
strength. All bows get a range minus if Strength is under 10. A character can
bench press his strength rating squ
ared in pounds.
Bench
STR Press
1 1
2 4
3 9
4 16
5 20
6 36
7 49
8 64
9 81
10 100
11 121
12 144
13 169
14 196
15 225
16 256
17 289
18 324
19 361
20 400
AD&D: The AD&D combined damage and to hit bonuses are = to the REALMS OF ADVENTURE
damage bonus. The strength rating is converted based on the bonus. Thus ADD:RA
is 8,9,10,11,12,13,14,15 = 10, 16 = 11, 17 = 12, 18 = 13, 18/01-50 = 14, 18/51-75 =
15, 18/76-90 = 16, 18/91-99 = 17, 18/00 = 19.
DEXTERITY
Skill adjustment = +1% per Dexterity point for Dexterity based skills(most
skills).
CONSTITUTION
Skill Adjustment +1% per Constitution point for Constitution based
skills(e.g. long distance running, swimming). Health = Constitution.
APPEARANCE
The effects of this characteristic are obvious.
POWER
Mana = Power / 10 * Base Mana.
All creatures have a chance of 1D20 <= Power of resisting most magic cast
directly on them. Spells note if they can be resisted or not in their description.
Successfully resisting the magic negates or reduces its effect on the target
creature as noted in the spell's description. Magic resistance is automatic, and
requires no effort or attention(e.g. an unconscious creature will still resist
magic). A creature can drop its magic resistance at will.
SECONDARY ABILITIES
---------------------
MANA
Mana represents the amount of magical energy that can be controlled. It is
increased though improving magic skills. It determines the number of spells that
can be cast. A spell uses up a number of mana points = to the level of the spell.
Example a 5th level spell uses up 5 points of mana. Mana is based on the
character's highest magic skill.
Mana for characters and creatures is kept track of separately for wizard and
priest spells. Mana is kept track of in 3 or 6 totals: (3 if only wizard or only
priest)
All start with 1 base wizard and priest mana point. Base Mana increases =
(skill - 45) / 5. Total mana = Power / 10 * base mana. Mana is = total mana -
spells cast, reset to total mana amount after a nights sleep.
HEALTH
Health = Constitution - injury's. Restored by healing at 1 point per 4 days
rest or by magical healing.
LUCK(Optional)
Not used in standard(realistic) play. This option lets players have the luck
of the great heroes from myth and legend at the cost of some realism. Legendary
heroes have more then great prowess they also have great luck, another warrior of
equal prowess would have not 1 chance in a hundred of succeeding at the same feats
and surviving. This option is for players who want to play a great hero and would
rather not play a hundred characters with less luck to get one.
Luck = highest magic or melee skill / 10. For every luck point used one dice
roll(using any number of dice) can be rerolled. Rerolls of rerolls can be made at
the cost of 1 luck point each. The choice to reroll a dice result must be made
before anything else happens in the game and before any other roll is made. Luck
points are regained at the rate of 1/day.
Either all player characters use the heroic Luck option or non of them do.
If the luck option is used then all monsters and most non player characters do not
have heroic luck, but rare non-player character's that are heroes do have heroic
Luck.
AD&D: AD&D is a game system were heroic luck is built in to all characters. So if
you want an AD&D feel to your game you should use this option.
IMPROVEMENT
-------------
New ability value - Genetic Advantage * 10 = the number of days of training
that is required to raise Strength, Dexterity, or Constitution by 1 point.
Constitution, Dexterity, and Strength can each be trained up to a maximum of 15 +
Genetic Advantage. A days training is a 1/2 hour if the new ability rating is 11
or less or 1/2 hour per point if its above 10.
INTELLIGENCE
Intelligence is equal to an IQ of 10 * intelligence rating. Example 10
INTELLIGENCE = 100 IQ. Experience point adjustment: experience points =
Intelligence / 10 * base experience points.
ABILITY USE
-------------
Successful use = 1D20 + adjustments <= Ability rating.
Skills
------
Each skill is rated as a %. The % is normally 1-100, but can exceed 100%.
Example Skills: Broad sword fighting, blacksmithing, swimming, and cooking.
ROLE PLAYING
Normally PC's have no skills of a type that could be role played by a player.
This is to avoid roll playing. Examples: bribing, lying, bargaining.
ADJUSTMENTS
The % of a skill is rated based on what would be a hard(that is a 50%
failure/success rate) task for a person with 6 months experience(that is +40%) and
an average dexterity(that is +10%). Common use of many skills is not hard so in
those cases an adjustment is applied to the skill before rolling to check success.
GREAT FEAT
If doubles(both dice being the same number) are rolled during a successful
skill roll(only the winner in the case of skill vs. skill) then a great feat has
been accomplished. The Storyteller determines the exact results of such feats.
FUMBLE
If a skill roll is > skill and doubles are rolled then a fumble has occurred.
Normal fumbles include such things as becoming off balance or out of position
during combat, breaking a lock pick, and a craftsman damaging his tools. The
Storyteller determines the exact results of fumbles.
Great Fumble
If a fumble occurs roll again. If a second fumble is rolled then a great
fumble has occurred. Great fumbles include such things as dropping a weapon or
slipping and falling to the ground during combat, breaking a lock while attempting
to pick it, and a craftsman injuring himself. The Storyteller determines the exact
results of great fumbles.
DEGREE OF SUCCESS
The higher a successful roll the better, exception: a great feat is always
better then a normal success.
SKILL VS SKILL
All directly competing skills are rolled for. The highest successful roll
wins. Equal successful highest rolls result in a tie win.
Experience
----------
EXPERIENCE CHART
BASE SKILL EXP. PER 1% TOTAL EXP. TIME PER 10% TOTAL TIME
1-10% 1 10 10 days 1 week
11-20% 2 30 20 days 1 month
21-30% 4 70 1.3 months 2.5 months
31-40% 8 150 2.6 months 0.5 year
41-50% 16 310 5.3 months 1 year
51-60% 32 630 10.6 months 2 years
61-70% 64 1270 1.7 years 4 years
71-80% 128 2550 4 years 8 years
81-90% 128 3830 4 years 12.2 years
91-100% 128 5110 4 years 16.3 years
101%+ 128 6390+ 4 years+ 20.5 years
Note:
Exp. per 1%: Each time the noted amount of experience has been accumulated by
the character his base skill improves by 1%. Time per 10% & Total Time: The normal
work week is counted as 6 days out of a 7 day week.
LEARNING RATE
People normally average 1 exp. per work day(8 hours) with a few maintaining
0-5 point averages. 1 point per day is gained by a normal full days work in a
skill. More complex use of a skill will gain more experience points. Example one
will learn more from fighting a knight then a peasant.
Note:
The % of Success is the characters skill after situation adjustments(e.g. 35%
skill + 10% bonus makes a task Hard). What is easy for one person may be hard for
another. The Skill Difference is used for skill vs. skill contests and is measured
by his opponent's skill advantage/disadvantage.
SKILL VS SKILL
For skills which are normally used competitively under the skill vs. skill
rules: Practice alone without an opponent is rated as Easy/Routine and so
experience is at the rate of 1 exp. per day. Training against an opponent depends
on the opponents skill as noted in the Experience Point Award Chart. At a high
skill it usually becomes a problem finding a challenging opponent so skill
improvements slow.
COMBAT TRAINING
Combat experience is gained by the Skill vs. Skill rule. Training in combat
skills is different then real combat for safety reasons. This causes a -1 to exp.
per day of training.
LEARNING ADJUSTMENTS
Not all skills are equally hard to learn. Sword combat and Sorcery are the
skills used for the base complexity, having 0 adjustments. For skills which are
more or less complex an adjustment is applied as follows: Calculate experience
points to skill as per the standard chart, then * the adjustment then drop the
fractions. The adjustment is set by the rules or by the Storyteller.
SIMULTANEOUS TRAINING
Some skills are used and thus learned simultaneously with other skills. For
example a knight would train with sword & shield at the same time, or horse ridding
& lance & shield at the same time. Full experience is gained in all skills used
simultaneously. Skills which are used during the same day but not simultaneously
gain only partial experience, equal to the time spent on them.
SIMILAR SKILLS
A character will have skill in closely related skills at -20%(Example: broad
sword - short sword). A character will have skill in similar skills at -40%
(Example: broad sword - most melee weapons). They can improve those skills from
that point by experience.
TEACHERS
Characters will learn faster from a teacher of greater skill. Exp./day = 1
for each 20% the teachers skill is higher then the students + 1 if being tough one
on one.
STRESS
In life and death or high stress situations skill experience is gained on a
per use bases, not on the normal per day bases. Combat, disarming an unknown trap,
picking an unknown lock, moving silently to sneaking up for an attack, and casting
spells during a melee are all high stress situations if the situation is dangerous
and if the skill must be used quickly in a limited time.
Example: Moving silently sneaking up upon a friend to surprise him is not dangerous
and thus is not a high stress use of the skill.
For combat skills experience points are awarded on a per opponent bases. So
in a fight in which 3 opponents were each fought 3 exp. awards would be gained.
That includes opponents fought for only 1 attack/defense exchange.
INTELLIGENCE
Non-player characters with a high intelligence or a high natural talent will
learn faster and thus gain an experience point adjustment: experience points =
Intelligence / 10 * base experience points.
There is an exception, some races have some skills that they are particularly
good at because of an inborn interest, or cultural causes. Dwarf's live in
underground mines and as a result spend a great deal of their lives mining, and
smithing mining tools and ore for sale. So they have astoundingly high skills in
mining and smithing. Elves live off the land as plant gathers and so develop great
skill in plant lore.
EXAMPLES
A guard trains against equally skilled guards 1 day a week and spends the
rest of his time on duty guarding, so he gains 4 experience points a week in combat
skills. 2 are in a weapon and 2 are in a defensive skill which is learned
simultaneously.
A Knight trains for 1/3-1/2 a day 6 days a week and so gains 8-12 exp. a week
in combat skills. If he trained on horse back he'd also gain some additional
experience points in horsemanship. On his own lands at his manor house he may not
have an equily skilled opponent to train against so his training could become
"easy" reducing his experience earnings in half.
A Champion trains a full day 6 days a week and so gains 24 exp. a week in
combat skills. If he trained on horse back he'd also gain some additional
experience points in horsemanship.
A mercenary who seeks out wars and frequently gets in fights to the death
could maintain a higher exp. average, until he gets killed(many player characters
are in this category).
A village blacksmith who spends 1/2 his day smithing and 1/2 his day doing
chores like gathering iron ore, fire wood, etc., gains on average 1/2 an exp. per
day 6 days a week for 3 exp. per week in blacksmithing, and some minor experience
in mining, prospecting, etc.
A Master craftsman who leaves all chores of the job to apprentices and spends
all his working day in the direct use of the skill will average 1 exp./day for 6
exp./week.
A Master craftsman-artist who works on challenging projects all of his time
will gain 2 exp. per day, 6 days a week, for 12 exp./week.
Combat
------
Skill Effectiveness
A 10% advantage in skill may not seem like much, but the advantage is
cumulative each round that the combat lasts. In the upper skill range(30%-100%) a
10% advantage will result in a 2.5:1 win/loss ratio(a major advantage!).
QUICK COMBAT
--------------
COMBAT ROUND
Combat rounds are 10 seconds in length in the game(not related to real time).
During the 10 seconds multiple attack and defense attempts take place, the die roll
result is a summery of those actions. The time used for other actions is
determined by the Storyteller.
COMBAT SKILLS
Each weapon has its own skill.
Defensive Skills
The learning adjustment for shield block is 1.5. The learning adjustment for
parrying is noted for each weapon. Example: Long Sword is 1(that being no
adjustment). Dodging is part of the defensive skills of parrying and shield block,
but were neither is used dodging as a separate skill has a learning adjustment of
0.5.
Melee Skills
Melee skills are a combination of offensive and defensive skills. Examples:
broad sword(attack) + shield, long sword(attack) & long sword parry(same weapon),
short sword(attack) + dagger(attack) + short sword parry. Melee skill = the % of
the skills added together / number of skills. Dexterity is not applied directly to
melee skills.
MELEE COMBAT
Each round 2 opponents make a melee skill vs. skill roll. The opponent with
the highest successful roll hits and damage against the loser is rolled for. If
both are successful and the roll is a tie both hit the other and do damage.
Unarmed Combat
Health is reduced 0-1 for punch, 1-2 for kick.
TWO WEAPONS
When using a weapon in each hand if the Melee Combat roll is won then roll a
2nd time at -10% against the defenders 1st roll(his only roll) and if successful a
2nd hit is made and damage is then rolled for both hits.
If both opponents use an all out attack then use simple Skill Use rolls to
resolve them.
If the all out attacker's opponent uses a melee skill his attack and defense
are resolved differently using the same dice roll. The defense is a skill vs.
skill, melee skill vs. the all out attacker's attack skill. Only if the all out
attacker wins does he hit and damage is rolled for. The all out attacker's
opponent resolves his attack using his melee skill in a Skill Use roll, not a skill
vs. skill roll. If successful he hits and damage is rolled for.
MULTIPLE DEFENSES
For defensive actions against additional opponents don't use the melee combat
skill rather use the defenders defense skill - 20 % per additional defense and the
attackers attack skill in a Skill vs. Skill contest.
ARROW ATTACKS
A single skill roll is made to determine success. If successful damage is
determined. Adjustments are applied for cover including shield cover(10% for small
shield, 20% for large shield, 40% for tower shield).
DAMAGE
Damage = weapon damage roll + strength adjustment + magic adjustments + other
adjustments - (targets armor + targets magical armor adjustments). Minimum damage
is 0.
Weapon Damage
Each type of weapon has a set dice combination for is damage range.
Great Feat
A great feat results in * 2 damage.
ARMOR
Armor reduces damage sustained. Each type of armor has a damage resistance
value. Monsters have their own armor rating. Magic can modify armor ratings.
ARMOR RATINGS
8-9 Full Plate
6-7 Plate
4-5 Plate Mail
3-4 Chain/Scale Mail
1-2 Leather armor
1 Thick layered winter clothing
UNCONSCIOUSNESS
A character goes unconscious at 0 Health.
BLEEDING TO DEATH
A character at 0 or less health will bleed to death at the rate of 1 point of
damage per minute unless helped.
DEATH
A character reduced to 0 or less health will slowly recover if helped and if
he wins a constitution check(1D20 < Constitution). If he fails the check he has
suffered a fatal injury and will die within 1D6 days unless healed by magic. A
character dies immediately when damage = 2 * health is sustained.
HEALING
A character heals at the rate of 1 health point every 4 days.
AD&D
Combat Skills
Melee Combat skill, Weapons skills, and Defensive skills: (20 - THAC0) * 5% +
(Dexterity if known, else 10%). Player characters have skill in each weapon the
player character has proficiency in, in both attack and parry. They also have
skill in dodge, and shield if their class can use it. Apply learning adjustments.
Use the All Out Attack rule rather then the Melee Combat rule for monsters.
Also they gain full benefit of their armor rating(consider it an abstracted
representation of their defensive abilities).
Health = Hit Dice * 2 + Hit Dice Plus + (Constitution if known, else 10 for short).
TACTICAL COMBAT
-----------------
You can get this feature by purchasing the non-shareware enhanced edition of
the game. This edition is forthcoming. Look for future announcements!
Magic
-----
The magic in Realms of Adventure is based on magic in legends and popular
fiction, while maintaining compatibility with AD&D spells and magic items. The
normal laws of nature exist in REALMS OF ADVENTURE worlds. Magic is an additional
force that humans have found they have direct but limited control over.
Wizards use raw natural magic for their spells. Priests use magic granted by
gods for their spells. Wizards and Priests use magic through casting of spells or
through use of enchanted magic items. Magic items include enchanted wands, swords,
staffs, rings, potions, scrolls, amulets, armor, etc. Most magic items can also be
used by persons not trained in the arcane arts.
NOTE: "Magic user" refers to wizards, priests, and magic using creatures.
Branches of Magic
-------------------
Sorcery/Theurgy
Conjuration
Necromancy
Healing
Illusion
Possession
Divination
Enchantment
PRIESTS
Priest spells take the form of prayers naming and calling upon the priest's
deity or a powerful servant or saint of the deity to grant the spell. Some
religions that have more then one god allow the calling upon of other gods friendly
to the priest's deity. The magic itself is the same as wizards use, but it is
channeled and focused threw the named being.
Some magic is easier to cast for priests then for wizards and some magic is
harder to cast, as noted below. Each deity has one or more domains were his power
is greatest and this enhanced power is passed on to his priest's spells. For
effects out side of the Deity's domains his priests will have a much harder time
successfully casting their magic. Divine servants and saints of the god have their
own domains. Servants and saints can only grant minor spells up to 3rd level or up
to 5th level in their pr
ime domain.
For example the domain of a god of war would be war. Regardless of the
branch of magic cast if the effects are directly related to war a priest of a god
of war will have a greater chance at successfully casting the spell then a priest
of a god of an unrelated domain would.
The domains of a god are not based on any physical laws of nature, rather
they are based on human conceptions of the domains since the gods were once human.
The power of the god is subconsciously concentrated in their domains by their
personality, beliefs, and interests. It is a side effect of the divine state and
all gods are so effected, or at least all formally human ones.
Priests are less effected by the mind effecting side effects of magic, but to
be granted the more powerful spells by a deity requires a stronger piety and truer
adherence to the tenets of the faith by the priest. As a result priests are
generally taught all the spells of a new level by higher ranking clerics when the
priest is thought to be ready. If the priest deviates from the tenets of the faith
the deity or a servant of the deity is likely to refuse to bestow high level spells
until the priest makes
proper atonement.
Priests use the same spells as wizards with the following adjustments:
Domains:
+20% Prime domain
+10% Secondary domain
-20% Unrelated to Domains
+40% Healing
-10% Necromancy
-20% Sorcery/Theurgy
-20% Possession
-20% Divination
-30% Conjuration
-40% Enchantment
-50% Illusion
AD&D:
AD&D Priest spells are used without a Divine Magic Adjustment, but are used
with the Domain adjustment.
Other Adjustments:
-10% Calling upon a God friendly to the priests deity.
Normally Impossible - Calling upon a Non-friendly god(this generally includes
all gods of other Pantheons).
Play Balance
In the prime domain of their god priests are about as powerful as wizards.
In Holy Places priests are significantly more powerful.
BARDS
Bards with magical training can cast spells threw their songs. Most
musicians do not have such training. Bards have a +10% bonus on casting possession
spells and a -40% on casting all other spells. Successful casting of a spell
requires successful skill use rolls for singing, musical instrument use, and spell
casting. If a listener of a spell being cast is not trained in the magical arts
he'll not know the spell is anything more then a song at least until the spell
effect occurs.
Mana
------
Mana is magical energy. Normally all things contain mana. The mana of a
thing is affected by the what the thing is. This results in special mana
properties unique to the thing(here after referred to as its "essence"). These
essences are frequently used by spells.
PRIEST MAGIC
The mana of priest magic is altered as it is channeled by the priest's deity
and can clearly be detected as priest magic by those capable of detecting magic.
MANA ABILITY
The mana ability of characters and creatures represents the amount of magical
energy that character or creature can control. Mana is kept track of separately
for wizard and priest spells.
A character's mana rating determines the number of spells that can be cast.
A spell uses a number of mana points = to the level of the spell. Example a 5th
level spell uses up 5 points of mana. The amount of mana a character has is based
on his highest magic skill and his magical Power. All characters start with 1 base
mana point. Base Mana increases for every 5% of magic skill beyond 45%. A
character's base mana points are multiplied by his Power characteristic / 10 so
from 0.3 to 1.8 or in very ra
re cases more.
Sensing Magic
---------------
Magic users will always sense all active spells of their own casting that
they are within range of. Range varies from spell to spell as noted in the Spell
Description - Range rules.
During spell casting and on completion of the casting when the spell is cast
forth near by mana is disturbed and radiates a strong magical aura. Magic users
will sense spells being cast around them. If the caster is entirely behind cover
then the spell casting will not be sensed during the casting. If the caster is
entirely behind cover, but the area of effect of the spell is not obscured by cover
then the spell will be sensed when it is cast forth. The magic user will sense if
the spell is of priest
or wizard origin. The branches of magic of the spell will always be detected.
The specific spell type can be detected with a successful Skill Use roll.
Roll using the lowest branch skill of the branches of the spell. Only the spell
type will be determined, not the version or power of the spell. So only a "Magic
Bolt IV" could only be detected as a "Magic Bolt" spell. When the spell is casting
is completed and the spell is cast forth the power of the spell, the amount of its
mana will be detected.
Active spells only slightly disturb nearby mana causing very weak magical
aura radiation. So active spells can't be sensed by most magic users without the
aid of some sort of detect magic spell.
Expired spells leave little magical trace except a depletion of the mana in
the area at the point of casting. This lower mana level will be equalized with the
surrounding environment after a number of days equal to the mana used by the
spells. A battle field were armies of magic users fought could be depleted to low
mana levels for years!
SPELLS
The are detection spells that provide more detailed information.
IMPRINT
Wizards and priests leave a faint imprint of their essences in all spells
that they cast. Each wizards essence is unique. This imprint can be detected by
other wizards and priests by the use of a Detect Imprint spell. If the essence has
been detected before then it will be recognized. Detection of an imprint does not
tell who's imprint it is.
Magic Resistance
------------------
Magic Resistance, Magic Defense, and Magical Damage Resistance can all be
used by magic users at all times, even when the magic user is casting a spell.
MAGIC RESISTANCE
All creatures have a chance equal to their Power(Power <= 1D20) of resisting
most magic cast directly on them. Spells note if they can be resisted or not in
their spell description under the heading "Resistible". Successfully resisting the
magic negates or reduces its effect only on the resisting creature as noted in the
spell description. Magic resistance is automatic, and requires no effort or
attention. An unconscious creature will still resist magic. A creature can drop
its magic resistance at wi
ll.
MAGIC DEFENSE
In addition to using their magic resistance magic users can use their skill
or their natural Magic Defense to defend against magic. Magic Defense applies to
all spells fully. The spell description parameter "Resistible" doesn't apply to
Magic Defense. The resisting magic user must win a Skill vs. Skill check else the
spell effects him. For the Skill vs. Skill check use each magic user's lowest
branch-of-magic skill out of the branches of magic of the spell. If the magic user
is skilled in both priest
and wizard magic then use which ever skill in each branch is highest, either his
wizard skill or his priest skill. For magic using creatures use their noted Magic
Defense ratting for the Skill vs. Skill check or their wizard or priest skill,
which ever is highest. When the magic is not a spell just cast and when the magic
user who previously cast the magic is not within range of the magic then use 10% *
spell level for spell rather then the casting magic users skill.
Once resistance is successful against a spell the magic user will continue to
successfully resist that spell. If a magic user fails to successful resist a spell
he can make additional attempts to resist that spell once every round(10 seconds),
until successful. If the magic user is unconscious he will always attempt to
resist magic.
Successful Resistance
Successful resistance negates the spell effect upon and at the magic user.
It does not normally dispel the entire spell. If the entire spell would only
effect the magic user then the entire spell is negated which causes it to be
dispelled. Permanent spells enchanted into something other then the resisting
magic user himself can not be dispelled by Magic Defense, but they can be negated
temporarily. Otherwise when the magic user moves, the magic of the spell will
instantly flow back into the area the m
Examples of successful resistance: The magic user can walk through a magic
force field, but no one else can follow him through nor slip through beside him. A
magic lightning bolt would stop upon hitting him and be dispelled. A magical fire
ball radiating from a point of explosion would not effect the magic user and would
not effect that which is in his shadow. A magical carpet of fire(not radiating
from a point) would not effect the magic user but would effect everything around
and behind him. As the
wizard walked through the roaring carpet of fire the flames would spring back
instantly as he moves from his previous past location.
AD&D: This takes the place of AD&D magic resistance. For AD&D monsters with a
magic resistance > 0% Magic Defense ability is = 100% + the magic resistance of the
AD&D monster.
Great Feat
The entire spell is dispelled.
Fumble
A fumble causes the defending magic user to fail his Magic Resistance roll.
Great Fumble
As per Fumble and additionally the spell has double effects on the defending
magic user.
an incoming spell will take effect upon that incoming spell. So the magic user
makes his Magic Defense roll using his weakest branch skill with his strongest
Boost Against spell, which are not necessarily of the same branch. Boost gives
magic non-users a temporary Magic Defense skill. The spell expires when it is
discharged in defense against any spell of the same branch. The spell is less
effective against magic of touch, self, and 0 range as noted in the chart:
ill take effect upon that incoming spell. Boost gives magic non-users a temporary
Magic Defense skill. The spell expires when it is discharged in defense against
any spell of the same type of magic effect. This spell is not less effective
against magic of touch, self, and 0 range as noted in the chart:
Counter -Spell-
A different specific Counter -Spell- is required to counter each different
spell. Different versions of the same spell effect, such as Magic bolt I vs. Magic
Bolt II require different counter spells. A counter spell will dispel its target
spell. That causes the counter spell to be discharged and to expire. Counter
spells are 1/2 the level(round up) of their target spells.
SKILL
-------
Spell Casting
---------------
A list of common spells follows the rule section.
To cast spells wizards, priests, and other spell casters call forth the magic
by exactly following a unique formula of psychic concentration, incantations, and
ritualistic gestures for each spell. Each spell causes its own specific effects.
Spells are of varying power. Spells are rated in levels of power.
The standard Skill Use rule is used to determine the success of each spell
casting with an adjustment of -10% * spell level. For a spell of more then one
branch of magic the caster's lowest skill out of those branches is used.
AD&D: Were the spells in the AD&D books have a casting time not equal to their
spell level they are considered to already have fast casting and chanting
adjustments applied to them. So further use of fast casting or chanting should
take this into account.
Fast Casting
A magic user can force a spell to be cast forth faster by applying more mana.
The fast cast spell becomes a higher level spell as more mana is added to the
casting. So for each 1 additional point of mana there is an additional -10%
adjustment applied to the casting skill for the Skill Use roll. The magic user
must expend 1 mana point for each 10 seconds(1 round) that casting time is reduced.
Chanting
A magic user can chant a spell over and over again building up its power and
focus before casting it forth. This increases the casting time and reduces the
spell level. Increasing casting time to 1 minute for spells of 5th level and below
lowers the spell level by 1. Increasing casting time to 10 minutes for spells of
50th level and below lowers spell level by 2. For long duration spells(one or more
hours, but not exceeding a week) a casting time of 10 minutes for spells of 50th
level or below lowers
spell level by 3. A casting time of 1 day per spell level will lower spell level
by 3.
ADJUSTMENTS
Apply to skill rating before making Skill Use dice roll.
Encumbrance
If a spell has a gestures component and the caster is encumbered such that
his spell casting gestures are hindered but still doable then the spell will be
harder to cast as follows(adjustments are cumulative):
Times of Power
There are astrological times of power when celestial bodies are in proper
alignment. During these times spells are more likely to be successful. These
times of power occur on average at the frequency noted below, times of greater
power are rarer.
Places of Power
They occur naturally were the mana of an area is much stronger then normal.
The power can be generalized or can exhibit a special property which only effects
magic of similar essences(e.g. fire magic). In rare(1 in 1D10) cases the power can
exhibit itself as a spell effect. The average occurrences of such sites are:
Sites of power are not easy to find. They can not be magically detected from
a distance. They can only be detected within the area of the site.
The area of a place of power is normally about 10' in diameter. Larger areas
of power are rarer at the rate directly equal to their increased size. Example: 10
times rarer for an area 10 times as large. In some cases(1 in 1D6) the center of a
large area is +5% more powerful.
NEXUSES: Some(1 in 1D20) places of power are in fact nexuses between planes. In
rare(1 in 1D10) cases such nexuses can open up gates between the planes were one
may walk threw.
Holy Places
Temples are usually built upon places of power. Additionally holy places
improve the spell casting of priest spells for the priests of the deity that the
site is dedicated to, as follows(cumulative):
Example: The Inner Sanctuary of the 3rd most holy temple of a deity which
sits upon consecrated ground gives a +20% to priests of that deity.
Items of Power
There are special magic items created by the greatest of Wizards or the Gods
themselves which enhance the casting abilities of Wizards. Usually these items are
only for a single branch of magic. Such items usually only improve casting by 5%
to 15%, but in very rare cases more.
CASTING FAILURE
If a magic user fails to successfully cast a spell that spell may have
unintended side effects as noted below. Failed priest spells are as per magic
users spells except priests don't suffer curses(instead the spell has no effect).
After completing the failed spell the magic user will "feel" that some thing has
gone wrong with the magic, but will not immediately know exactly what. If the
spell is failed by 10% or less the magic user will "feel" something is wrong in
time to safely abort the spell(his ch
oice). If spell is not aborted then handle as a failure of more then 10%.
Further the magic user will not be able to end a failed spell effect early as
he could do with a successful spell. He has a 1 in 1D2 chance of losing control of
a normally controllable spell.
Power/Target
1)Curse\Normal
2)No Power
3)Erratic
4)*1/2
5)*2
6)Miss Target
Effect
1)Curse\Normal
2)No Effect
3)Partial
4)Different Related
5)Opposite
6)Weird
1)Curse: Only if both rolls are a 1 does the caster suffer a curse. Otherwise
normal power, different effect.
2)No Power: Nothing happens. No need to make the second roll. Other wizards will
sense that the spell was not cast forth.
3)Erratic Power: Normal power level but the power of the spell functions
erratically. The spell's effects can go on and off at random times, or some
effects can go on while other effects of the spell go off.
4)1/2 Power: The effects are halved in power. Such as: half damage, half range,
half duration, half area of effect, and half amount of effect if applicable.
6)Miss Target: If the spell was directed at the caster the spell miss targets else
were. If the spell was directed else were then it miss targets on the caster.
2)No Effect: Raw mana is cast forth but has no effect. Other wizards will sense
that a spell has been cast.
4)Different Related Effect: The normal effect does not happen, instead a different
but related effect occurs. The relation can be to any part of the normal effect of
the spell, and can deviate widely. A fire storm could result in a smoke cloud, or
wall of fire, or a burst of light.
5)Opposite Effect: The opposite of the normal effects of the spell happens.
Example: A fire storm spell could result in a snow storm.
6)Weird Effect: 1st thing that the Storyteller thinks of happens, within the limits
of the power level of the spell.
Curses
All side effect curses are magical, permanent, incurable, and undispellable
by anything short of a wish or the power of a God, or Demon Prince. The effects
may however be temporarily negated in an anti-magic field.
Aging: 10 years.
Crippled: A limb, hand, hunch back, humped back, loss of hearing, blindness, etc.
Avoidance: 100' radius Aura causing animals to avoid the magic user. Even tamed
animals will violently avoid the magic user unless the animal succeeds at a magic
resistance roll.
Distrust: 10' Aura causing distrust by all who fail magic resistance roll.
Radiance: 10' Aura causing a feeling of raw magical power emanating from the magic
user and causing body hair to stand on end and a tingling sensation to all but the
magic user.
Accidental Discovery
The magic user has a chance of being able to duplicate the accidental effect
= to skill - (spell level * 10%) / 10. If successful the magic user has learned
a new spell. *2 and *3 power spells are higher level spells.
Curses can be duplicated, but the spell will only effect the caster. Success
will also result in a doubling of the curses effect on the magic user if possible
for the given effect.
SUSTAINING A SPELL
A spell can be continued as long as the magic user has the mana to keep it
going. The magic user must expend mana = to the level of the spell to continue the
spell for an additional amount of time = to its standard duration. Mana is used up
at the point of duration extension(not at casting time). Only spells with a non
instantaneous duration can have their duration extended. Spells cast from magic
items can be sustained by magic users. Sustaining a spell does not interfere with
spell casting nor any
other activities.
ADDITIVE EFFECTS
If multiple spells of the same effect are operating in the same area only the
most powerful magic will function. The weaker spell will be dispelled unless it is
permanently enchanted. A permanent enchanted spell of weaker strength will remain
non-functional until the stronger spell ceases. Spell power is not additive.
Example: Magic armor(which is enchanted to strengthen the armor) and a magic ring
which increases the strength of the warrior's clothing(armor) will result in only
the more powerful of t
he two magic taking effect. However different effects can be additive towards the
same result. Example: A magical sword increases damage, and magical strength will
also add to the damage.
INSTABILITY
Magic is inherently unstable. Even perfectly cast spells will fluctuate on
the average of once every two years, turning off for a few hours. 50% chance per
year. Enchanted permanent magic is much more stable, with a 50% chance of
fluctuation each 1000 years. Fluctuation is sudden and it is not possible to
detect it a head of time.
Experience
------------
The standard skill and experience rules are used with the following
additions: At an absolute minimum to learn magic, skills training is required
until a spell has been successfully cast. After that learning any magic skill can
be self taught. Much more extensive training is the norm.
SPECIALIZATION
While there are significant differences in casting spells of the different
branches of magic there is also much that is the same. So specializing in 1 or
more branches of magic(that is a skill in 1 or more branches which are more then
10% higher then the lowest skill) requires 2 times the normal experience for
improving those skill ratings(divide all experience point awards for those skills
by 2).
USE
Magic users gain experience at the rate of 1 exp. a day in 1 branch of magic
any time they use more then 1/2 their mana during that day. They gain the 1 exp.
in the most used branch.
PRACTICE
Magic users gain experience at the rate of 1 exp. a day in 1 branch of magic.
Practice requires using more then 1/2 their mana during that day.
SPELL RESEARCH
Magic users gain 1 exp. a day in each branch of magic that the spell they are
researching uses or 2 exp. a day if the spell is of 1 branch only, in that branch.
ENCHANTMENT
Magic users gain 2 exp. a day while enchanting magic items, brewing magical
potions, or scribing magical scrolls.
NEW SPELLS
Magic users get 30 exp. per spell level for each new spell learned. This is
in addition to researching the spell if the spell was gained by research.
BOOKS
Books, grimoires, and tomes of magic contain much more information then a
simple spell does and are far more valuable to magic users. Books on magic are
frequently the experimentation notes of a magic user from spell research, maybe the
diary of a magic user, or a manual for beginners written for apprentices by senior
apprentices. Extremely rare are grimoires, tablets, or runes chiseled into temple
walls dating back to the time of the ancients who were much more powerful and less
secretive with their ma
gic.
Since experimentation journals and magic users diaries are the personal notes
of a magic user, not written for others to read, and are of a very complex subject
the reading and understanding of such texts can take some time. Such books can
take from a few weeks to several months to read and understand, but give a magic
user knowledge worth 10 exp. a day. The total ranging from 10 exp. to 2000 exp.
from a single book(the majority being under 500 exp.)!
Manuals for beginning apprentices are easier to read, but contain less
information, and are written by mere senior apprentices whose understanding of
magic is far from complete(Master Magic users have better things to do then write
tutorials and doing such tasks are what apprentices are for). Such manuals are
worth 1D6 * 100 exp. and take 2 weeks to read and understand, but only for those
under 50% in skill. Beginner manuals are worthless(no exp. value) to accomplished
magic users of greater then 50% sk
ill.
Magic writings dating from the time of the ancients are usually only
recovered as fragments of complete works, but even those fragments are extremely
valuable! They may reveal secrets and truths lost to modern magic users. If the
magic user knows the language of the ancients the fragments are worth 50 exp. a day
with totals ranging from 50-5000 exp.(the majority being under 2000 exp.). A
complete work could be worth 10 times that amount!
Split the experience points for books into the branches of magic covered by
the book. Books generally contain the same spread of knowledge the authoring magic
user possessed.
Adventure
Seeking out sources of magical knowledge is a major source of adventures
especially for magic user characters. Such adventures are almost always dangerous
and sometimes extremely so. Most non-player magic users won't risk their lives on
such adventures, and thus never obtain great power.
Obtaining books on magic is not easy, nor cheap. No magic user will willing
let his journals be sold. So most journals on the market are from dead magic
users. Getting a dead magic users journals is no easy task, magic users abodes are
frequently hidden, normally trapped and protected by summoned creatures, and the
journals them self are always well hidden, protected, and often trapped to self
destruct.
ANCIENTS: Expeditions to seek out the knowledge of the ancients are by far the most
dangerous. Intact sites dating back to the ancients are in distant uninhabited
isolated inaccessible places otherwise they would have been pillaged centuries ago.
Many ancients sites are protected by great magic, and powerful guardians. Having
survived the ages the writings of the ancients are usually found on clay or stone
tablets, carved into temple walls, or upon magically protected materials.
Buying Books
Generally only an equally powerful magic user can successfully gain and read
a dead magic users journals. Once gained that magic user will keep the book and
its secrets to himself. If a mere merchant did come into possession of a book of
any significance and knew it to be so, as soon as he tried to sell it a magic user
would buy or steal the book and all copies of the book for himself and himself
alone. At best a merchant might posses a beginners manual, or copies of one. A
scribe untrained in magic w
ill invariably make mistakes when trying to copy a book of magic, so such books are
harder to read and worth less experience(twice the reading time and half the
experience).
FAKES: Most books on magic that are for sale are in fact fakes. Most are obviously
fakes to the trained eye. Some are not so obvious to beginning magic users(roll
vs. skill +50%). Others may fool even experienced mages(roll vs. skill), and will
then only be found out after some perusal of the work and testing out of its
claims. The better books have been written by skilled magic users to get money
without having to give away any secrets, or to miss lead other magic users.
Traps
Many magical writings contain passages to miss lead unwelcome readers into
casting harmful spells(To avoid: roll vs. skill). Reading of a book on magic
requires some testing and experimentation to comprehend(and to gain the exp.
award), it is this testing for which traps are often laid. The odds of such a trap
very with the situation, but in general:
1% Beginners Manuals
2% Ancients
20% Other Writings
The ancients were much more open and sharing of their magic, but their traps
are harder to detect(To avoid: roll vs. skill -50%) and far more lethal.
SPELL DESCRIPTIONS
--------------------
Example Spell
---------------
Jolt
Description: A weapon with a metal end is touched. Then the first thing that metal
end touches is subjected to an electric jolt doing 1D6 damage. The jolt will pass
threw metal armor to the wearer. The jolt will also stun the victim for 1 round.
The weapon is so energized for a maximum of 1 hour or until some thing is touched.
Name
The names used for spells in the standard spell list are descriptive of the
effects of the spell. Spells from individual magic users usually have more
colorful names.
Level
Level is the power rating of the spell.
Branches
Spells can be of any number of branches.
Casting Time
The time is listed in seconds, minutes, hours, etc.
Range
Range is the maximum distance from the spell caster to the center of the
point at which the spell effects begin at. Spell effects come into existence at a
point of caster's choice within range. "0" range spells start at the caster.
"Touch" range spells effect whoever or whatever the spell caster touches. In the
case of a creature the caster must touch the creature and not merely its armor or
clothing. "Caster" range spells only effect the caster of the spell. To control a
controllable spell the cast
Duration
Measured in seconds, minutes, hours, etc. "Permanent" spells last until
dispelled. "Instantaneous" duration spells last less then one second. If the
primary purpose of a spell is to cause a permanent non-magical result a
"Permanent+" will follow the duration noted for the magic. Spells give no sign of
when they are about to end. The caster can end his spell so long as he is within
range of the effects of the spell.
Area of Effect
Lists the volume, weight, creatures, objects, etc., affected in conventional
measurements. If the spell affects a limited number of targets, then targets
nearest the center point were the spell occurs at will be affected first, based on
the spell parameters.
Components
"I" stands for Incantation, "G" for Gesture, "M" for Material Component. All
spells also have a psychic focusing component. All components listed for a spell
must used for the spell to be successfully cast. If the caster is silenced(e.g.
magically, or physically) he can not cast a spell with incantations as a
component. If the caster can not freely move(e.g. he is in a very confined space,
bound, or magically paralyzed) he can not cast spells with a Gesture component. If
the caster does not have the
required Material components or a suitable replacement he can not cast the spell.
Attempting to cast a spell without all its components will result in absolutely no
magical effects being caused.
Some spells slowly drain mana from the material component over the duration
of the spell(this will be noted in the spell description text). In slow drain
spells if the material component is destroyed the spell will be dispelled.
Resistible
Notes if a creature's magical Power will enable him to resist a spell. "1/2"
means a successful resistance roll results in 1/2 effects or 1/2 damage. A
creature which successfully resists a spell will feel a definite magical force and
will feel him self resisting and will know that it has been successfully resisted
against. A spell caster who is the target of a spell has a chance equal to his
lowest magic skill to determine the type of the magic. A creature's carried
possessions are considered safe if
Dodgeable
"Yes" notes that the effects can be completely avoided if the target dodges
the spell. "No" notes that the spell is not dodgeable. "1/2" notes that
successful use of the dodge skill results in 1/2 effects or 1/2 damage. Any
adjustments to the skill are noted. A creatures carried possessions are considered
safe if it has successfully dodged the spell. Failure results in the carried
possessions being open to the effects of the spell.
Blockable
"Yes" notes that the effects can be completely avoided if the target shield
blocks the spell. "No" notes that the spell is not blockable. "1/2" notes that
successful use of the shield block skill results in 1/2 effects or 1/2 damage. Any
adjustments to the skill are noted. A creatures carried possessions are considered
safe if it has successfully blocked the spell. Failure results in the carried
possessions being open to the effects of the spell.
Damage
To targets health.
Description
Normally split into a detailed specification of the effects and a general
description of spell. Exceptions to the spell rules will be noted for individual
spells in the description.
SPELL RESEARCH
----------------
Most spells are past down through the ages. The few new spells that are
discovered are done so through dangerous experimentation.
The problem with making this magic system compatible with AD&D spells is that
the AD&D spell levels are set mainly by play-balance and have little self
consistent bases within the game setting itself.
Time
------
The time to successfully research a new spell = 1D10 * 1D20 months / ((skill
- 10 per spell level) / 10(drop fractions]). Research can be stopped and restarted
at any time. Success will only be achieved when full time has been spent. The
Storyteller rolls and only the Storyteller knows how long the research will take.
This includes the time it takes to get basic experimental material and common spell
components, but does not include the time it takes to obtain any special spell
components the spell us
es.
In the standard game world magic is rare. For other worlds use the following
chart:
MAGIC INTERVAL
Near Mythical Decades
Very Rare Years
Rare Months
Uncommon Weeks
Common Days
AD&D: For results closer to the AD&D method use weeks in place of "months".
Cost
------
The cost is living expenses + 100p per spell level per month for experimental
material and spell components + one set per month of any special spell components
the spell uses.
SPELL POWER
In general spell power increases linearly, a 4th level spell is = in power to
a 3rd level spell + a 1st level spell. A single spell effect can't be split into 2
spells. The minimum spell level is 1.
If a single spell invokes more then 1 spell effect then add the spell levels
of each spell effect together to get the spell level of the whole spell(add
fractions then round up to the next level). Most spells only have 1 main effect.
Calculate the spell level of each spell effect starting from the base spell
level of each spell effect. From that point doubling the power of a spell effect
doubles the level of the spell effect. Fractional increases in power result in
fractional increases in level. Doubling the effect, range, duration, or area of
effect is a doubling of the spells power. If the spell effect can't be measured
numerically then a logical doubling of the effect or the next logical improvement
of the effect = a doubling
Spell effects might be possible below the base spell level, but such effects
will be very limited and only slightly below the base level in level(e.g. a Wish
spell vs. a Limited Wish spell). So when taking advantage of the adjustments that
are noted below that reduce spell level the spell level must still be equal or
greater then the base spell level or the spell effect will be very limited or may
not even function at all. The only exception is material components with strong
essences which can adjust t
he level below the base level of the spell effect by replacing the casters mana
with its own mana.
SPELL EFFECTS
Often doubling the spell effect doubles the damage of the spell.
CASTING TIME
Base casting time is usually = 10 seconds * spell level. There are rare
exceptions.
RANGE
Increasing range from "caster" to "touch" doubles spell level. Increasing
range from "touch" to "10 feet" doubles spell level. Each doubling of range
doubles the spell level.
DURATION
Instant duration may not be increased. Each doubling of duration doubles the
spell level. Each halving of duration reduces spell level by 1.
AREA OF EFFECT
Each doubling of the area of effect doubles spell level. Each halving of the
area of effect reduces spell level by 1.
MATERIAL COMPONENT
The standard spell components a spell needs are discovered by research and
experimentation(The Storyteller chooses them). Standard spell components are such
things as bat wings, spider webs, snail shells, rat droppings, and snake scales.
Local materials are used, unless the magic user chooses otherwise. No material
component adjusts spell level by +0.5.
Similarity
A material component must be similar in essence to the spell that uses it.
The stronger the similarity the more power for the spell.
Examples:
If a component's essences do not match all the essences of the spell then it
is automatically a "weak similarity". Multiple components of equal strength can be
used to obtain a "strong similarity".
Example:
Strength
The strength(amount of mana) of the essence of a material effects the spell
level as follows:
MAGICAL MATERIAL
LEVEL POWER EXAMPLE(PART OF)
-7 Divine Entity Blood of a god
-6 Divine Plane, Lord Horn of a duke of hell
-4 Divine Plane, Very Powerful Major Demon,
-3 Divine Plane, magical Demon, Angel, river Styx
-2 Divine Plane Rock, Plant, anything
-3 Very Powerful Unicorn Horn,
-2 Magical Dragon scale, vampire fang
NATURAL MATERIAL
LEVEL RARITY EXAMPLE
-3 Unique Worlds largest diamond/gold nugget
-2 Extremely rare Red diamond
-1 Very rare Gold
-0.5 Rare Silver
0 (Un)common Copper, bat wings, snake
-------------------------------------------------
+0.5 Nothing Nothing
Sacrifices
Great mana is released when a creature dies. Spells requiring sacrifices
during spell casting increase power thus:
For creatures from the divine planes the true body of the creature must be
killed, not merely the earthly projection.
PURITY: Virgins have a purity of essence which strengthens their mana. Adjust
spells by -1 level if they require a virgin be sacrificed. Intelligent creatures
only. Animals do not posses such purity, and creatures from the divine planes
always possess such purity and so it has already been calculated in the listed
adjustments.
GESTURE COMPONENT
No gesture component adjusts spell level by +0.5 levels
INCANTATION COMPONENT
No incantation component adjusts spell levels by +5 levels.
PSYCHIC COMPONENT
Relying on psychic will power alone to call forth a spell with no
incantations, gestures, nor material component adjusts the level of the spell by
+10!
DODGE ABILITY
Is set by what the effect is.
BLOCK ABILITY
Is set by what the effect is.
RESISTIBILITY 1/2
Changing resistibility from "Yes" to "1/2" damage for damage causing spells
doubles the spell level. Changing "1/2" damage to "No" resistibility for damage
causing spells doubles the spell level. Changing "Yes" to "No" for other spells
doubles the spell level. An exception in each of the above 3 cases is when the
range is "touch" then the spell level is increased by * 1.5.
RISK
Experimentation is necessary in spell research and can be dangerous.
Normally experiments are limited and controlled, but magic is not entirely
controllable nor predictable. Accidents will happen. Accidents researching non-
dangerous spells will usually not be too harmful. But accidents researching combat
spells and other dangerous spells can easily be lethal so magic users will almost
never do such research unless they have 100% or greater skill at the spell level of
the spell.
The chance for an accident is: Casting Skill - (spell level * 10%) per week.
Accidents are to be treated the same a miss casting a spell, except the magic
effect can deviate farther from the intended effect.
Accidental Discovery
Standard Spell Casting - Accidental Discovery rules apply during spell
research.
PERMANENTING
Spells that create effects which are not normally possible in the natural
world must be sustained magically. They vanish when the duration of the spell
expires or when dispelled. Example: Invisibility, Flying, etc.
Spell effects that can exist naturally can be caused by a spell which
magically causes a permanent non-magical change or they can be caused by a spell
which continuously sustains the effects magically.
MAGIC ITEMS
-------------
Magic items are items which have been enchanted with spell powers.
can be any word or short phrase. If the secret command word is not known the
power can not be used. Other common activation methods are by 1)Wearing the item,
2)Mental Command, 3)Physical means.
Magic Sword
Damage Enhance I Permanent
Skill Enhance I(sword attack) Permanent
Destruction
Magic items other then potions and scrolls can not be dispelled. Destroying
the basic physical form of an item permanently destroys its magic. It will still
radiate a faint magic if detected for. Dints, scratches, and nicks have no effect
on the magic. If the item has multiple enchantments and if a part(e.g. a jewel) of
the item is broken off which was the primary essence(the biggest jewel) upon which
some enchantments were made then those enchantments are destroyed. The part broken
off will not have
any magical powers, but will radiate a faint magic if detected for.
Recharging
Rechargeable items are recharged by casting the same spell(s) they are
enchanted with into them. By prefixing a short incantation a spell caster can cast
a spell so it doesn't take effect but instead is absorbed into a magic item. If
there is no magic item to charge there will be no effect. If the magic item hasn't
been enchanted with that spell, the spell will not be absorbed and there will be no
effect. Items with individual charge storage require 1 spell per charge. Items
with a general charge sto
rage require 1 of each of the spell powers to be cast into the item to get 1
charge. Casting more then 1 of one spells before casting 1 of each spell will have
no effect.
ENCHANTMENT
-------------
Magic items are created by the gods, magic users, priests, some magical
creatures. Creating a magic item requires an enchantment skill.
Scrolls
---------
Take 1 day per spell level to make. Scrolls are made by the use of
illumination(roll vs. skill - (spell level * 10%)) and a spell casting. Both skill
rolls must be successful. Material components are required. Every ink requires at
least 1 component of high power be mixed in, it must be rare and magical(e.g. pixy
wings, ground vampire fangs, dragon blood, crushed diamond). Many other locally
found components are mixed in. Any magic user of any skill level can attempt to
make scrolls.
Enchanting Items
------------------
Successful creation of a magic item depends upon a magic users skill and
luck. Many things effect the success of an enchantment.
Magic users create an item by casting an enchant item spell upon the item to
prepare it, then casting the spells to be enchanted into the item along with any
enhancement spells(like Permanent) upon it.
Priests pray to their god to bestow powers upon an item. First the priest
must purify himself according to the rituals of his religion. Next the item must
be sanctified according to the rituals of the his religion. The priest then
performs a special prayer(6th level spell) to request to his deity to bestow an
enchantment upon the item(equivalent to a magic users enchant item spell). Further
prayers(spells) are made for each spell power to be enchanted.
TIME
The time it takes to enchant an item is 1 day per mana point of magic
enchanted into the item. The long casting time required is due to enchantment
spells being chanted over and over until the magic is finally absorbed into the
item. All spell mana is counted, enchant item, enhancement spells, and spell
powers.
COST
The cost to the magic user to enchant an item is his living expenses during
enchantment, and the cost of the item and all of its special material components,
and the cost of all the spells material components.
ENCHANT OBJECT
First the item to be enchanted must be obtained.
A base preparatory spell Enchant Object is cast upon the item. This prepares
the object to receive the magic. If the magic user fails to successfully cast the
enchant spell then the enchantment attempt has failed and standard Casting Failure
rules apply, but normally the result is that the item is completely unable to
receive further enchantment. A failed item with radiate a faint magical aura of an
indistinguishable type. It must first be disenchanted before another attempt at
enchanting the object i
s made.
Then the first spell to be enchanted is cast in to the item endowing the item
with that spell power. This enchants the object with 1 charge of that spell.
During the casting the magic user calls out the name of the command word to
activate that spell power.
Any number of additional spells may be enchanted into the item by the same
method as used for the first spell power.
ENCHANTMENT FAILURE
If the magic user fails to successfully cast any spells during the enchanting
the readiness of the object to receive enchantments is ruined and no further spells
can be enchanted into the item. Except as noted under the "Uncontrolled Magic"
rules or until the item has been disenchanted, draining the item of all its powers
and the enchantment is started all over. The standard casting failure rules apply
with the following modifications:
Failure of enhancing spells can result in nasty stuff like interfering with
other enchantments, permanenting the wrong spell, activation method activating the
wrong power, or activation method activating two powers simultaneously, etc. The
odds of this are 1 in 1D6. Otherwise failure will only effect the spell being
enchanted.
There is a 1 in 1D6 chance that a failure of the enchanted spell will result
in the spell going off(taking immediate effect rather then being enchanted). Also
apply standard Casting Failure results.
UNCONTROLLED MAGIC
After the first enchantment failure further spells can be enchanted into an
item only at grave risk to the caster and will cause serious side effects in all
the items powers. All further spells that are cast automatically fail(by greater
then 10%) and follow the Enchantment Failure rules for determination of effects.
If either casting failure roll is a 1(curse) the Magic user suffers a curse and
rolls on the casting failure curse table. The odds of a curse are thus a 1 in 6
instead of 1 in 36.
ADJUSTMENTS
Runes/Glyphs
For each spell that the magic user permanently marks magical runes or glyphs
onto the object he gains a +10% adjustment in the casting/enchanting of those
spells. Any other magic user seeing the item can read the runes and by them tell
what powers it contains.
Special Objects
Certain objects have special effects on magic enchanted into them.
WANDS: Stores 300 mana. Limited to 9th level magic. Limited to 1 type of
magic(fire, cold, chaos, etc.).
ENHANCEMENT SPELLS
Standard Enhancements
Encharge Single
Encharge Multiple
Rechargeable
Replenish 1/month
Replenish 1/week
Replenish 1/day
Permanent(single spell only)
Activation Enhancements
Deactivation/activation of a permanent power.
Upon will(telepathically) [9th level since its continuously on(permanent).]
Physical manipulation(pressing a button, etc.)
Charged
Either 1 charge per 1 mana point or each charge may be set to equal more then
1 mana point. If each charge is equal to more then 1 mana point then each spell
requires the minimum number of charges with mana equal to or more then the level of
the spell. Descriptions for such magic items usually note the number of charges
each spell power uses.
Replenish
This draws mana from the surrounding environment to replenish the mana
storage in the item. Mana will be restored faster in high mana areas. Each +5%
under Places of Power in the Spell Casting rules doubles the rate of recharge. The
spell power can also be made rechargeable.
Encharge
2D10 mana worth of charges per Encharge level(that is spell level - 2 or -
5). Spells may be enchanted into Single or Multiple storage not both. It is
possible to have a Multiple charge storage for 1 set of spells and Single spell
charge storage areas in the same items for different spells.
Eternal
10th level spell. Item retains its powers even if shattered or broken apart.
Indestructibility
15th level spell. Item is indestructible by any normal means.
Disenchantment Trap
Takes effect if a disenchant spell is tried.
Regenerating Power
Draws the mana from specific things near or touching it. Stuff like
recharging by moon light, by sacrifices, gems, rare materials, etc. The
stronger(as per material component rules) the mana source the faster the recharge.
Enchant Living
12th level spell. Required for enchanting any spell effect upon a living
thing.
PRICE
Based on supply(magic users) and demand(wealth).
Per Spell
For a successful casting. 10sc per spell level to 10th level. 100sc + 40sc
per spell level above 10th level. Dangerous spells are normally only cast with a
100% chance of success at a cost of 100sc + 40sc per spell level.
Per Day
Long term employment of magic users is based on the magic users highest magic
skill at a cost of 10sc per 10% skill to 100% skill, above 100% skill the cost is
100sc + 40sc per additional 10% skill. Non specialist magic users charge twice as
much. Cost for enchanting magic items is at the long term employment rates. The
cost for a guaranteed successfully created item is 3 times the cost of hiring a
magic user for 1 attempt with 50/50 odds.
IMMORTALITY
-------------
Only the greatest of magic users can magically extend their lives for more
then a short time. Those few are transformed into the undead by the enchantment
spell "Enchant Living" and a powerful necromancy spell. Failure results in
immediate and permanent death.
Magic users that are incapable of enchanting the living are limited to normal
magic which is unstable. A magic user dying of old age related causes with only a
few weeks left to live might for example polymorph himself into the body of a young
man, but within a year on average the spell will fluctuate and for a few hours the
magic user will return to his aged body, now a year older, and quickly die. Should
a dispel magic be cast upon him before that then he could die even sooner. At most
the magic user
DEMOGRAPHICS
--------------
In the standard REALMS OF ADVENTURE game setting magic is rare. For other
settings adjust magic item availability, cost, etc., by magnitude of 10. These
demographics include everyone down to simple village witches.
MAGIC ITEMS
On average 1 person in 100(i.e. each knight) has 1 permanent magic
item(mostly weak items). The average magic item lasts 200 years before breakage.
1/2 of all magic items are made by magic users, and 1/2 by priests. 1 in 60 magic
users is powerful enough to enchant permanent magic items, and on average spends
1/3rd of each year enchanting such items, creating 3 such items per year.
SPELL
LEVEL SILVER
1 4000
2 8000
3 16000
4 32000
5 64000
6 128000
7 256000
8 512000
9 1024000
10 2048000
MAGIC USERS
Specialists
40% Sorcerers
20% Healers
10% Conjurers
10% Diviners
10% Illusionists
5% Possession Practitioners
5% Necromancers
play.
AD&D usage, conversion, and compatibility notes are listed threw out the
rules, headed by "AD&D:".
Conversion
------------
All statistics not listed may be used directly with Realms of Adventure.
ABILITIES
Dexterity and Constitution stay the same. Power = Intelligence or
Wisdom(which ever is highest). Appearance = Charisma or Comeliness in AD&D1 UA.
As for Strength: the combined damage and to hit bonus is = to the REALMS OF
ADVENTURE damage bonus. The strength rating is converted based on the bonus. Thus
ADD:RA is 8,9,10,11,12,13,14,15 = 10, 16 = 11, 17 = 12, 18 = 13, 18/01-50 = 14,
18/51-75 = 15, 18/76-90 = 16, 18/91-99 = 17, 18/00 = 19.
Health = Hit Dice * 2 + the Hit Dice Plus + (Constitution if known, else 10).
Saving Throws
There are no saving throws in REALMS OF ADVENTURE. An ability or skill may
be used in place of a saving throw as appropriate.
MAGIC
AD&D Magic user level = 40% skill + 5% skill per level in all branches of
magic except Healing.
AD&D Priest level = 40% skill + 5% skill per level in all branches of magic
except illusion.
Spells
AD&D Magic user spells can be directly used by magic users. AD&D Priest
spells can be directly used by Priests. Priests can use AD&D Magic user spells
with the standard priest adjustments. If a Magic user successfully researches or
otherwise obtains a magic user version of an AD&D priest spell the level will be
adjusted as follows(minimum of level 1): Healing + 6, Necromancy +1, Divination 0,
Enchantment -2, Possession 0, Sorcery 0, Conjuration -1, Illusion -3. Exception:
Magic user spell versions al
ready noted in the AD&D books should be used at the level stated(the differences in
divine and natural magic result in some differences in individual spells).
MONEY
Realms of Adventure uses sliver as its standard coin rather then gold. In
the middle ages gold simply wasn't available in the vast quantities it is in AD&D.
Even with all those dwarves and gnomes digging gold up its still too common in AD&D
for my liking. Conversion of money is simple:
2pp = 1 gold coin
1gp = 1 silver coin
2ep = 1 sliver coin
1sp = 1 copper coin
10 cp = 1 copper coin
COMBAT
Melee Combat skill, Weapons skills, and Defensive skills: (20 - THAC0) * 5% +
(Dexterity if known, else 10%). Player characters have skill in each weapon the
player character has proficiency in, in both attack and parry. They also have
skill in dodge, and shield if their class can use it. Apply learning adjustments.
Use the All Out Attack rule rather then the Melee Combat rule for monsters.
Also they gain full benefit of their armor rating(consider it an abstracted
representation of their defensive abilities).
Armor
The types of armor in REALMS OF ADVENTURE and AD&D are rated close enough
that the AD&D armor class ratings can be used with a simple conversion: Armor is =
10 - Armor Class.
Comparison
------------
MAGIC
AD&D Casting is always successful, were REALMS OF ADVENTURE is 35%-40%
successful(in highest AD&D spell level). AD&D spell levels are approximately = to
mana(excluding Power adjustment) until 16th level then REALMS OF ADVENTURE is more.
Power helps even up successful spell casting rate. AD&D requires prechoosing of
spells before each day were REALMS OF ADVENTURE allows choice at time of casting(an
advantage). I think both systems produce roughly equally powerful characters.
OTHER GAMES
-------------
MAGIC ITEMS
Judging the power and suitability of magic items from non-REALMS OF
ADVENTURE/AD&D game settings should be simple and fast once the magic item and
spell creation systems are understood. So feel free to use such sources.
Spell List
----------
You can get this feature by purchasing the non-shareware enhanced edition of
the game. This edition is forthcoming. Look for future announcements! You can
also get a free book of spells called the Net Spell Book, available from the usenet
and many BBSs.
Skill List
----------
One for each weapon type.
Acrobatics
Alchemy
Animal Handling
Armory
Art
Astronomy
Blacksmith
Boating(small craft)
Brawling
Calligraphy
Climbing
Cooking
Dancing
Disguise
Falconry
Farming
Fishing
Forgery
Gambling
Heraldry
History
Hunting
Hypnotism
Jeweler
Jumping
Languages(individual)
Law
Leather working
Literacy
Literature
Lock picking
Locksmith
Masonry
Mathematics
Miner
Musical Instrument
Navigation
Parry(by weapon type)
Pickpocket
Poetry
Politics
Pottery
Prospecting
Riding
Running
Seamanship
Sculpting
Singing
Sleight of Hand
Sports(by type)
Stealth
Survival(by type)
Swimming
Tailor
Throwing
Tracking
Traps
Ventriloquism
Woodworking
Writer
Monster List
------------
You can get this feature by purchasing the non-shareware enhanced edition of
the game. This edition is forthcoming. Look for future announcements! You can
also get a free book of monsters called the Net Monster Book, available from the
usenet and many BBSs.
The world is much like earth in the 15th century, minus gun powder, with
magic and fantastic creatures added in. The normal starting setting is in a Europe
like area. This area has a feudal system. There are many Kingdoms,
Principalities, independent Dukedoms of varying size.
DEMOGRAPHICS
ECONOMICS
Peasants need to replant 1/3rd of grain crop(in comparison 1/50th is
replanted in the modern real world). Yeomen taxed 1/2 harvest, no hunting allowed
on a lords lands. Thus only 1/6th is available for consumption during a normal
year. Most Transportation is by river. Most transportation over land is by muddy
winding trails, with mules that need to be loaded and unloaded 3 times a day, the
trails being unsuitable for wagons. Trade is normally by barter, coin is rare. A
hired laborer gets food + rent
Peasant farmers work 1/2 their time on their lords fields and 1/2 on their
own fields. Peasants sell on average 1/10th of crop to merchants, and 1/10th of
that money they may donate to the church.
MONEY
Money is coins of copper, silver, and gold. Money is valued by weight, with
the following exchanges:
MONEY BY WEIGHT
Copper:Silver ??:??
Silver:Gold 1:50
Gold coin is generally 5 times smaller then silver coin thus:
MONEY BY COINS
Silver:Gold 10:1
ECONOMICS OF MAGIC
In the primitive medieval era of the game there is a great demand for the
healing powers of the priests. There is great risk in the casting of healing
spells if should they fail and back fire. So those magic will only be used in
service to the cause of the church. Of course great amounts of gold would be of
service to the church.
Very few priests are powerful enough to cast strong healing magic with no
risk. People will travel far and wide seeking out those few miracle workers who
can freely cast healing magic without risk.
ANCIENTS
Millennium ago magic users were far more powerful then magic users of today.
Many of the secrets of magic known to the ancients have been lost to modern magic
users. While their magic may have been strong their technical arts were not as
advanced as today. Even so they built great buildings out of huge stone blocks.
Some say such building were erected with magic, others point to the murals carved
into temple walls and say that they were built with tens of thousands of slaves.
Most of the ancient site
The following rules create a setting were most fantasy and science fiction
stories can be set in with a single set of rules. Rules that are self consistent,
make sense and don't give me a head ache(which is more then I can say for similar
rules for other games). Many other possible configurations of the Universe and
Beyond are possible, its up to the Storyteller and players how they want it. These
rules are also set up for play balance. For example they stop a magic user from
simply traveling to a hig
h technology world grabbing a nuke then traveling to mount Olympus and wasting a
whole pantheon of gods.
The laws of physics are as in the real universe. Magic is an added force or
forces. Scientific understanding and technological control of magic is only
attained by elder races billions of years old. Races on the verge of ascending
beyond the confines of the universe.
Inhabited worlds are rare. Of those worlds which are inhabited the vast
majority never discover magic. Of those which do discover magic the vast majority
never develop advanced science. Worlds with both high technology and magic are
possible. However there are a number of factors which make them rare:
Mana concentrates and pools in relatively small areas of the universe, most
areas of the universe are low mana areas or mana deserts. Entire galaxies are
often mana deserts. It is impossible to discover magic in even a moderately low
mana world(a person with 1 mana point can't cast a 1st level spell(requires 2 mana
points) and so can't gain the experience necessary to gain a 2nd mana point.)
Although a powerful magic user visiting a low mana world could cast spells, at a
reduced amount.
It is to the advantage of the gods to keep their worlds in the dark ages.
Scientific awakening of a world will result in less respect for, and worship of the
gods and a corresponding drop in their power. In advanced worlds the gods may come
to be viewed as parasites and leaches of peoples souls and as a result shunned.
A world which has discovered magic will come to rely upon it and have less of
a need to develop science and technology. Magic tends to strengthen the feudal
system and suppress democracy since its power is in the hands of only those who can
weld it and the very wealthy who can afford it, mainly the nobility. This results
in the suppression of capitalism and the corresponding market forces which drive
technology.
To prevent science and technology from gaining a foot hold demons are sent to
kill inventors and destroy all trace of their inventions(of course the gods
themselves may make use of such inventions, putting them slightly above the
technology level of their world). News in the middle ages traveled very slowly so
it would be easy for a god to stop the spread of the knowledge before it had been
too widely spread to suppress. Scientists could even be hunted down and burned as
witches by the gods followers.
Certainly any scientific knowledge which conflicts with the churches doctrine will
be suppressed.
In worlds with both magic and advanced science magic is used for
technological short cuts, enabling amazing things but magic has its limitations.
Magic can not be mass produced so it is not cost effective for many things. It is
dangerous. It is less effective then technology in such things as combat(compare
the speed and range of an automatic rifle compared to the casting time and range of
a lightning bolt spell, then compare fighter jets, tanks, etc. to a magic user).
And the obsessive secrecy of mag
Each world has its own pantheons of gods. Very few gods have followers on 2
worlds. An alien god invading another world in search of more followers at the
expense of local gods would most likely start a war of the gods. When gods war
gods die, and they did not become immortal by throwing their lives away. There are
no gods from worlds which have not discovered magic.
The gateways between inhabited worlds are not well understood nor well
traveled even by the Gods. Such lack of understanding usually results in passage
threw such gateways being one directional. Exceptions do exist were groups of
worlds have well mapped out gateways and even interplanetary commerce but this is
very rare. Gateways are more numerous(although still very rare) between stronger
mana worlds. Gateways from a world will most frequently occur to another world of
equal strength mana. The are n
o magical gateways in mana desert areas of the universe. So the odds are a gateway
leads to another world with magic and low science.
Deities
-------
From the plane were the gods exist the gods can look down upon the lands of
their followers, viewing what ever and whom ever they wish at any time. Most gods
pass much of their time watching the events in the world of men(like watching TV).
The gods can only watch one seen at a time, but they can instantly switch what they
are scrying. By expending some of their power they can effect what they view in a
limited way. There is also the serious aspect of maintaining the support of their
worshipers and ga
Gods gain their power from their worshipers and those who pray to them. The
more worshipers a god has the more powerful the god becomes. People normally have
1 god who they primarily worship(perhaps the god of their city, trade, ideals, or
by family tradition), but they will pray to other gods when the need arises. They
would pray to a god of healing for health when they are sick, of death at a funeral
for the safety of the deceased's soul, of luck while gambling, etc. Only fanatics
devote themselves
The followers of the god give the god a steady flow of mana(1 point of
mana/day from basic followers, 2 mana/day from the devout, 4 mama/day from fanatics
and priests). Additionally each prayer made to the god gains the god 1 point of
mana. A worshiper can transfer to the gods a maximum number of mana points = power
per day in worship and prayer. Such transfers are automatic, and men untrained in
magic are not continuously aware of the transfer, they will feel no different.
Gods feed on this mana, and
Gods hear prayers to them like faint whispers in the background, which are
generally ignored. When the god is board or other wise unoccupied something about
a prayer may catch the gods attention apparently at random and the god will focus
upon the worshiper. There are a few things which add in attracting attention, a
very strongly felt emotional appeal, a worshiper right on the verge of losing
faith, a life and death situation, a prayer from a fanatically devoted follower,
etc. Even with all these adva
ntages the odds of gaining the god's attention is slight. At any moment there are
probably thousands of people praying to the god.
From the plane of the gods a god can cause limited effects upon the world of
men, and these effects cost great amounts of mana. So the god can't respond to any
but a small portion of the prayers made to him even if he wanted to. Generally the
god will expend his mana to gain more followers, increasing his fame(resulting in
more prayers from non followers), to keep moral of followers high, any other things
the god wants(like a great holy magical artifact), and just for the god's
entertainment. The gods
have their favorable mortals, whom they find the most interesting, and watch the
most often and some times help.
The gods can not directly control the will of a human. With great
expenditure of mana gods can cause earth quakes, volcanic eruptions, droughts,
plagues, tidal waves, and monsoons, but the mana cost could take decades to
recover. So the gods generally act in much more limited ways helping human
agents(who may or may not be aware of the help) to achieve desired ends.
The legends of men say the gods can't be killed by mere mortals, but this is
not true. Gods are extremely powerful beings, a man would do better battling an
entire flight of dragons then a single god. But they can be killed, and for this
reason the gods almost never travel to the world of men. Rather they act from a
far, through human agents, or by sending demons/angles to do their biding.
RPGs just like books can be based on many themes - fantasy, science fiction,
spy, western, mystery, war, etc., but mostly with an emphasis on adventure. The
game can be anything from one short adventure, a few related adventures, to a
continuing saga across a world or universe.
The magic and fantastic creatures in this and all RPGs are entirely
fictional. The same as it is in fictional novels and Movies. It is not real.
This should be obvious all sane people. I mention this because some people and the
press have believed otherwise.
Designer's Notes
----------------
STYLE OF PLAY
My personal philospy is that if I wanted drama I'd read a book. If I wanted
to act I'd join a theater group. If I wanted stratigy I'd play a war game. If I
wanted mayhem I'd play a video game. When I want adventure I play Realms of
Adventure!!