Saturday, February 15, 2014

"Spell Dice" Magic System

I've had this idea for a long time, before I played D&D, of a simple fantasy game where wizards gained dice to cast spells with. I finally decided to work it out and tinker with it, and am pretty happy with the results. This would not replace D&D's actual spell system, as it serves a much different purpose, but it is fun, and leaves a lot of room for creativity.

Generally this system is focused around three types of spell caster: Wizard (Offensive), Cleric (Defensive), and Illusionist (Trickery). Characters would gain a number of spell dice (d6) equal to their level. This system leaves room for Paladins and Bards. Paladins would get touch based healing spells (described below), and Bards would gain 1/2 their level in spell dice, and be able to cast both Cleric and Illusionist spells. At least that's how I'm planning on using it.

Spell Types

Missile: This type of spell conjures a projectile of some sort to be hurled at a target. The missile hits automatically, and no saving throw is allowed. Spell casters can throw as many missiles, as they have spell dice available. The missiles can be thrown at different targets, or all at one target. Missiles can be thrown at a range of 100 +10 feet per level of the caster.

Touch: These types of spells function exactly as missiles, except the caster must be able to touch their target. No roll is needed, damage occurs automatically, and no saving throw is allowed. The damage dealt can be up to the amount of spell dice left, but it is limited to one target.

Area of Effect: These kinds of spells project the effects of a spell across a broad area. All creatures within the area of effect are entitled to a saving throw to negate damage. Damage dealt to each creature within the area is equal to the spell dice used for the spell. Therefore a 10th level caster, could use 10 spell dice on an area of effect spell, and possibly inflict 10d6 damage to every creature within the sphere, that fails their saving throw. It is up to the player and referee to determine whether 10d6 would be rolled for each creature, or if 10d6 would be rolled once, and then applied the same to all creatures affected. There are several shapes that can manifest as an area of effect spell, they are detailed below.

Sphere: Spells of this type can be considered the magical equivalent of artillery. While they have a much farther range than that of a missile spell, they are less accurate, but possibly more damaging. The sphere can be launched up to 400 + 40ft per caster level. The diameter of the sphere is equal to the caster’s level x 5 feet.

Cone: Much like the sphere type of spells, cone spells have an area of effect. The cone projects out in a quarter circle, 5 foot in length for every level of the caster. Otherwise all spell effects are the same as a sphere spell.

Line: This type of spell functions exactly as a cone spell, except the range is 10 feet per caster level, and it projects in a straight line outward, with an effective width of 5 feet.

Chain: This sort of spell allows the effects to “chain-link” from target to target, in no particular shape. The spell caster chooses what path the spell takes, and what targets it affects. This spell functions just as any other area of effect spell, except when one target passes their saving throw, the chain stops and no more targets are affected.

Spell Material

The spell caster must choose how their spell manifests, whether it is a fireball, or conjured dagger. Players should be imaginative, and creative in determine their spell composition. They should also take care to consider the effects of the spell on the intended target, as well as the environment around them. For example a certain creature may be vulnerable to fire, or immune to damage from the cold. Furthermore spells operating via sound or sonic boom could shatter crystals or rocks. Some common examples of spell substances are provided below.

Elemental: All of the various elements can be used to form spells: earth, air, fire, water, electricity, etc. Common forms include fireballs, meteor showers, lighting blasts, or rays of frost.

Conjured Material: Any sort of non-natural item can be conjured, as long as it is appropriate to the spell dice being spent. For example a 1d6 magical missile could be a sort of conjured arrow, or a 1d6 touch attack might be a conjured short sword. A spell caster could use a conjured crowd of dancing swords to fight in a sphere around him, functioning as an area of effect.

Clerical Spells

Clerics cast spells of a divine nature, serving to revitalize, protect, and strengthen those around him. Cleric spells can function as either a sphere, centered on the cleric, or touch spells. The only difference is cleric spells do not get a saving throw, since they are beneficial to the targets of the spell. There are three main types of cleric spells; healing, protection, and augmenting spells.

Healing spells heal damage according to the spell dice used in the spell. Protection spells add a bonus to either armor class, saving throws, or damage reduction. Augmenting spells can add a bonus to either attack rolls, or damage dealt. Protection and augmentation spells last for the entirety of the round they are cast, and apply to all rolls made in that round. The cleric rolls once for all parties affected.

Illusionist Spells

Illusionists have two main types of spells at their disposal: confusion and enchantment. Confusion spells function as cone, sphere, or missile spells. They function in the opposite fashion of the cleric’s augmenting spells, incurring a penalty to attack rolls for their targets, and allowing saving throws for area of effect spells.

Enchantment spells serve to fascinate and distract creatures. The spell dice spent determine the amount of hit dice in creatures that are affected by an enchantment spell (1 spell dice equals a 1 hit dice creature affected). Illusionists can focus their enchantment on a specific target, or simply cast the spell and see who it affects. In the latter case lower hit dice creatures are affected first. In both cases the creature is entitled to a saving throw, and if it fails, the creature is effectively paralyzed. The spell lasts for a number of rounds equal to the Illusionist’s level, the creature being entitled to a saving throw each round.

Cantrips

Casters can spend one spell die to cast 5 cantrips. The cantrips can be cast as the caster wishes, he must simply keep track of the fact he used up a spell die, and how many cantrips he has left from that use. Cantrips are minor spell effects, amounting to no more than a +1 or -1 in game terms, and lasting for one minute. Examples of cantrips would be a small gust of wind, a phantom ghost sound, or creating magical torch light.

I'll be making a post discussing what motivated me to get this done, and what I've been up to lately.

No comments:

Post a Comment