Sunday, July 15, 2012

More Optional Magic Rules

Optional Magic Rules

As it stands.

Spell are cast as skills, starting with Hard (-1), Very Hard (-2), or Extremely Hard (-3)

Optional rule for offensive spells.

If the caster elects to drop the casting level. the spell effect is +2; the caster elects to cast Magic Missile as Very Hard, "Improved Magic Missile", the missile does + 2 points of damage, to a single target.

The 'repeat performance penalty' is in play. Casting the same spell in the same combat is at one level lower.

The 'wind up bonus' is also in play. If the caster spends a combat round 'winding up' a spell will be cast at one level higher. The caster can not do anything. Not dodge, nor roll saves.

Spells can only be made easier to cast OR do more damage, Push or Bash, not both.

HARD

Cure Light Wounds
The cleric touches one character orcreature (or himself) and heals it of 1 hit point of damage.

Striking
The caster enchants a weapon to deal an extra hit point
of damage or make it +1 to hit ('push or bash'), and makes an otherwise non-magical weapon able to attack a monster normally only affected by weapons of a magical nature.

Locate Object
The caster can sense the direction of a well-known or clearly
visualized object. The caster can search for general items, in
which case the nearest one of its kind is located. Monsters or characters may not be located.

Magic Missile*
A missile of magical energy darts forth from the casters
fingertip and strikes its target, dealing 1 point of
damage. The missile strikes unerringly, even if the target is in
melee combat or has less than total cover or total
concealment.

DAZZLE
causes one man-sized enemy to hesitate.

LUCK
allows you to add your die to another person's roll, before they make it! Can be cast every turn.

MAGIC SHIELD
protects a single person the wizard chooses (including the wizard if she desires) from an amount of damage equal to the subject's Strength.

VERY HARD

LIGHTNING
does 3 points in damage divided as the wizard chooses among targets.

EXTREMELY HARD

FIREBALL does 6 points of damage divided as the wizard chooses among targets.

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