MAGIC SYSTEM:
Spell Points
The first modification in this
system is to convert the wizard
spell progression table into spell
points at a one-per-one trade. This
means that if a 5th-level wizard can
cast four 1st-level spells, two
2nd-level spells, and one 3rd-level
spell, he has 7 (4+2+1) spell
points. In addition, if the wizard
is a specialist, he gains one extra
spell point per spell level he can
cast. Thus, in the example given
above, the 5th-level specialist
wizard would have 10 spell points,
the three extra because he can cast
up to 3rd-level spells on the wizard
spell progression table. There are
no limitations on how the wizard has
to apply this extra spell point, as
there are in the Player�s Handbook�s
rules for specialist wizards, but
the penalties of that class (such as
being unable to cast opposing
school�s spells) still apply, and it
is left to the DM to decide whether
the supposed specialist is studying
appropriately to his chosen school
of magic.
The spell point cost of casting
spells is easily translated. The
level of the spell dictates the cost
in points. Thus, a 1st-level spell
costs 1 point, while a 9th-level
spell costs 9 points to cast. This
may seem like an unfair trade if you
do the math. A 5th-level wizard
under the normal AD&D system could
cast one 3rd-level spell, two
2nd-level spells, and four 1st-level
spells, while under this new system,
a 5th-level mage would have enough
spell points to cast only one
3rd-level spell, one 2nd-level
spell, and two 1st-level spells.
This hardly seems fair. However,
there are two reasons for this.
First, game balance is a
consideration. While it�s logical a
mage should be able to cast nine
1st-level spells in exchange for one
9th-level spells, this could
overbalance the game when a wizard
approaches higher levels, giving him
the capability to cast a seemingly
unlimited number of 1st-level
spells. So this system keeps the
ratio down, where even a 20th-level
wizard could cast only 37 1st-level
spells at a time, rather than 162.
The next reason the spell point
conversion isn�t a fully even trade
is because there is another
trade-off. In this system, a wizard
can regain his spell points during
normal rest or activity, without
having to sleep a minimum number of
hours before he can cast spells
again. Spell point recovery will be
explained in detail later on.
See Table 1: Wizard Spell Point
Progression for the advancement of a
wizard�s spell points and spell
level maximum per experience level.
Table 1: Wizard Spell Point Progression
Wizard |
Spell |
Specialist |
Maximum |
1 |
1 |
2 |
1 |
2 |
2 |
3 |
1 |
3 |
3 |
5 |
2 |
4 |
5 |
7 |
2 |
5 |
7 |
10 |
3 |
6 |
8 |
11 |
3 |
7 |
10 |
14 |
4 |
8 |
12 |
16 |
4 |
9 |
13 |
18 |
5 |
10 |
15 |
20 |
5 |
11 |
18 |
23 |
5 |
12 |
21 |
27 |
6 |
13 |
25 |
31 |
6 |
14 |
26 |
33 |
7 |
15 |
28 |
35 |
7 |
16 |
31 |
39 |
8 |
17 |
33 |
41 |
8 |
18 |
34 |
43 |
9 |
19 |
35 |
44 |
9 |
20 |
37 |
46 |
9 |
Limitations
So far, you may be thinking, "So what prevents a 5th-level wizard with 7 spell points from casting a powerful, 7th-level spell?" Well, simply, it�s because of the limitation rule I�m about to introduce.
A young wizard who is just learning to channel the forces of magic through his body and to focus those energies into specific effects, cannot hope to harness powerful magic without a tremendous amount of practice and experience. This means starting at the bottom and slowly strengthening his body until he is ready to handle more powerful magic.
Keeping in line with AD&D�s original system, a wizard cannot cast a spell from a particular spell level until he reaches the level at which the wizard spell progression table in the Player�s Handbook allows him to. So, a 4th-level wizard, regardless of his number of spell points, can cast only up to 2nd-level spells. Once he reaches 5th-level, he can cast 3rd-level spells and can even cast multiple 3rd-level spells as long as he has enough spell points.
Learning Spells
Under this system, a wizard need not memorize his spells as he does in the traditional AD&D system. However, the wizard must still continue to study and practice his spells so he does not lose the knowledge he has gained. Whenever a wizard encounters a new spell he is unfamiliar with, he must roll his percentage chance to learn the spell, based on his Intelligence, just as any other wizard does under the AD&D system. If the roll is a failure, it is assumed the wizard cannot understand the exact intricacies of the spell in question and is unable to ever learn the spell, unless his intelligence is somehow increased, at which time he can make one more attempt to learn the spell. If a wizard�s intelligence were ever somehow reduced, however, he would have to roll again to relearn his entire repertoire of spells. Spells he already has learned could suddenly become incomprehensible to him.
In order to keep his knowledge fresh in his mind, a wizard must study his spells daily for a period of time equal to 15 minutes per experience level. This study keeps the intricacies of the wizard�s spells fresh in his mind so he will instantly be able to draw on the knowledge of how to cast a particular spell. If a wizard does not spend the required time in study each day, he acquires a 1% chance of spell failure for every 15 minutes of study he missed. This penalty is cumulative each day the wizard is unable to meet his study requirements. For example, if a 3rd-level wizard, who is required to study 45 minutes each day, misses three days of study, he will have a 9% chance of spell failure for each spell he casts, until he makes up his study time.
Failing in the casting of a spell doesn�t necessarily mean the wizard has forgotten how to cast the spell. It simply means his recall has become sloppy. In the midst of combat, the wizard might be halfway through that fireball spell when he suddenly fails to remember the next word. Two seconds later, he remembers what the next word should be, but by then the spell has already fizzled, burning up the appropriate number of spell points in doing so.
Recovering Spell Points
A wizard regains spell points depending on the nature of his activity. During periods of normal activity, which can include light travel, setting camp, light dancing at a tavern, or other activities that do not cause too much physical stress on the body, a wizard can regain a number of spell points in 2 hours equal to half his experience level, rounding up. Thus, a 1st-level wizard regains 1 point every 2 hours during normal activity, and a 10th-level wizard regains 5 points every 2 hours during normal activity.
During periods of complete rest, in which the wizard is moving very little, such as quietly preparing a meal or reading a book, even studying his spell books, the wizard can regain 1 spell point every 2 hours for each of his experience levels. So, a 5th-level wizard at normal rest would regain 5 spell points every 2 hours.
While sleeping, a wizard will regain a number of spell points in an hour equal to his experience level. This means that after a full 8 hours of sleep, a 5th-level wizard would regain 40 spell points--more than he is likely to have.
Of course, all these recovery rates assume healthy conditions for the wizard. If the wizard is greatly injured (has less than 25% his normal hit points), going hungry, lacking sleep, or is suffering from some other highly stressful physical or mental condition, he may be unable to regain spell points at all until his condition is improved. It is left up to the DM�s sole discretion to decide when a wizard�s physical or mental condition prevents or hinders his regaining spell points. Also, a wizard is unable to regain spell points under harsh conditions, such as melee, forced marches, trekking through a dangerous dungeon, and other occasions the DM deems appropriately harsh.
Casting Spells
There are two options a wizard has for casting his spells. The first method provides the wizard the most flexibility to choose a spell at exactly the moment he needs it, but the second gives the wizard a better chance to gain advantage over his opponents in melee. The DM need not limit the wizard to one system. The choice is fully up to the wizard as to how he wishes to cast his spells, and he is free to employ both methods simultaneously to build a plan of attack that is most suitable to his needs.
In the first method, the wizard need do no preparation to cast his spells. He goes normally throughout the day, selecting the exact spell he needs to cast only when he needs it, spending the necessary spell points to cast the spell. If the wizard comes to a barred door and needs passage, he simply casts a knock spell. A few rooms later, he encounters another locked door and can recast his knock spell, as long as he still has enough spell points. This is the simplest way for a wizard to manage his spells and probably the one he will rely on the most. As a note, though, a wizard must already have learned a spell to be able to cast it. He cannot simply wish up any spell effect he desires.
The next method of spellcasting the wizard has available to him is more complex as far as game mechanics go, but it has some desirable payoffs. This method is often termed "pre-casting" or "hanging" spells by many wizards and is a good way to give the wizard an edge during important situations.
With the first, and normal, method of casting, the wizard decides what spell he will cast only when he needs to cast it. It then takes the wizard a certain amount of time to complete the spell. For example, a fireball will take three segments to cast, time that may be precious to the wizard in a battle against half-a-dozen trolls. Then there is always the chance an enemy�s attack will disrupt a spell being cast.
To circumvent these limitations, a wizard will instead spend the time, spell points, and material components (if necessary) in advance and "hang" the spell�s effects for later release. The spell�s effects are withheld, much like a robe hanging in the closet, in the ether around him. Later, when he needs that spell, the wizard need only issue a thought to release its effects. So for example, a wizard decides in the morning that he is in hostile territory and a fireball spell may come in handy later that day. He spends the three spell points, takes the time to cast the spell, then postpones the spell�s effects, hanging it in the ether. Later, his party of three is ambushed by seven orcs. The orcs attack brutally quick, scoring hits on the wizard.
Now, had the wizard not prepared his fireball spell in advance, the orcs� attacks might have disrupted the spell, and it would have fizzled, leaving the wizard drained of the spell points and without a fireball having gone off. But by having pre-cast the spell, there is no casting ritual to disrupt, thus the wizard�s spell goes off automatically as soon as it is his initiative. Treat the hung spell as a casting time of 0 for purposes of determining initiative.
There are two limitations when pre-casting spells. First, not every spell can be hanged like this. The DM should use his own discretion in deciding what spells will be allowed to be hanged. As a general rule, spells with complex rituals, such as gate, should be unsuitable for hanging. Simple spells, such as magic missile, strength, fireball, and teleport, should be easy to pre-cast.
Next, the wizard does not regain the spell points for hung spells until he releases the spell. Releasing the spell implies either releasing the effects, such as tossing that fireball into a group of enemies, or deciding to allow the hung spell to just dissolve. Once the spell is cast or dissolved, the spell points will be regained at the normal rate (see Recovering Spell Points above).
There is yet another bonus, however, to hanging spells. Since a hanged spell is released only with a thought, there is no need for the wizard to perform the somatic rituals necessary to cast a spell, thus armor is no longer an interference. So a wizard can still cast hung spells while he is wearing armor. This rule only applies to spells that are hung and only after they are hung. To cast spells that are not hung or to hang spells, the wizard must first remove his armor.
Going Beyond Limitations (Optional Rule) So far, there are still all these restrictions. The wizard has only so many spell points, and he can only cast up to a certain spell level regardless of his number of spell points. That�s not very realistic, one may comment. Many athletes, and even nonathletes, in the world have exceeded their limitations for brief moments, based on sheer willpower alone. The same should be true for wizards. But, just like anyone else, if the wizard exceeds his normal limitations, there is a chance he could injure himself. Normally, a wizard taps into the vast, magical energies surrounding him, shaping them to his needs and desires for wondrous, and not so wondrous, effects. A wizard�s spell points reflect the amount of magical energy he is able to tap into before casting spells starts to take a dangerous toll on his body. In times of dire need, though, a wizard may need to push himself that extra length and cast that one more spell or cast that more powerful spell, the one that will save the party from death. There are two ways in which a wizard may exceed his limitations. The first is to cast a spell that is of higher level than he should be able to cast according to his experience level. The second way is to cast a spell that takes energy beyond his allotted spell points. Once a wizard exceeds his normal capacity for spell casting, he risks serious injury. When a wizard decides to cast a spell that is of higher level than he can normally cast, he must roll a Constitution check with a penalty equal to double the difference between his normal casting level and the level of the spell being cast. For instance, if a 5th-level wizard (able to cast 3rd-level spells), casts a 5th-level spell, he makes his Constitution check with a -4 penalty. A failed check means the wizard falls unconscious for 1d8 hours plus a number of hours equal to the level of the spell cast. Whether the check succeeds or fails, the wizard will immediately drop to 0 spell points, be unable to cast spells again for a full day, and will only regain spell points at one-quarter his normal rate. Thus, a 5th-level wizard at normal rest would regain only 5 spell points in 8 hours, rather than the normal 5 points every 2 hours. When a wizard who has fewer spell points than are needed to cast a spell decides to cast the spell anyway, he must roll a Constitution check with a 2 point penalty for every spell point he lacks. Thus, if a wizard with only one spell point left casts a spell requiring three spell points, he rolls his check with a -4 penalty. If the check fails, the wizard falls unconscious for a number of hours equal to 1d8 plus the level of the spell being cast. On a successful check, the wizard is merely unable to cast spells again until he is at least back to one spell point. When spell points are below 1, the wizard regains only 1 spell point per hour. If a wizard is attempting to cast a spell that is both higher than his normal spell level and costs more spell points than he has left, he must roll a Constitution check as described above, but adding both penalties together. Failing this check means doubling the effects of failure. Thus, failure means the wizard is unconscious for a number of hours equal to 2d8 plus double the level of the spell being cast. Also, the wizard is unable to cast spells for two full days, during which he cannot engage in any activity more strenuous than normal activity, or he must roll a Constitution check where failure means he lapses into a coma for 1d4 days. Whenever a wizard fails a Constitution check in one of the ways listed above, he must then also make a system shock roll. Success means no further damage, but failure of this roll indicates the wizard permanently loses 1 point from his Constitution.