Tuesday, March 15, 2011

Spelltech: A Variant Spellcasting System for Dungeons and Dragons

The following is a new variant magical system that you can use in Dungeons and Dragons or Pathfinder.

Spelltech

Spelltech replaces the act of casting spells with gestures and spoken words with special devices and weapons powered by magical energy. These devices produce spell-like effects identical to specific spells. So, for example, instead of casting the spell detect magic, Mialee the elf wizard must use her magical detection lenses, which take the form of a headpiece with a series of monacle-like lenses made of temporium. By channeling her magical energy into the device, Mialee activates the device and is able to detect magical auras around her.

Spelltech devices use general magical energy to power their effects. They are made with one of various arcane ores, known as terra arcana, with properties that channel magical energy to create different magical effects. It is similar to how a prism focuses a ray of sunlight into a spectrum of colors – magical energy enters the ore and is refracted into an effect that corresponds to one of the arcane magical schools. Shaping terra arcana to create specific spell effects is a complex science that ultimately produces spelltech devices. These devices can only be used by spellcasters, since only spellcasters have the inherent magical energy within their souls to activate the devices.

Because spellcasters can only summon forth a certain amount of spell energy per day, they are still limited by the standard spells-per-day rules. The only difference is that now, it is possible for one spellcaster to literally steal another's spelltech device, or to trade, barter, or build their own spelltech devices on the arcane market.

The Terra Arcana

The terra arcana, and the schools of magic they emulate, are as follows:
Arcamond - Abjuration
Elysium - Channels holy or unholy energy into divine spells.
Extortium - Conjuration
Krythos - Evocation
Mesmerite - Enchantment
Necrotite - Necromancy
Phantas - Illusion
Prima Muta - Transmutation
Temporium - Divination

A spell's material component requirements are replaced with a certain amount of a specific terra arcana. The amount required depends on the level of the spell to be cast.
0 Level: 1 gold worth
1st Level: 5 gold worth
2nd Level: 10 gold worth
3rd Level: 20 gold worth
4th Level: 30 gold worth
5th Level: 50 gold worth
6th Level: 100 gold worth
7th Level: 250 gold worth
8th Level: 500 gold worth
9th Level: 1,000 gold worth

The spell no longer has any other components to it other than the required amount of terra arcana. A spellcaster only needs to declare that they are activating their spelltech device to cast the spell.

Spells and Raw Terra Arcana
Casting a spell with terra arcana that is not installed in any spelltech device is a desperate move at best, with unpredictable results. In every case, the intended spell does not function. Instead, one of the following effects takes place, depending on which of the terra arcana the spellcaster is using:

Arcamond: Raw acramond generates a burst of antimagic that functions like an antimagic field. This bursts lasts for one round. Calculate the maximum level of spell that could be cast, given the amount of acramond. The generated antimagic field effect is equal to a spell of this level in both strength and the maximum range to which the burst extends. The spellcaster is not immune to this effect, and cannot choose targets for the burst to strike or avoid. A successful Reflex save (DC 10+X, where X=the maximum level spell that could be cast, given the amount of acramond present) negates this effect.

Elysium: Raw elysium generates a burst of positive energy with effects similar to a cure spell. This burst lasts for one round. Calculate the maximum level spell that could be cast, given the amount of elysium. The generated cure spell effect heals 1d4-9d4 points of damage, depending on the level of the spell effect (minimum 1d4). It travels to a range of 10 ft per 1d4 of damage healed. The spellcaster is not immune to this effect, and cannot chose targets for it to stroke or avoid. Undead caught in the burst are dealt an equal amount of damage. A successful Reflex save (DC DC 10+X, where X=the maximum level spell that could be cast, given the amount of elysium present) halves the damage from the burst.

Extortium: Raw extortium generates a magical general calling effect, alerting all creatures within its radius to the spellcaster's presence. Calculate the maximum level spell that could be cast, given the amount of extortium. The range of the call extends for 1 mile per level.

Kythios: Raw kythios explodes when exposed to magical energy. Calculate the maximum level spell that could be cast, given the amount of kythios. The explosion deals 1d4 energy damage per level to call creatures in the blast radius. The radius is equal to 10 ft for every 1d4 damage dealt. This is general energy damage, and has no set type other than magical. The spellcaster also receives the damage, but cannot make a Reflex save to try and avoid it. All other creatures may make a Reflex save (DC 10+X, where X=the number of dice in damage rolled) to half this damage. In addition, those who fail their Reflex save are knocked prone.

Mesmerite: Raw mesmerate generates a general hypnotic aura when exposed to magical energy. All creatures within the area of influence must make a Will save (DC 10+X, where X=the maximum level spell that could be cast, given the amount of mesmerite present) or become fascinated by the mesmerite until disturbed (by someone asking them a question, touching them, attacking, etc). The mesmerite affects all creatures, including the spellcaster, within 1 foot for every 1 gold's worth of mesmerite that is present.

Necrotite: Raw necrotite generates a burst of negative energy with effects similar to an inflict spell. The burst lasts for one round. Calculate the maximum level spell that could be cast, given the amount of necrotite. The generated inflict spell effect deals 1d4-9d4 points of Constitution damage, depending on the level of the spell effect (minimum 1d4). It travels to a range of 10 ft per 1d4 of damage dealt. The spellcaster is not immune to this effect, and cannot chose targets for it to stroke or avoid, nor can she make a Reflex save to avoid the damage. Undead caught in the burst heal an equal amount of damage. A successful Reflex save (DC DC 10+X, where X=the maximum level spell that could be cast, given the amount of elysium present) halves the damage from the burst.

Phantas: Raw phantas generates hallucinations when exposed to magical energy. All creatures within the area of influence must make a Will save (DC 10+X, where X=the maximum level spell that could be cast, given the amount of phantas present) or become confused for 1 round. The phantas also affects the spellcaster as well as everyone within 1 foot for every 1 gold's worth of phantas that is present.

Prima Muta: Raw prima muta, when exposed to magical energy, causes the bodies of all those within range to enter a state of flux, partially shifting from their current form into something undefined and back. Calculate the maximum level spell that could be cast, given the amount of prima muta present. That number is dealt in 1d4 magical damage to every target, including the spellcaster, within 10 ft for each d4 rolled (minimum 1d4). A Will save (DC 10+X, where X=the number of 1d4s in damage dealt) negates this effect.

Temporium: Raw temporium strips away illusions and lies when exposed to magical energy. All creatures within the area of influence, including the spellcaster, come under the effects of a true seeing and zone of truth spell for one round. Any creatures wishing to avoid the effects of these spells, such as invisible creatures, must make a Will save (DC 10+X, where X= the maximum level spell that could be cast, given the amount of temporium present). This effect has a radius outward from the spellcaster equal to 1 foot for every 1 gold worth of temporium present.

Additional Rules
Use Magic Device: Spelltech devices are not considered magical devices for the purposes of the Use Magic Device skill. Since the power of the device lies in the wielder and not the device itself, a rogue or other non-spellcaster would be unable to activate a spelltech device as they would a standard magic item.

Spellbooks and Prepared Casters: Most spelltech devices are made up of a number of interchangeable parts, allowing a given spellcaster to quickly disassemble one device and use the modular parts to assemble a different usable device. A wizard's spellbook is special in that the wizard need not carry any spelltech parts on her. Her spellbook contains diagrams of various spelltech devices written with a special ink that is laced with extortium, the ore which makes magical conjuration possible. By meditating on these diagrams, a wizard can summon any spelltech devices she needs for the day.
Thus, "preparing" a spell for the day involves not only study or meditation but also the proper assembly (or in the wizard's case, summoning) of components.

Spontaneous Casters: Spontaneous spellcasters are at a disadvantage in that they do not have the specialized training of a prepared spellcaster in spelltech. This limits them to much fewer options. They must carry ready-made spelltech on them at all times. However, they can use their spelltech devices more times per day than a prepared caster.

Spell-Like Abilities: Certain creatures are able to generate spell-like effects at will or a certain number of times per day. In this variant, these spell-like abilities correspond to physical additions on the creature's bodies. These are typically terra arcana crystal growths on the skin or sometimes within the bones, dissolved in the blood, or in organs. However, in intelligent creatures, they may take the form of constructed implants grafted into the flesh, often stylized with decoration.

Counterspells: To counter a spell cast with spelltech, the spellcaster must sacrifice terra arcana, burning it up with magical power to corrode the effects of the cast spell. The terra arcana must be of identical type to the school of the spell being cast, and the amount must be equal or higher, in gold, to the material component requirements for the spell being cast. For example, countering a 7th level necromancy spell would require the counterspeller to burn up 250 gold worth of necrotite. 

Spelltech Devices and Carrying Capacity: The level of spell each individual spelltech device creates determines the weight of that device. So a level one spelltech device weighs 1 pound, and a level 9 spelltech device weighs 9 pounds. The total weight of various spelltech components is equal to the total number of spells at maximum level that a spellcaster can cast per day. For example, if a sorcerer can cast 3 level 6 spells per day, the total weight of his spelltech components is equal to 18 pounds. 

Theft: It is possible for a spellcaster who steals a spelltech device from another spellcaster to use that device. It makes no difference if the device was stolen from an arcane or divine spellcaster. 

Market Price: The market price for a spelltech device is equal to a scroll of that spell. 

Crafting Spelltech: Crafting spelltech requires the Spellcraft skill, not the Craft skill. Use the rules given for copying a spell from another spellbook or scroll as a guide for this process.  

Spelltech and Metamagic Feats: Metamagic feats are considered inherent to the spellcaster, not spelltech devices.  

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