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Vancian Magic

Vancian Magic is the one-shot spell system used in the d20 system
and a few other games. A few World Tree mages have imported such skills,
mostly since they don’t use personal Cley: they tap into extradimensional
sources for Cley. Unfortunately, such spells demand LOTS of Cley - one per
“level” of the spell. The necessary Cley can be gathered, tied into spells (an
effect somewhat similar to spellbinding, hence it doesn’t lead to cley
overcharge), and stored, using the Runecraft skill - a relative of the Cley
Base skill. Sadly, trying to import Cley from extradimensional forces into
your own reserves ties you into those forces: attempts to do so tend to lead
to the would-be channeler vanishing into the interdimensional flux.

Off-tree magic has its advantages: it generally affects Durador


materials with no more trouble then anything else, doesn’t use personal
Cley, and doesn’t require god-connections. Of course, using it requires
reckless probing into other dimensions and a continuing tap into their
energies, it’s a major threat to prime dominance, and its side effects,
limitations, and dangers, are mostly unknown.

The various Rune- skills cannot be used unskilled. Acquiring them


requires instruction by someone who is skilled in the skill already, or at least
a book of instructions. Once a character has such a skill, however, it can be
improved normally.

Runecraft (Will): The number of ranks of prepared runespells you


can hold ready at one time. The highest rank of spell you can prepare equals
the square root of your total runecraft skill, rounded down. It takes 20
minutes of meditation per rank to build and store a runespell. In general, a Runemastery: This skill covers both Runic Enchantment and Runic
character can safely build a number of spell ranks equal to his or her Ritual. Using Runemastery does not require Cley.
(runecraft skill rank + willpower) each day. Each additional (Willpower) Runic Enchantment is roughly equivalent to Enchantment. The main
spell ranks built in a day causes the user trouble-1 for the rest of the day distinctions are that 1) You must know the Runespell you want to use, 2)
due to overattunement to the dimensional flux. “pattern enchantments” can have several (Will + Runemastery) charges,
and 3) that fewer positive modifiers are available, hence most runic
Off-tree mages use complimentary skills tied to their gods or to enchanters have to spend experience points to buy positive modifiers to
particular magical fields. It might be possible to acquire some such skills make anything worthwhile. The performing enchantment total is equal to 2x
(others are tied to local effects), but they drastically restrict the variety of (Runemastery + Runelore + Will + Memory).
effects your runespells can produce and require considerable personal Runic Ritual allows the user to weave ritual spells with a base power
dedication. Additional skills may be acquired to broaden your range again, of (Runemastery + Will + Stamina + Dexterity + Gesture + Incantation +
but such skills are not cumulative. s20) and an effective complexity of up to (Wits + Will + Stamina +
For example, a character who has Runecraft-16 and Illusionist-9 Runelore + Runemastery + Magic Theory). Unfortunately, this comes at the
can store and use 16 ranks of general runespells or illusions spells and price of the ritual taking weeks, months, or even years. In general, effects of
another 9 ranks of illusion-spells only. The general spells may be of up to Com-10 or less require a day, 20 or less take three days, 30 or less take a
rank-4 and any illusion spells may be of up to rank-5. If said character also week, 40 or less take a month, 50 or less take three months, 60 or less take
acquires a skill of Healing-4 this is not sufficient to allow the use of rank-5 a year, 70 or less take 3 years, 80 or less takes nine years, and so on. Such
healing spells, but the character may store up to 16 ranks of general spells rituals normally require about nine hours a day, but the ritualist will not be
another 4 ranks which must be healing or illusion spells, and another 5 able to undertake other projects that demand any kind of fixed schedule in
which must be illusion spells. his or her remaining time: the ritual will fail, often with unexpected
Taking a complimentary skill as an independent skill allows the use consequences, if interrupted.
of runespells within that field as spontaneous magic, but this permanently Unfortunately, characters must have a minimum skill rank of 5 to
blocks the use of the basic Runecraft skill. The total ranks available still make any use of Runemastery.
are not cumulative but no rolls are required. Rune magic generally does
not allow spontaneous magic otherwise.

Runelore (Memory): The number of Runespells spells you know.


General guidelines for d20 spell translation
-Alignment Effects: The World Tree does not have any alignment
This will not profit from temporary enhancements however, since such
forces to act upon. These will not work. Spells which produce secondary
formula must be carefully worked out and committed to memory. Once
effects - protections vrs possession, protection versus attackers, etc, may
acquired, runelore spells are normally fixed - although you can voluntarily
inspire workable WT spells, whether runecraft of normal; they’ll simply
give up a level of skill to replace two of your remaining runespell formula.
have to use some other method of distinguishing between targets - if they
bother doing so.
Gesture (Stamina) and Incantation (Dexterity): Add these two skills
-Bonuses: 1 WT attribute/bonus point = 2 d20 attribute/bonus points.
plus twice its level plus an s20 to determine the effective power of a
-Caster Level = Approximately equal to (Power/5).
runespell. Bound runecraft spells (see: general guidelines for spell
-Casting Time: A free action = off-initiative action. 1 Action = 1
translation) get half power as usual.
Action, can be disturbed by people with held actions. Full Round = must be
worked on until your next initiative. If you’re disturbed before then, a
Special Bonuses: Spellcasters from worlds which normally use
concentration check is in order.
Vancian Magic can get substantial bonuses from taking Geasa - accepting
various restrictions on their actions, abilities, or the use of their magic. They -Complexity: For a rough approximation of a runespells complexity
also often have inherent knacks or bonuses. These generally aren’t available if it was a “normal” spell, use (spell level x 5). This is VERY rough.
on the World Tree, or at least no one really recognizes them if they are.
-Enervation/Energy Drain: Positive and negative energy do not Fireball: Rank-3. Blasts a 20-Ft radius with fire, inflicting ((Pow/5
exist on the World Tree. Spells based on them have no effect. Spells + s6 - Soak) damage to everyone there. [Range: Long, Speed: Fast, Dur:
intended to have equivalent effect induce trouble, whether short of long- Instant, and Resist: MR ½].
term. Some might even be permanent until healed. In general, each
“negative level” equates to trouble-1 which only goes away at one point per Greater Magic Weapon: Rank-3. Gives one weapon or up to 50
day. projectiles a bonus to attacks and damage equal to (P/15, 5 maximum). It
-Healing: Most offworld spells do True Healing, but cannot affect will not work on already-enchanted weapons. [Range: Touch, Speed: Fast,
hidden damage. Dur: As above, and Resist: N/A].
-Hit Dice = Life Base + Stamina.
-Hit Points: Three d20 HP = 1 World Tree HP. 1d6 d20 damage = Lightning Bolt: Rank-3. Inflicts (Pow/5 + d6 - Soak [bypasses metal
1 HP of WT damage. armor]) damage to 5-foot path to medium range or a 10-foot path to half
-Resurrection (Various): Since World Tree spirits are not sentient that distance. [Range: Medium, Speed: Fast, Dur: Instant, and Resist: MR
or conscious in the between-incarnation waiting places, and d20 ½].
resurrections require a conscious decision to accept them, these essentially
apply to the spirits god. If the god agrees, the spell will work nicely - Mage Armor: Rank-1. Provides +2 Soak, but is not cumulative with
although the god may require some sort of service in exchange for this physical armor. [Range: Toucht, Speed: Fast, Dur: P/5 Hours, and Resist:
favor. Versions which cause a “level loss” reduce the target’s six highest Auto].
skill ratings by two ranks each. If the spirit has already been reincarnated,
the spell has no effect. Magic Missile: Rank-1. Inflicts (P/10 + d6 - Soak) weapon damage.
-Saving Throw: Spells which allow a saving throw normally either [Range: Medium, Speed: Fast, Dur: Instant, and Resist: MR ½].
allow an Easy (> Pow/2) Magic Resistance check or may simply allow
-Shadow Effects: “Shadow” does not exist on the World Tree. Miracle: Rank-9. This requests direct intervention from a god. The
Things are generally either real or not real, there is no in-between state. world tree gods will respond within limits as they will to the casting of any
Shadow spells will not work. Of course, actually creating things is a lot other spell. If a Miracle spell invokes them, this is just a version of Wish. If
easier on the World Tree in any case. invoking an outside god, you may get a response if A) it has some reason to
-Speed: Runespells are Fast by default. respond to you, B) it happens to be visiting the tree at the time OR C) has
-Spellbinding: Normal spellbinding techniques can store one Cley. permission to interfere there, OR D) is willing to ask the gods of the tree
First level runespells can be bound. Those of second level and above cannot about it (this will likely result in considerable delay), OR E) is willing to
be bound by known techniques. sneak into the World Tree just to do you a favor. The gods do have relatives
-Spell Durations: 1 Round = 13 initiative counts. and friends, theology skill rolls might allow you to address a plea to an
-Spell Level = Rank appropriate and sympathetic god who has at least limited permission to
-Spell Ranges: Touch, Close/Short, Medium, and Long ranges intervene on the tree. In this case the results, and the costs thereof, are
translate directly. extremely unpredictable.
-Spell Resistance (Yes): Allows a Magic Resistance check. Cley
may be spent as usual. Attacks may be 50% damage on success or they may Power Word Stun: Rank-7. Target loses their actions and cannot
fail entirely; this depends on the spell description. dodge for the duration. Those with 16 or fewer HP are affected for 4d4
actions, those with 33 of fewer lose 2d4 actions, those with 50 or fewer lose
1d4, and those with 51 or more hit points are not affected. [Range: Close,
Specific d20 Spell Conversions Speed: Fast, Dur: As above, and Resist: MR].
Antimagic Field: Rank-6. Negates World Tree space, time, matter,
Power Word Blind: Rank-8. Blinds one or more creatures within a
and energy while the spell is active. The area affected essentially does not
15 Ft radius with a total of up to 67 HP, lowest HP totals first. If the total
exist for that period. Those partially within the area may make a magic
HP of the creatures affected is 16 or less the effect is permanent until
resistance check: on a success they’re outside, on a failure they’re inside.
healed. If it’s up to 33 it lasts for 1d4+1 minutes. If it’s above that it lasts for
“Normal” objects may be severed or damaged, enchanted ones usually
1d4+1 actions. [Range: Close, Speed: Fast, Dur: As above, and Resist:
survive. [Range: Self (a problem on the WT), Speed: Fast, Dur: P Minutes,
MR].
Resist: As above].
Power Word Kill: Rank-9. Instantly kills - as per Shatter the Triune
Charm Person: Rank-1. All primes are “persons” for the purposes
Being - a target with 33 or fewer hit points or up to ten creatures within a
of this spell, other creatures are not. S. feels that you are a good friend, and
15-Ft sphere who have 7 or fewer hit points each. [Range: Close, Speed:
will view your actions and requests favorably. [Range: Short, Speed: Fast,
Fast, Dur: As above, and Resist: MR].
Dur: P/5 Hours, and Resist: MR].
The Power Word spells aren’t especially powerful for their ranks.
Note that this is not hidden: targets will be aware that you threw
World Tree creatures are simply physically and magically tougher then
some sort of spell on them even if they fail to resist.
those of most worlds and its magic is quite strong.
Cure Light Wounds: Rank-1. Does 1d8+P/5 (+5 maximum) points
Spell Resistance: Rank-5. Provides a second magic resistance skill
of True Healing. [Range: Touch, Speed: Fast, Dur: Instant, and Resist:
equal to (12 + Pow/5). Both can be rolled, and Cley can be spent on each
Auto].
roll if desired. [Range: Touch, Speed: Fast, Dur: Pow/10 minutes, and
Resist: MR ½].
Dispel Magic: Rank-3. The area-effect version disrupts all magic in
its area of effect. On the World Tree this is a supremely reckless thing to do;
True Strike: Rank-1. Provides a +10 bonus on an attack roll made
its space, time, matter, and energy, is all built of magic. It will do quite a bit
on your next action. This will only work 2d4 times per day for any single
of damage to everything in its area of effect, throw off wild, random, effects,
individual. . [Range: Self, Speed: Fast, Dur: As above, and Resist: Auto].
and throw off a massive wave of toxic, partially-disrupted, matter. It may
offend the noun gods as well. The exact effects are pretty random.
Wish: Rank-9. This powerful spell can produce any effect of up to
The single-target version is useful; it allows a skill-versus-skill roll
Rank-8 runecraft or a Com-40 world tree spell, create items worth up to
to try and dispel a target spell or causes Pow/10+s6 damage to a target
25,000 lozens, or bestow up to 30 experience points. Unfortunately, casting
object or creature. World Tree magic is difficult to dispel however, so the
it permanently drains either 60 experience points or one rank each off of the
“defender” gets a +10 bonus on the skill-versus-skill roll. Still, it’s more
casters four highest skills. [Range: Special, Speed: Varies, Dur: Special, and
effective then ordinary destroc magiador spells are due to its alien structure.
Resist: Special].
[Range: Medium, Speed: Fast, Dur: Instant, Resist: MR ½]

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