WIZARD SPELL POINT SYSTEM
General guidelines for a
wizard
¨ The wizard must be well-rested and have access to his spell books in order to memorize spells. He still may memorize only those spells that he knows and has available at that time. It takes about 10 minutes per spell level to commit a spell to memory.
¨ The wizard is limited in the maximum spell level he may cast, based on his character level (and possibly his Intelligence/Reason score).
¨ The wizard is limited in the maximum number of spells of each level that he can memorize, regardless of how many spell points he has available. As shown in Table 3.
¨ When a spell is cast it is wiped from the wizard’s memory, until the wizard memorizes it again.
Selecting spells
A wizard uses his spell points to choose his arsenal of spells when he takes the time to rest and study his spell books. Most wizards pre-select their spells; if a wizard can memorize two 2nd-level spells, he picks two specific 2nd-level spells from his spell book and stores them in mind. This is referred to as a fixed magix; once chosen these spells cannot be changed until the wizard casts them and then studies his spell book again.
Described later on are free magic. A free magic is one which the wizard does not place a specific spell into. By keeping the magic open, the wizard can use it to cast a spell of the appropriate level that he has in his spell books.
Each spell has a designated spell cost depending on it’s level as shown in Table 4.
Exceeding the Spell Level Limit
A wizard may learn and cast spells of a higher level than he would normally be allowed to know.
Before a character can memorize a spell that’s over his head, he has to learn it first.
If a spell is from a Spell Level one higher than the wizard is able to cast he makes a learn spell check at half his actual rating, and if the spell is two levels higher his learn rate is divided by 10.
No way is a character allowed to learn a spell from 3 level’s higher than he knows.
If the character succeeds in learning the high-level spell, he can select it normally by using his spell points to memorize it. However, he must pay twice the listed normal fixed magic cost to memorize it.These spells are always fixed magic.
Bonus Spell Points for High Intelligence
A wizard receives bonus spell points because of high intelligence. These spell points can be spent any way the character desires as long as he doen’t exceed his maximum number of spells per level (see Table 3).
The bonus points are shown in Table 5.
Recovering Spell Points
Since spell points in this basic system represent the total memorization ability of a wizard character, they are recovered or regained just like spell capability in the standard AD&D magic system.
Spell point’s used to memorize a spell are
“tied up” by holding that spell ready in the character’s mind. If the spell is
cast those spell point’s are gone until the wizard get’s a good night’s sleep
and re-study his spell books.
Critical hit system
When in melee a character can score critical hits, this happens if the character throws a 20 on a 1d20.
During the character’s life he can learn several ways to increase the possibility on critical hits, als when he rises in level this chance increases. As shown in Table 9.
Modifiers for level and specialization are cumulative, modifiers on specialization ain’t cumulative.
Table 3: Wizard Spell Point Progression |
|||
Wizard Level |
Max. Spell Level |
Max. Spells/Spell Level Memorized at each level 1 |
Spell Points 2 |
1 2 3 |
1st 1st 2nd |
2 (3) 2 (3) 3 (4) |
4 (+4) 8 (+4) 15 (+10) |
4 5 6 |
2nd 3rd 3rd |
4 (5) 4 (6) 4 (6) |
25 (+10) 40 (+20) 55 (+20) |
7 8 9 |
4th 4th 5th |
5 (6) 5 (6) 5 (6) |
70 (+35) 95 (+35) 120 (+60) |
10 11 12 |
5th 5th 6th |
5 (6) 5 (7) 5 (7) |
150 (+60) 200 (+60) 250 (+90) |
13 14 15 |
6th 7th 7th |
6 (7) 6 (7) 6 (8) |
300 (+90) 350 (+130) 400 (+130) |
16 17 18 |
8th 8th 9th |
6 (8) 6 (8) 6 (8) |
475 (+180) 550 (+180) 625 (+240) |
19 20 21 |
9th 9th 9th |
7 (9) 7 (9) 8 (9) |
700 (+240) 800 (+240) +100 (0) per level |
1 Number in parentheses applies to specialist wizards 2 Number in parenthesis represent amount of bonus points specialist wizards can add to the base spell points. |
Table 4: Spell Cost by Level (wizard) |
||
Spell Level |
Fixed Magic |
Free Magic |
1st |
4 |
8 |
2nd |
6 |
12 |
3rd |
10 |
20 |
4th |
15 |
30 |
5th |
22 |
44 |
6th |
30 |
60 |
7th |
40 |
80 |
8th |
50 |
100 |
9th |
60 |
120 |
Table 5: Bonus Spell Points for High Intelligence |
|
Intelligence/Reason Score |
Bonus Spell Points |
9-11 |
2 |
12-13 |
3 |
14-15 |
4 |
16 |
5 |
17 |
6 |
18 |
7 |
19 |
8 |
20 |
91 |
1 Maximum bonus allowed |
Table 9: Critical hit modifiers |
||
modifier |
specialization |
level |
-1 |
WPSP |
level 7 |
-2 |
Mastery |
level 13 |
-3 |
Grand Master |
|
Last updated 02/01/2000
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