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WarCraft

RPG: Modified Magic System

Mana-based Spellcasting
Only two spellcaster Core Classes remain: Healer the basic divine caster

Magician the unification of the Sorcerer and Wizard classes;


the basic arcane caster (see Mag class description)

Divine magic relies on Wisdom to cast spells, as arcane magic does on Intelligence. Ability modifiers gain the caster characters extra Mana and Spells. Ability bonuses increased raise the Mana pool retroactively.

Spell Level Range (SLR)


The spell level range determines the multiplicator of Mana point spell cost as well as the bonus to Mana pool increase. The SLR modifier applies for the highest spell level available to a character. For a spell it depends on its own level. See the table below.

Spell Level Availability


Caster level 1-2 3 -4 56 78 9 -10 11 12 13 14 15 16 17 18 19 - 20 max Spell level 1 2 3 4 5 6 7 8 9 9* Aptitude basic

SLR modifier

+1 +2 +3 +4

advanced

adept master

Mana Pool
Caster characters have an assumed base (i.e. without class levels) Mana pool of 3. The Mana pool increases as the caster gains spellcaster levels. Arcane casters gain Mana faster than Divine casters because of the demonic origin of arcane magic.

Healer: Mana Pool increase per level = newly attained level + SLR mod + WIS bonus Magician: Mana Pool increase per level = (newly attained level +1) + SLR mod + INT bonus
Example: A 3rd level Healer with no WIS bonus has a Mana pool of 12. A 10th level Magician with 17 Intelligence (INT bonus +3) has a Mana pool of 118.

Spell Cost
A magic user may cast any spell he knows as long as he has sufficient Mana Points (MP).

Spell cost = (Spell level + 1) SLR modifier


Example: A 7th level spell costs (7 + 1) 3 (the spells own SLR mod.) = 24 MP to cast. * Note: 9th level spells always have a 3 spell cost modifier but casters progressing beyond 18th level get +4 Mana points per new level from SLR. Non-caster levels DO NOT increase the Mana Pool.

Spells Known
When gaining a new caster level the character immediately gets 1 + half magic ability modifier (natural INT or WIS, as applicable; rounded down) new spells to choose from his spell list which he must be able to cast (i.e. sufficient caster level for the spell level). Also additional spells can be learned by copying from spell/ prayer books or scrolls or from NPC tutors (GM decision). Multi-class characters have to keep their known spells and Mana pools separate from each other, especially their divine and arcane caster levels.

Regaining Mana
While meditating (i.e. not doing anything besides resting) a character regains Mana points equal to 1.5 Concentration score each full hour. Characters engaging in light activity (walking, collecting firewood, riding) regain the same amount after two hours and strenuous activity (fighting, running, watching casting shows) restores a like number of Mana points every four hours. Interruption stops the recovery process and the Mana points regained are tallied as a percentage depending on the fraction of time spent restoring the magic potential.
Example: After a half hour of meditation a Magician with Concentration 9 and an INT of 17 (+3 mod) attacked by Faggy Goths restores only (9 + 23 =152, rounded down) 7 MP.

The Metamagic Feat Magic Energy Conrol (WCrpg, p.111) allows the character to restore additional Mana points equal to his SLR modifier per hour, thereby recharging his pool faster.

Losing Mana
Except from spending Mana to cast spells a character can lose Mana from certain spell or creature ability effects. Mana loss is usually based on the creatures HD number or the enemy NPCs own caster level. For example, Mana Burn (WC RPG, p.164) reduces a characters Mana pool by 1d4+1 times the casters max spell level points. The GM determines how such spells are handled. Also, effects that reduce a caster characters magic ability modifier reduce his Mana pool retroactively (i.e. a 10th level Magician that has his INT of 17 (+3 bonus) reduced to 12 (+1 bonus) immediately loses 10 2 = 20 MP and his new Mana pool maximum is 98).

Spell Cooldown
Alternatively known as Casting Delay, this effect determines how often a spell can be used or rather how much time must pass before a specific spell can be safely recast. The number of rounds that must pass before a spell may be cast again is half the spells level (rounded up). If you have the ability to spontaneously cast spells, the Cooldown period may be lowered by one round. Caster characters have the ability to Fast Cast spells, reducing the need for delay at the cost of more Mana and less certain spell outcome. For every round the character wishes to lessen the Cooldown the spells cost increases by 2 the spells SLR MP and the caster must succeed in a Concentration check (DC 10 + spell level + distraction penalties (damage ) + 2 per round of cooldown reduction) to be able to successfully cast the desired spell. If the Concentration check is failed no Mana is lost but the original Casting Delay is raised by as many rounds as the character tried to cast early. Spells enhanced by Metamagic Feats increase their spell level for spell cost calculation only by the spell slot increase specified in the feats description.
If not otherwise mentioned here all other spellcasting rules remain as published in the 3.5 PHB or Warcraft RPG.

by Firethorn, v1.7
Magician Max MP pool (at Level X) = 3 + X (SLR mod + ability mod + 1.5 + 0.5X) Healer Max MP pool (at Level X) = 3 + X (SLR mod + ability mod + 0.5 + 0.5X)

MAGICIAN
Description: Magicians are the basic practitioners of arcane magic on Azeroth. Whether they prefer adventuring and casting spells freely and without much constraint or focus on studying magical principles and collecting arcane lore and whether they deal with the arcane forces for personal gain or the good of their community, magicians represent the basis from which such gifted (or corrupted) individuals as warmages and archmages, warlocks and necromancers evolve. Races: Primarily high elves and humans. Some gnomes, goblins and trolls are known to practice arcane magic as are some few orcs despite the change in the Hordes attitude towards it. Tauren and night elves are the least likely to take this class because of their druidic/shamanistic ways and mistrust of arcane magic and the changes it can wreak in its users. Alignment: Any. Affiliation: Any (though frowned upon by most Horde members and night elves). Abilities: Intelligence is most important for spellcasting, high dexterity and constitution scores are helpful to survive. Hit Die: d4. Class Skills: The magicians class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int). Skill Points at 1st Level: (2 + Int modifier) x4. Skill Points at Each Additional Level: 2 + Int modifier. Table: The Magician (Mag) Base Attack Fort Level Bonus Save 1st +0 +0 2nd +1 +0 3rd +1 +1 4th +2 +1 5th +2 +1 6th +3 +2 7th +3 +2 8th +4 +2 9th +4 +3 10th +5 +3 11th +5 +3 12th +6/+1 +4 13th +6/+1 +4 14th +7/+2 +4 15th +7/+2 +5 16th +8/+3 +5 17th +8/+3 +5 18th +9/+4 +6 19th +9/+4 +6 20th +10/+5 +6

Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6

Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12

Special Scribe Scroll

Bonus feat

Bonus feat

Bonus feat

Bonus feat

Class Features All of the following are class features of the magician. Weapon and Armor Proficiency: Magicians are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a magicians gestures, which can cause his spells with somatic components to fail. (see Arcane Spells and Armor) Spells: A magician casts arcane spells which are drawn from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time given he has enough Mana points to do so (see Mana Magic). To learn or cast a spell, the magician must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magicians spell is 10 + the spell level + the magicians Intelligence modifier. Like other spellcasters, a magician can cast only a limited number of spells in a given time period, restricted by his Mana pool. For Mana pool rules refer to Mana Magic. Like a healer, a magician may know any number of spells. A magician begins play knowing all 0-level spells (except those from her prohibited school or schools, if any; see School Specialization, below) and three 1st-level spells of your choice plus one for every point of Intelligence bonus. At each new magician level, he is assumed to have researched new spells equal to 1 + half his current INT bonus which may be chosen from the sorcerer/wizard spell list (see exceptions). Additional spells may be researched or learned during play or down-time from certain sources (like found grimoires, scrolls, tutors etc) but this takes at least the spells level in days per given spell to do. The magician must be able to cast the spells he wishes to learn at his new level. Also like a healer, a magician need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has sufficient Mana points left in his pool. He does not have to decide ahead of time which spells hell cast. Scribe Scroll: At 1st level, a magician gains Scribe Scroll as a bonus feat.

Bonus Feats: At 5th, 10th, 15th, and 20th level, a magician gains a bonus feat. At each such opportunity, she can choose a metamagic feat or an item creation feat. The magician must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feat that a character of any class gets from advancing levels. The magician is not limited to the categories of item creation feats or metamagic feats when choosing these feats. Spellbooks: A magician may keep a personal spellbook or grimoire in which all spells researched or learned are inscribed for regular reference and to teach known spells to other mages. He can use his grimoire as an aid while casting a spell which gains him a +2 circumstance bonus to casting rolls and reduce the spells Mana point cost by 1d4 but also makes him suffer a -2 penalty to AC during the casting time. Using a grimoire also grants a +2 circumstance bonus to Spellcraft rolls. SCHOOL SPECIALIZATION A school is one of eight groupings of spells, each defined by a common theme. If desired, a magician may specialize in one school of magic (see below). Specialization allows a magician to cast spells from his chosen school more effectively, but he then never learns to cast spells from some other schools. A specialist magician reduces the Mana point cost of spells of his specialty school by 10% (to a minimum of 1). He also gains a +2 bonus on Spellcraft checks to learn the spells of his chosen school. The magician must choose whether to specialize and, if he does so, choose his specialty at 1st level. At this time, she must also give up two other schools of magic (unless she chooses to specialize in divination; see below), which become her prohibited schools. A magician can never give up divination to fulfill this requirement. Spells of the prohibited school or schools are not available to the magician, and she cant even cast such spells from scrolls or fire them from wands. She may not change either her specialization or her prohibited schools later. The eight schools of arcane magic are abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, and transmutation. Spells that do not fall into any of these schools are called universal spells. SPELL LIST CHANGES (as stated on p. 57, WCrpg) Due to Warcraft cosmology, many conjuration and necromancy spells from the sorcerer/wizard spell list are unavailable to magicians. Instead, they are the purview of the necromancer and warlock prestige classes (see Alliance & Horde Compendium p.35 and WCrpg p.95, respectively). The following spells are excluded from the sorcerer/wizard spell list: All monster summoning (I-IX) spells All planar binding spells The following necromancy spells: animate dead, chill touch, circle of death, command undead, control undead, create greater undead, create undead, disrupt undead, energy drain, enervation, gentle repose, ghoul touch, halt undead, horrid wilting, soul bind and undeath to death. Other arcane spells may be different than in the PHB, for spell descriptions see Chapter Four: Magic of WCrpg (p.156ff) and Magic and Mayhem.

Magical Item Charges


Some magical items like wands, staffs and some rods have a limited amount of charges that determine how often they can be activated to produce their effect. Usually after all charges are used up the magic leaves the item which is now completely mundane. Wise magician scholars have rediscovered and refined a method by which mana can be channelled back into those items to recharge them and thus continue to be usable. Each charge costs Mana points equal to twice the items caster level requirement at creation to refresh and the channelling takes ten minutes for every four levels of that CL requirement. To balance this mechanic the default number of charges in those items is now 20 instead of 50. Conversely those items tend to be more easily available and less expensive than commonly listed. Example: Kava the magician wants to recharge her half-expended Staff of Enchantment (CL 13). So for each charge she wants to add she has to spend 26 Mana points over a period of 40 minutes. After attuning herself to an item by carrying it for at least 24 hours a caster can tell how many charges are left in it by concentrating shortly (1 full-round action if during combat).

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