AGICK in the lands of Dual
is essentially the channelling of energy through a focus or incantation.
Magic is split into the 3 spheres; Magus, Cleros and Pagos. Each of
these "Spheres"have specific spells which they can cast and
skills which do not require the use of magic. These will described below
in greater detail.
MAGUS are the Dual equivalent
of scientists, they understand magic to be a latent energy (flowing
through us and binding us together 'n' all that jazz) much like electricity.
They continually try to prove or disprove theoretical learning through
practical application and demonstration. They can therefore draw upon
all spells and are not restricted to any elemental or alignment divisions.
They use the skill Mage (MIND /2) to cast and there is no requirement
for a focus other than their mind. They must write their spells down
in a spell book as they are often either too complex to memorise or
the spell is in the research and development stage of theoretical magic.
CLEROS are the holy
men and priests of Dual, they believe that magic is a gift to them from
their gods. However they also believe that their gods manifest themselves
naturally through elements etc. They must pray daily to remain in the
favour of their particular deity in order to cast spells. Cleros are
either light or dark but get to choose spells from their chosen religion
+ two other alignments irrespective of the level of the spell. They
use the skill Religion (SOUL /2) when casting spells and a focus is
required, usually the inclusion of their deity's name in the incantation
or prayer and the use of a holy symbol. They will have to choose spells
and memorisethem or record them in a prayer book.
PAGOS are the shamans
and druids, they also believe that Magic stems from the elements and
that the gods embody those elements. They do not have to pray to their
gods to use spells, as most Pagos believe that the Gods are more fickle
than human beings, although sacrificial offerings are quite popular
amongst individual religious traditions. Pagos are solely elemental
mages and can use spells from their own alignment + the two either side,
but never their direct opposite alignment. They use the skill Healing
((Av MIND + SOUL) /2) when casting and there is often a material component
involved such as a poultice or potion which coincidentally gives Pagos
the ability to cure illnesses, injuries and diseases with the application
of herbal remedy rather than casting spells. They know all their spells
and given the right circumstance or need can cast any as long as they
have the material components to hand. If they can write then they copy
their spells down in a formulary, this is used more as a teaching than
as a "spellbook", in the the conventional sense of the word.
LEARNING SPELLS
ACH
sphere of magic learns spells in a different way, which fundamentally
describes the ways in which their perception and understanding of magic
differ. I have tried to prevent this from manifesting itself in gameplay
through masses of additional rules for each type of spellcaster, although
some homework will be required by players.
Magus pick up skills from books that they find (from
defeated opponents perhaps) or buy and will not get to actually research
magic of their own until they have become financially independent or
can find a benefactor who will pay them to sit around all day theorising
and experimenting. Natural selection ensures that there is restricted
access to high level wizards and therefore high level spells, but the
modifications part of the spell should allow lower level spells to be
boosted to be more effective.
Cleros get given spells from their god, all spells
irrespective of level are available to them, however the ability to
successfully cast them may well be out of their reach, therefore novice
cleros should choose the spells of lower level that will work most of
the time rather than higher level that won't. They must also write their
spells down in a prayer book so choosing which prayers to copy is important
Spells can be picked up by visiting the temple and using their library
and or praying with the high / senior cleros.
Pagos need to be taught, although they should be
able to pick up new spells by using temple resources in the same way
as cleros. It might also be possible to pick up new remedies from the
village midwife or shaman.
-
Creation and
maintenance of a spellbook (MAGUS), Prayerbook (CLEROS) or formulary
(PAGOS).
-
Creation of an
original and unique incantation for each spell that the character
has learnt.
-
Maintaining a
list of all spell components required in the casting of learnt spells.
-
Recite an incantation
during the casting process either from the spell book or from memory.
Any deviation or hesitation from the player will result in the potential
miscasting of the spell.
SPELLBOOKS & MEMORISATION
REATION
of a physical spellbook requires some some thought as to how it will
actually be used when playing the character. For example environmental
factors will affect the spellbook in the same way as any other physical
object. (If made from paper or parchment spell books may be destroyed
or seriously damaged by water and fire and to a lesser degree extreme
cold and wind). Should the player decide to use a pre-bound book in
which to write their spells, they may find as they collect new spells
that they run out of available space and must then use more than one
spell book. My personal recommendation is that mini-filofax make excellent
spellbooks as they are relatively cheap to buy can be indexed and the
binding (6 sprung rings) allows additional pages to be added when required.
Note:
I do not allow the use of PDA's (Personal Desktop Assistants) as these
are hardly in keeping with a fantasy setting (e.g. Glimthor whips out
his PDA which is running low on battery power and suddenly realises
that he is in the middle of a forest with no charging outlet!!)
As
a counter measure some players may decide to commit several spells to
memory, this should be encouraged. However, DM's should also have copies
of their incantations to assess whether the spell was miscast or not.
SPELL LEVELS
Spells
are classed in levels. However, these levels do not refer to the proficiency
of the caster, rather they are an index of how powerful the spell is
and how difficult it is to learn and cast. A Low level or novice spell
caster may choose a level ten spell, but if he can't learn it he can't
cast it.
E.g.
MAGE skill of 1 or more is required to learn Level 1 Magus Spells, MAGE
skill of 2 or more is required to learn Level 2 Magus Spells, and so
on.
There
are 10 levels of spells in each of the 3 spellcasting Roles (MAGUS,
CLEROS & PAGOS). There is no upper limit on the maximum score a
PC may have in any of their spellcasting skills, Therefore the more
experienced a character gets in the magical arts, the easier it becomes
to learn and cast spells
LEARNING SPELLS
Characters wishing
to learn new spells must spend improvement points (IP's) equal to twice
the spell level prior to rolling to see if they have succeeded. The
roll is then carried out on the opposed roll table, SKILL Vs SPELL LEVEL.
CASTING SPELLS
When a character chooses to cast a spell he must
always follow the following sequence:
MODIFYING
THE EFFECT OF A SPELL
Certain spell may allow characters to modify their
effects in a number of ways such as range, duration, size, power, number
etc. during the casting process and does not require the character to
change the verbal incantation element of the spell recital, A spells
description shows what modifications are possible for each increase
in level of difficulty.