RULES > MAGIC
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THE MAGICKS OF DUAL

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.

THE CASTING CONCEPT

HE main concept behind Magic in The Lands of Dual is an attempt to make both the learning and casting processes interactive from the players perspective. All spellcasting players are responsible for the creation of the mandatory verbal component of each spell and the storage of such information in a manner that facilitates the act of casting in.

In game terms this means that a player who has a spell casting skill (MAGE, HEALING or RELIGION) is responsible for the following:

  • 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.

EXAMPLE 1:

If a newly created character Mickael Magus (BODY: 2, MIND: 6, SOUL 4) [Mage skill: (M/2) = 3] attempts to learn a spell at 3rd level he must spend improvement points 2 x spell level (6 IP) before rolling to see if he can decipher and re-codify the spell so he can cast it successfully. He then has to roll his skill versus the spell level (in this example the target number is 7, if he rolls 8 he fails to learn the spell and loses the 6 IP, if he succeeds he has learnt the spell,

EXAMPLE 2:

Mickael has also found another spell in the book a 1st level spell (Thaumaturgic Torpedo) The IP cost of learning this spell is 2 x spell level = 2 IP!! He tries to learn this spell Target number is 9 (skill 3 Vs spell level 1) bingo he just rolled 7 and has successfully copied the spell.

CASTING SPELLS

When a character chooses to cast a spell he must always follow the following sequence:

  1. Declaration of intent (including nomination of target(s), spell to be cast & at what level (or levels if the caster chooses to modify the spells effect))

  2. Spend required number of rounds casting spell (detailed in individual spell description). N.B. regardless of initiative, the spell will always be resolved last in any round.

  3. Player recites incantation from either memory or spellbook (DM then applies modifiers based on Environmental conditions and success of recital.)

  4. Player rolls SKILL Vs SPELL LEVEL(S) and determines success or failure.

  5. Spell effect is calculated and applied.

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.

EXAMPLE 3:

Mick casts his spell (Thaumaturgic Torpedo - Level 1). He has the following options:

Cast 1 x Level 1 (Effect 4) torpedo. - Target number 9 or

Cast 2 x Level 1 (Effect 4) torpedo's. - Target number 8 or,

Cast 3 x Level 1 (Effect 4) torpedo's. - Target number 7 or,

Cast 1 x Level 2 (Effect 5) torpedo. - Target number 8 & then 1 x Level 1 (Effect 4) - Target number 9 or,

Cast 1 x Level 3 (Effect 6) magic missile. - Target number 7

APPLICATION OF MODIFIERS

HE adjudication of success regarding the casting of spells is primarily decided by dice roll with some modification by the DM to take account of environmental factors such as weather, effects of other spells and the success of the player's recitation. The table below shows a simple system of adjudication and modifiers:

EVENT
RECITAL METHOD
FROM MEMORY
FROM SPELL BOOK
MODIFIER
MODIFIER
RECITAL EFFECTS
Er..., Pause,
+1
+2
Re-recite...
+4
+5
Competent Recital
-1
-0
Exceptional Recital
-2
-1
ENVIRONMENTAL EFFECTS
High Wind
+2
+3
Extreme Cold
+2
+3
Extreme Heat
+2
+3
Extreme Rain
+2
+3
Submerged
Automatic Fail
Automatic Fail
Combat within 10 Ft
+3
+2
Hit during casting
+5
+5
NOTE: ALL MODIFIERS ARE ADDED TO DICE ROLL

 

SPELLS BY LEVEL

MAGUS

LEVEL 1

LEVEL 2

LEVEL 3

LEVEL 4

LEVEL 5

LEVEL 6

LEVEL 7

LEVEL 8

LEVEL 9

LEVEL 10


CLEROS

LEVEL 1

LEVEL 2

LEVEL 3

LEVEL 4

LEVEL 5

LEVEL 6

LEVEL 7

LEVEL 8

LEVEL 9

LEVEL 10


PAGOS

LEVEL 1

LEVEL 2

LEVEL 3

LEVEL 4

LEVEL 5

LEVEL 6

LEVEL 7

LEVEL 8

LEVEL 9

LEVEL 10

RULES > MAGIC
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