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Wednesday, August 12, 2015

Forgotten Fable™: Brief Spellcasting Overview

by Tim Wallace

Retooling the magic system takes a long time. So, as the title of this post states, this is just a brief overview of how magic is going to work in Forgotten Fable™.

To begin, we are only going to have two schools of magic: white and black, cast by argent magi and sable magi, respectively. Vermilion magi can cast from both schools, but their maximum spell level will cap at spell level 6 or 7. In addition, we are going to use a mana-per-day instead of spells-per-day system. We are also considering vitalizing (a term we may rename) mana. What this would mean at a very basic level is a spellcaster whose mana has dropped to half of his maximum or less becomes fatigued, and a spellcaster whose mana has dropped to one-quarter his maximum level or less becomes exhausted.

Mana per a level per day will look something like this.

Table: Mana per Day
Level
Argent or Sable Magus
Vermilion Magus
1st
2
1
2nd
6
2
3rd
11
4
4th
17
9
5th
25
8
6th
35
12
7th
46
16
8th
58
20
9th
72
24
10th
88
28
11th
106
36
12th
126
44
13th
147
52
14th
170
60
15th
195
68
16th
221
80
17th
250
92
18th
280
104
19th
311
116
20th
343
128

And extra mana gained from a high spellcasting ability score will look something like this.

Table: Ability Scores and Bonus Mana
Ability Score
——————————————————Bonus Mana (by Class Level)——————————————————————
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th
10-11
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
12-13
0
1
1
2
2
3
3
4
4
5
5
6
6
7
7
8
8
9
9
10
14-15
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
16-17
1
3
4
6
7
9
10
12
13
15
16
18
19
21
22
24
25
27
28
30
18-19
2
4
6
8
10
12
14
16
18
20
22
24
26
28
30
32
34
36
38
40
20-21
2
5
7
10
12
15
17
20
22
25
27
30
32
35
37
40
42
45
47
50
22-23
3
6
9
12
15
18
21
24
27
30
33
36
39
42
45
48
51
54
57
60
24-25
3
7
10
14
17
21
24
28
31
35
38
42
45
49
52
56
59
63
66
70
26-27
4
8
12
16
20
24
28
32
36
40
44
48
52
56
60
64
68
72
76
80
28-29
4
9
13
18
22
27
31
36
40
45
49
54
58
63
67
72
76
81
85
90
30-31
5
10
15
20
25
30
35
40
45
50
55
60
65
70
75
80
85
90
95
100
32-33
5
11
16
22
27
33
38
44
49
55
60
66
71
77
82
88
93
99
104
110
34-35
6
12
18
24
30
36
42
48
54
60
66
72
78
84
90
96
102
108
114
120
36-37
6
13
19
26
32
39
45
52
58
65
71
78
84
91
97
104
110
117
123
130
38-39
7
14
21
28
35
42
49
56
63
70
77
84
91
98
105
112
119
126
133
140
40-41
7
15
22
30
37
45
52
60
67
75
82
90
97
105
112
120
127
135
142
150

Here what the mana cost per final spell level will most likely look like this.

Table: Mana Cost per Spell Level
Spell Level
Mana Cost
1
1
2
3
3
5
4
7
5
9
6
11
7
13
8
15
9
17

Our goals when designing spells are as follows.
  • All spells have a casting time of 1 standard action.
  • All spells ignore components.
  • All spell have a range of personal (when beneficial) or touch (when offensive) for the lowest version.
  • All spells have a target of self (when beneficial) or a single creature (when offensive) for the lowest version.

Here is an example of the difference of a spell in the Pathfinder Roleplaying Game and its analog in Forgotten Fable™.

CURE LIGHT WOUNDS (Pathfinder Roleplaying Game)
School conjuration (healing); Level bard 1, cleric 1, druid 1, paladin 1, ranger 2
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration instantaneous
Saving Throw Will half (harmless); see text; Spell Resistance yes (harmless); see text
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

CURE (Forgotten Fable™)
School white magic (healing); Level argent magus 1, vermilion magus 1; Mana Cost 1
Casting Time 1 standard action
Range personal
Target self
Duration instantaneous
Saving Throw Will half (harmless); see text; Spell Resistance yes (harmless); see text
When laying your hand upon a living creature, you channel positive energy that heals 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.
Augmentations
+1 spell level—heal an additional 1d8 points of damage.
+1 spell level—increase range to touch and change target to creature touched. When cast offensively, you must succeed at a melee touch attack to hit your target.
+2 spell levels—increase range to close (25 ft. + 5 ft./2 levels) and target to one creature. When cast offensively, you must succeed at a ranged touch attack to hit your target.
+2 spell levels—change effect to 10-foot-radius burst centered on you. +1 additional spell level to increase the burst radius to 20 feet.
+5 spell levels—increase range to close (25 ft. + 5 ft./2 levels) and target to one creature per caster level, no two of which can be more than 30 feet apart. When cast offensively, you must succeed at a ranged touch attack to hit each specific target.
Bonus—for every level the spell is increased by augmentations, the maximum points of damage healed per caster level is increased by +5.

For example, if you want to cure one ally 30 feet away of 2d8 damage, the base level of the cure spell is 1 + 1 spell level to heal an additional 1d8 points of damage + 2 spell levels to increase the range to close and the target to one creature. The result is effectively a 4th-level spell that heals 2d8 points of damage + 1 point per caster level (maximum +20) with a mana cost of 7.
Alternatively, if you were surrounded by living allies and enemy undead, you might want to cast the spell as a 10-foot-radius burst. For this scenario, the base level of the cure spell is 1 + 2 spell levels to change effect to 10-foot-radius burst centered on you. The result is effectively a 3rd-level spell that heals you and your living allies within the burst radius for 1d8 points of damage + 1 point per caster level (maximum +15), deals the same amount damage to all undead within the burst radius (they may make Will saves for half damage), and has a mana cost of 5.

And here is an example of one of the offensive spells for Forgotten Fable™.

BURN
School black magic [fire]; Level sable magus 1, vermillion magus 1; Mana Cost 1
Casting Time 1 standard action
Range touch
Target one creature
Duration instantaneous
Saving Throw none; Spell Resistance yes
Your hand is wreathed in fire. You must succeed on a melee touch attack to hit your target. The orb deals 1d6 points of fire damage per caster level (maximum 5d4).
Augmentations
+1 spell level—increase maximum fire damage by 5d6.
+1 spell level—increase range to close (25 ft. + 5 ft./2 levels). You must succeed at a ranged touch attack to hit your target.
+2 spell levels—increase range to close (25 ft. + 5 ft./2 levels) and change effect to a 10-foot-radius burst centered on the target. All creatures inside the burst radius may make a Reflex save for half damage. +1 additional spell level to increase the burst radius to 20 feet.
+2 spell levels—change effect to a 15-foot cone. All creatures inside the cone area may make a Reflex save for half damage. +1 additional spell level to increase the effect to a 30-foot cone.
+2 spell levels—change effect to a 60-foot line originating from you. All creatures inside the line area may make a Reflex save for half damage. +1 additional spell level to increase the effect to a 120-foot line.
+5 spell levels—increase range to close (25 ft. + 5 ft./2 levels) and target to one creature per caster level, no two of which can be more than 30 feet apart. You must succeed at a ranged touch attack to hit each specific target.
Bonus—for every two levels the spell is increased by augmentations, the maximum fire damage increases by 5d6.

For example, if you want to mimic fireball, the base level of the burn spell is 1 + 2 spell levels to increase the range to close (25 ft. + 5 ft./2 levels) and change effect to a 10-foot-radius burst centered on the target + 1 spell level to increase the burst radius to 20 feet. The result is effectively a 4th-level spell that deals 1d6 points of fire damage per caster level (maximum 10d6) in a 20-foot radius burst and has a mana cost of 7.
And to mimic burning hands, the base level of the burn spell is 1 + 2 spell levels to change the effect to a 15-foot cone. The result is effectively a 3rd-level spell that deals 1d6 points of fire damage per caster level (maximum 10d6) in a 15-foot cone and has a mana cost of 5.

Furthermore, you will be able to combine spells based on the chart below.

Table: Combining Spells
Spell Level
One Spell
Two Spells
Three Spells
1st
1
2nd
2
3rd
3
1/1
4th
4
2/2 or 3/1
1/1/1
5th
5
3/3 or 4/2
2/2/2 or 3/1/1
6th
6
4/4 or 5/3
3/3/3 or 4/2/2
7th
7
5/5 or 6/4
4/4/4 or 5/3/3
8th
8
6/6 or 7/5
5/5/5 or 6/4/4
9th
9
7/7 or 8/5
6/6/6 or 7/5/5

For example, a vermilion magus who knows both cure and burn could combine them as follows: base cure spell level 1 + 1 spell level to make it a touch spell + 1 spell level to heal an additional 1d8 points of damage = effective 3rd-level cure spell; this could then combined with a 1st-level burn spell to create a 4th-level spell which deals 2d8 points of damage + 1 point per caster level (maximum +15) PLUS 1d6 points of fire damage per level (maximum 5d6) to undead and has a mana cost of 7.