Simple Magic
Simple Magic
Simple Magic
Basics
This magic system replaces the one in
the rulebook - it is simpler but calls for
more DM intervention. In a nutshell,
there are several different schools of
magic, each represented by a group of
skills. Spellcasting requires a skill check
for the desired effect, dividing the MoS
between the different aspects as shown
in the "Magic Parameters Table".
For example, if a bright wizard wants to
cast an attack spell at his enemies, he
rolls his Bright/Attack skill. If he had an
MoS of 5, he could put 2 points on
range (10m), 1 on effect (1d6 points of
damage as described for the attack
spell), and a drain of 1d6 fatigue points.
Each of the magical skills is treated as
an IQ/Hard skill.
****** Magical Talent ....
Schools
Bright
The bright college teaches the magic of
fire. Bright mages are usually impulsive
and restless due to their mental exposure
to the nature of elemental fire.
Attack spells based on bright magic
always deal burning damage and take
the form of fireballs, burning fists, or
flame arrows.
Divination magic for bright wizards is
extremely limited, in fact they can only
sense the presence of fires or heat.
Similarly, protection spells can only
provide protection against fire or
cold-based damage.
Bright conjuration is used to conjure
creatures that come from the elemental
plane of fire.
Celestial
Celestial magic is concerned with the
element of air and the study of
astrology. Celestial attacks are based on
lightning and deal lethal or non-lethal
electrical damage (based on the choice
of the mage).
Divination spells allow the
interpretation of the alignment of the
stars and can only be cast at night,
preferably while using a telescope.
Protection spells are limited to
electrical attacks.
Celestial mages are well-known for their
ability to fly. Their transportation spell
only allows flight as an alternative mode
of movement.
Conjuration magic is limited to
creatures native to the elemental plane
of air and flying animals.
Geomantic
Geomancers study the magical effects of
the element of earth. They are decent
Simple Magic (20050612) - Page 1
Magic Parameters Table
0 1 1d3 1d6-1 1d6 1d6+2 2d6 Drain
6m 5m 4m 3m 2m 1m none Radius
666 days 1 day 1 hour 20 min 1 minute 1 turn instant Duration
6 5 4 3 2 1 fluff Effect
global continent city sight 10m Touch Self Range
6 5 4 3 2 1 0
healers, have great protective ability but
are typically no effective war mages.
Attack spells cast by geomancers take
the form of exploding earth, stone
arrows and similar effects. Damage can
be crushing or small piercing.
Divination magic with an effect of 2
cast by geomancers detects tremors
instead of smells.
Protection can provide DR against any
kind of damage but cannot grant a HT
bonus.
Conjuration is limited to creatures from
the elemental plane of earth.
Aquatic
Aquatic mages deal with the elemental
of water. They are usually tranquil and
unreadable personalities but when
angered can become true berserkers.
Attack spells cast by aquatic college
disciples take the form of ice storms and
deal small piercing damage.
They use divination spells at effect 1 to
detect water and its state (such as calm,
or moving).
Aquatic protection spells are limited to
damage based on cold, drowning, or
fire.
The transport spells' alternative
movement mode is limited to
swimming.
Finally aquatic conjuration is limited to
aquatic animals and creatures of the
elemental plane of water.
Druidic
The magic of druids is based on the
power of natural spirits. While they have
some combat ability, they really excel at
healing.
Druidic attack spells do not allow
ranged attacks but allow a druid to grow
claws, horns, and other natural weapons.
The duration given for attack spells does
not imply persistent damage but
indicates how long the claws etc. exist.
Divination magic of druids can only be
directed at targets which are within an
area that can be considered wilderness.
Druidic illusions are limited to natural
phenomena.
Simple Magic (20050612) - Page 2
Maximum Spell Parameters for Bright Magic
2 0 6 6 1 Conjuration
0 0 2 1 0 Transport
6 0 4 6 1 Protection
0 0 0 0 0 Illusion
1 0 0 1 0 Healing
3 1 3 1 4 Divination
6 6 5 6 3 Attack
Drain Radius Duration Effect Range
Maximum Spell Parameters for Celestial Magic
2 0 4 4 1 Conjuration
0 0 3 2 0 Transport
6 0 6 6 1 Protection
0 0 0 0 0 Illusion
1 0 0 1 0 Healing
3 6 3 4 5 Divination
6 1 3 4 3 Attack
Drain Radius Duration Effect Range
Similarly, druids can use their
conjuration only to summon animals
which must be present in the vincinity.
Necromantic
Necromancy is a vile and forbidden art
that grants great power at the price of
one's sanity and soul. Few necromancers
are benign creatures and those that are
usually succumb to the darkness sooner
or later.
Necromantic attacks consist of an
unholy energy that is similar to burning
damage in effect but cannot ignite
things.
Divination can be used as described but
additionally grants the ability to detect
undead at effect level 1 and to identify
their type at effect level 2.
Necromantic healing spells work
normally but have a 1 in 6 chance to
cause horrible scars and black marks,
reducing the targets appearance by one
level.
Illusions are limited to horrible and
frightening things.
Protection spells cast by necromancers
are limited to HT bonus and cannot
provide DR.
Conjuration requires a dead body or a
captured soul and allows its temporary
animation as a mindless (corporeal or
incorporeal) undead.
Light
While folklore considers light magic to
be the opposite of necromancy, it is not
mandatory for a light mage to have a
righteous disposition.
Attack spells take to form of rays of
light and deal burning damage.
Protection spells are limited to effects
or damage caused by spells.
Goblinoid Magic
The magic of the orcs and goblins is
crude and violent. Most notably, it is
very draining on the caster and usually
used only during the opening stages of a
raid.
Simple Magic (20050612) - Page 3
Maximum Spell Parameters for Geomantic Magic
6 0 6 6 3 Conjuration
0 0 0 0 0 Transportation
6 0 6 6 2 Protection
0 0 0 0 0 Illusion
4 0 0 3 1 Healing
4 2 3 2 4 Divination
2 3 0 3 3 Attack
Drain Radius Duration Effect Range
Maximum Spell Parameters for Aquatic Magic
6 0 6 6 3 Conjuration
3 0 4 3 1 Transport
4 4 4 4 0 Protection
0 0 0 0 0 Illusion
2 0 0 3 1 Healing
0 2 1 1 4 Divination
3 2 2 2 3 Attack
Drain Radius Duration Effect Range
Attack spells of this racial magic
college are explosive attacks that deal
either burning or small piercing damage.
Dwarven Rune Magic
Dwarves are not renown for their
spellcasting abilities but have the power
to charge runes with energy. A dwarven
spell can only target an item or person
marked with the appropriate rune, e.g. a
protection spell can only be cast on
armour incorporating the appropriate
rune. Creating a rune usually takes a
day.
Attack spells can be only used by the
caster and require a weapon bearing an
attack rune.
Divination spells require a set of bones
carved with runes.
Spell Types
Attack Spells
The appearance of an attack spell varies
widely, e.g., a bright magic attack will
be fire based ranging from a burning
touch to a fireball.
The effect determines the amount of
damage.
1. 1d6 points of damage
2. 2d6 points of damage
3. 3d6 points of damage or an
appropriate 5 point disadvantage
4. 4d6 points of damage or an
appropriate 10 point disadvantage
5. 5d6 points of damage or an
appropriate 15 point disadvantage
6. 6d6 points of damage or an
appropriate 20 point disadvantage
Divination Spells
Divination spells allow remote sensing
of other places. Only the highest levels
allow to look backwards in time.
1. vague impression
2. smell only
3. smell and blurred sounds
4. smell and sounds
5. small, sound, sight
6. all senses
Simple Magic (20050612) - Page 4
Maximum Spell Parameters for Necromantic Magic
6 0 6 6 3 Conjuration
0 0 0 0 0 Transport
3 0 3 3 0 Protection
2 2 4 3 2 Illusion
2 0 0 3 1 Healing
3 2 3 2 4 Divination
2 2 0 3 5 Attack
Drain Radius Duration Effect Range
Maximum Spell Parameters for Druidic Magic
2 0 4 3 1 Conjuration
3 0 4 3 1 Transport
5 0 3 4 0 Protection
3 0 3 4 0 Illusion
3 0 0 3 1 Healing
2 4 3 4 4 Divination
2 0 2 2 1 Attack
Drain Radius Duration Effect Range
7. all senses plus up to duration
backwards in time
Healing Spells
A healing spell can heal 1d6 HP or FP
per effect level. Normal diseases require
an effect of 2, magical one of 4. Limbs
cannot be restored by healing spells.
Illusion Spells
Illusion spells can produce a variety of
effects, depending on the number of
successes used for the effect value.
Illusions can also be used to create light
at an effect level of 1. Invisibility also
belongs to this spell type at effect 4.
1. smell only
2. smell and blurred sounds
3. smell and sounds
4. smell, sound, sight
5. all standard senses
6. even magical senses are fooled
Protection Spells
Each level of effect grants one point of
DR or +1 on health checks. Many
s
chools limit the protection to certain
effects; an additional limitation
increases the effect by 1.
Transportation Spells
The nature of the teleportation depends
on the effect level. For effects 1-3, the
range indicates the distance of a possible
target, for 4-6 it is the range of the
teleprot, targets must be touched.
1. movement at double speed
2. alternative movement mode (e.g.
flight) at half normal speed
3. alternative movement at normal
speed
4. dimensional travel at normal speed
5. teleportation in 1d6 rounds
6. instant teleportation
Conjuration Spells
A conjuration spell conjures 20 points
worth of creature per effect level.
Simple Magic (20050612) - Page 5
Maximum Spell Parameters for Light Magic
0 0 0 0 0 Conjuration
0 0 0 0 0 Transport
6 0 3 4 0 Protection
4 5 4 4 4 Illusion
6 2 0 6 1 Healing
5 2 3 2 4 Divination
5 0 0 2 3 Attack
Drain Radius Duration Effect Range
Maximum Spell Parameters for Goblinoid Magic
0 0 0 0 0 Conjuration
1 0 2 2 1 Transport
0 0 0 0 0 Protection
0 0 0 0 0 Illusion
1 0 0 3 1 Healing
1 2 3 3 3 Divination
1 3 2 5 3 Attack
Drain Radius Duration Effect Range
Simple Magic (20050612) - Page 6
Maximum Spell Parameters for Dwarven Rune Magic
0 0 0 0 0 Conjuration
4 0 2 2 1 Transport
4 1 3 4 1 Protection
0 0 0 0 0 Illusion
4 0 0 3 1 Healing
4 2 3 3 3 Divination
4 3 2 5 1 Attack
Drain Radius Duration Effect Range