Rules: Magic

Spell Casting in Dragonstar D6

Description:

Magic is from Pathfinder with the intention to make it simple and somewhat balanced to use in D6 (the balance isn’t meant to be actually balanced just semi-controlled).

There are 2 magic attributes with Faith controlling the divine magic (cleric and druids) while Arcane controls the arcane magic (wizards). Each gets their own pool to draw upon and specializations don’t count towards the pool of magic energy (no extra spells).

Magic energy represents how many caster levels of magic that character can use before exhausting their supply. If you want to cast a spell of level 0 or 1 you can use as little as 1 point to cast it. Otherwise you must use the minimum amount of levels for the spell (twice the spell level minus 1). So if you want to cast a 3rd level spell it costs at least 5. The points you expend become the caster level for the effect you create.

Casting a spell also requires a success roll equal to 5 plus the points of energy spent to weave the spell properly. Finally casting a spell may require more than one action, each spell has components (Verbal, Somatic, and/or Material). Readying a material component from a pouch takes an action, but may be done on a round prior to casting the spell. Verbal and Somatic components must be done when the spell is cast and each count as an action potentially causing a multi-action penalty.

Casting without components is possible adding 5 difficulty for each component not used (in the case of material components this is only possible when the component is worth 1 credit or less). The increase in difficulty is generally more than the saving in multi-action penalty so it is usually used when bound, gagged, or material components are unavailable.

To determine if a spell was successful or not compare the cast check to the target defense (exception for area effect blast spells which have a set attack value and do base damage to those hit and 1/2 damage to those missed – in that case use 6 plus spell level to determine reflexes cutoff for half or full damage). If a spell isn’t resisted the target is treated as 5 making healing spells much more effective in this system.

Area blast spells can be made harder to resist by adding 2 to the casting difficulty per 1 increase in defense difficulty to a maximum of 5 added for 10 more cast difficulty). So a character casting a 10th fireball (Damage 30 for Reflexes 8 or below and Damage 15 for those with Reflexes 9 and above with a cast difficulty of 15, can push the cast difficulty up to 25 to do Damage 30 to reflexes 13 and lower and damage 15 to those with 14 or higher).

Range, duration, and so are based on the magic points spent casting the spell as caster level.

Magic mishaps should be handled however other complications are handled by the DM.

Bio:

Other uses of magic;

Divine magic can be used for channeling (healing touch) and turning undead with 1 point per level equivalent just like casting a spell.

Arcane can be used for alchemy, but that’s a long term skill use and falls under things like build and repair. To determine requirements to make magic items use the item’s caster level plus 5 to determine how much Arcane or Faith is needed to make the item (days to produce remain the same as in Pathfinder). If caster level isn’t listed minimum becomes 2 times spell level plus 5 (0 level spells require 6, 9th level spells require 23).

The Legion Guild of Magic
Characters who keep up on their annual dues (1,000 Credits x the highest level of spell access they have – separate for Arcane and Divine) may access the master database on any civilized planet (can be done wireless), as long as they have a datapad with SpellWare programming. In addition to access to the guild spell library containing all known spells (members are geased to share all new spells researched or discovered with the guild immediately), the character can purchase spell components and spellware at a 50% discount, use guild laboratories at no cost, and sleep in the guild dormitories at no cost.

Spellware Programming
A Spellware datapad costs 200 Credits per level of spell it can keep in memory, so if a character wants access to 5 spells of 3rd level they would want a 15 level capacity which would cost 3,000 Credits. If they are in good standing with the guild they may switch the spells for any other 15 levels of spells whenever they are in a civilized (high tech) city. A single datapad may have up to 100 levels of spellware maximum (20,000 credits).

Spell Formula
Characters are assumed to spend a certain amount of their down time reviewing their spells to keep them in mind for use. As long as the character has the source with them (or has had in the past 24 hours) they can cast any of the spells listed in the book. Attempting to use a spell without access to a copy of it can be done but is at a 5 point penalty to the casting check. Spell formula may be stored on chip format at a cost of 100 credits per level and a single chip may hold as much as 10 levels of spell (you still need a spellware datapad to read them, but it allows carrying more spells when away from guild centers).

Mastered Spell
For 5 Skill points a character may master a spell (essentially making it a specialization separate from the school) and then they may cast that particular spell at any time without ever having access to it in a book at no penalty.

Book Casting
A character with the book/datapad open to the appropriate pages reading from a book as they cast must take an additional round per level of the spell to read it from the book, but gets a bonus of 2 to their casting check (taking extra time is still an option, double the previous time for a total bonus of 1D+2).

Rules: Magic

Arcane Empire Gcconklin