Optional Skill (NWP) for AD&D
This page is a suplemental set of rules for a FANTASY game. If you somehow ended up here doing a search for "real" occult information, your in the wrong place. If this is the case, you sould not only not waist your time reading any further, you might want to consider doing some public service to get out of the funk youve gotten yourself into.
Spell Craft
Rank 1 - 5
General Theory: Character has an understanding of the basics of thaumaturgy and spells. Character realizes that a person serves as a conduit for magical essence, and only with exposure and practice can he become a more conductive conduit, and better focus the energy that manifests through him. Character knows that magic is the activation, incantation and otherwise acting out triggers that seem to activate the energies that he seeks to draw on. Character knows that spells are created formula of these incantations that produce a reliable and predictable reaction when invoked.
Rank 6-7
Read Magic: Character has become proficient enough to begin to recognize most of common gestures and incantations, and understand their purpose, if given time. At this point of knowledge, the character will find himself capable of studying magical writing and getting a general impression of what the magic is meant to do. With this rank, the character also finds himself capable of identifying mage spell scrolls
Rank 8-9
Recognize Castings: At this rank, the character may observe another person casting a spell by normal casting operations and decipher based upon his words and gestures what type of spell he is casting. The name or duration are not learned, though the general effects will be understood. A roll against the skill must be made for this
Rank 10 - 12
Use Scrolls: At this Rank a character is well versed enough to invoke scrolls that have been specially prepared to be used in this manner. Character is capable of invoking only mage scrolls
Rank 13 +
Cast Spells: Character finally has enough formal education and practical knowledge to begin casting magic himself. To do so however, he must obtain access to existing formula (spells) from which to learn. Learning a new spell requires a full day of study and experimentation. After this, a roll against the characters "learn spell" which based on their INT must be made. Success means that the character now knows that spell. However, just because a character manages to learn a spell, does not mean he knows it forever. Every week he must spend 5 minutes per level of the spell refreshing his knowledge from the original formula in one form or another. Thus a mage who knows a spell must continually refresh his understanding lest he forget some small bit which could cause a catastrophic error. For any week that goes by in which a caster does not refresh his knowledge, he must make a INT check for that spell, lest it be forgotten or confused to such a point as to be uncastable. Simple refreshing of the formula will again allow for its casting.
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Spell Craft Rank |
Castings allowed |
|
13 |
Gives Casting Grade 1 |
|
14 |
Allowed up toCasting Grade 2 |
|
15 |
Allowed Casting Grade 3 and 4 |
|
16 |
Allowed Casting Grade 5 and 6 |
|
17 |
Allowed Casting Grade 7 and 8 |
|
18 |
Allowed Casting Grade 9 and 10 |
|
19 |
Allowed Casting Grade 11 and 12 |
|
20 |
Allowed Casting Grade 13 and 14 |
|
21 |
Allowed Casting Grade 15 and 16 |
|
22 |
Allowed Casting Grade 17 and 18 |
A "Casting Grade" means to cast spells on the table of a similarly leveled mage. Thus a character with a Spell craft score of 14 would be allowed up to a casting grade of 2. This means that the character with the skill knows enough to cast spells up to the table of a level 2 mage. This does NOT mean he is casting as a level two mage. What it means is that his understanding of spell craft is great enough to allow him to progress up to this ability. Casting of anything higher is not possiable because the character lacks the knowledge to do so, even if he has plenty of experience points. If characters who are not normally allowed to cast mage spells are allowed to take this skill to this Rank, it will be up to the GMs discretion as to how their casting level might increase. (in many of my games it will do so by earing IPs in the "Casting Grade".
Rank 16
Identify Magic Item: At this rank, the mage is capable of determining the basic functions of magical items created by means of mage magic. Details will be slim, and specific charges or bonuses unknown, but at least major functions can become known. (though not necessarily how to use them). This can be done with a simple spell craft roll and several hours of study
Rank 17 - 18
Scribe Scrolls: The character is capable of creating the most basic of magic items. The character is able to fabricate a scroll and cast a spell upon it, empowering the scroll with that spell. That scroll may then be read at any later time to activate the power that had been stored within. First to fabricate the scroll itself, the paper ( parchment, vellum etc. ) must be made from an in inherently magical or special material. Paper made from the pulp of sacred trees, mage tree or treants is common. Secondly the Ink must also be of a special material. Monster blood, Giant squid ink etc. are common. Finally the quill being used to scribe the scroll must also be of such a special material. A quill of this sort may never be used to scribe more than a single spell. Once the materials are prepared, the scroll may be scribed over the course of 1 hour per level of the spell to be placed into the scroll. The spell being placed into the scroll must actually be cast at this point, thus the maker must know the spell being scrolled. Finally the maker looses 1 point of CON per level of the spell which returns at a rate of 1 per day after 2 initial days of no CON recovery. After the casting is done and the CON loss endured, the scroll is finished.
Rank 19- 20
Make Original Spells: Mages with this level of understanding are capable of writing their own spell formulas. They understand so well the process of invocations that they can work to devise their own formula that will invoke the effects they desire. To do so, the player describes the type of effect he wants the spell to have. The GM then first decides if it is possible, and then what level it will be. At this point the player and GM may haggle over the specifics of the potential spell, and once an understanding is reached, the character may begin to attempt to construct this formula. Creating a spell in such a way requires 2 week of steady research per level of the would be spell. Success is based upon the characters "learn spell" percentage, with a -10% chance per level of the spell being created. Failed attempts may be continued by spending half the initial time and making another roll. Failure twice in a row means that this spell in its current form is outside of the makers ability. During this process, many supplies like paper, ink and quills will be necessary.