Thursday, March 1, 2012

Magic=Random

This is the magic system in play in my BFRPG (that I call D&D) game.
I wanted a system that made things much more random than they are, without making a magic-user unplayable. I wanted a system that allowed for non-MUs to learn and cast spells, without making MUs useless. I wanted magic to be a terrifying power where things could go horribly, horribly wrong.

ANYONE can potentially cast any spell that they know.
Learning a spell from a scroll or book takes 1 hour per spell level, and the player must roll d20+MU lvl+ int bonus and beat 10+spell level each hour to succeed. Failure means they cannot learn that spell from that scroll or book.
Casting a spell requires a d20 roll, adding the character's magic user level and Intelligence modifier.
If the character has a MU spell slot of that level or higher open, they can cast the spell normally. If not, they will suffer damage to their con equal to the level of the spell. This will recover at the rate of 1 pt per day.
If the roll is less than the spell levelx2, it is a critical fail, and the player will roll any dice. If the result is an even number, the spell is lost and nothing happens. If it is an odd number, horrible things happen (the horrible things from spell failure table will be forthcoming)
If the roll is equal to the lvlx2, the spell is a partial success. Effects will be halved, generally, and there will be minor spillage. Non-magic-users will roll odd/even to use the awful things table as well.
If the roll is lvlx2+10, the spell works normally
If the roll is lvlx2+20 or more, the spell exceeds all expectations. Area of effect, duration and effects will be doubled, saves against the spell are at -5, and the caster will roll a dice. If the result is even, nothing else happens, if the result is odd, something wonderful happens. Note that doubling the area of effect means you might fireball the party, as well as the bad guys.
Ritual casting takes 10x as long, but gives a +10 to the roll. It also enables the caster to inflict the con damage on another, if the other is willing or helpless.

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