From: jimv@ucrmath.ucr.edu (jim vassilakos) Newsgroups: rec.games.frp Subject: Magus Divlantia: Magic & The Arcanum Minoris Date: 18 Oct 90 20:15:23 GMT Organization: University of California, Riverside Magus Divlantia - Magic - Introduction Advanced Dungeons & Dragons, like any fantasy role-playing game, makes its basis in the make-believe worlds of our imagination. Thus, not surprisingly, a central concept of AD&D which distinguishes it from others among its genre is the game's extensive and well-developed rules for magic. This is mainly due to the fact that the game was the first of its kind, and over the years it built the largest spell library of any role-playing game. So its strength is in its sheer size. The only problem with all this is the AD&D magic system has a basic flaw. Firstly, it's poorly structured. It wasn't designed to accommodate the huge number of spells and rules it has over the years amassed. Secondly, it stresses paper rules and lengthy spell descriptions rather than imagination, the central theme of the entire game and, indeed, the entire genre. Third and finally, it lacks any sort of instruction on the theory of magic. In other words, for all the material it packs, the AD&D magic system lacks ideas, the crucial element of any role-playing system. For these reasons, I am here presenting an alternate magic system for AD&D. What is Magic? What is magic? Nobody really knows the answer to that one, primarily I think, because magic doesn't really exist. However, it's a neat idea to think about and it's a central part of the AD&D rule system. In writing the following essay, I do not profess any belief whatsoever in magic or the supernatural. I simply mean to address a problem in the rule system of a game I like to play. That problem is the best stated in the question, what is magic? AD&D never defines magic. But in order to use magic in a system of rules, the idea at least should be defined. Definition of Magic Magic is the Art and Science of Matter and Energy Channeling. It is distinguished from technology in that it involves the manipulation of the Magical Essence and is generally concerned with inciting spirits to action. Definition of the Magical Essence The magical essence is the force governed by the body of magical law which links the Multiverse together with perception and being. It can be manipulated through the use of the language of creation. The Two Arcana Magicians study in either of two arcana of magic, the Arcanum Minoris or the Arcanum Majoris. The Arcanum Minoris studies the application of memorized spells within the general education and the twelve colleges of magic. The Arcanum Majoris studies the magical essence and its manipulation directly though the two schools of the essence and the four schools of channeling. - The Arcanum Minoris - Attribute Pre-requisites An individual must have a 13 in wisdom, a 11 in dexterity, and a 14 in intelligence to practice magic in the Arcanum Minoris with a General Education in Common Magic. How many colleges an individual may study within beyond that is determined by his intelligence score as are a caster's additional number of languages and sage abilities. Magic Sage Abilities Int # of Colleges Knowledge Languages 14 - - d4 15 - 1 d6 16 1 2 d8 17 2 3 d12 18 3 4 2d8 19 4 5 2d10 20 5 6 2d12 The base pre-requisites for each individual college of magic are additionally defined: Str Int Wis Dex Con Cha Com 0. Common Magic 14 13 11 1. Conjuration 15 13 2. Divination 16 3. Divine Magic 15 12 4. Elementalism 16 15 13 5. Enchantment 12 12 6. High Magic 16 13 7. Illusion 14 8. Low Magic 16 9. Mysticism 16 13 10. Naturalism 15 12 11. Necromancy 15 12. Thaumaturgy 13 The Colleges of Magic The colleges of magic within the Arcanum Minoris are further outlined as follows. The General Education 0. Common Magic The Twelve Colleges of Magic 1. Conjuration: The conjurist makes things through magic. 2. Divination: The diviner, oracle, or astrologer foretells. 3. Divine Magic: The cleric or priest manipulate the essence through a God or Deity (see 4th school of channeling). 4. Elementalism: The elementalist manipulates the elements or calls on the elements from the elemental planes. 5. Enchantment: The enchanter charms and manipulates the spiritual and/or soul essence. 6. High Magic: The wordist uses magical runes and power words. 7. Illusion: The Illusionist confuses the senses. 8. Low Magic: The spiritualist enters the spirit world and calls upon spirits from that world. 9. Mysticism: The Mystic or Psionic manipulates the essence though the inner power of the mind (see 1st school of channeling). 10. Naturalism: The Naturalist or Druid manipulates living things and the forces of nature through a Deity as a cleric. 11. Necromancy: The Necromancer or Summoner calls upon devils, demons, undead, and the like and binds them into task servitude. 12. Thaumaturgy: The Thaumaturge or Alchemist creates potions and magical substances. Sage Abilities Spellcasters also double as sages under the Divlantian rules. During character generation, the idea is for the caster to spend knowledge points (given in the first table) in order to become knowledgeable scholars within particular fields and special categories of learning. Note that in order to buy into a special category, the caster must first buy into the general field beneath which the special category is placed. For example, a character can't study the art & music of sylvan elves without first gaining a general grounding in the study of that race. The two, taken together, cost a knowledge point apiece. If a mage wishes to then spend further points in a single special category to boot knowledge of that topic even further, that is allowable. He may soon be able to identify elven artists by the texture and taste of the boogers they pick out of their noses with their paint brushes. An outline of the seven general fields of study and their numerous special categories are presented below. Fields of Study 1) Sentient Studies a) Art & Music b) Biology & Medicine c) Demography d) History e) Languages f) Legends & Lore g) Law & Customs h) Philosophy & Ethics i) Politics & Genealogy j) Psychology k) Sociology l) Theology & Myth 2) Fauna Studies a) Amphibians b) Avians c) Cephalopods & Echinoderms d) Crustaceans & Mollusks e) Ichthyoids f) Insects & Arachnids g) Mammals & Marsupials h) Reptiles 3) Flora Studies a) Bushes & Shrubs b) Flowers c) Fungus, Mosses & Ferns d) Grasses, Grains & Weeds e) Herbs & Roots f) Trees 4) World Studies a) Architecture & Engineering c) Chemistry d) Geography e) Geology & Mineralogy f) Meteorology & Climatology g) Oceanography h) Topography & Cartography 5) IntraPlanar Studies b) Dweomercraeft b) Mathematics c) Physics 6) ExtraPlanar Studies a) Prime Material Spherography b) Oniros: Dreamworlds c) Etherealis d) Inner Sphere: Elemental Planes e) Astral Layers 7) Magical Studies a) Conjuration b) Divination c) Divine Magic d) Elementalism e) Enchantment f) High Magic g) Illusion h) Low Magic i) Mysticism j) Naturalism k) Necromancy l) Thaumaturgy Note the caster may further increase his knowledge by trading non-weapon proficiency slots for knowledge points which can then be spent in a similar manner. With the proper research materials, the caster then has some probability of answering questions of various degrees of difficulty which pertain to his studies with some semblance of accuracy. The table below may serve as a guideline to GMs in determining this probability. Nature of Question Caster's Expertise General Specific Exacting General Field 60% 40% 20% Special Category 90% 80% 70% Note that without the proper research materials handy, the caster may also make an educated guess. This requires both an intelligence check and a (1/2) roll of the preceding table (as a sage without books operates at 50% efficacy). It is recommended that GMs conduct all the percentage rolling "behind the screen." To illustrate with an example: A mage has placed a single knowledge point within Flora Studies and wants to make a determination as to whether or not a peculiar plant root has any particular medicinal or magical properties. Being a nice GM, I might rule that the question is General, however, since the caster is not a scholar of the special category of herb and roots, and since he doesn't have his library with him, he has only a 30% (half of 60%) chance of making a lucky guess. He makes his intelligence check, and thus realizes that he has some reservoir of untapped knowledge. I take the dice to my extradimensional space, roll as 56, and make up some lie. Had I rolled a 30 or below, I would've told the mage all the general information about that root, but it being the case that I rolled above 30, I have to lie. So I say, "You think the root has something to do with sight, something like carrots in a sense but a great deal more powerful. If you eat a lot of them... you'll begin to see very well." The party begins munching, and within a few minutes everyone who's failed their poison saves goes blind. Aren't I a peach :-) With proper materials, the search for an answer may take minutes, hours, or even days. Use the following table as a guide. Nature of Question Caster's Expertise General Specific Exacting In General Field d6 minutes d4 hours d8 days In Special Category d3 minutes 3d20 minutes d12 hours As was previously stated, casters/sages need access to books and other reference materials in order to boost their efficacy to 100%. To elaborate on that statement, sages begin with a 50% efficacy rating in each general field/special category of study. A 20000 shilling expenditure on resource materials will boost this to 60% and for each 1000 shillings spent on materials, this efficacy is boosted 1% to a maximum of 90% where the cost per additional 1% rises to 5000 shillings (and note: this is per field/category). To press above the 100% efficacy rating, 10000 shillings per percentage point are required for the next 5% and this amount continues to double for each 5% thereafter. Language Abilities The addition languages allowed spellcasters (at a single proficiency level) are also an important facet of the class, as there is no "common tongue" in the Divlantian setting, and the acquisition of knowledge from other races & societies is often a critical success factor during the course of an adventure. Languages can also be learned at an increased rate via non-weapon proficiency slots. Whereas most characters have to spend many slots to learn a language, mages can learn twice as quickly. Non-Mage Mage # of NWPs # of NWPs Level of Fluency 1 0.5 Read & Write 2 1 Speak haltingly 3 1.5 Speak with Fluency 4 2 Speak without accent Proficiencies Casters start with one weapon proficiency and four non-weapon proficiencies at first level. They gain one additional weapon proficiency per five levels of experience and two additional non- weapon proficiencies per three levels of experience. They wield weapons with a non-proficiency penalty of -6. Spell Caster Experience Table Experience Level WPs NWPs 0 1 1 4 2500 2 1 5 5000 3 1 6 10000 4 1 6 20000 5 2 7 40000 6 2 8 80000 7 2 8 150000 8 2 9 300000 9 2 10 500000 10 3 10 750000 11 3 11 1000000 12 3 12 1300000 13 3 12 1600000 14 3 13 1900000 15 4 14 2200000 16 4 14 300000 points per level beyond 16th. Initial Spells In addition to the spells awarded through the spell table according to level, the spellcaster also starts with a number of initial spells. Every spellcaster receives a Read Magic spell by completing the general education which magical apprenticeship requires. Furthermore, each college in which the student of magic studies also teaches him an initial spell. These spells are in replacement of the initial spell rules on page 39 of the DMG. - Initial Spell Table - Common: Read Magic Conjuration: Create Water Divination: Astromancy Divine Magic: Ceremony Elementalism: Elemental Burst Enchantment: Find Familiar High Magic: Stop Illusion: Tricks Low Magic: Evoke Spirit Mysticism: Empathy Naturalism: Druid Ceremony Necromancy: Circle of Protection Thaumaturgy: Preserve Caster level / Spell levels acquired Caster Spell Levels Level Per Level Total <-- Includes 1 1 2 Initial 2 2 4 Spell 3 3 7 4 4 11 5 5 16 6 6 22 7 7 29 8 8 37 9 9 46 10 10 56 11 11 67 12 12 79 The 3/4ths and (n-1) Rules The highest level spell a spellcaster 3rd level or higher may purchase is a spell of which the level is not greater than three- fourths of the level of the spellcaster. Thus, a 12th level spellcaster can have a 9th but not a 10th level spell. Further, in order to learn an nth level spell, a spellcaster must have already learned a spell of the level (n-1). Typical Spell Table Caster Spell Level Level 1 2 3 4 5 6 1 2 - - - - - 2 2 1 - - - - 3 3 2 - - - - 4 4 2 1 - - - 5 4 3 2 - - - 6 5 4 2 1 - - 7 5 4 3 2 - - 8 5 4 4 2 1 - 9 6 5 4 2 1 1 Hitpoint Determination Spellcasters receive 1-4 hitpoints per level of common magic up to 4th level. They then receive a d4 for each level their major college ascends beyond the 4th level. Spell Acquisition Spell acquisition is handled identically for all spellcasters. When the spellcaster moves up a level he is eligible to receive spells, but may not actually do so until he has undergone additional private study with the proper materials. The duration of such study is one day per spell level and a half-day for cantrips. Casters may acquire two cantrips in lieu of one first level spell. Mana Acquisition Spellcaster's expend mana (whether divine, natural, inner, or otherwise) in their use of spells. One point of mana is expended per level of spell cast (a half-point for cantrips). Expended mana points are recovered at a rate of one point per fifteen minutes of meditation (void DMG spell recovery rules). There is no upper limit on the amount of mana a caster may have in reserve, nor is there a limit (other than possible spell failure) on the amount of mana a caster can pump into a spell in order to increase its effects. However, materials for meditation are typically expensive, the prime cost being the "crystal" or "incense" which caster's must burn in order to acquire mana. The most common varieties of this incense are described below. Type Cost(sh)/pt Notes "Ice" 25 Poor quality: reduced effects, increased failure. "Hail" 50 Standard quality: normal effects. "Tempest" 75 High quality: heightened effects, lowered failure, addictive. "Maelstrom" 150 Bizarre: very addictive. "Whisper" 250 Excellent: breaks FIFO All the forms of incense are burned in an open flame which first melt the tiny sphericals and then causes their slow transconfiguration into an ethereal essence. Other casters within the vicinity of the burn may absorb the mana (even unwillingly) thus stealing the effect of the crystal from its owner. Note that all these forms of incense are similar is texture, smell, taste, and appearance. The only method of determining one from the other are spell effects. Mana is expended on a FIFO (first-in first-out) methodology. This rule may be broken, however, when a caster carries greater than 50% of his mana from the form of Whisper this rule is considered void. Here, the caster may pick and choose the mana to be expended, disregarding FIFO entirely. However a single spell failure will cause all Whisper within a caster's system to undergo what is known as a soft burn whereas all the remaining crystal within the caster's system is disorganized and is subject to mixing unless dumped. Mixing is the practice of casting spells empowered by different forms of the crystal. This practice is rarely employed due to a heightened probability of spell failure and the increased propagation of erratic effects. Furthermore, because mixing is such a dreaded (yet often necessary) means of spellcaster, it shall not be discussed in detail within these rules (which too many of my players are likely to see). Incense is typically stored in small vials, each holding as many as a hundred grains of the substance. Modification of Spell Effect by Mana Generally speaking, the effects of the spell are multiplied by m/l where m=# of mana points expended and l=level of spell. The probability of spell failure p(f) is also multiplied by m/l in order to find the new p(f). The chart below explains the usual effect of the more common varieties of crystal in greater detail than the preceding chart (which is meant for player use). Note, the GM may not want to show this chart to players until their spellcasting characters have reached the fourth level of experience in common magic or have the sage specialty in dweomercraeft. Note also, this chart is meant merely as a guideline to aid the GM in determining spell effects under various types of mana. If precision to the chart slows down or otherwise dampens game play, ignore it.... When in doubt, deviate :-) Type Cost/Pt Notes Ice 25 -1/2 eff(1), *2 fail Hail 50 standard stuff Tempest 75 +1/2 eff(1), 3/4 fail Maelstrom 150 *2 eff(2) (bizarre) Whisper 250 *2 eff(3), 1/2 fail, choose mana Modifiable spell attributes are intensity (damage for offensive spells), area of effect, duration, range, saves, and the necessity of the caster's concentration (usually in that order). Thus, whereas Tempest may only modify an offensive spell's damage rating, Whisper could increase damage, area of effect, and duration of effect (or other attributes according to the GM's whim). Spell Level Restrictions and Spell Failure Wis Max Spell Base Failure Score Level Probability 13 4 30% 14 5 25% 15 6 20% 16 7 15% 17 8 10% 18 9 5% 19 11 4% 20 13 3% These failure probabilities are further modified by situational elements. For example, casting from a precarious position where anxiety is induced or while conducting another action (such as movement) or while wounded will increase the given failure percentage by half of its base value. So, for example, a wounded (+50%) caster with a 15 wisdom (20% base) casts a spell while rowing a boat (with one hand) (+50%) which is approaching a steep waterfall (+50%), and just to be evil, he's pumping in twice the mana (+100%) the spell was made to consume so that he can achieve additional effect. We've got 20% + 250% of 20% = 70%. In other words, he'll probably blow it but maybe not. As an important sidenote, the probability of failure increases with respect to situational elements are doubled for high mages. Interruption of casting (usually by being hit) will cause automatic spell failure. When a spell fails, the magic is expended as if the spell were cast, however the effects may vary from unnoticeable to catastrophic. There is an x% probability (where x=# of mana points reserved prior to the spell being cast) during spell failure that the caster will "quaff-up his cookies" resulting in the accidental dumping of all available mana into the failed spell. Such an event is a known as a hard burn, after which the caster must save vs special or immediately fall unconscious for 3d8 hours. The modified probability of spell failure is doubled for casters reading scrolls outside their class (void DMG, pg127, last sentence). Furthermore, if the level of spell is in excess of the caster's level, failure probability increases by 5% times the difference in levels. Spell Failure Table (d10) Roll once during normal spell failure, twice during a soft burn selecting the highest value, and thrice during a hard burn. 1-3 Fizzle 4 Reduced Effects (1/2) 5 Twisted Effects 6 Delayed Reaction (1-9 seg, 1-9 min, ...) 7 Backlash on Caster 8 Roll Twice (ignore fizzle) 9 Multiplied (*d3) effects 10 Something Unusual :-) It should be of note to the reader that not all spell failures need result in disaster for the mage or his party. Indeed, both multiplied effects and unusual occurrences can be of value in a tight situation. As an additional sidenote, High Magic spells rarely fizzle (if 1-3 on 1st roll, roll again). Mana Addiction The caster must make an addiction check every time an addictive form of crystal is utilized in the formation of a magical effect. Failure results in a physical addiction. The cold breakage of such addiction generally requires a wisdom check and results in what is known as a cold burn with the loss of one wisdom point and the subsequent dumping of all mana. Warm breakage is more gradual, but involves mixing of the drug in question with Hail, the so-called standard weather. Such strategies may result in other sorts of burns (the warm & hot to be particular) which are better left undescribed at the present time. This mixing must take place over d20 spell events before the addiction is cured. The addiction checks are made as follows with respect to the flavor of crystal in question. Ice 1% Tempest 5% Maelstrom 10% Whisper 1% As previous stated, mixing is a taboo topic within these notes, however, one much-observed effect of mixing which even young spellcasters would be semi-knowledgeable of is the disassociation of the caster's mind from reality. That is, mixing may lead to certain long-term disadvantages both in terms of the caster's own perceptions of reality and in the reality which directly effects the caster's material manifestation :-) i know you got that... Dumping & Dwindling For whatever reason may present itself, the caster may voluntarily dump his mana into the ethereal ocean without incident. This requires a period of solitary meditation five minutes in duration per mana point being dissolves. Casters attempting to acquire mana from such sources as public dumpings or the more preferable dumping wells may be in for a real treat or a real disaster, more on that shall not be discussed further herein. Casters are also subject to a natural dwindling in the mana supplies which they hold dear, this dwindling occurring at a rate of once per day (or as is often the case, the so-called witches tax occurs at precisely the stoke of midnight). In this way, a caster who neither casts nor intakes mana eventually loses all means of casting magic. Sequence of Magic in Combat There are three important deviations from standard AD&D as concerns combat. First, I run a segment (6 second) based combat system wherein each character has the opportunity to do something during a single segment. Second, there is no such thing as initiative. Third, spellcasters (whether casting or otherwise) must declare their actions at the very beginning of any segment while their spells do not begin to take effect (unless stated otherwise) until after the non-magical combat of the segment following the completion of their casting. Ranks of the Arcanum Minoris A spellcaster has the potential to undergo many metamorphoses throughout his career. The best way to illustrate this fact is by examining the various stages or ranks of spellcasting in the Arcanum Minoris. At the 1st through 3rd levels of their major, spellcasters are known as initiates. At this stage, they must perform under the tutelage of a superior spellcaster often doing menial chores for study privileges and whatnot. When a caster has attained the necessary experience to advance to the 4th level of a college, he must petition to a High Magician of that college for entrance as a full-status member with proper titles and respects. Here is a difficult juncture, for the young caster will often be coerced into dropping his varying fields of magical study in favor of full-time dedication to a single college of his choosing (a sort of picking sides if you will). Regardless of whether he gains entrance to few or many colleges, the mage must pick a major college (other than common magic). This becomes his college of strongest affiliation. As a penalty for holding minors, his base spell failure rises 5% per minor college (including common magic) which is held. During the 4th through 12th levels, the spellcaster learns the first set of special abilities associated with his college(s). At any point between these levels, he may decide to drop one or several of his other colleges of magic, channeling the experience there accrued into a "general fund" which he may then transfer to his major college as a 20% experience bonus until the fund dries out. Once the caster attains the experience necessary to advance to the 13th level, he finds himself at the juncture of two paths, the Lesser and Greater, for it is here that the Arcanum Majoris and Arcanum Minoris intersect. If the caster wishes to continue his study along the Lesser Path, he may petition a Mage of his major college for entrance into the High Circle. Except under the most severe of circumstances, casters will not be accepted into the Circle until they drop all their minors. If and when a caster is finally accepted into the Circle, he is considered master of his major college, having divested himself of all other magical studies. High Casters may continue to grow in power and learning within the Arcanum Minoris, attaining the 2nd tier of powers associated with the college. Once having earned the experience necessary to advance to the 22nd level, they may apply to the ArchMage of their college for entrance into the Magehood. Such application often involves some service which the caster must complete as well as a final oath of loyalty to his ultimate master on earth. However, the caster may stray from the Lesser Path and choose the Greater instead, seeking out a Wizard or Sorcerer under whom to apprentice as an initiate rather than enter the Circle. In order for such a quest to be successful, the caster must undergo a magical ceremony known as the Divestment, wherein he is entirely stripped of all his magical powers and made helpless as before he ever studied magic. In this way, these casters thus dissolve their allegiances to their orders in search of the higher truths around which magic as a whole is based. As outcasts, they are considered the scourge of their kind and are hunted mercilessly by their former brethren. Beyond this point however, what may happen in not within the parameters of our discussion to say. The Two Genre of Spellcasters There are, in principal, two types of spellcasters: those dedicated solely to the pursuit of magical learning, and those who combine their study of magic with outside pursuits, such as a study of weapons or thievery. Though both groups are known generally as spellcasters, the former are single-classed and are known specially as Magicians, while the latter are multi-classed and are known as Magic-Users, the most notable varieties being the warrior-spellcaster and spellcaster-thief. Weapons & Armor Restrictions and Experience Bonuses The primary differences between Magicians and Magic-Users are in their use of weapons and armor. Unless otherwise stated, Magicians are limited to leather armor until 4th level, when they may not wear any armor except that of a magical nature which is created specifically for a Magician's use (such as magical cloaks or robes). Furthermore, Magicians are restricted to the use of daggers and enchanted weapons which are again specifically fashioned to the use of a Magician (such as a blessed bow and arrow or an enchanted sling). Magic-Users, on the other hand, are restricted in their magical studies to one college in addition to the general education in common magic regardless of their intelligence score. Further, they do not gain sage and language expertise as do magicians. Finally, as if that weren't enough, they suffer an addition of 5% to their base spell failure probability for their lack of diligence in pursuing the magical profession. Experience Points Casting a spell yields 50xp per mana point shoved into it. These points may go only to the experience point section under the college from which the spell was originally selected. Non-spellcasting experience may go to whichever experience point section the player prefers, but this must be decided when points are awarded (no floating XP). Keeping a Spellbook Students of the Arcanum Minoris must keep spellbooks as part of their magical studies. The pages contained therein are considered analogous to magical scrolls, and as such, generally cost 300sh per spell level (150sh for cantrips) on the open market when available. These scrolls may either be painstakingly memorized in parts so as to be added to the spellcaster's repertoire, or may be cast directly from the book even after the caster has exhausted his mana, thus releasing the magic and erasing the scroll forever. Written works which describe symbols, glyphs, runes, and sigils in their magical form may also be cast directly from their text as per scrolls, but once cast they disappear as do scrolls and are forever lost. Further, they may not be non-magically copied and still retain their magical form. Because scrolls are difficult and expensive to write, requiring enchanted ink and the finest vellum sprinkled with the captured ashes of crystal incense, most spellbooks are zealously guarded and protected by their owners, and low-level casters often fall deeply into debt due to the expenses of their trade. Spellcasting in the Arcanum Minoris Students of the Arcanum Minoris study memorized spellcasting methodology and the concentration of psi and mana. When casting a spell the student must speak the language of creation, deliver physical gestures, and focus the mind and spirit simultaneously just as does a student of the Arcanum Majoris. However, unlike the later, the student's every word, gesture, and concentration is subconsciously memorized rather than thought processed. Before and after the spell has been cast, the student cannot recall any of the words, gestures, and mental/spiritual efforts through a conscious inner dialogue of the mind. The spell is rather triggered by a conscious effort of will and the delivery is left to the subconscious mind entirely. Spell Research Any Caster of 4th level and above in a given college of magic who also studies as a sage of magic may research new spells for this college given that he has access to a laboratory and a library outfitted for spell research which boosts his sage abilities to at least a 60% efficacy rating. There are two periods of research the caster must be acquainted with, the initial period where the ground work is done, and the trial period where tests are conducted and success may be achieved. The initial period is composed of a number of steps equal to seven times the level of the spell under research. For each step, the caster must answer one exacting question within the special category of the college in which the spell shall reside (this process generally taking d12 hours of study for caster's who hold a specialized degree in the study of magic as concerns the college in the which spell is being researched). Note, the caster may do little else during this period except study, and for each day of interruption, the caster falls back d10 steps in his research. Once this period is concluded, a fractional value v is assigned to the ground research where v=c/(c+s), c equals the number of times the exacting question during a step was answered correctly, and s equals the total number of steps. For overlapping research where the caster lost ground due to interruption, the question must be answered correctly on both the 1st and 2nd occasions to be accorded a c in the "books". After this initial period is concluded, research may be continued in the trial period until the caster is either successful or is ready to throw in the towel. This initial research costs 50 shillings per spell level per day in miscellaneous materials excluding library use and laboratory upkeep plus an additional 50-100 shillings per level per day in additional research materials such as texts and scrolls. Once the initial period of spell research is complete, however, the caster's research enters the trial period where there is an x% probability of success during each trial such that x=wv and w equals the sum of the caster's intelligence score and level plus ten minus twice the level of the spell under research. It takes one day per spell level to prepare a single trial and costs 100-300 shillings per day in material costs excluding mana costs. During this time, the caster prepares a magical scroll from which the spell is cast (except in the case of Thaumaturgy where a material magic is created at often many times the cost). There is a y% chance of flaw in the prepared scroll where y = the sum of twenty and the spell level minus the caster's level. For a trial success, not only must the formula be perfect but the scroll must be written perfectly and the caster must make his spell failure check when casting the spell from the scroll. For each trial which results in a failure in either the formula, the scroll, or the casting, consult the spell failure table in order to determine the random effects of the magic. Note that at this stage, the caster may take leave of his research for up to a week at a time between trial preparations, however, if he misses more time than that, he will fall back into the initial stage of research. Once success has been established on the part of the formula, the caster must still make an initial spell failure check even before the trial preparation, a failure here resulting in "magical eccentricity" which is a short way of saying that the new spell may be cast, however, the caster's base failure probability will always be doubled before any other factors are taken into account. Once the correct formula has been determined to be eccentric, there can be no second tries as there is no known way within the Arcanum Minoris for the magical eccentricity of a spell to be corrected, and thus the caster must either use what he has created despite its problems or start afresh with an entirely new pseudo-analog upon which to conduct initial research. As a sidebar, if the spell failure roll is 96-00, then not only is the spell's eccentricity assured (regardless of failure probability), but the spell is also not exactly what the caster had in mind. Lo and behold, the spell taps into another magic not even considered and thus qualifies as a serendipitous though eccentric discovery! Note that the 3/4ths and n-1 rules remain in effect for spell research just as they normally do for spell acquisition. Note also that during each trial, the caster is casting his untested magic from a scroll, thus doubling his modified failure probability. It is therefore possible if not likely that he might stumble across the correct formula but not recognize it as being useful due to the difficulties in scroll-casting compounded by the problem of recognizing possible eccentricity. Finally, it is important to realize that because of the random magics spell researchers often incite, it is a dangerous if not downright insane practice meant only for the desperate or foolish or both. Society's View of Spellcasting With notable exception, there are generally two sorts of societies with respect to attitudes toward the spellcaster. The first, and most commonly held perspective, is that spellcasters represent a threat to public law and order in much the same way a thieves talents might represent the same, although the former case is all the more true as a mage has more sheer destructive potential than nearly any thief. In these societies, spellcasters must find niches in which to hide their talents, and the propagation of secret organizations is often the result. The second society tempers its fear of magic with a greed for its potential, and thus the position of being a known spellcaster becomes smothered in bureaucracy and official restrictions to travel and magic-use within the community. To compound the problem, spellcasters often form subcultures around their college or subcollege of choice, priests sacrificing the pagan druids to their gods while necromancers seek the corpses of powerful wordists and fire elementalists torch their brothers who would search for magic in the evil substance of water, etc. So although there is great power to be won, there are also detrimental social consequences with which spellcasters must either deal intelligently or die. ______________________________________________________________ I Jim Vassilakos I Weenie I I University of California, Riverside I - GM - I I jimv@ucrmath.ucr.edu I extraneous I --------------------------------------------------------------