From: [a--i--l] at [tiac.net] (Admiral)
Newsgroups: rec.games.frp.dnd
Subject: Re: Alternative magic system ... the real McCoy ...
Date: Wed, 27 Mar 1996 17:52:58 -0500

Here, as promised, are the comprehensive examples that show how the
alternative magic system is used.  I have received a veritable FLOOD of
responses.  If they go stale and you need a copy let me know!

---

Greetings,

A few of the online community of this newsgroup e-mailed me
about posting some specific examples using my alternate
magic system.  Ok, no problem.

THESE FOLLOWING EXAMPLES ARE VERY LENGTHY.  IF YOU AREN'T
INTERESTED IN THE ALTERNATIVE MAGIC SYSTEM THE BOREDOM
FACTOR WILL BE QUITE HIGH!  Nuff said ...

I will be using a party containing 5th level spell caster
named Cyrus.  Cyrus is a general mage. (These rules were
made before specialist mages became the norm. I will post
other examples using specialists if the consensus is so). 
Also in this party is Aleela a 6th level priest (pick
whatever goody goody deity).

Cyrus's statistics are as follows:

Str: 11 
Dex: 16 
Con: 15 
Int: 17 
Wis: 14 
Chr: 10

Hit Points = 23

Aleela's statistics are as follows:

Str: 14 
Dex: 13 
Con: 16 
Int: 11 
Wis: 18 
Chr: 15

Hit Points = 32

Utilizing the alternate magic system will generate another
statistic for each character; the power level.

Cyrus's Power level is 9/3.  The first number the stat is
the number in Cyrus's endurance pool.  This is taken from
that table I put in the alternate magic system rules.  This
is further modified by Cyrus's con stat of 15. Using the hit
points bonus, Cyrus gets to add a 1 to this endurance pool
(making the total of 9).  Con modifies this pool because
mages and priests have to channel mystic energy through them
(their body becomes the circuit). Therefore, you need to be
in good health to do this. The second number in Cyrus's pool
is the highest level spell that Cyrus can cast.  This is
taken from that table I put in the magic system.

Aleela's power level is 11/3.  She has a base from the table
of 9 for being 6th level plus 2 for the con bonus.  She is
also limited to 3rd level spells.

The other members of this 'party' aren't really important,
I'll just pull some fighter or thief in when it is needed in
the example.

Also, in these examples, I will use all of the optional
rules in the magic system to try to show how EVERYTHING fits
together. The first few will be quite detailed.  As I go the
further examples will draw from the previous ones for
explanations.

Example 1:

Our intrepid party is currently making camp for the night on
their way to some generic ancient burial ground of immense
power (or something like that).  Cyrus decides that he wants
to cast an alarm spell in case something sneaks past any of
the guards on watch.  Since this is not a melee situation,
no real initiative needs to be rolled.  In addition, the
optional rule of 'surveying the magic' will be used.

Cyrus will get to add half the level of the spell as a bonus
to his drain roll (rounded).  This would be +1 for his first
level spell.  In order to do this, the casting time is
doubled! He first surveys the surrounding mystical energy.

Magic is the chaotic stuff of creation with nothing to bind
it.  It is caos itself. Being so, it is unpredictable and
often violent (the reason for the randomness of the drain
roll).  Cyrus is trying to draw on some of the more tame
stuff.

He concentrates and brings the mystical energy to him. Using
the complex 'mathematics' of the spell, he shapes the energy
using the template the spell provides.  The spell goes off
normally (casting time of 1 - doubled!).

For those Trekies out there, you can think of magic as a
kind of 'transporter' energy just waiting for some pattern
to shape it and bind it into existance.  In fact the astral
plane could be thought of as the ultimate energy source for
creation itself.  The rest of the backwash is just waiting
to be tapped and shaped.  See the alternate magic system
rules for more info on the 'stuff' of magic.

Now it's time for the drain roll.  Cyrus's drain modifier is
2 (half his level TRUNCATED).  The drain mod represents that
higher level mages have more experience dealing witht he
powerful mystical forces and therefore get a bonus in
resisting the effect of channeling the energy through their
bodies.

The target number for the spell is 11 (just put a '1' before
the level of the spell).  He needs to roll equal to or
higher than 11.  He gets to add his drain mod to the roll
(2) and the bonus for surveying the magic (1).

He rolls a 10 adds 3 and gets a 13.  This succeeds the
desired roll by 2.  The cost for a spell in drain is equal
to the spell level.  Since Cyrus rolled above the target
number, he gets to subtract the difference from the base
spell cost of 1. However, a spell MUST cost at least 1 but
NO MORE than 10 points of drain.  So he takes 1 point off
his pool of 9.  After about 5 minutes (or 10 minutes of
riding or walking) of taking it easy he will get this point
of endurance back.

Aleela, wanting to conserve precious supplies decides to
cast a create food and water spell.  As with Cyrus, she
decides to meditate and prepare herself for the channeling
(basically the same as surveying the magic).

With priests, thier energy comes directly from their
deities.  While this stuff is not nearly as chaotic as raw
magic, it is ALIEN in nature (deities don't 'think' like
mortals) and mortals were not really meant to use it.  The
game effect is the same with the mage's drain.  In
'surveying the magic' priests meditate and ready themselves
for the rapture of divine contact.

She prays and readies herself for 1 full turn (equal to the
casting time).  She then begins the spell.  She opens
herself to her deities divine, yet alien, power and begins
to shape it with her faith.  After 1 turn of actual casting,
she too must roll for drain.

Her target roll is 13.  She gets to add a bonus of 3 for her
level, and 2 for preparation (half the level of the spell
rounded).  She rolls a 7.

Ouch! This would normally mean a drain of 9 pts (13-7=6 pts
added to the base cost of the level of the spell)!  That
would just about clean her out! However, with the bonuses,
its only 4 pts.  With some rest (2 turns or 20 minutes) she
will get this endurance back.

Example 2:

During the night, the party is attacked by a band of
wandering goblins (bland, but it makes a story).  I will
assume that everyone in the party is now engaged in some
sort of melee, so spells will count.  The goblin party has a
5th level cleric of some nasty goblin deity.  I will roll
spell caster initiative separately from the rest of the
party's initiative.

A very important aspect of melee combat that becomes even
more important using this system is STATEMENT OF INTENT. 
This MUST be done BEFORE any initiative is rolled.  We don't
want casters who were originally going to cast deciding not
to cast just because they lost initiative, don't we.

All the casters decide to cast.  Aleela wants to cast a
flame blade spell, Cyrus wants to magic missile the goblin
cleric, and the goblin cleric is going to cast a heat metal
on the paladin that is charging him.

Aleela rolls a 2 (on 10 sider, low rolls are good) Cyrus
rolls an 8 party rolls a 6.

Goblin cleric rolls a 4 Other goblins roll a 9.

I will ignore other combat unless it becomes important to
include.

Aleela's spell has a casting time of 4 so it goes off on
segment 6.  The goblin cleric's spell has a casting time of
5 so it goes off on segment 9.  And finally, Cyrus's spell
will go off on 9 with a casting time of 1.

Aleela's spell goes off first.  Since this is melee, she
decides not to meditate and casts normally.  Her drain
target is 12 (put a '1' in front of the level of the spell).
 She rolls a 10 + 3 for her drain mod and gets a 13.  This
exceeds the target number by 1.  She gets to SUBTRACT the
difference from the cost of the spell.  Her spell costs her
1 point off her endurance pool (normal cost of 2 - 1 for the
good drain save).

Cyrus starts casting.  He wants to nail the cleric before he
can cast.  Since both spells go off in the same segment this
won't happen.  His spell goes off, he rolls a 7 for drain +
2 for his drain mod giving a 9.  This is 2 less than the
target number of 11 for a first level spell.  So, Cyrus will
take 3 points of drain for this spell (he also didn't survey
the magic ... after all ... this IS combat).

The goblin cleric has a slightly bigger problem; namely 350
pounds of overly-righteous paladin charging him.  The
paladin will hit first with his long sword before he
finishes casting. The paladin rolls to hit and hits! Damage
rolled is 2 (what a wimp!).  Since the damage wasn't too
bad, I will use the optional rule to extend the casting.

Normally the spell would be foiled and the goblin would have
to roll drain as if he had actually cast the spell.  With
extending the casting, the cleric will extend the spell an
extra segment.  Also he will have to make a wisdom check
(intelligence for mages) with a penalty equal to the level
of the spell (2 in this case).  And finally, an extra point
of drain MUST be taken (because the energy is being held
longer that is normal).  He rolls and succeed his wisdom
check.  The spell will now go off at segment 10.

OOPS, now cyrus's spell can make a difference.  Cyrus's
magic missile causes 14 points of damage.  This is too much
to be ignored and his spell fails (life just isn't fair). 
The cleric rolls a 16 which easily succeeds the target roll
of 12.  Normally this would mean only 1 pt of drain.  But he
held the spell one extra segment so the min cost of the
spell is now 2.

Example 3:

Whilst poking around the ruins of some ancient burial site
or something, or heros come upon a band of brigands led by a
half-elf fighter/magic user (level 4/5).  Diplomacy soon
breaks down and once again our favorite pair of spell
casters find themselves in the throes of combat.

Lets say that combat has gone on for a few rounds.  Cyrus
notices that the half-elf is casting high damaging spells at
the big fighters of his party.  His statement of intent is
to hold and try to either disrupt and/or modify his
opponent's spells. Clerics cannot do this, their power
source comes directly from their deities and is totally
alien to understand and control.  Their benefits are not
having to study as much as the mage and the ability to
channel his/her dietie's aura to turn/control undead.

Aleela has been casting healing spells on party members, her
endurance pool is now dangerously low at 2 pts left.  After
our paladin has received a lightning bolt spell from the
previous round, she decides it would benefit the party if
she healed him.

The half-elf decides to cast another lightning bolt at the
paladin, since he is the big damage engine of the party.

Initiative is as follows:

Cyrus - 3 
Aleela - 6 
Half-elf - 4

rest of party is at 7

rest of the bad guys is at 6

Cyrus sees the half-elf start to cast.  He rolls a spell
craft roll to see if he can recognize the spell.  He does
and it is a lightning bolt.  He knows this spell and decides
to try to modify it.  He can do this because his initiative
is at least half way into his opponents casting (truncated).
 The max initiative he could have and still perform this
feat is 5.

In order to 'log on' to the casting, he has to overcome the
sheer will of the other caster (with modifying spells, there
is only ONE chance to do this). Both casters will need to
roll intelligence checks modified by the difference in level
between the two casters.

In this case, both casters are the same level so the
modifier for each is 0.  The target roll for Cyrus is 17
(want to roll low).  Lets say the intelligence of the
half-elf is 16. That would make his target roll 16.

Both roll.  Cyrus gets a 7 which is 10 less then his target
roll.  The half-elf rolls a 13 which is 3 under his target
roll. Cyrus wins because he succeeded his roll with a higher
margin (ties go to the defender!).

Now that he has inserted his will into the casting, he must
now try to modify the spell.  The higher level the spell is
, the more complex it is (or the more energy it uses). 
Cyrus must roll another intelligence check, again modified
by the difference in levels and with a penalty equal to the
level of the spell being cast.

The reason for using the difference in level modifier again
is that more experienced casters will can try to confuse,
improvise on the style of casting to try to throw off the
other mage trying to modify his spell.

So Cyrus's roll is 17 - 3 = 14.  He rolls a 12 and is
successful.  He decides to re-direct the spell at the big
half- ogre that is creaming the rest of his party's
fighters.

The half elf is now ready to release the spell.  He knows
that Cyrus was successful in inserting his will into the
casting. What he isn't sure about is whether or not he was
successful in modifying the spell.  He decides to hold the
spell for one segment (no penalties this time!) and do a
final check-out before releasing it.

His roll uses the same formula that Cyrus's did (Int + or -
difference in levels - spell level).  The half-elf's target
number is 13.  He rolls a 14.  He doesn't know whether or
not Cyrus was successful.

The half-elf now has a quandary.  He can either cancel the
spell and take the drain, or go ahead and release it.  Since
he is a cocky bastard, he goes ahead and releases it.

BAM!  The half ogre gets an interesting sensation as a few
million volts of electricity tickle his backside.

Aleela approaches the paladin and casts her cure light
wounds spell.  She rolls a 5 on her drain roll ... YOW!  The
total roll with her mod is 8.  That is 3 less than the
target of 11 so the spell costs 4 points of drain.  She only
has 2 left. To normally cast a spell in this system, you
need as many points in your pool as the level of the spell
to be cast.  Since this was a first level spell she has the
necessary endurance.

However, she has taken 2 more points than she has in her
pool.  That is ok since she had the minimum amount needed to
cast the spell.  Once the pool is reduced to 0 all remaining
drain is ignored.  The next time she decides to cast with 0
pts it, will be a bit more severe.

Lets say than combat continues and Aleela must cast another
cure light to save the life of a party member.  She casts
and then rolls drain.  Her drain roll is 7 + 3 for her mod
which makes a total of 10.  Normally she would take 2 pts of
drain for that spell.

Remember that a spell normally costs between 1 and 10 points
of drain. However, she didn't have the required endurance
left to cast this spell (she just needed 1 point).  With her
endurance at 0, she is very fatigued and tired. The energy
coursing through her body now takes its toll.

The cost for a spell now becomes 10 - 100% of her CURRENT
hit points. Lets say she took some damage and is at 20 hit
points.  With a drain cost of 2 points, this translates to
20% of her current hit points.  So, the spell energy
coursing through her body caused 4 points of damage.  NOTE: 
If aleela took 10 points of drain this would be 100% of her
current hit points. Casters cannot die from doing this. 
However, at 100 percent of current hit points, they become
unconscious and vulnerable.

If aleela had some of her pool left; lets say 2 pts. And she
wanted to cast a 3rd level spell, the effect is similar. 
Lets say she rolled and would have to take 4 pts of drain. 
Since she had some points of endurance left, but not enough
to normally cast a 3rd level spell, 2 points of the drain
would go to her remaining pool pts, and the remaining 2 pts
would translate to 20 percent of current hit points.

If she rolled good and only took 2 pts of drain casting that
3rd level spell, her pool would be reduced to 0 and no
damage would be taken.

Lets take a more severe example.  Combat continues and
things are going bad for Cyrus.  He is at 12 hit points and
2 pts of drain.  During his travels, he found a spell book
with several higher level spells.  He was smart enough to
learn them (intelligence is important) but not experienced
enough to handle the higher energy levels required to cast
them.  So far he has been reluctant to try.  One of the
spells he was able to learn was dimension door.  It is a 4th
level spell.

Right now he is facing 400 pounds of extremely irate half-
ogre (the lighting bolt incident).  He decides to try to
save his bacon.

To speed things up, lets say he wins initiative and all
that.  His spell goes off and he blinks out.  Now he must
pay the price.  Since this is a spell he normally is not
able to cast. The drain becomes physical damage as in
Aleela's case.  However, no matter what he has in his pool,
he will take physical damage. Additionally, the physical
damage is more severe.  It is 10-100% of his TOTAL hit
points.

Since he is at 12 hit points (total is 23), this could
easily kill him if he rolls bad.  He rolls 12 + 2 is 14. 
The target number for a 4th level spell is 14. This would
mean 4 pts of drain if he was high enough level to cast. 
What is means now is 40% of 23 hit points of damage.  This
becomes 10 points of actual damage.  Cyrus materializes with
only 2 hit points left. He is NOT happy.  If he had rolled
worse, the energy could burn him to a crisp.  If he rolled
really good, he will at least take 10% of his total hit
points (2 pts).

Last Example:

Still in the same combat.  Lets say that Cyrus and the half-
elf have enough drain left etc... Statement of intent for
Cyrus is to cast Lightning bolt at the half-elf and finish
him off. The half-elf's intent is to wait and try to disrupt
the spell.

Initiative:

Cyrus - 5 
Half-elf - 3

The half-elf has the initiative.  He doesn't need to know
the actual spell to seize control of it.  He inserts his
will into Cyrus's casting.  Again, each caster must roll an
intelligence check modified by the difference in level.

For Cyrus, his target is 17, the half-elf's target is 16.
Cyrus rolls 18 (ouch). The Half-elf rolls a 2 with a success
margin of 14!

Cyrus wants his spell back!  He can continue with the spell
and try to re-assert his will over the spell energy as long
as the casting time isn't up.  He has 2 attempts to do this.
 Each attempt means intelligence checks from both casters
(like above). Lets say Cyrus looses all of them (poor guy).

Cyrus doesn't have to continue to fight for his spell,
however if he doesn't, the other caster may use the seized
spell energy for his own spell later.

The half-elf is now RESPONSIBLE for the spell energy he
seized.  He can dissipate the energy right there and take
drain as if he had cast a 3rd level spell. Or, he could use
the energy for a casting of his own.  This starts next
round.  It doesn't have to be a 3rd level spell but he will
make the drain roll as if he had cast a 3rd level spell (due
to the extra energy he is now responsible for). It cannot be
ABOVE a 3rd level spell, however.

Since the energy is being held, the rules for delayed
casting come into play. The Half-elf must roll an
intelligence check modified by the level of the spell to use
the energy next round.  Also, remember, an additional point
of drain MUST be taken (the minimum cost for the spell is
now 2).


Final Note:

These examples had no special items that help out casters,
you can create and use many items can reduce drain, give
better bonuses for drain saves, protect you from others
modifying or seizing your spells (translates to penalties to
opponent's control rolls), etc ...  The possibilities are
endless.

Hope this makes things a bit clearer.  Let me know if you
have any questions!

-- 
   *
 *   *
  * *  Admiral ...