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JoMase the Wizards Optional Rules for AD&D, 2nd Edition
General Rules:
Spell Point System
All spells cost 1 point per level of the spell (i.e. 1st level spell: 1 point, 5th level spell: 5 points)
Determining the Spell Points
The power of the mage is truly magnificent in higher levels of ability. He has mastered the energies involved in creating spell effects from spells, and can cast a multitude of these spells.
However, a lower level mage is still developing, growing, learning And, thus, the system at hand. My system goes on the basis of a mages learning and dabbling in the Art before attaining level 1. Here is my progression table:
Table 1: Spell Point Progression
Level of Mage | Spell Points | Level of Mage | Spell Points |
1 |
1d4 |
11 |
1d10 |
2 |
1d6 |
12 |
1d10 |
3 |
1d6 |
13 |
1d10 |
4 |
1d6 |
14 |
1d10 |
5 |
1d8 |
15 |
1d12 |
6 |
1d8 |
16 |
1d12 |
7 |
1d8 |
17 |
1d12 |
8 |
1d8 |
18 |
1d12 |
9 |
1d10 |
19 |
1d12 |
10 |
1d10 |
20 |
1d12 |
Total Max Points |
74 |
112 (186 total) |
**Intelligence/Wisdom Score Range |
Bonus Spell Points/level |
Remarks |
10-15 |
1 |
|
16-17 |
2 |
|
18 |
3 |
|
19+ |
4 |
God-like Intelligence. |
Spell Memorization and Spell Point Recuperation
Spell Power Boosting
For every two (2) spellpoints spent above the normal casting cost, a mage can increase the casting level of the spell by 1 level. Thus, a 5th level mage can cast a fireball spell as an 7th level mage, if he spends an additional 4 spellpoints to increase the casting level of the spell. This boosting has a drawback in that it also increases the casting time of the boosted spell by 1 unit per extra spell point pumped into it. So the same mage (5th level), casting a fireball spell (CT: 3), pumped four (4) spellpoints to increase the effective level to 7, the fireball would take 7 rounds to cast. Of course, he could spend another point to decrease the casting time by spending another 1 point. He has the option, though the Fireball spell would effectively take double the normal rounds to cast than normal, but he would get the added effect he desired. You see where Im going. Only his imagination, his level, and the number of spell points he has limit the mage.
Total Spell Boosting
The final way to boost spells is to spend double normal cost to either give a 2 on target save or +1 point of damage per die. Triple cost gives both. This boost does not alter CT. Note that the 2 save for target option does not combine with the 2 save for being specialized in the spell.
Spell Point Defense
Mages and priests are filled with a special magic/faith energy, their spell point power. These points are always at their beck and call, and when needed, they are very much like an extension of the mage or priest. Because these points are so close to the mage/priest, they can be called upon, instantly, to perform a special effect. This effect is limited to the mage/priest alone, and in no way affects others. If the mage/priest is attacked by magic of any kind, he can use his spell point power as a kind of inner shield to lessen the impact. The mage/priest can only spend a number of spell points in this way as he has levels, each round. Against a single magic effect, the user gains a +1 to his saving throw for each spell point used. This special inner resistance only serves to strengthen the mages or priests natural resistance, and is, therefore, only effective against spells which can be so resisted (i.e. those spells that allow a saving throw). This effect is instant, and can be used provided the user is not surprised. This inner resistance applies to only a single magical attack. If the user is subject to more than one attack, he can resist any or all of them by distributing spell points separately to each attack. The total spell points so distributed cannot exceed the limit above, up to the users level in spell points. This effect can be used in addition to the users normal actions that round.
Spell Point Recuperation
Since this new spell system has spell points, there must be a way for a mage/priest to be able to replenish his/her supply. There is: rest! A good nights sleep for an adult is from 6-7 hours. That will get the mage/priest back 100% of spell points. If a mage can only sleep for 1-2 hours at a time, then he can only recuperate 10% of spell points! The key is rest! However, a GM can create magical items/potions that will allow a mage/priest to recuperate spell points, whatever the GM sees fit for his campaign.
Casting from Your Spellbook
Finally, mages who fail to learn a spell in their spell books (they can copy it in without understanding it with the read magic spell) can cast the spell by reading it from their spell book. He must cast Read Magic or have it already active when he does this, so he can understand the spell. This does not make the spell disappear like a scroll because it is not a scroll, the caster will cast the spell from his own spell point pool, but the drawback is the casting time is doubled. The mage cannot memorize this spell because he does not truly understand it, but is allowed to cast it from the book because read magic allows him to understand it for a limited time. Of course, a mage can also do this with spells he already understands, but does not have memorized or is not familiar with at the time.
Specialization
No. of W. Prof. Slots Devoted |
Mastery Name |
Special Benefits |
Remarks |
1 |
Proficient | No penalty for use | |
2 |
Specialized (Skilled) | +1 "to hit", +2 damage | |
3 |
Master | +2 "to hit", +3 damage | Can learn fighting style |
4 |
Master, 2nd Level | +3 "to hit", +4 damage | |
5 |
Grand Master | +4 "to hit", +5 damage | Can learn an additional fighting style |
![]() | A fighter can only devote two (2) weapon proficiency slots when initially created in any one weapon (this keeps him from possibly being a Master, 2nd level, at 1st level). Since a fighter initially has 4 weapon proficiency slots, he can specialize in two weapons, specialize in 1 weapon and be proficient in 2 others, or he can be proficient in 4 weapons. There is no limit as to the number of weapons a fighter can be specialized in, or even master. |
![]() | Ambidexterity (the use of both hands equally) is a proficiency that can fall under either weapon proficiency or non-weapon proficiency. If used under my rules here, I consider it to be a weapon proficiency, under fighting style. If a fighter devotes 2 weapon proficiencies to ambidexterity, he can attack with two weapons as a ranger, with no penalties imposed. He cannot improve in this proficiency once he has specialized in it. A ranger has this ability naturally. |
![]() | If a fighter opts, at Master level, he may become proficient (and eventually specialize) in a fighting style. A fighting style can be a multitude of things, using a combination of a sword/punch technique, a sword/shield technique, etc. The player can develop his character to fight in a way that he envisions with these rules. The technique would count as one of the fighters attacks he has that round. |
Dual class characters are able to use the abilities and proficiencies of his old fighter class in so long as they are usable by the new class. A cleric could use a shield-punch technique with a war hammer or mace (or other one-handed weapons as the GM determines). Multi-class characters can specialize as fighters, but it costs double the weapon proficiency slots, and triple the weapon proficiencies if the multi-class is 3 classes!
Weapon Specialization (other than Fighter)
A character should not be restricted in learning how to fight with a weapon, and being able to improve on said weapon should be allowed, though at a much slower rate than a fighter. As a general guideline, it should take double the weapon proficiency slots for each level as the fighter table.
Table 4: Other Character Class Weapon Specialization Progression
No. of W. Prof. Slots Devoted |
Mastery Name |
Special Benefits |
Remarks |
1 |
Proficient | No penalty for use | |
4 |
Specialized (Skilled) | +1 "to hit", +2 damage | |
6 |
Master | +2 "to hit", +3 damage | |
8 |
Master, 2nd Level | +3 "to hit", +4 damage | |
10 |
Grand Master | +4 "to hit", +5 damage |
![]() | All character classes other than fighter (and subclasses under fighter class) can only specialize in one (1) weapon. They can become proficient in other weapons, can take ambidexterity to fight with multiple weapons, but can only specialize and progress further in one weapon only. This is to maintain game balance, since other character classes have other abilities than what a fighter has. |
![]() | Character classes other than fighter may not learn fighting styles, unless the GM allows it. A GM may allow a cleric who follows a god of war to learn fighting styles, but a cleric who follows a god of the fields may not be allowed to. |
Level of Mage |
# of Non-Weapon Profs. |
New Casting Time |
Other Bonuses |
Remarks |
9-19 |
5 (initial) |
3/2 rounds |
+1 to damage die | Is now specialized |
20-29 |
7 |
2/1 rounds |
+3 to damage die | -2 save vs. spell |
30+ |
9 |
5/2 rounds |
+5 to damage die | -4 save vs. spell |
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