A Spell Point Methodology For AD&D by Rene Vernon & Michael Newton Abbreviations MP(s) Mana point(s) PH:x:y 2nd Edition Player's Handbook:page#:table# rd Round down TM Tome of Magic Spell level progression For every two experience levels or part, a wizard can learn spells of one level i.e., level 2 at 3rd level, level 3 at 5th level, etc. The strictures of spell level limit and chance to learn spell (PH:16:4) still apply. Variant rule - a wizard can learn (and cast) spells of ANY level subject to PH:16:4 (and available MPs). Mana points A wizard gets 2 MPs per level per day. MPs are renewed during REM sleep. So after a good night's sleep, you don't worry about it i.e., go to bed with 0 points, wake up with 20 points, or whatever. If your normal sleep cycle is cut short (because you have to get up early) or interrupted (random encounter, nightmare, assassin, woken by servants etc.), then roll 1d8 to determine in which hour the REM sleep occurs. If the REM sleep occurs - inside your sleeping period (e.g., 4 hours sleep; REM die = 3) then mana replenishment is normal during your waking hour (e.g., 7 hours sleep; REM die = 7) then mana replenishment is 50% (rd) outside of your sleeping time (e.g., 6 hours sleep; REM die = 8) then mana replenishment is 0%. If attempting to sleep in a situation which would not be restful, e.g., in a dungeon, roll (say) 1d12 instead of 1d8. Unused mana from the previous day does not carry over. Variant rule - if interrupted before or during REM sleep, then once the commotion dies down, you can go back to sleep. Roll 1d8 again, and if the result is less than or equal to the remaining number of hours (with a combined total of eight) REM sleep occurs (with mana replenishment), as detailed above. NB: for mana replenishment purposes, player-character wizards are assumed to have a total of eight hours sleep once every sidereal period, i.e, if mana replenishing REM sleep is to occur it will happen within the first eight hours, subsequent sleep does not help. Expenditure of mana points Whenever a wizard successfully casts a spell, mana is used up at the rate of one point per level of the spell. Until re-memorised, every subsequent use of the same spell doubles its MP cost e.g., the third casting of a 2nd level spell would cost 8 MPs (2 then 4 then 8). If the wizard is interrupted whilst casting, the MPs are lost. Variant rule - the wizard loses 1 MP regardless of the level of the spell. Variant rule - the wizard loses no MPs, they just have to start again. Spells can only be memorised singularly (no multiple impressions) and as many spells can be memorised as the wizard knows and has written in their spell books. Other memorisation procedures and requirements are listed at PH:81. The Witching Hour (optional rule) This rule is designed for campaigns which have wizards of primarily neutral or evil alignments. At midnight, a wizard gets bonus mana points, equal to half their level (rd). These bonus points are the first points used when a spell is cast. They lapse (the power fades) at the end of the witching hour i.e., any bonus points not used betwixt midnight and one a.m. are lost. Variant rule - as above but the wizard gets bonus mana points equal to their level (instead of just half their level). Spell books (optional rule) This rule is also designed for campaigns which have wizards of primarily neutral or evil alignments. Spells are written into a wizard's spell book using a specially prepared ink. The primary component of this ink is the blood of the wizard. They must sacrifice a number of hit points, recoverable as per usual, equal to the level of the spell to be written into the book. The transcription ritual takes as many hours as the spell has levels. The resultant encryptions are somehow linked to the wizard. If the wizard dies then each spell in their book has a chance of fading = to 10% per level of the spell. It is claimed in some circles that if the pages of the book are made from the skin of a (once) living being, then the spells have less chance of fading. Spells can only be transcribed into a spell book if the wizard understands them. Spell casting (optional rule) When using this rule, a wizard gets 3 MPs per level per day. A wisdom check is required whenever a wizard attempts to cast a spell. On a result of 1, the spell is cast successfully for a cost of only 1 MP (regardless of the level of the spell or any double-ups but not counting any re-triggering costs, if applicable). On an otherwise good result, the spell is cast successfully with the usual expenditure of mana. On a bad result, the spell trigger fails and the wizard needs to expend an extra MP to re-energise the spell (roll again). Each subsequent unsuccessful wisdom check will require the expenditure of another MP until either the spell is successfully cast, or the wizard runs out of MPs. Example: casting a 4th level spell costs 4 MP. If only one wisdom check was bad, the spell would end up using 5 MP (4+1) in all. If two wisdom checks were bad, the spell would use 6 MP (4+1+1). If a previously cast spell is being cast again (without re-memorisation), add 1 MP to the cost of re-triggering the spell, per re-casting. Example: casting a 4th level spell a third time (without re-memorisation) costs 16 MP (4 MP, doubled and redoubled). If a Wis check is bad, it would cost 19 MP (16+3) or 22 MP (16+3+3) if two Wis checks were bad. On a result of 20, the wizard has a psychospasm. See TM:7:2 (Wild Surge Results) to determine the outcome. A wizard can stop expending mana at any time during the casting process - the spell fails and the mana used up to that point is lost. Negative mana (optional rule) A wizard can exceed their allocation of mana once per sidereal period. Refer to table A to determine the effectiveness of the spell and to Table B for any side effects. Note: negative mana DOES carry-over. Table A: Spell Effectiveness d 6 r o l l Mana 1 2 3 4 5 6 points -1 R X S S G G -2 to -3 R R X S G G -4 to -6 R R R X S G -7 to -9 R R R R X G -10 or R R R R R G more G = good: spell functions normally S = semi-active: range, duration, area of effect, and damage caused are all halved. If this is not a damage causing spell, two saving throws are allowed (or one if none was originally allowed). X = bad: nothing happens R = rebound: spell affects the caster instead of the intended target, or if a beneficial spell, the caster is affected by the reverse of the spell, or if this is not applicable, nothing happens Table B: Spell Effects d 6 r o l l Mana 1 2 3 4 5 6 points -1 W U U U N N -2 to -3 C W W U U N -4 to -6 P I F W W U -7 to -9 P P I C F U -10 or B P P P I C more N = no effect: no side effects U = unconscious: 2d6-2* rounds W = withdrawal: 2d6-2* hours, as per U C = coma: 2d6-2* days during which the wizard cannot be awaken F = feeblemind: the wizard's cognitive profile degenerates to that of a moronic child for 2d6-2* hours. During this time they have a combined intelligence and wisdom of 1d6-1. All memory of spells is gone, and they are incapable of attacking or defending. I = intellect drain: the wizard loses one point of intelligence P = psychic overload: the wizard loses one point of wisdom B = brain explodes: wizard dies_ * roll again on doubles, adding the original and subsequent roll(s). Powerstaves Just before making an attack roll, a wizard can energise their staff by giving up 1 hit point. If the staff hits, it inflicts 2d6-2* points of damage (the asterisk means roll again on doubles, adding the original and subsequent rolls together). If the staff misses, the wizard still loses the 1 hit point. This is referred to as "making a powerstave attack". A staff energised in such a manner has a speed factor of 3 and is treated as a magic weapon +1 (but only for the purposes of determining what it can or cannot hit), +2 at 6th level, +3 at 11th, +4 at 16th, +5 at 21st. Before a staff can be used as a powerstave it needs to be attuned to the user's psyche. This is a simple ritual known by all wizards and takes but a round. It does however deplete all of the wizard's mama for a minimum of one sidereal period. No more than one staff can be attuned to a wizard's psyche at any particular time. A tuned staff inflicts 2d6-2* points of damage per round if it is handled without the owner's passive approval. Breaking a wizard's staff requires a successful bend bars/lift gates roll (-5% per +1 bonus) and, if successful, automatically inflicts one critical hit on the wizard (use your favourite methodology) and two on the person breaking it . A wizard with a staff can keep it at hand at all times, even when spellcasting. Random thoughts Low mana zone - double mana costs High mana zone - half mana costs Gems that store mana ST1 - 1 week to prepare - costs 4 MP per day - 400 gp material costs ST5 - 2 weeks to prepare - 5 MP per day - 2,000 gp material costs Vampire gems - save vs spell or lose all MP - gem then explodes doing 1 dice of damage per MP - save vs spell for half damage Potions that restore mana (1d4 MPs, say) Level 3 transfer spell - transfers mana from wizard to wizard Level 5 drain spell - drains mana Monsters that drain mana, 60' radius Level 6 leech spell - involuntary transfer of mana Wizards and armour - each point of AC protection worn adds 1 MP to spell cost Carefully re-work Star Powered Mages (Arduin Grimoire Vol II) ---------------------------------------------------------------------