The Darkwynde Spellbook
Introduction
Of Manna and Magick:
I’m using a modified Magick system, which allows a mage more spells to chose from, but where the effort required to perform higher level spells increases dramatically. I believe it is more realistic in terms of the way memorization of tasks is actually done, and the game balance seems to work out well. My rules have been updated to be based on the D20 and D20 Modern AD&D rules, with the following changes:
Casting spells uses a type of magical energy called Manna, present in the environment and in all living creatures. A well-rested Mage has access to an amount of Manna per day equal to one half their Intelligence times their experience level. That store of magical energy may be used to cast any number of spells at any level they are capable of, until it is exhausted. The higher the level of a spell, the more energy it takes to cast. Thus, in a given day, a mage could do hundreds of insignificant spells or just one awesome ‘final strike’, depending on how much they put into it and what the spell can do.
Manna recovers at a rate of 1/8 total manna, per hour spent resting or meditating.
Level 0 spells (cantrips) cost no Manna to cast, as they use so little energy that it can be drawn from the ambient Manna that is present in the environment. They are also such simple spells that there is no limit to the number of cantrips that a mage can remember.
A mage can elect to focus less energy into a spell, to reduce it’s effects. Casting a spell at half-strength can cut in half the damage or the duration (choose in advance) with no penalty.
There is no limit on the power of spell effects, other than those imposed by the caster’s experience level and available manna. A mage who pumps double the energy into a single spell could double it’s effect or duration. However, it is dangerous to exceed the standard effect level for a spell, and the consequences of doing so should be handled by the GM on a case by case basis.
Spells which have progressive capability levels, such as Monster Summoning I through IX, need only be ‘remembered’ for the highest level for which the mage is powerful enough and capable enough to cast. The lower level versions are just the same spell, cast with reduced power and possibly simplified casting requirements. If you know how to summon a demon, you still remember how to summon a butterfly - it's all a matter of scale and power.
The limit on how many spells of a given level a mage can remember is one half the mage’s Intelligence. Spells which have been permanently applied to the mage or which are also spell-like abilities of their race do not count against this total.
Spells are not ‘forgotten’ once cast. While resting, a mage may choose to forget one spell and learn a new one, by studying their spellbook (reusable) or a scroll (single use). Their spellbook could, and usually does, contain more spells than they currently ‘know’.
The highest level spell that a mage can cast is one half the Mage’s experience level.
The highest level spell that a mage can learn is their Intelligence -10.
While the D20 system often requires a ‘material component’ for spells, my spells rarely do. On the other hand, mine often have a spoken component and a gesture component, and more advanced spells may require use of a Mage's 'working tools' such as an Athame (Magical dagger), a wand, or a magical sword.
Most of these spells were adapted directly from the D20 or D20 Modern system, by assigning a Manna Cost that is equal to the level of the spell squared. Those spells and magic item creation tasks which in the D20 system have an XP cost, in my system require extra manna when cast or prepared, usually at a rate of 25 manna per 500 XP cost in the D20 system.
While my system is very similar to that used by the late David Hargrave for his Arduin RPG system, it is one that I devised independently, about 4 months before my seeing the first edition of the Arduin rules or meeting David. We both came up with the same idea about the same time. I highly recommend David’s rules system as an alternative for working with Magic and combat in role playing games like Dungeons and Dragons. His combat system is excellent, and his range of spells very creative.