pachristian
Mongoose
This rules varient was inspired by the classic tale "The Sorcerer's Apprentice". The old Roman story, not the Disney movies.
Any suggestions for improving it?
Spell Dismissal
Sorcery spells do not automatically ‘end’ when their time is up. A magician cannot ‘end’ a spell simply by ceasing to maintain it. Any spell with duration must be Dismissed when the sorcerer is done with it. Dismissing a spell requires a Grimoire skill roll, just like casting the spell. A caster may continue to attempt dismissing a spell as often as needed, until the spell ends.
Dismissal role is:
• Critical The spell ends, and the sorcerer recovers 1 magic point spent on the spell.
• Success The spell ends.
• Failure The spell does not end. If the magician does not successful dismiss the spell by the time of the spell’s ‘natural’ ending (as defined by the Duration Manipulation) he loses magic points equal to the points spent to cast the spell in the first place, and the spell continues.
• Fumble The spell does not end. The magician immediately loses magic points equal to the points initially spent casting the spell. When the duration is up, the magician loses another set of magic points. (Again, equal to the points spent casting the spell.)
A spell which is no longer controlled, but which has not been dismissed, is referred to as Spell Residue.
There is a link between the sorcerer and her active spells and spell residue. This link can be seen by Second Sight, Soul Sight, Mystic Vision, or Witchsight. A person using any of these abilities can follow that link back to the sorcerer. If the spell was cast using power from a crystal, or sacrifice, or another source, the link connects the spell, the source, and the sorcerer.
Spells with a duration of Concentration have the same issue as other spells with duration. Once the sorcerer loses concentration, they lose the ability to control the spell. However, the spell residue still hovers around them, and the target of their spell. This residue remains until the spell is dismissed. Even though the sorcerer has lost concentration, the spell must be dismissed, or it will continue to drain magic points from them.
If the magician moves out of range of his spell target, the spell stops taking effect. However, the spell residue is still present and, again, the magician must dismiss the spell or she may continue to loose magic points.
A spell that was cast using a power crystal, sacrifice, or some other form of external power, will drain whatever magic points are available from that source, and then drains the magician who cast the spell.
Remember that a magician does not recover spell points spent on a spell until that spell ends. A sorcerer who loses control of his spells can be drained to zero or negative magic points, killing him. At the GM’s option, he may turn into some form of undead – specifically, a magic-point draining undead.
Any suggestions for improving it?
Spell Dismissal
Sorcery spells do not automatically ‘end’ when their time is up. A magician cannot ‘end’ a spell simply by ceasing to maintain it. Any spell with duration must be Dismissed when the sorcerer is done with it. Dismissing a spell requires a Grimoire skill roll, just like casting the spell. A caster may continue to attempt dismissing a spell as often as needed, until the spell ends.
Dismissal role is:
• Critical The spell ends, and the sorcerer recovers 1 magic point spent on the spell.
• Success The spell ends.
• Failure The spell does not end. If the magician does not successful dismiss the spell by the time of the spell’s ‘natural’ ending (as defined by the Duration Manipulation) he loses magic points equal to the points spent to cast the spell in the first place, and the spell continues.
• Fumble The spell does not end. The magician immediately loses magic points equal to the points initially spent casting the spell. When the duration is up, the magician loses another set of magic points. (Again, equal to the points spent casting the spell.)
A spell which is no longer controlled, but which has not been dismissed, is referred to as Spell Residue.
There is a link between the sorcerer and her active spells and spell residue. This link can be seen by Second Sight, Soul Sight, Mystic Vision, or Witchsight. A person using any of these abilities can follow that link back to the sorcerer. If the spell was cast using power from a crystal, or sacrifice, or another source, the link connects the spell, the source, and the sorcerer.
Spells with a duration of Concentration have the same issue as other spells with duration. Once the sorcerer loses concentration, they lose the ability to control the spell. However, the spell residue still hovers around them, and the target of their spell. This residue remains until the spell is dismissed. Even though the sorcerer has lost concentration, the spell must be dismissed, or it will continue to drain magic points from them.
If the magician moves out of range of his spell target, the spell stops taking effect. However, the spell residue is still present and, again, the magician must dismiss the spell or she may continue to loose magic points.
A spell that was cast using a power crystal, sacrifice, or some other form of external power, will drain whatever magic points are available from that source, and then drains the magician who cast the spell.
Remember that a magician does not recover spell points spent on a spell until that spell ends. A sorcerer who loses control of his spells can be drained to zero or negative magic points, killing him. At the GM’s option, he may turn into some form of undead – specifically, a magic-point draining undead.