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Wizard Quest Magic Rules - Welcome

The campaign world of Wizard Quest utilizes an optional rule when dealing with arcane and divine spells. It also uses a spell law system for maintaining control of those same spell casters. The various countries in the world embrace spells, but while some my openly allow spell casting of any form, others maintain a strict control over the various forms of spells. This page will detail both the use of the optional rule which comes from the Unearthed Arcana supplement book published by Wizards of the Coast and the Spell Law system taken directly from the Urbis campaign world website.

I had originally created my own spell law system, using a variation of the one put forth in the 3rd edition rules of G.U.R.P.S., but have since decided to alter it to use the Urbis guidelines instead. I've read over what was written on the website and found that I like the direction that was taken for their spell law.

To view the spell point rules, reposted here directly from the PBeMNexus.com System Reference Document, click on the link labeled, View Spell Point Rules, I am not using these rules at the moment because we are using BRP which has it's own power point method. Once you are finished reading those rules, you may click the link a second time and the rules will be hidden once more.

I'm in the process of coming up with my own house rules for integrating Pathfinder Spells into BRP as I like those spells better than the BRP ones. We are currently play testing those rules and I hope to post them once I've got a good working set.

To view the spell laws, reposted here directly from the Urbis website, click on the link labeled, View Spell Laws. Once you have finished reading the spell laws, you may click the link a second time and the laws will be hidden once more.

Further information on how spell laws are handled per country will eventually be added to the section on each country under the World section of the website.

For my current BRP version of the rules, I'm using the GURPS Mana Levels rules as I like how they work, with some adjustment for BRP. The Mana Levels are described below.

 

The game system uses the term mana to describe the magical power present within the environment, representing the ambient energy that fuels spells, abilities, and supernatural phenomena. Mana is not uniform across the world; instead, it varies by location, condition, and circumstance. The paragraphs that follow expand on this concept by outlining the different levels of environmental mana, explaining how each level influences magical strength, availability, and behavior within the game world.

Mana, the invisible current of magical power, ebbs and flows across the world. In most places, mana exists at a normal level, allowing spells to be cast at their usual cost. In rare and blighted regions where some terrible catastrophe has scoured the land of magic, no mana remains at all, and spellcasting is impossible.

Slightly more common are low mana regions, where magic feels thin and resistant, forcing spellcasters to expend twice the normal effort to work their spells. By contrast, high mana areas hum with arcane energy; here, spells flow more easily and require only half the usual cost. Rarest of all are very high mana regions, born of spectacular events that saturate the land with power. In these places, magic comes effortlessly, reducing spell costs to a mere quarter of normal.

Even in the most saturated regions, however, magic is never entirely free—casting a spell always costs at least 1 FP.

  • No Mana - spells can't be cast, magic items don't work.
  • Low Mana - spells cost twice the magic points to cast.
  • Normal Mana - spells cost normal magic points to cast.
  • High Mana - spells cost 1/2 normal magic points to cast.
  • Very High Mana - spells cost 1/4 normal magic points to cast.

View Spell Point Rules

View Spell Laws

The spell laws are based on 3.5 version of DnD, so there might be Pathfinder spells missing.

Unearthed Arcana - Spell Points

The spell point system presented here allows caster to more freely pick and choose which spells they cast each day.

Every spellcaster has a reserve of spell points based on her class and level (see Table: Spell Points Per Day). Characters also gain bonus spell points from a high ability score (just as normal spellcasters would gain bonus spells from a high ability score; see Bonus Spell Points and Bonus Spells, below). These spell points provide the magical power behind the caster's spells: She spends a number of spell points appropriate to the spell's level to cast the spell (see Casting Spells, below). Once spent, spell points are expended until the caster has sufficient time to rest and prepare new spells (see Preparing Spells, below).

Table: Spell Points per Day
Level Bard Cleric, Druid, Wizard Ranger, Paladin Sorcerer
1st 0 2 0 3
2nd 0 4 0 5
3rd 1 7 0 8
4th 5 11 0 14
5th 6 16 0 19
6th 9 24 1 29
7th 14 33 1 37
8th 17 44 1 51
9th 22 56 1 63
10th 29 72 4 81
11th 34 88 4 97
12th 41 104 9 115
13th 50 120 9 131
14th 57 136 10 149
15th 67 152 17 165
16th 81 168 20 183
17th 95 184 25 199
18th 113 200 26 217
19th 133 216 41 233
20th 144 232 48 249

Table: Bonus Spell Points
-Bonus Spell Points (by Maximum Spell Level)-
Score 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
12-13 - 1 1 1 1 1 1 1 1 1
14-15 - 1 4 4 4 4 4 4 4 4
16-17 - 1 4 9 9 9 9 9 9 9
18-19 - 1 4 9 16 16 16 16 16 16
20-21 - 2 5 10 17 26 26 26 26 26
22-23 - 2 8 13 20 29 40 40 40 40
24-25 - 2 8 18 25 34 45 58 58 58
26-27 - 2 8 18 32 41 52 65 80 80
28-29 - 3 9 19 33 51 62 75 90 107
30-31 - 3 12 22 36 54 76 89 104 121
32-33 - 3 12 24 38 56 78 104 119 136
34-35 - 3 12 27 48 66 88 114 144 161
36-37 - 4 13 28 49 76 98 124 154 188
38-39 - 4 16 31 52 77 110 136 166 200
40-41 - 4 16 36 57 84 117 156 186 220
42-43 - 4 16 36 64 91 124 163 208 242
44-45 - 5 17 37 65 101 134 173 218 269
46-47 - 5 20 40 68 104 148 187 232 283
48-49 - 5 20 45 73 109 156 205 250 301
50-51 - 5 20 45 80 116 160 212 272 323
and so on...

PREPARING SPELLS

With this variant, spellcasters still prepare spells as normal (assuming they normally prepare spells). In effect, casters who prepare spells are setting their list of "spells known" for the day. They need not prepare multiple copies of the same spell, since they can cast any combination of their prepared spells each day (up to the limit of their spell points).

For example, a 4th-level wizard with an Intelligence score of 16, when using the spell point system, would prepare four 0-level spells, four 1st-level spells (three plus her bonus spell for high Int) and three 2nd-level spells (two plus her bonus spell for high Int). These spells make up her entire list of spells that she can cast during the day, though she can cast any combination of them, as long as she has sufficient spell points.

Bonus Spell Points and Bonus Spells

Any spellcaster who would normally receive bonus spells for a high ability-score receives bonus spell points instead. In effect, the character can simply cast more of her spells each day.

To determine the number of bonus spell points gained from a high ability score, first find the row for the character's ability score on Table: Bonus Spell Points. Use whichever ability score would normally award bonus spells for the character's class (Wisdom for clerics and druids, Intelligence for wizards, and so forth).

Next, find the coulumn for the highest level of spell the characrer is capable of casting based on her class level (even if she doesn't have a high enough ability score to cast spells of that level). At the point where the row and coulumn intersect, you find the bonus spell points a character gains. This value can change each time her ability score undergoes a permanent change (such as from an ability score increase due to character level or one from a wish spell) and each time her level changes.

For example, the 4th-level wizard with an Intelligence score of 16 is capable of casting 2nd-level spells. The number on Table: Bonus Spell Points at the intersection of the 16-17 row and the 2nd column is 4, so she has 4 extra spell points each day (in addition to the 11 points she gets from being a 4th-level wizard). If her Intelligence were increased to 20 because of fox's cunning spell or a Headband of Intellect +4, she wouldn't gain any additional bonus spell points, since those effects produce temporary changes, not permanent changes. However, when she reaches 5th level, her bonus spell points would increase from 4 to 9 (since she is now capable of casting 3rd-level spells and thus uses that column), and her overall total would increase from 15 to 25.

A character who would normally receive bonus spells from a class feature (such as from wizard specialization or access to a domain) can instead prepare extra spells of the appropriate levels, domains, and/or shcools. The character doesn�t get any extra spell points (and thus can't cast any more spell than normal), but the added flexibility of being able to use the bonus spell more than once per day makes up for that.

For instance, a specialist wizard can prepare one extra spell from the chosen school of each spell level that she can cast. A cleric can prepare one domain spell (chosen from amond his domain spells available) of each spell level that he can cast.

For example, if the previous 4th-level wizard were an evoker, she could prepare one additional spell per level, but that spell would have to be from the evocation school. Once it is prepared, she can use that spell just like any of her other spells, casting it as often as she has spell points.

Another example: At 1st level, a cleric gains a bonus 1st-level spell, which must be selected from one of his two domains. Once it is prepared, he can use that domain spell just like any of his other spells, casting it as often as he has spell points.

For class features that grant bonus spells of a nonfixed spell lecel (such as the dragon disciple's bonus spells), the character instead gains a number of bonus spell points equal to twice the highest spell level he can cast, minus 1 (minimun 1 point) each time he gains a bonus spell. This is a fixed value - it doesn't increase later as the character gains levels - though later rewards may be larger as appropriate to the character's spellcasting ability.

For example, a 4th-level fighter/4th-level sorcerer who gains a level of dragon disciple gets a bonus spell. Since the character is capable of casting 2nd-level spells, she receives 3 bonus spells points (2*2=4, 4-1=3).

Spontaneous Spellcasting

Characters who cast all their spells spontaneously - such as bards and sorcerers - don't have to prepare spells. They can cast any spell they know by spending the requisite number of spell points.

Characters with the ability to cast a limited nimber of spells spontaneously (such as druids, who can spontaneously cast a summon nature's ally spell in place of another spell of the same level) are always treated as having those spells prepared, without spending any spell slots to do so. Thus they can cast such spells any time they have sufficien spell points.

Under this sytem, the Healing domain becomes a relatively poor choice for good-aligned clerics, since they gain less of a benefit for that domain. See Spontaneous Divine Casters for ways to solve that dilemma.

Regaining Spell Points

Spellcasters regain lost spell ponts whenever they could normally regain spells. Doing this requires the same amount of rest and preparation or concentration time as normal for the class. Without this period of rest and mental preparation, the caster's mind isn't ready to regain its power. Spell points are not divorced from the body; they are part of it. Using spell points is mentally tiring, and without the requisite preriod of rest, they do not regenerate. Any spell points spelnt within the last 8 hours count against a character's daily limit and aren't regained.

CASTING SPELLS

Each spell costs a cetain number of spell points to cast. The higher the level of the spell, the more points it costs. Table: Spell Point Costs describes each spell's cost.

Table: Spell Point Costs
Spell Level Spell Point Cost
0 01
1st 1
2nd 3
3rd 5
4th 7
5th 9
6th 11
7th 13
8th 15
9th 17
1 0-level spells cost no spell points to cast. If a spellcaster is capable of casting 0-level spells, she can cast a number of 0-level spells each day equal to three + the number of spell points gained by that class at 1st level.

Spellcasters use their full normal caster level for determining the effect of their spells in this system, with one significant exception. Spells that deal a number of dice of damage based on caster level (such as magic missile, searing light, or lightning bolt) deal damage as if cast by a character of the minimum level of the class capable of casting the spell. Spells whose damage is partially based on caster level, but that don't deal a number of dice of damage based on caster level (such as produce flame or an inflict spell) use the spellcaster's normal caster level to determine damage. Use the character's normal caster level for all other effects, including range and duration.

For example, a fireball deals a number of dice of damage based on the caster's level, so when cast by a wizard using this system, it deals 5d6 points of damage (as if cast by a 5th-level wizard, which is the minimum level of wizard capable of casting fireball). A sorcerer who casts the same spell deals 6d6 points of damage, since the minimum level of sorcerer capable of casting fireball i 6th.

A character can pay additional spell points to increase the dice of damage dealt by a spell. Every 1 extra spell point spent at the time increases the spells effective caster level by 1 for purposes of dealing damage. A character can't increase a damage-dealing spell's caster level above her own caster level, or above the normal maximum allowed by the spell.

For example, even at 7th level, a wizard's lightning bolt deals only 5d6 points of damage (just like a 5th-level wizard) unless she spends extra spell points. If she spends 1 extra spell point (making the lighting bolt cost 6 points rather than 5), the spell deals 6d6 points of damage. A second extra spell point would increase the damage to 7d6 points, but she can't spend more points than this, since her caster level is only 7th. Were she 10th level or higher, she could spend a maximum of 5 extra spell points on this spell, raising the damage up to 10d6, the maximum allowed for a lighting bolt spell.

Similarly, her magic missile spell only shoots one missile unless she spends extra spell points. An extra 2 spell points increases the caster level from 1st to 3rd, granting her one additional missile. She can spend a maximum of 6 additional spell points in this manner, increasing her effective caster level to 7th for damage purposes and granting her a total of four missiles. If she were 9th level or higher, she could spend a maximum of 8 extra spell points, granting her five missiles (just like a 9th-level caster).

METAMAGIC AND SPELL POINTS

In the spell point system, a DM has two options for how to adjudicate metamagic effects. In either case, casters need not specially prepare metamagic versions of their spells - they can simply choose to apply the metamagic effect at the time of casting. Doing this does not increase the spells casting time.

The first option is to apply an additional spell point cost to any spell cast with a metamagic feat. This option allows a character maximum flexibility in her choice of spellcasting. Effectively, the character must pay for the spell as if it were a higher-level spell, based on the adjustment from the metamagic feat. If the metamagic effect(s) would increase the spell's effective level above what she is capable of casting, she can't cast the spell in that way.

For example, a 7th level wizard is capable og casting 4th-level spells. She could empower a 2nd-level spell, or still a 3rd-level spell, or empower and still a 1st-level spell. She couldn't empower a 3rd-level spell or still a 4th-level spell (since doing either of those things would raise either spell's effective spell level to 5th).

The spell's caster level for purposes of damage-dealing effects (see above) doesn't change, even if the metamagic effect increases the minimum caster level of that spell. For instance, a quickened fireball still deals damage as if cast by a 5th-level caster unless the caster chooses to pay additional spell points to increase the caster level.

For example, if a wizard empowered her magic missile it would cost her 5 spell points (as if it were a 3rd-level spell) but would shoot only one missile and deal (1d4+1)*1.5 points of damage. If she spend an additional 6 spell points (for a total of 11), the caster level of the magic missile would increase to 7th, and the spell would shoot four missiles dealing a total of (4d4+4)*1.5 points of damage.

The second option is simpler but less flexible. In this option, each selection of a metamagic feat allows a character to apply the feat's effect three times per day at no additional spell point cost. The normal limit for maximum spell level applies (a 7th-level wizard can't empower a spell higher than 2nd level, for instance).

You could even combine these options, allowing a spellcaster with a metamagic feat to use the feat three times per day for free, but any additional uses in the same day would cost extra spell points. Only choose this combination approach if you're comfortable with characters throwing around a lot of metamagic spells.

MULTICLASS SPELLCASTERS

A character with nonstacking spellcasting ability from multiple classes (such as a cleric/wizard) has a separate pool of spell points for each spellcasting class. Such characters may only spend spell points on spells grated by that class. Bonus spell points from a high ability score apply to each pool separately, even if the same ability score is tied to more than one spellcasting class. In the rare situations when a character has prepared or knows the same spell in two different slots (such as a druid/ranger preparing delay poison as both a 2nd-level druid spell and a 1st-level ranger spell), the character can cast the spell using either pool of spell points, but the spell is treated as being cast by a caster of the level of the class from which the spell points are drawn.

For example, a 5th-level cleric/2nd-level bard has 15 spell points (plus bonus spell points for high Wisdom) for his cleric spells and 0 spell points (plus bonus spell points for high Charisma) for his bard spells. When he casts cure moderate wounds, the points for that spell must be drawn from his pool of cleric spell points. If he knows cure light wounds as a bard spell and has also prepared it as a cleric spell, he may cast it either as a cleric or as a bard. As a cleric spell, the spell is cast at 5th level and heals 1d8+5 points of damage; as a bard spell, it is cast at 2nd level and heals 1d8+2 points of damage.

MISCELLANEOUS ISSUES

When a character would lose a spell slot (such as from gaining a negative level), he instead loses the number of spell points required to cast his highest level spell.

Spells that allow a character to recall or recast a spell don't function in this system. (It doesn't make any sense to have a spell that gives you more spell points, since you're either paying mare than you get, getting nothing, or getting more than you paid.) Items that function similarly can work, but differently - they restore a number of spell points required to cast a spell of that level. A Pearl of Power for 3rd-level spells, for instance, would restore 5 spell points to a character's pool of available points when activated.

BEHIND THE CURTAIN: SPELL POINTS

The spell point system dramatically expands the versality of a spellcaster. Since she's no longer tied to using a specific number of spell slots, she can much more easily adapt to situations. In effect, spell points make all classes work more like the sorcerer, and make the sorcerer (or bard) work even more like the sorcerer. In general, spellcasters become more powerful - though they aren't capable of casting any spell they couldn't cast before, they are now capable of casting more high-level spells per day and more of whichever spells they need. If a 15th-level cleric needs to cast heal a dozen times during an adventure, he can do that (though not much else).

One balancing factor is the cost for casters to increase the damage dealt by their spells. This cost helps to maintain balance between spells of different level. If you didn't have to pay more for a 5d6 lightning bolt (a 3rd-level spell costing 5 spell points), then the 9d6 lightning bolt would cost barely more than half as much as a 9d6 cone of cold (a 5th-level spell costing 9 spell points), even though both spells deal equal damage.

If you use this variant, consider adding other game elements that influence (or are influenced by) spell points. These might include magic items that grant (or cost) spell points, feats that grant bonus spell points (or make certains spells cost fewer spell points to cast), special abilites that drain spell points from casters, and so forth.

Wizard Quest - Magic & The Law

Not all spells are equal in the eye of the law. While some spells can be cast freely by anyone who knows them, others are restricted to licensed spell casters, or even banned outright. While the legality of individual spells can vary widely from country to country, the following list can be used under most circumstances. The use of magic in a wilderness area does not normally fall under the jurisdiction of the law.

The list uses the following abbreviations:

Legal: (L) The spell can be freely cast by anyone who knows it without fear of legal repercussions. These spells have mostly fairly harmless effects, or effects that are solely centered on the spell caster himself.

Civilian Licence: (CL) The spell can be cast by a registered spell caster for his personal use only. He may not charge money for casting it - that requires a professional license. Anyone, whether citizen of a city-state or a visitor, may get a civilian license, though convicted felons are usually denied one. A civilian license costs 25 Wages times the highest spell level squared. So someone who wants a license to cast up to third-level civilian spells would have to pay 25 Wages x 3 x 3 = 225 Wages.

These spells might be used for mischief, but the government trusts responsible citizens to use them correctly (and usually, those who apply for such a license are lectured on what constitutes "correct usage" and what doesn't).

Professional Licence: (PL) This is required to charge money for spellcasting services, as well as being allowed to cast professional spells. A civilian license is required to purchase a professional license, and professional license costs 50 Wages times the highest spell level squared. It is also possible to purchase professional licenses for single schools of magic. This costs 10 Wages times the highest spell level squared. Professional licenses for a single spell cost 5 Wages times the spell level squared.

Holders of professional licenses must usually give a full list of all the spells they are able to cast to the authorities. These spells either hold potential for abuse or are a major money-maker for organized spell casters, and as such are tightly monitored. Also included are a number of offensive spells that bodyguards and other non-military or non-guard professionals might require in their line of work.

Military Licence: (ML) These spells are usually only legal for military forces, city guards, and similar organizations. In some cases, mercenary company may get licenses for their own combat spell casters, in which case the license costs then company 50 Wages times the highest spell level squared. Private individuals may be able to get military licenses if they join a city's reserve forces. In this case, the license doesn't cost them anything, but they must join military exercises (which usually last for a week and take place two times a year on average), and they will be drafted in times of war.

These spells have vast potential for abuse, and are often hard to justify for use in a civilian context. Examples include spells that cause devastation in a large area such as fireball, spells that deny the target its free will, such as charm person, or spells that might help wanted criminals to avoid the authorities, such as alter self.

Banned: (B) These spells are illegal to cast for anyone with the possible exception of trusted government agents (and even then it often must be kept a secret from the general population). In some rare cases private individuals or non-government organizations may be granted permission to cast these spells, but there is no fixed price for this - it usually requires hefty bribes combined with huge favors for those in power.

Banned spells include those that create undead, permanently slay the living (i.e., those that prevent the victims from being raised), and anything that might significantly alter the status quo, such as wish.

A number of special cases are explained below:

Government employees: Spell casters who work for the government of a city-state don't usually have to pay for any licenses - the government usually gives them the necessary licenses for their profession free of charge. However, professional and military licenses are usually invalidated once the spell caster leaves government service.

Licences in other countries: Countries that have established firm diplomatic relations with each other (this usually means that they are within the same region, or within a neighboring region close to the regional border) and aren't hostile to each other will honor each other's civilian licenses for up to three months, and each other's professional licenses for up to 30 days. After this, the visitor will have to acquire an additional license in the new city to continue spellcasting.

Countries will not honor each other's military licenses unless they are actively allied.

Magic Items: The production of magic items for sale requires at least a professional license. If the spell effect created by the item would require a license, the buyer must usually show proof that he has the appropriate license as well.

Priests and spellcasting: Priests of all recognized faiths in a city (i.e., all faiths that have established a permanent and official temple in a city, as opposed to small shrines or hidden temples) are considered to have the equivalent of a civilian license. Priests of major faiths (usually the two or three most popular or influential faiths, though the exact number can vary considerably) are considered to have the equivalent of a professional license for all spell levels, while priests of minor faiths are considered to have the equivalent of a professional license for spells up to spell level four. Priests of faiths without official representation in the city will have to purchase civilian and professional licenses like other spell casters. This also applies to druids, whose faith isn't recognized in most cities and often is, in fact, illegal. Druids who bother with acquiring licenses will usually pretend to follow another faith.

Renewing licences: Professional and military licenses (in the case of mercenaries) must be renewed each year in most cities. This costs 10% of the original price for each year.

Self-defense: It is usually permissible to use PL spells in self-defense even if the spell caster does not have a professional license. The spell caster must have clearly been the victim in this situation, however - casting such a spell when defending himself from thieves breaking into his home is one thing, while casting a spell when running from the city guards is quite another! Casting ML spells is seen less leniently - the caster will be held responsible for any collateral damage, and unless he has very good explanations for his actions, and why he even knows the spell in the first place, he will have to face large fines, exile, or even imprisonment.

A B C D E F G H I J K L M N O P Q R S T U V W X Y Z
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1 - PL for Good or Lawful weapons, ML for Evil or Chaotic weapons.
2 - ML for civilized races and good or lawful alignments, PL otherwise.
3 - PL for elementals or non-civilized sapients, CL for animals, Banned otherwise.
4 - ML when cast against civilized sapients, CL otherwise.
5 - ML when cast against civilized sapients, PL otherwise.

Information on this page taken from the Urbis website, located here.

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�2001-2026 John E. Gunter, johnprime.com
Page last modified: 01/15/2009 06:13:13 PM

The material presented here is my original creation, intended for use with either
Dungeons and Dragons 3.5 edition from Wizards of the Coast or dX Tri-Stat system from Guardians Of Order.
This material is not official and is not endorsed by either Wizards of the Coast or Guardians Of Order.