House Rules/Magic

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[edit] Basic Rules

Contents

Westaven’s World works on “intrinsic magic” (F 18), meaning magic (mana) exists most everywhere, and a magician has the innate ability to detect and manipulate the surrounding power. This world has “normal” mana—although there may be occasional high or low aspect mana areas (F 43-44).
  • The maximum magery level allowed to PCs is 3, and the Magery advantage is a requirement for casting spells.
  • Magery should be considered “rare.” There are no known “magic shops,” “magic schools,” or the like. Magic items are likewise very rare! Note that magic used openly will draw attention—and possibly repercussions (ex: by the religious infrastructure).

Magic is also limited, to a degree, by the need for magical agents in addition to gestures and spoken words to perform spells. The table below indicates how dependent a spell is upon natural agents.

Skill lvl 92x agents + elaborate rituals
Skill lvl 10-141x agents + gesture + spoken words
Skill lvl 15-19gesture OR spoken words. No agents needed except for VH spells or spells with 1 minute or longer cast times 1/2x agents.
Skill lvl 20-24Same as 15-19. Agents may now be single and 1/4x amount.
Skill lvl 25+No gestures, words nor agents needed.

Note that multiple agents (or single exotic agents) are required for VH spells below lvl 20.

[edit] Learning New Spells

As magic in Westaven is quite rare, there are no formal schools of magic and it is not unusual for a wizard to never meet another of his kind. This being the case, learning spells outside those few for which a wizard has a natural talent is also somewhat rare, not because the wizard can't learn other spells but simply because the opportunity is not readily available. Learning a new spell requires intensive study. Note that as per B292-293 it takes 200 hours of study to earn 1 Character Point in any given Skill or Technique, the following table shows study requirements for any non-magical skill:

Study Time
Intensive Training100 Hours (each hour of study counts as two hours of Education)
Formal Education200 Hours
Self-Teaching400 Hours (each hour of study counts as 30 minutes of Education)
On the Job Training800 Hours (each hour of study counts as 15 minutes of Education)


When learning spells, reduce the time to learn by 10% for every level of Magery up to 40% [B235]. The following table details how many hours are required to earn 1 Character Point accounting for a character's Magery levels (note that Magery 3 is the highest level available in Westaven):

Study Time with Magery
Type of Study Magery 1 Magery 2 Magery 3
Intensive Training90 Hours80 Hours70 Hours
Formal Education180 Hours160 Hours140 Hours
Self-Teaching360 Hours320 Hours280 Hours
On the Job Training720 Hours640 Hours560 Hours


Finally, most of the wizards in Westaven can puzzle out new spells given enough time and effort. This is accomplished again by study and takes the same amount of time to earn 1 Character Point as it does when learning on the job with one significant difference. The time spent studying must be "successful." Every 90, 80 or 70 hours—depending upon the wizards Magery level—the wizard must make a Thaumatology roll. A successful roll means that all the hours were successful and count toward the total hours needed. A failed roll means that only half the hours were successful and a critical failure means that none of those hours were successful. A critical success means the hours plus half-again were successful!

Example
A wizard with Magery 2 begins trying to find a spell that will create light. Looking at the table above for On the Job Training with Magery 2, we find that this will take 640 hours of successful study. Every 80 hours, our wizard will need to make a Thaumatology roll and our wizard has a Thaumatology skill of 13. He will have to make at least 8 Thaumatology rolls during the course of his study:

  1. After 80 hours of study, he rolls a 12 v 13 Success = 80 Successful Hours
  2. Next 80 hours of study, he rolls a 7 v 13 Success = 80 Successful Hours for 160 Total
  3. Next 80 hours of study, he rolls a 13 v 13 Success = 80 Successful Hours for 240 Total
  4. Next 80 hours of study, he rolls a 10 v 13 Success = 80 Successful Hours for 320 Total
  5. Next 80 hours of study, he rolls a 3 v 13 Critical Success = 120 Successful Hours for 440 Total
  6. Next 80 hours of study, he rolls a 14 v 13 Failure = 40 Successful Hours for 480 Total
  7. Next 80 hours of study, he rolls a 18 v 13 Critical Failure = 0 Successful Hours for 480 Total
  8. Next 80 hours of study, he rolls a 15 v 13 Failure = 40 Successful Hours for 520 Total
  9. Next 80 hours of study, he rolls a 10 v 13 Success = 80 Successful Hours for 600 Total
  10. Next 40 hours of study, he rolls a 14 v 13 Failure = 20 Successful Hours for 620 Total
  11. Next 20 hours of study, he rolls a 5 v 13 Success = 20 Successful Hours for 640 Total
  12. Our wizard finally learns the Light spell!

[edit] Agents

[edit] Healing spells

Name Sage (mundane)
LookalikeNone
HabitatWell drained or sandy soil, found at almost all altitudes, available year around as sage is an evergreen.
DoseThree leaves
Dose Multiple4
Rarity-2
Price1 farthing for 8 doses

Name Garlic (mundane)
LookalikeWild onion (until picked and then the difference is obvious)
HabitatPrefers moist areas but otherwise grows in most locations
Dose2 cloves
Dose Multiple4
Rarity-3
Price1 farthing for 4 doses (one head of garlic)

Name Ice Mint (exotic)
DescriptionSimilar to common spearmint but shorter with pale blue flowers. Highly prized for its flavor.
LookalikePeppermint, spearmint, the less informed may mistake stinging nettle for ice mint.
HabitatFound only near mountain waterways.
Dose2 leaves
Dose Multiple2
Rarity-6
Price1 farthing for 1 dose

Name Bloodwort Berries (exotic)
DescriptionBloodwort is a parasitic growth like mistletoe. The bright red berries only grow from November through February although it is occasionally possible to find the berries still on the stems throughout the year.
LookalikeNone
HabitatDislikes sunlight, found on north side of exposed trees and toward the center of thickets.
Dose1 berry
Dose Multiple1
Rarity-8 March–October, -5 November–February
Priceno commercial value

Name Bloodstone (reusable, exotic)
DescriptionGreen stone with red flecks throughout. Large, nearly fist sized, stone required.
Rarity-15
Price?

Name Emerald (reusable, exotic)
DescriptionEmerald, square cut, about the size of a thumbnail required.
Rarity-20
Price?

[edit] Fire spells

Name Pine cone (mundane)
DescriptionLooks very similar to a pine cone.
Lookalikenone
HabitatPine trees
Dose1
Dose Multiple4
Rarity-1
Priceno commercial value

Name Wood chips (mundane)
DescriptionLooks very similar to wood chips
Lookalikenone
HabitatPlaces where wood has been chopped
Dosehandful
Dose Multiple4
Rarity-1
Priceno commercial value

Name Firethorn (mundane)
DescriptionBush that is very similar to pyracanthas. Dark green, slightly waxy leaves with wicked thorns and firm waxy berries. Bushes bear berries year round. A veritable requirement for VH spells.
LookalikeVarious thorny, berry bearing bushes
HabitatFound near rivers and streams.
Dose10 berries
Dose Multiple6
Rarity-4
Priceno commercial value

Name Ruby (reusable, exotic)
DescriptionRuby, egg shaped, about the size of a thumbnail required.
Rarity-20
Price?

[edit] Light & Darkness spells

Name Dwarf Sunflower (mundane)
DescriptionSmall weed which looks very similar to dandelions.
LookalikeLooks similar to some varieties of marigold.
HabitatJust about anywhere.
DoseFour buds
Dose Multiple2
Rarity-2 (May–September), unavailable at other times
Priceno commercial value

Name Firethorn (mundane)
DescriptionBush that is very similar to pyracanthas. Dark green, slightly waxy leaves with wicked thorns and firm waxy berries. Bushes bear berries year round. Useable for light spells only.
LookalikeVarious thorny, berry bearing bushes
HabitatFound near rivers and streams.
Dose10 berries
Dose Multiple6
Rarity-4
Priceno commercial value

Name Owl feathers (mundane)
DescriptionThe feathery part of an owl.
LookalikeFeathers of other birds
HabitatForests, thickets, barns, owlsy places.
DoseOne feather
Dose Multiple1
Rarity-5
Priceno commercial value

Name Black Aster (exotic)
DescriptionSimilar to other flowers in the Aster family but blooms are deep purple to black.
LookalikeAny of the Aster family may be mistaken for Black Aster if the plant is not in bloom.
HabitatWetlands or other damp areas (streams, riverside, etc). Blooms in July and August.
DoseEntire plant.
Dose Multiple3/4 (round down, min 1)
Rarity-6 in wetlands, -7 near running water, -10 elsewhere
Priceno commercial value

Name Fire Opal (reusable, exotic)
DescriptionFire opal in tear drop shape about the size of a thumbnail required.
Rarity-20
Price?

[edit] Herb-Hunting

Because magic in Westaven requires the use of agents in many cases, most magical folk will be engaged in gathering such agents as they can. The following rules, based on rules proposed by S. John Ross, are used for gathering herbs.

Each search takes 1d hours. An herbalist may make as many searches as he pleases, if he has the spare time.

First: The herbalist chooses which herb he is searching for, and rolls against his skill (Naturalist, modified for inappropriate specialization if needed), modified by the Rarity of the herb. Naturally, the season and location must be right, too.

  1. If the roll succeeds, then go to A.
  2. If the roll fails by 1, then go to B.
  3. If the roll fails 2, then go to C.
  4. If the roll fails by more than 2, then the herbalist has wasted his time and finds nothing!

A). The herbalist has found the herb he sought. He has found doses equal to the amount the roll is made by. If the herb has a dose Multiple, then apply this to the final amount, and round up. The End.

B). The herbalist has failed in his search, but has found another useful herb. Determine randomly or choose. If the result is a lookalike, allow a roll versus Naturalist to realize this! Amount found is 1d-2 doses (minimum 1), modified by the Dose Multiple. The End.

C). If the herb in question has a lookalike, then the the herbalist has discovered it and mistaken it for the real thing! Amount found is 1d-2 doses (minimum 1), modified by the Dose Multiple. The End.


[edit] Identifying Herbs

If an herbalist finds an herb he wasn't specifically looking for (with the exception of result 4, above) he gets an Naturalist roll to identify it. In modern times, a botanist can subject a plant to all sorts of tests to discover specific alkaline content and other identifying factors (spore prints for mushrooms). However, the medieval herbalist just tastes the plant in question . . . This can be dangerous even on a successful roll, so let the player beware!

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