
All spells casters now can learn lots of spell in Thune.
When we are dealing with magic for the first time especially with new player it always a bad idea to introduce tricky spell mechanics. In Thune All Mages are both druid and necromancer all training is standardized so no book may be left to be burned by the hierophant. We are to the world bards collectors of all manner of lore we can find so that we might protect it.
When to uses these rules: When dealing with new spell casters (especially if they are new players in general.)
Additionally when you have three or fewer players just use these rules anyway.
What spells can be learned in Thune
First let’s start off with how spells are learned in Thune in underground colleges everybody is trained as a bard having the bard spell list by default in addition to any other spell list actual bard player also add the sorcerer and druid spell lists to their lists of spells known.
Then from a grand lexicon of spell words over a 100 spells are chosen by a mage in advance long before the mage knows any of these spells are then converted into lines in a play where a character will memorize the spell words for over a hundred different spells in advance of any level and every character in this play with this stage play in hand will be doing the same thing so that the entire acting troop of bards has the knowledge already for each spell and nobody knows it yet.
Who Can learn spells and how many can they learn.
Once somebody becomes marked by runes they can absorb as many as 500+ spells but only some spells and spell combinations work well with each other. This ability to absorb runes goes down to one’s soul and bones. A rune warden in this case must seek out a play with a character in it that speaks to them they then learn this character from another Mage thespian who has portrayed them and has their schema mapped out already. The as the rooky mage learns this new character their teacher tattoos invisible ink outlines of each rune and that has an adjoining line in the play they are learning from Then once the mage can perform on stage they will have made their body a perfect spell book worth an easy look. At this point the only thing they lack is tattoo ink called rune water to fill in the rest of their tattoos cementing the knowledge and power of the spell into the mage forever. Rune water is an ink that only glows when certain spells are cast.
What kinds of spells can be stored on the body?
The arms can hold up to 20 attack spells of any level as runes. Magic only says an attack spell is something that does direct damage to an enemy, so a conjuring spell isn’t an attack spell, but a lightning bolt spell is. The hands can hold also as many as 6 attack cantrips
Any spell that adds a benefit to a player directly weather its cure wounds or hast is a defensive spell.the back of the torso can hold as many 40 defensives and 4 defensive cantrips.
The legs can hold as many 30 tactical spells which are simply helpful things that aren’t overtly offensive or defensive. the feet can also hold 8 cantrips of any variety.
OK so how many spells can we learn a level.
All spells require rune water for the self tattoo process and rune water cost money equal to the spells level x10 in gold however when you get sponsored by a college you can forget about this cost especially when you only three players with only two hours to game.
At each level you are allowed to learn a number of spells proportion to your spell casting modifier period. You may also learn any number of ritual spells at no cost to this if you like once you have learned up to 10 real time combat spells (non-rituals) you have exhausted that tier of magic if for whatever reason you have a low casting modifier for some reason you can use your body as a spell book as normal.
How many spells can I have memorized at one time.
Per spell level you can memorize 2 attack spells, 3 tactical spells, four defensive spells, and one spell that can be anything you chose this is called your soul spell and it fit on your chest.
Each soul spell gets to be permanently changed by one sorcerer meta magic feat which can include quicken spell, still spell, empower spell, extend spell. Soul spells do can be further enhanced like normal spells if the player is a sorcerer.
How many spell slots can I have per day.
We are going to use the same rules as 5th edition however when a player is poor, constrained, and hurried they can’t spend hours a day looking over game book, so we have special rules for overburdened mages.
An overburdened player that can only spend 10 minutes of their time away from the table attending to their character.
An overburdened player get these benefits.
Over burdened players have an evolving everchanging character for the first 6 game days that gives them an extra hour to learn about how to tweak their character.
- In addition to the short rest all characters can now have a breather if their players are overburdened. a breather allows players to regain 2d6 hp and all first and second spell slots. breathers take 10 minutes and can be used a number of times per day equal to a character’s proficiency bonus.
- Whenever a player is out of combat the party can take cover by finding a dark or dimly lit area once their they can find their way to a magic train station that allows them to have a short rest in their own personal safety pocket on the astral plane. A player with the darkness spell can conjure this train station anywhere when used this way the darkness spell lasts for 24 hours.
- A short rest will also restore two third level spells grant one 4th level spell and also 2d6 temporary hp.
- Any train station can send you on trip on the shadow express a train so amazing it goes anywhere and everywhere. Its job is to help you save the world. but you can also have a long rest on the train in your own cabin before being taken back to where you were before.
- Additionally, anybody large body of water or large mirror can also take you back to your cabin on the shadow express. if you need to make an emergency escape
- Once per long rest you can also [Surge Forward] when you do this the entire party is completely restored in a matter of thirty seconds as if they had just taken a long rest.
- Whenever one or more characters is about to level up the whole party may surge forward to gain those levels and as always you always get the maximum hp possible. This law is known as All for one and One for all.
- Every player is allowed to have a Moment. Players may take a number of moments equal their casting or main attack modifier. Each moment takes one minute, and the player regains just one 1st level spell and 1d6 hp.
- Prize Fighter Champions whenever the party defeats a team of foes of similar size and skill equal or greater to them a shadowy door to the shadow express appears ready to offer celebration and a long rest for that day.
- Tank Busters whenever a solo boss monster is at 10% its max health or less it will show up to help the party by launching a Porto station This Rocket propelled missile is a train station that briefly expands to become a Darren’s instant fortress and magnificent mansion. This missile when landed can crush a foe, penetrate the foe and expand outwards, or land 30 feet from the foe at which point it launches four magic missile spells (each 3rd level) at the boss monster. All tank busters return to the shadow express two days later and the players get one free tank buster to signal for every 48 hours but also may call in for extra tank busters if they give up 20% of their treasure winnings or take on a special priority mission for the shadow express where they can not use Tank busters.
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