
Aglarond's Yuirwood
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About Magic
Here in lie guidelines for how magic is expected to work in Aglarond.
The guidelines below place boundaries and parameters around what individual magic effects may accomplish. It is up to each School of Magic to design individual spell "effects" that might fall within each rank - spell books, essentially. No spell in any school may exceed the parameters given here. Note that with the exception of very few, specific spells (essentially, shield/deflection ones), all spells take at least two posts to 'cast' - one to prepare the action, and one to commit "cast" the spell. Some may require more than one preparation post. Spell-casters may be foiled during this "build-up" in any number of ways, including the target simply fleeing, if appropriate.
1.0 Wounds and Damage
For the purposes of the descriptions below, wounds are loosely categorized into four basic types
1.1 Minor Wounds: Bumps, bruises, minor cuts, scrapes, and sprains
1.1.1 Can generally continue to function with several of these wounds at normal capacity
1.2 Moderate Wounds: Lacerations, concussions, minor burns, etc.
1.2.1 Even one can lessen effectiveness - multiple of these can seriously impair movement and actions
1.3 Major Wounds: Broken bones, internal bleeding, organ/eye damage, etc.
1.3.1 Unable to do much beyond lie there, moaning or screaming. Needs healing to be effective again
1.4 Critical Wounds: Imminent life-threatening, not breathing, conscious but near death, etc.
1.4.1 Requires major healing by qualified practitioner to stave off death. Completely unable to act effectively
2.0 Healing
2.1 Healing requires the specialized training and knowledge of healers, such as clerics. However, other forms of aid can be magically given, such as: immobilizing a patient to stop further damage, "clamping" a bleeding wound, as would a tourniquet, superficially cleaning a dirty wound, as a cleaning cantrip might, etc. For pragmatic purposes, most anyone can "stabilize" someone with Critical Wounds, to keep them alive until a healer can properly deal with them.
3.0 Spells
3.1 Generally, spells are not defined in advance by admins or the rules of Aglarond. As long as the guidelines below are followed, many varied spell effects are fine. It's up to each player to determine what sorts of magic may fit within their character concept; typically, no one would be universally able to do "anything" with magic, and would have specializations, by class, and even within that class, by 'school'. It is considered godmoding to simply assert you are an "arch-mage of everything" and capable of producing whatever magical effect you like, at any time, in any way.
3.2 Casting - Remember, Aglarond exists post-SpellPlague, an event that created instability and chaos in magic. Each time you cast a spell, roll dice. If you roll a 1, the spell fails - this may not be a simple "fizzle" but could be a misfire, unintended outcome, etc - but whatever the original purpose or goal of the spell, it does not come to pass. You can use creative RP to determine what DOES occur, however.
3.2 Examples.
3.2.1 For an overall list of example spells by class and level, see the following d20 reference:
3.2.1.1 http://www.d20srd.org/indexes/spellLists.htm - Note that you'd have to modify spells such as this, in order to work in Aglarond. Things like armor, damage, etc - these things would generally have to be adjusted. For a handy filter that allows you to see spells of a particular class and/or specialty, Try: http://www.d20srd.org/extras/d20spellfilter
3.2.1.2 Guidelines. Generally, spells from a d20 type list would take 2 posts to cast up to about level 6, and then 3 or 4, after that, depending on how "ritualistic" they are, how much prep is required, etc. Spells that offer protection or otherwise alter the effects of an attack or prevent something, would normally just require another dice roll to beat. So, if I have a "sphere of protection" around me, what that means is that were someone to attack me, the attack may have to "win" versus two defending dice rolls, instead of one. Remember that Aglarond is a consent-based RP sim. You can't "force" a player to go blind, because they lose a dice roll. They can RP having blurry vision, or being blinded temporarily, as if by the sun, or could *choose* to remain blinded until healed, or permanently. Spells that fall within the limits below, by rank, in terms of power, should follow those guidelines (i.e. a level 1 Wizard class character can't do damage beyond a "Minor Wound" with magic).
3.2.1.3 Additional Mechanics
3.2.1.3.1 Defensive Magics - Many magics are "Protection" based in nature. Things like Mind Blank, Protection from Magic, Detection, Stealth-based magics, etc. The all follow the same basic principles:
3.2.1.3.1.1 Free-Form RP: You're on your own, RP it out!
3.2.1.3.1.2 Free-Dice (Dice define who wins the action, RP it out otherwise): If "attacker" is trying to use a skill or spell on you, that you have magic defenses against (spell, or item), defender has TWO chances to defeat the attack. Roll dice once, to see if the attack gets past the defenses (if attacker or defender is using a magic effect that is a specialty, even in an item, they may use the 2Dice specialty roll as per our Skill rules). If the skill or attack succeeds in making it past the defenses, then roll *again* to see if the attack makes it past the character's own defenses. Thus, the attacking skill or spell must succeed against the victim *twice* instead of once.
3.2.1.2.1.2.1 Example: A poison's B's drink. B has a ring of "protection from poison" on. A rolls a 3, B rolls a 2 - the ring fails to protect. A then rolls *again*, getting a 2, B rolls a 5, and is saved from being poisoned (through no help from the ring, though).
3.2.1.2.1.3 HP-Dice (Dice combat using our HP-based Fast Combat system): Magic items and spells do not factor into this combat, you resolve it according to the rules with no outside or other influences, for quick and decisive resolution.
4.1.5.1 In general RP, using dice to resolve Skill use: If a character possesses an appropriate defensive item (or casts the
3.2.2 For a specific example of modifying a spell list for Aglarond, see
3.2.2.1 Adramelach's spell list: http://bit.ly/1lvqNmM
4.0 Magic Items
4.1 While we do not have "crafting" or "imbuing" rules in Aglarond for magic items, and in general you can RP having magic items and place them in your profile, there are certain guidelines you need to follow, to keep it a bit under control.
4.1.1 Number: Add up your faction and class ranks. So if you are Rank 2 in your faction (example: Delthuntle) and Rank 1 in your class (example: Cleric), you would add them, and get 3. Use this table to determine how many items you'd be expected to have (or fewer):
4.1.1.1 1-3 Ranks: 1 Item
4.1.1.2 4-6 Ranks: 2 Items
4.1.1.3 7-9 Ranks: 3 Items
4.1.1.4 10-12 Ranks: 4 Items
4.1.2 Power: Magic items should follow the same basic power scale as spells, as defined below. Rank 1 Initiates should not be running around with "Kill everything that moves" wands. The difference is that while spell power relates strictly to your Class rank, magic items can have a power level appropriate to the greater of your Faction or Class rank. So, if you are a Yuirwood Rank 3 Character, but only rank 1 in your class (e.g. Rogue) you could have an item that has a power appropriate to the Level 3 scale, below.
4.1.3 Limitations
4.1.4 No Dice Modifications - At this time, we have no magic items that are capable of altering your dice rolls, in dice-based combat or skill resolution. That is likely to be coming in the future, but has to be handled carefully! So for now, dice are only to be modified using the rules for dice-based combat. Note: Protective spells and magic may call for an *additional* roll, but the rolls themselves are not modified (see 3.2.1.3.1)
4.1.5 Scope of power - A single magic item should convey an ability or power or protection equivalent to a single standard spell, using the guidelines given above in Section 3. That is to say, an "Amulet of Protection from Elements" is fine, but an "Amulet of Protection from Magic, Physical Attack, Disease, Poison, and Everything" is not appropriate. Nor is an "Amulet of Wishing" capable of essentially doing anything, etc.
5.0 General Levels of Power
5.1 Magic power at your disposal is generally tied to your Class Level, as shown below (exception: Magic Items are tied to the higher of class and faction level). These represent *maximum* capabilities and effects, but of course, not every spell cast would necessarily be at that maximum power. A Level 5 Master can cast a "2nd level' spell of moderate or weak power, etc. These guidelines represent the upper limits on power, by level.
â—† Hint of the Gift â—†
â—‡ Class Level: 1 (Initiate)
â—‡ Range: Varies (10m or less)
â—‡ Target: Single Target
â—‡ RP Duration: Varies (1/2 Hour or less)
â—‡ Combat Duration: Varies (2 or fewer posts)
â—‡ Note: Spells may be interrupted prior to casting, and all are subject to 100% OOC consent of the target(s)
â—‡ Effect: Rank 1 magic ability is essentially cantrip-level in power. At rank one, magic has the following general limitations. Other effects not covered here should have the same general sense of power:
1. No damage effect beyond irritation and annoyance (itching, sneezing, rash-type irritations, etc.)
2. No information-gathering beyond a 'gut feel' that's only slightly more accurate than a guess
3. No influencing beyond very minor tweaking of a decision already being made (perhaps having a target pick up the "glass on the left" when they are reaching to retrieve one of two)
4. No alteration beyond what one could do quickly by hand (Perhaps dusting off a surface, etc.)
5. No "world effect" beyond what could be done manually, instead, in equivalent time, without overtly breaking natural laws - i.e. breaking a small branch or sliding a stone or glass across a bar are fine, as you could have done either with your arm, but levitating objects would be out.
â—† Spark of Power â—†
â—‡ Class Level: 2 (Journeyman)
â—‡ Range: Varies (10m or less)
â—‡ Target: Single Target
â—‡ RP Duration: Varies (1 Hour or less)
â—‡ Combat Duration: Varies (3 or fewer posts)
â—‡ Note: Spells may be interrupted prior to casting, and all are subject to 100% OOC consent of the target(s)
â—‡ Effect: Rank 2 magic ability is just above cantrip-level in power. At rank one, magic has the following general limitations. Other effects not covered here should have the same general sense of power:
1. No damage effect beyond Minor wound (regardless of roll outcome, if dice are used)
2. No information-gathering beyond vague hints and intuition
3. No influencing beyond vague, general desires of non-urgent nature
4. No alteration beyond superficial (aesthetic - color, etc., or light heating/cooling)
5. No "world effect" beyond what could be done manually, instead, in equivalent time - i.e. "convenience" magic, rather than completing "un-doable" feats. Simple "aided" operations are fine, such as "Telekinesis" to retrieve a bottle off a high shelf, as only a step-stool would be needed otherwise, or other basic tool. This differs from "annihilate a planet" as in that case a Star-Wars type Imperial Battle-station would be needed, violating the "simple tool" requirement, and the wounds incurred would exceed "Minor" in nature.
â—† Project Power â—†
â—‡ Class Level: 3 (Veteran)
â—‡ Range: Varies (20m or less)
â—‡ Target: Single Target
â—‡ RP Duration: Varies (2 Hours or less)
â—‡ Combat Duration: Varies (4 or fewer posts)
â—‡ Note: Spells may be interrupted prior to casting, and all are subject to 100% OOC consent of the target(s)
â—‡ Effect: Rank 3 magic begins to project serious power to a target, providing more meaningful impact, influence, or other effects. Spells may go beyond these categories and examples, but should have the same general sense of power:
1. No damage effect beyond Moderate wound (even if roll outcome would indicate higher, if dice are used)
2. Information gathering can include a single yes/no basic fact question resulting from an "extension of senses" (is there someone behind that door?).
3. Influencing may be pronounced for likely outcomes ("yes, you really DO want to eat that steak"), only a vague desire for unlikely behavior ("...even though you are vegetarian") and little to no effect for dangerous actions ("...after you cut the steak from that dragon, which you'll have to kill to get it").
4. Alterations may alter shape and other characteristics, maintaining approximately the same mass and type of material. (tattoos, skin color, texture of a surface or item, molding inanimate material into other shapes, etc).
5. World Effects may include things otherwise difficult to do in an equivalent amount of time or at all, and by a small group of people (e.g. pile up a large group of rocks, mend a wall, jump a very long distance, hold down a large animal, create a large fire)
â—† Field Effect â—†
â—‡ Class Level: 4 (Expert)
â—‡ Range: Varies (20m or less radius)
â—‡ Target: Varies (3 or fewer, within 20m radius)
â—‡ RP Duration: Varies (4 Hours or less)
â—‡ Combat Duration: Varies (6 or fewer posts)
â—‡ Note: Spells may be interrupted prior to casting, and all are subject to 100% OOC consent of the target(s)
â—‡ Effect: At Rank 4, the primary enhancement to a spell user's power is the inclusion of additional targets, up to three at a time, for field-area spell effects. This is the rank in which small "fireballs" and other area-effecting spells can come into play. In addition, the power of such spells is enhanced, with the overall power level rising to be equivalent to examples such as these:
1. Damage may be up to Major wounds (even if roll outcome would indicate higher, if dice are used)
2. Information-gathering may include single, more complex ideas (What was the topic of that person's dream last night?). The time frame of the information is generally within the last 24 hours
3. Influence may include things the target would be resistant to ("show me where you hid the jewels") but not life-threatening ("drive that cart over yonder cliff").
4. Alterations may be significant, though not include major phenotypical changes (can alter height, apparent race, and even outward gender of an individual, but not grow wings or additional appendages, nor alter internal characteristics (remove need to breathe, etc)). Can alter inanimate material significantly (create walls, pits, "rock to mud" and other transformations) and effect large areas (i.e. large boulder, tree, etc.)
5. World Effects may include things not otherwise possible, and of much higher power (magical flight, "projection" of senses to another place, summoning of minor beasts)
â—† Mage â—†
â—‡ Class Level: 5 (Master)
â—‡ Range: Varies (20m or less radius)
â—‡ Target: Varies (6 or fewer, within 20m radius)
â—‡ RP duration: Varies (8 hours or less)
â—‡ Combat Duration: Varies (8 or fewer posts)
â—‡ Note: Spells may be interrupted prior to casting, and all are subject to 100% OOC consent of the target(s)
â—‡ Effect: At Rank 5, the Magic User is coming into their own, and able to do a wide variety of powerful things. This is the essential rank of "expertise" for a mage in a given school, and magic may fall within the following general parameters:
1. Damage may be up to Critical in nature
2. Information-gathering may include complex subjects and details ("What was the last crime this sword was used to commit?"). Time frame is limited to previous 2 weeks, with some vague indications of future events within 24 hours
3. Influence may include just about anything except direct self-harm
4. Alterations may include changing race entirely for biologicals (transform into a bird), and gross manipulation of inorganics (create plate glass from dirt, etc.) but may not include elemental transformation (lead into gold).
5. World Effects may include higher-power, fantasy concepts that are not "epic" in nature (teleportation, summoning of major creatures, but not large-scale damage effects - earthquakes or firestorms, for instance).
â—† Archmage â—†
â—‡ Class Level: 6 (Grand Master)
â—‡ Range: Varies (Line of Sight)
â—‡ Target: Varies (All targets within area, 20m radius or less)
â—‡ RP duration: Varies (12 Hours or less)
â—‡ Combat Duration: Varies (10 or fewer posts)
â—‡ Note: Spells may be interrupted prior to casting, and all are subject to 100% OOC consent of the target(s)
â—‡ Effect: At Rank 6, The Magic Wielder has reached nearly the peak of expertise, and would be considered a regional master in the art, known about and sought after as a mentor and powerful leader.
1. Damage may be up to Critical in nature
2. Information-gathering may include complex subjects and details ("What was the last crime this sword was used to commit?"). Time frame is limited to previous 30 days, with some vague indications of future events within 1 week, or specific within 24 hours
3. Influence may include just about anything (subject to 100% OOC consent of the influenced, as always)
4. Alterations may include just about anything, but may not include elemental transformation (lead into gold).
5. World Effects may include a wide range of effects, though pragmatically can't ultimately effect the build of Aglarond or have gross impact on the SIM (i.e. "Destroy all Undead" or "Sink the Wizard Tower below the waves" - things like that will simply not work).
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