optional magic rules

RABID BAT MAGIC (OPTIONAL)
IN OUR VERSION OF THE RABID BAD ENVIRONMENT ALL MAGICAL ABILITY COMES FROM CREATED OBJECTS. THINK OF IT LIKE BUILDING A GUN OR A
CAR. THE OBJECT IS CREATED BY THE MAKER AND CAN BE USED BY HIM OR
OTHERS IN THE MANNER IT WAS DESIGNED. TO BE USED. GAME MASTERS,
HOWEVER, ARE NOT BOUND TO OUR METHOD.
THESE OBJECTS DRAW MAGICAL POWER FROM THE ENVIRONMENT, POSSIBLY COSMIC RAYS ARE THEIR SOURCE OF ENERGY, OR MAYBE THE EARTHS
MAGNETIC FIELD. OR MAYBE FROM SOME SPIRITUAL OR EXTRA-DIMENSIONAL SOURCE. MAGIC ITEMS ARE CONSTANTLY DRAWING ENERGY TO RECHARGE
WHEN THE NEED TO.
JUST LIKE A GUN OR A KNIFE MOST PEOPLE CAN FIGURE OUT HOW TO
USE A MAGIC ITEM WITH AN IQ CHECK, BUT TO CREATE THESE MAGICAL
ITEMS REQUIRES AN IQ OF NO LESS THAN 7, AND ALSO REQUIRES THAT
THE CREATOR HAVE ‘ENCHANTER’ AS AN OCCUPATION.
THE ENCHANTER HAS THE KNOWLEDGE REQUIRED TO GET THE DESIRED
EFFECT FROM THE MAGIC ITEM. HE UNDERSTANDS WHAT MATERIALS AND
RUNES ARE NECESSARY AND HOW TO ENCHANT THE ITEM TO GET IT TO DO
WHAT HE NEEDS FOR IT TO DO. THIS, AGAIN, IS SOMETHING WE LEAVE TO
THE INDIVIDUAL GM’S TO DECIDE FOR HIS GAME WORLD ENVIRONMENT.
THE TIME REQUIRED TO MAKE THESE ITEMS IS ONE WEEK FOR MINOR
ITEMS THAT DO NO DAMAGE AND ONE MONTH FOR ITEMS THAT CAUSE DAMAGE. THE GM MAY OR MAY NOT ALLOW MULTIPLE EFFECTS TO BE ENCHANTED
INTO ONE MAGIC ITEM.
FOR EXAMPLE, A WIZARDS STAFF OF FLAME WOULD PROJECT THE ‘FLAME
GEYSER’ ATTACK. WE THEN DECIDE THAT IT PROJECTS THE FLAME TO 40
FEET AND CAN BE USED 12 TIMES A DAY, TAKING 2 HOURS TO RECHARGE ONE
USE. THE WIZARDS STAFF OF FLAME CAN ONLY BE USED BY CHARACTERS
WITH AN IQ OF NO LESS THAN 7 AND WHO HAVE TAKEN SOME FORM OF
MAGICAL ABILITY AS A PROFESSION OR HOBBY.
=WIZARDS STAFF OF FLAME=
-MAGIC USER ONLY
-FLAME GEYSER, 40 FT RANGE
-12 USES PER DAY
-RECHARGE 1 PER 2 HOURS
A CHARACTER CAN BE BOTH AN ENCHANTER AND A MAGIC USER BUT IN
ORDER TO USE THE ITEM EFFECTIVELY THE CHARACTER MUST BE A
MAGE/WIZARD/SORCERER/ETC AS A PROFESSION OR HOBBY. JUST BECAUSE
ONE CAN BUILD A CAR DOESN'T MEAN ONE IS PROFICIENT IN DRIVING A
CAR.
MAGIC ITEMS DO NOT HAVE TO ONLY HAVE AN OFFENSIVE USE. THE
STAFF IN THE ABOVE EXAMPLE, COULD ALSO BE USED AS A TORCH AT A MUCH
© 2015
Rabid Bat Games
RABID BAT POTIONS (OPTIONAL)
POTIONS ARE MADE FROM INGREDIENTS THAT EXIST IN NATURE. IT MAY
BE PLANTS OR OTHER SUBSTANCES FOUND IN A GIVEN ENVIRONMENT. THE
QUALITIES ARE NOT DEFINED HERE, BUT ARE LEFT UP TO THE INDIVIDUAL
GAMEMASTERS TO DECIDE INSTEAD.
THE REQUIRED SKILL TO KNOW WHAT INGREDIENTS TO USE AND TO
CREATED POTIONS WITH THEM IS CALLED “ALCHEMY”. IF A CHARACTER HAS
ALCHEMY AS A SKILL AND AN IQ OF 7 HE CAN CREATE POTIONS FROM RAW
INGREDIENTS. TIME FRAMES AND COSTS ARE ALSO LEFT TO THE GM.
BECAUSE MAGIC POTIONS ARE ONE USE RATHER THAN ENCHANTED
WITH MANY USES, WE SUGGEST THAT POTIONS COST NO MORE THAN 10%
OF AN ITEM THAT HAS THE SAME MAGICAL EFFECT. AND THAT IT ONLY
TAKES 1 - 3 DAYS TO MAKE A POTION.
RABID BAT SCROLLS (OPTIONAL)
SCROLLS ARE RUNE SPELLS WRITTEN ON ROLLS OF PARCHMENT BY A
SCRIBE WHO IS TRAINED NOT JUST TO WRITE THE CHARACTERS ON THE
PAGE, BUT TO USE HIS FORCE OF WILL TO EMPOWER THE RUNES TO HAVE
THE DESIRED EFFECT WHEN READ.
SCROLLS CAN BE USED BY SOMEONE WHO HAS THE ABILITY TO USE THEM
AS DETERMINED BY THE GM, GENERALLY A MAGICALLY INCLINED CHARACTER
OF SOME SORT READING THE RUNE WILL DO THE TRICK.
TYPES OF SCROLLS;
SINGLE USE. THESE SCROLLS ARE READ ONCE FOR THE EFFECT THEN THE
RUNE DISAPPEARS. THE SCROLL ITSELF CAN BE USED AGAIN FOR A NEW RUNE.
STORED USE. TO USE THESE SCROLLS THE CHARACTER READS THE SCROLL
AND CAN THEN USE THE EFFECT LATER WITHOUT HAVING TO LOOK AT THE
SCROLL AGAIN. THE SCROLL MUST BE READ AGAIN, WHICH TAKES 10 MINUTES, TO BE USED AGAIN.
PERMANENT USE. THESE SCROLLS ARE USED BY READING THEM ONCE. THE
CHARACTER THEN ADDS THAT SPELL TO HIS CHARACTER SHEET. IT CAN BE
CAST EITHER ONCE PER DAY, PER HOUR, PER TURN, ETC, AS DETERMINED BY
THE GM. THE RUNE DISAPPEARS AFTER READING IT.
SPELL BOOK. A MAGIC USER CAN HAVE A SPELL BOOK WHERE HE SAVES HIS
“STORED USE” TYPE SCROLLS. SCRIBES CAN USE THESE TO COPY THE SPELLS
IN HIS SPELL BOOK ONTO NEW SCROLLS TAKING ANYWHERE FROM AN HOUR
TO A FEW DAYS DEPENDING ON THE COMPLEXITY AND POWER OF THE RUNE.
© 2015
Rabid Bat Games
Here is a very basic magic item generator. Obviously it is not
comprehensive, but it can do in a pinch when you just need some
mundane magic items quickly. Reroll any results that don’t
make sense or fit your needs and feel free to modify this chart.
~ALL MAGIC ITEMS ARE SUBJECT TO GM APPROVAL~
Roll 1d12 to determine the item and a second d12 to determine
the enchantment, and a third d12 when required.
~BASIC MAGIC ITEM GENERATOR~
D12 #1
D12 #2
1 RING
(1-6) CURE POISON, 1X / DAY
(7-12) CURE DISEASE, 1X / DAY
2 ARMOR
OF COMBAT, +1 TO APPLICABLE COMBAT CONTEST ROLLS
3 BOOTS
(1-8)OF HEALING, HALF DAMAGE, 1X/DAY
(9-12)OF MAJOR HEALING, ALL DAMAGE, 1X/WEEK
4 GLOVES
(1-6) OF LIGHT, 25 FT RADIUS
(7-12) OF DARKNESS/ FOG, 25 FT RADIUS
5 WEAPON
OF ILLUSION, ALL SENSES, CONTEST OF IQ (MAGE IS +4)
30 MINUTES TOTAL / DAY
6 AMULET
(1-4)OF POTABLE WATER, 10 GAL/DAY
(5-8)OF APPLES, 10 LARGE, RIPE APPLES / DAY
(9-12)OF INSTANT CAMPSITE, SLEEPS 8, WITH FIRE, 1XDAY
7 WAND
OF OPENING (TO OPEN LOCKS)
(1-8) +1
(9-11) +2
(12) +3
8 STAFF
OF +1 BOUND WEAPON, (DISAPPEARS AFTER COMBAT)
(1-3)BOW (4-6)DAGGER (7-9)SWORD
(10-12)2H AXE
9 BRACER
(1-3) OF FIRE GEYSER, 40’ RNG, 12X/DAY
(4-6) OF SHOCK BOLTS, 40’ RNG, 12X/DAY
(7-9) OF ICE DARTS, 40’ RNG, 12X/DAY
(10-12) OF WATER BLAST, 40’ RNG, 12X/DAY
10 HELM
(1-6)OF TRUTH, 1 QUESTION / DAY,
(7-12)OF LYING, TARGET MUST LIE FOR 1 HOUR. 1XWEEK.
(MAGE IQ VS WILLPOWER FOR BOTH)
11 CIRCLET
(1-6)OF CLIMBING, ANY SURFACE, 10 MINUTES / DAY
(7-12)OF RUNNING, TRIPLE RUN SPEED, 30 MINUTES / DAY
12 ROBES
OF ENHANCED SENSE, TO ROLLS
(1-8) +1
(9-11) +2
(12) +3
(1-4) SIGHT (5-8) SMELL
(9-12) HEARING
© 2015
Rabid Bat Games
MAGIC ITEMS
=WIZARDS STAFF OF FLAME=
FLAME GEYSER, MAGIC USER ONLY, IQ7, 40 FT RANGE, 12 USES PER DAY,
RECHARGE 1 PER 2 HOURS.
=RING OF WATER=
CREATES UP TO 10 GALLONS OF DRINKABLE WATER PER 24 HOUR PERIOD. CAN INSTEAD BE USED AS A ‘WATER BLAST’ 1X PER DAY THAT USES
THE ENTIRE 10 GALLONS IN ONE SHOT.
=CLOAK OF SHADOWS=
-7 TO ALL ROLLS TO DETECT WEARER WHEN THEY ARE STANDING STILL.
=RING OF FIRE=
CAN START A SMALL FIRE WITH ANY FLAMMABLE MATERIAL AVAILABLE BY TOUCHING IT.
=TOURNIQUET OF HEALING=
STOPS BLEEDING IMMEDIATELY. REMOVE ALL POINTS OF ‘BLEEDING’ AS
LONG AS TOURNIQUET REMAINS ON BLEEDING WOUND FOR 2 HOURS.
=BOOTS OF RUNNING=
DOUBLES RUN SPEED WHEN WORN. +4 TO CONTESTS INVOLVING RUN
SPEED.
=GAUNTLETS OF DEFENSE=
WEARER CAN MAKE A DEFENSE ROLL AGAINST ALL MELEE ATTACKERS
INSTEAD OF THE NORMAL LIMIT OF TWO. RANGED COMBAT IS UNCHANGED.
=DAGGER OF MIGHT=
BEARER CAN DEFEND AGAINST 3 MELEE ATTACKS INSTEAD OF 2. DOES
DAMAGE ON THE SWORD CHART INSTEAD OF THE DAGGER.
=CLERIC ROBES=
ONLY USABLE BY A CLERIC. WEARER CAN STOP ALL BLEEDING AND HEAL
HALF DAMAGE ON A MEDIUM SIZED CHARACTER OR CREATURE 2 TIMES
PER DAY. ALSO GIVES THE WEARER KNOWLEDGE OF ALL PLANTS WITH
HEALING ABILITIES IN THE NEARBY AREA.
© 2015
Rabid Bat Games
POTIONS
=POTION OF MINOR HEALING=
DRINK POTION TO HEAL HALF OF DAMAGE.
=POTION OF COAGULATION=
DRINKING THIS POTION STOPS ALL BLEEDING IMMEDIATELY.
=MAJOR HEALING POTION=
HEALS DAMAGED CHARACTERS 100%.
=POTIONS OF NIGHT VISION=
GIVES CHARACTER ABILITY TO SEE AT NIGHT THE SAME AS IN
DAYLIGHT FOR 24 HOURS
SCROLLS
=POTION OF FLAME=
FLAME GEYSER, SINGLE USE.
=MAJOR HEALING=
HEALS DAMAGE 100%, STORED USE.
=MINOR HEALING=
HEAL HALF DAMAGE, PERMANENT USE, ONCE PER HOUR.
© 2015
Rabid Bat Games
CLASS STARTING SPELLS
STARTING SPELLS ARE DERIVED FROM PERMANENT USE SCROLLS.
MAGE
=FLAME GEYSER=
CAST FLAME GEYSER, PERMANENT USE, 1X PER 60 SECONDS
=MINOR ILLUSION=
ILLUSION FOOLS ONE SENSE, PERMANENT USE, 30 MINUTES TOTAL PER DAY. WILLPOWER
VS IQ. MUST BE CAST FOR EACH USE OR CHANGE IN SPELL EFFECT.
=FAMILIAR=
SPELL SUMMONS A FAMILIAR BEAST THAT THE PLAYER CAN CONTROL. THE FAMILIAR IS
A REAL ANIMAL OF PLAYERS CHOOSING THAT CAN WEIGH NO MORE THAN THE PLAYER
HIMSELF AND HAS D/S/B EQUAL TO THE PLAYERS. PLAYER CAN SEE THROUGH HIS
FAMILIARS EYES AND HEAR THROUGH ITS EARS UP TO 1 MILE AWAY FOR 30 MINUTES
TOTAL PER DAY. IF THE FAMILIAR DIES THE PLAYER LOSES CONSCIOUSNESS FOR D12
HOURS. A NEW FAMILIAR CAN BE SUMMONED BY USING THE SPELL AGAIN. CASTING AND
RESOLVING THE FAMILIAR SPELL TAKES 1D12 HOURS.
RANGER
=SURE TRACKING=
+7 ON TRACKING ATTEMPTS, PERMANENT USE, 1X PER HOUR.
=MINOR HEALING=
HEAL HALF DAMAGE, PERMANENT USE, 1X PER HOUR.
=PURIFY FOOD/WATER=
REMOVES ANY POISON, DISEASE OR HARMFUL ORGANISMS FROM FOOD AND WATER
WITHIN 2 FEET.
CLERIC
=TURN UNDEAD=
CONTEST OF WILLPOWER TO TURN ALL UNDEAD IN 100FT. PERMANENT USE, 1X PER HOUR.
=MINOR HEALING=
HEAL HALF DAMAGE, PERMANENT USE, 1X PER HOUR.
=CLOTTING=
STOPS ALL BLEEDING, PERMANENT USE, 1X PER HOUR.
PALADIN
=TURN UNDEAD=
CONTEST OF WILLPOWER TO TURN ALL UNDEAD IN 100FT. PERMANENT USE, 1X PER HOUR.
=HOLY STRIKE=
MUST BE CAST BEFORE MAKING COMBAT DICE ROLL. A SUCCESSFUL OFFENSIVE OR DEFENSIVE COMBAT ROLL AUTOMATICALLY DOES DARKRED DAMAGE AND A CRITICAL HIT. 3X PER
DAY.
=MINOR HEALING=
HEAL HALF DAMAGE, PERMANENT USE, 1X PER HOUR.
© 2015
Rabid Bat Games
ASSASSIN
=SHADOW FORM=
-7 TO BE DETECTED FOR 10 MINUTES, PERMANENT USE, 1X PER DAY.
=ASSASSINATE=
DOUBLE DAMAGE ON NEXT ATTACK, PERMANENT USE, 1X PER DAY.
=POISON WEAPON=
CREATES ONE DOSE OF THE POISON CURARE FOR A WEAPON. PERMANENT USE. 2X PER DAY. PARALYZES IN 30 SECONDS.
THIEF
=OPEN LOCK=
+5 TO OPEN NON-MAGICAL LOCKS, PERMANENT USE, 1X PER DAY.
=DISARM TRAP=
+7 TO DISARM NON-MAGICAL TRAP, PERMANENT USE, 1X PER DAY.
=CUTPURSE=
+7 TO PICK POCKET, PERMANENT USE, 2X PER DAY.
© 2015
Rabid Bat Games