2D6 Magic
2D6 Magic
2D6 Magic
Michael Brown
Adding Arcane Powers to the 2D6 System
Michael Brown
Getting Started
There are two ways to create a magic-using hero (mage):
• Mages are often assumed to have spent long hours studying the
arcane arts. We can assume that this has been the case during the
mage’s prior terms of service. At the end of the prior career, throw
2D6 + the number of Terms served. The result is the mage’s mana
pool (see below.) Magic skill can be generated in whatever way works
for your world.
Mana is the raw eldritch force a mage manipulates to power spells. It’s not the
mage’s personal energy; rather, think of it as the energy that “surrounds us,
penetrates us, binds the realms together.” (nudge!) But a mage can also use
personal energy if necessary (see below.) The mana score, thrown on 2D6 or
less, is also the chance the mage can sense magic in the area.
2 | 2d6 Magic
The Core
Magic is classified into six categories, in increasing order of complexity:
Casting Spells
Basic spellcasting is a task: 2D6 + Magic skill level + INT DM. If the throw is 8+,
the task succeeds. But to the basic task, several modifiers must be applied:
situational difficulty; spell complexity; range; and if the target is a sentient being,
its Intelligence (INT) DM, or its Instinct DM if it’s an animal.
Target’s INT
or Instinct DM
Complexity Range Distance (m) DM INT Mod.
Communication 5 Touch (T) ≤ 1.5 +4 1 +3
Divination 6 Close (C) 1.5-3 +2 2 +2
Apportation 6 Short (S) 3-12 0 3-5 +1
Transportation 7 Medium (M) 12-50 –2 6-8 0
Transformation 9 Long (L) 51-250 –4 9-11 –1
Realization 9 V. Long (VL) 251-500 –6 12-14 –2
Distant (D) 501+ –8 15 –3
Spells can be cast by mere concentration, but using the body and voice makes it
easier to shape and direct the mana. Obvious gestures and vocalizations each
add +1 to the task. The destruction of valuable and/or specially-made objects
(material components) during the spellcasting process releases stored energy
into the mana flow, adding another +1 to the task.
2d6 Magic | 3
Situational Difficulty: Each level of difficulty below or Difficulty Modifiers
above Average is a DM of +2 or –2, respectively: Simple +6
The spell complexity also governs how many points Easy +4
are drawn out of the mage’s mana pool. When the pool Routine +2
is exhausted, further energy points must come from the
Average 0
mage personally; such use displays as physical harm.
This damage can be healed normally, but any stat Difficult –2
taken to 0 in this manner manifests as some sort of Very Difficult –4
permanent physical effect (scarring, disability, etc.) Formidable –6
Note that INT is subject to this damage as well. Also,
the mage can’t cast any more spells until (s)he replenishes the pool through
complete rest. A desperate mage may also choose to dump personal energy into
a spell. Note that a weak mage can’t cast any of the higher-complexity spells
without risking severe bodily harm.
The Referee may allow the use of some sort of “mana battery” in his or her world.
These items help supply extra energy for spellcasting.
If a spell fails, the Referee should determine the effect of that failure. Most spells
simply fizzle but attempting and failing to cast a high-powered spell may have
spectacular — and dangerous — effects.
Area Effect: Decide on the range of the center of effect. Affecting an area of up to
3m diameter adds –1 to the task; each additional 3m is another –1, but damage
(if any) is reduced by 25%. The caster can also form the area of effect into a
cone (–2), a wall (–3), a dome (–4), or a sphere
(–6.)
When a spell is cast, the Player should describe what the spell is intended to do;
using as much detail as necessary. The referee should then determine which of
the six categories the spell falls under — this determines its complexity — and
consider under what circumstances the spell is being cast (situational
difficulty.) The range to the target is determined; and if the target is a sentient
4 | 2d6 Magic
being, its INT DM should be determined. Plugging these items into the task
formula above gives a modifier to the throw.
If the spell is cast successfully, the Player should record its details, and name it
whatever (s)he likes, basically building a grimoire as (s)he goes along. Also,
each future use of that spell is at +1 due to familiarity.
Damage: Spells that damage do so at 1D6 per level of Magic skill (the mage may
choose a lesser amount), or as the closest analogue to a physical weapon,
whichever fits the concept better. The caster is free to designate any or all of the
damage as nonlethal.
Ritual and Group Magic: Each person beyond the first participating in a group
casting contributes 1D3 mana to the spell. The Difficulty is also improved one
step for every twenty participants.
2d6 Magic | 5
Tricks
Also called cantrips. The Referee may allow the use of spells that have effects so
minor they effectively drain no energy. These are the equivalent of skill-0 spells,
although the Referee may limit the number the mage has at any one time.
Apprentices typically use them to play pranks; experienced mages use them to
impress rubes. Examples would be lighting a pipe with the flick of a finger,
zapping an annoying insect, or neutralizing an alcoholic drink before imbibing it.
Familiars
Some spellcasters have a mystical companion that also serves as servant, spy,
and confidant. Often resembling a mundane animal — a witch’s black cat is a
stereotypical example — such creatures can take almost any form and gives the
mage extra abilities through a magical link.
Summoning a familiar is a conscious act, whenever the mage feels (s)he’s ready
for the responsibility. Casting the spell to attract the familiar spirit is a task
(Communication, Average; but no range or INT/Instinct modifiers) that takes a
minimum of an hour. If the throw fails, nothing happens, and the mage can’t try
again for a full week. Otherwise, the Effect of the throw is multiplied by the mana
points expended in the spell; this represents the maximum size in kilograms the
familiar’s final form takes (see the Cepheus Engine or OSFRPG rules) although
the mage can choose its form within that limit. The familiar arrives the next day
after the spell is cast by whatever form of locomotion its form gives it. They
behave as the animal they assume the form of (a cat is sneaky; a dog is loyal
and protective, etc.)
Mages of an evil bent may summon a minor demonic spirit as a familiar. These
creatures may appear as imps or the like, or as mundane animals, but those that
appear as an animal has something different about them that makes others
uncomfortable, such as a weird eye color or odd behavior.
The mystic bond forged between the spellcaster and the familiar allows the mage
to use the familiar’s senses as his or her own; know where the animal is at all
times through a mental link; communicate telepathically and/or verbally with
perfect clarity; and (as long as the familiar is within Short range) add a number of
points to the mage’s Mana point pool equal to its weight in kilograms divided by
5. The Referee may allow the presence of intelligent familiars to give the mage a
positive DM to tasks requiring knowledge. The bond is broken upon the untimely
death of the familiar, resulting in damage to the mage; divide the familiar’s weight
by 5 and apply the result as physical damage to the mage. This damage can’t be
healed magically; it must heal naturally. If a familiar dies in this manner, the
mage can’t attract another for an entire month. Familiars can be dismissed or die
natural deaths without effect.
6 | 2d6 Magic
Magic Items
To create a “basic” magic weapon, determine the mana score with a throw of
2D6+3. Divide the result by 3 (drop fractions) and split it between hit and damage
in whichever combination fits the weapon concept.
Follow the same procedure for enchanted armor and shields, and for protective
items other than armor (rings, amulets, etc.) But the bonus is applied instead to
the AR of the item(s), or in the case of non-armor protection, acts as armor while
the item is worn.
For items with other magical abilities, determine the mana score as above, but
the result determines several things:
Then choose the spells to occupy each slot, crafting them as outlined above, but
dividing the final mana cost by 3. Each use of that spell uses that many charges.
Magic items that use charges recharge at a rate of 1D6 points per hour while
there’s ambient mana to draw upon.
An item may have only one type of spell (i.e., only Transportation spells), multiple
uses of one spell (i.e., a Ring of Fireballs), or varied spells. Also, the Referee
may define items as effective only against a specific type of creature or under a
certain circumstance (i.e., a bonus only against dragons, or only if the wielder
has a pure heart.) Note that weapons may have a DM bonus and additional spell-
like abilities, particularly legendary items.
Activating a magic item that requires it is a significant action. The Referee may
rule that a magic word is also required; discovering this word may require
experimentation or research.
Modifiers to spells within a magic item are typically “built-in.” When applying
basic modifiers, reverse the bonuses given in the basic 2D6 Magic tables. For
example, building in a range modifier of Medium (–2), gives a +2 instead. This
affects the number of charges used by the item.
2d6 Magic | 7
• Example 1: “Basic” magic sword. We throw 2D6+3 and get 10; dividing
by 3 (and dropping fractions) gives us a result of 3. Our magic sword
has +3 to divide however we like between hit and damage.
• Example 2: Ring of Protection. We throw 2D6+3 and get 5; dividing by
3 (dropping fractions) results in 1. Our Ring of Protection gives an
extra +1 vs. damage.
• Example 3: A magic quarterstaff (let’s say, a Staff of the Four Winds)
with the following spells: Flight, Whirlwind, Gust, Whisper, and Calm.
First, we throw 2D6+3 for 12 mana points. Dividing this result by 3
gives us a DM of +4 to divide between hit and damage; we’ll split the
points up equally, +2 to hit and +2 damage. The result of 12 also gives
us the maximum number of charges the staff can hold, the maximum
number of “slots” for different spells (no problem here; we’re only
adding five), and we multiply by 3 to get 36 points of damage the staff
can take before being destroyed. Now, we’ll craft our spells:
• Flight: just what it says on the tin. Transportation (7), can move
to Medium range in one combat round (+2). 9 points, divided
by 3 = 3 charges
• Whirlwind: The caster can create her own personal tornado!
Realization (9), area effect (9m, +2), extra time (minutes to
form rather than combat rounds, –2). 9 points (3 charges)
• Gust: A mighty current of air knocks enemies off their feet.
Apportation (6), Area Effect Cone (+2) up to Medium range
(+2). 10 points (3 charges), a maximum of 4D6 damage.
• Whisper: The wind bears messages from far away. Divination
(6). (2 charges)
• Calm: The power of the natural wind is lessened. Realization
(9), minutes to cast (–1), area effect (up to Distant radius, +8).
16 points (5 charges)
The wielder can use any combination of spells in the staff up to the maximum
charges (12.) The staff regains 1D6 charges every hour.
8 | 2d6 Magic
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