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Month Index: September, 1994

From:     Skreyn@???.com
Date:     Wed, 07 Sep 94 02:45:43 EDT
Subject:  Re: Trollspace (LONG)
     OK, since the list has gotten temporarily quiet, I've decided to post
what I've done so far on Trollspace, based ont he rules from Blade/Flying
Buffalo's "Tunnels and Trolls."  The idea of a world where the rules don't
work quite like the party expects is a fun one, I think, if these different
rules are at least self-consistent.
     I'll also be posting this file to my ftp site.

- Sean

     It's stats:
     Primary Body: Danforth, type G spherical "fire" body
     Planets:      Carver, type B spherical earth body
                   Kendrey, type E spherical earth body
                   Loomis, type A (special) earth body

     Danforth, the primary, is slightly small for a primary star, and gives
out slightly less than the "normal" amount of light and heat for such
bodies.  Danforth is an agglomeration of matter from the plane of Radiance -
objects that come too close are blasted away by various sorts of energies
(unless protected from such things).

     Carver is a warm planet mostly inhabited by creatures of a faerie
nature: Elves, Sylphs, Dryads, Fairys, etc.  The people here are very adept
at magic; there is a Council of Wizards that could possibly rival the
strength of the Wizard's Guild (see the entry for Kendrey).  The faerie-kin
of this planet are very protective of it ... those that visit it rarely
leave, or leave changed in some way (this is compounded by the whimsical
nature of the planet's natives).

     Kendrey is the largest habitable place in this sphere.  It is a typical
Earth-class world, but with less than the average amount of deserts.  While
the major nations are Human, there are also two large Dwarven countries, and
several Elven ones scattered about.  Hobbits tend to live in or near Human
settlements, and Fairys usually live with Elves.  Leprechauns usually have
their own societies secreted within the Elven lands.

     Loomis is a square flatworld, with its plane being perpendicular to the
plane of its orbit.  Loomis is mostly water (about 90%), but the land has a
great deal of rich mineral and metal deposits.  Loomis' gravity is slightly
higer than normal (about 1.2).  It has all the races common to Kendrey, but
Humans and Dwarves are the most predominant humanoids.

     The gods present in Trollspace are predominantly nature-oriented,
Norse, and Greek.  Strangely enough, while most people subscribe to some
sort of religion, there are not many priests.  This may be due to the kind
of magic present in Trollspace.

     Unlike most other spheres, the most powerful creature in trollspace is
not a dragon.  Dragons, while powerful, do not grow as large as they do in
other spheres, and their powers tend to be much weaker.  In Trollspace, the
most powerful monster is ... the troll.  Many other varieties of trolls have
evolved or been created in Trollspace: trolls that turn to stone in
sunlight, trolls that can change their shapes, trolls that live under
bridges, trolls that can wield magic, trolls that are intelligent, and
others.  There are even varieties of trolls that grow to great heights (as
large as giants).  Trollspace trolls, on the norm, tend to be more toothy
and muscular than trolls in other spheres.

     There are two PC/NPC races common in Trollspace that are very uncommon
or nonexistant in other spheres: the Fairy, and the Leprechaun.  Each has
certain unique abilities.
     Fairys, of course, can fly.  If a Fairy is carrying more that half its
weight allowance, it cannot fly.  Generally only about 5" tall, they make
excellent scouts.  While not being the greatest warriors, they can become
competent wizards, although they only have 1/2 the initial MS of a regular
wizard (some of their native energy is used to allow them to fly; using this
energy would keep them landbound, and could also make them sick or even
die).  Their MS increases with levels like non-Fairy wizards do.
     Leprechauns are less like their non-Trollspace brethren.  They tend to
be more like the "classical" leprechaun: green hair, bearded, and having
Irish accents.  All Leprechauns are wizards, and have no MS penalty (unlike
the Fairys).  Leprechauns also have the power to teleport themselves up 50'
(at an MS cost of 5, which cannot be reduced by a staff or level); this
power can be used as often as the Leprechaun has MS.

     Long ago, the magic that functions in most other parts of arcane space
became very ineffective in Trollspace.  Even master wizards began having
difficulty harnessing the power to cast spells of 3rd level or higher.
Fortunately, a new type of magic was discovered, which allowed the existing
societies to continue without too much disruption.  The old magic-users
eventually died or switched magics, and the old magic faded from memory,
normally remembered only in stories and old tomes.  In the several thousand
years since it's abandonment, "Eldar" magic has regained power, but
currently nobody uses it, since almost all copies of Eldar spells have been
lost or destroyed since then.

     The new magic (called "Troll magic" by visitors to this sphere,
although it has nothing to do with trolls) functions more from a reservoir
of inner strength than from a preset incantation.  Wizards to not have to
choose their selection of spells daily; instead, what magic to be unleashed
can be chosen at the moment.  This type of magic, while powerful, tends to
require a lot of energy, especially at higher spell levels.  It was also
found that this magic was effective at healing other creatures, unlike Eldar
magic (for which healing magic is very difficult to accomplish).

     All certified wizards on Kendrey belong to the Wizard's Guild.  It is
to the Guild that presentations of new spells are made (for reward and/or
glory), it is to the guild that wizard criminals are given.  There is a
small group of wizards in the Guild that are responsible for producing the
nearly-indestructible Deluxe Magical Staves (see below).  A person that has
come to learn magic without the Wizard Guild training is considered a rogue
wizard, and (while not hunted down), is not allowed to purchase spells from
the Guild - only licensed wizards may do that.

     A beginning wizard starts with a certain reservoir of innate magical
strength (equal to the wizard's INT score), or MS.  As the wizard gains
levels, he gains more MS, and a greater knowledge of how to effectively use
it.  In game terms, the wizard gains a dX MS (where X is the experience
level that the wizard has just gained).  Levels after 20 mean the wizard
gains 1d20 MS.  Also, unlike Eldar magic, gaining a new experience level
means a new level of spells is available (spells go up to level 20 for this
sort of magic).  A wizard's MS is regained after a suitable amount of rest
(such as 8 hours of sleep).

     Note:  while it seems that the MS points will pile up at higher levels,
note that a 20th level wizard with 18 will have an average of 129 MS, and
that spells begin to cost more and more at higher levels (and average of 37
at level 10, 42, at level 15, and over 200 for level 20!).

     All spells require a certain MS to activate, which varies from spell to
spell.  A wizard that is casting a spell that is a lower level than the
wizard's experience level subtracts 1 MS per level difference (i.e., a 3rd
level wizard casts 2nd level spell that normally costs 10 points; the level
difference of 1 means the spell only costs him 9 points).  No spell's cost
may be reduced below 1 MS; there is always a minimum level of energy need to
start a spell.  A spell caster that tries to cast a spell that costs more MS
than he has at the time will die unless a save vs. death is made; sucess
means unconsciousness.
     Note that while the Guild will not sell a spell that is too high a
level for a wizard, there is nothing that prevents a greater wizard teaching
a spell to a lesser wizard.  In these cases, the spell of a higher level
costs an _additional_ MS point per spell level above the caster's level.

     Certain items aid a wizard's concentration in spellcasting.  These
items are called magical staves, regardless of the shape they take or the
material they are made of.  A magical staff reduces the MS cost of a spell
by 1/level of the caster (again, with a minimum cost of 1 MS).  Therefore, a
5th level wizard casting a spell that normall costs 8 MS will only cost 3 MS
if the wizard is using a magical staff.  This point reduction is cumulative
with the level bonus reduction (but the minimum cost is still 1 MS).
Magical staves fall into three categories: Makeshift, Ordinaire, and Deluxe.

     A Makeshift staff is any piece of wood enchanted for this purpose (a
certain first-level spell is required).  If the wood makes a save vs. normal
fire, it can be used as a magical staff until a number of MS points equal to
twice the wizard's INT have been cast through it, at which point it chars,
becomes brittle, and useless as a magical staff.
     An Ordinaire staff is a permanently enchanted staff.  It will not burn
out from use.  Note that this kind of staff does not need to be made of wood
- Ordinaire staves in the form of metal globes, gems, rings, or even magical
tattoos have been made.
     A Deluxe staff is a rare and powerful item.  Believed to only be
enchanted by a small clan of Guild wizard (of at least 17th level), each
Deluxe staff has a name, is semi-sentient, and is almost indestructable
(saves vs. everything with a 2).  A Deluxe staff acts just as an Ordinaire
staff (will not burn out, can be in almost any form), but in addition, the
Deluxe staff remembers every spell that is ever cast through it.  This means
that if a Deluxe staff was formerly owned by a powerful wizard who once had
cast the 7th level spell Invisible Wall with it, and if the staff is ever
found by a young wizard, that wizard could cast the Invisible Wall spell (if
he ever managed to scrounge up the 27 MS to do so).  Unfortunately, since
the staff is semi-sentient, it can sense if its owner (if it was not the
owner it was created for) is weak, and may try to take control of the bearer
(similar to how an intellignent sword might do so).

     A note on mixing magic:
     Due to the different types of thinking and brain structure necessary
for each type of magic, it is very rare that a person can learn both Troll
magic and Eldar magic (10% chance).  If an Eldar wizard tries to learn Troll
magic (which is a very simple and rapid process), and he cannot (i.e., the
dice roll indicates failure), the Eldar wizard immediatly takes damage equal
to the Troll wizard's INT).  A Troll wizard trying to learn Eldar magic
(which is slow, involving studying books, etc.) will (if the dice indicate
failure) begin to suffer head pains during the training, until such a point
is reached that concentration is impossible; this pain fades rapidly if
study is halted, and returns as rapidly if the study is taken up again.
     Note that there is a 10% chance for any particular person with an INT
of 12 or higher to be able to learn Troll magic.  If the attempt is made,
dice are rolled (with failure giving the same results as above).  If success
is indicated, the character is now considered a rogue wizard to the Guild.

     Rogue Wizards:
     Rogue wizards function exactly as normal wizards, with two exceptions:
they never gain the MS reduction for casting spells of lower levels (i.e.,
they must always cast spells at the full cost, unless they use a magical
staff), and they cannot learn spells of level higher that 7.  Both of these
limitations are removed once the individual goes through Wizard Guild
Training (costing a significant amount of money and taking at least 4 years).

     (Magic spells listed in a separate file due to space considerations.)
     (Besides, I haven't typed them out yet!)
Sean K Reynolds   a.k.a. Veggie Boy  skreyn@??????.com  skreyn@???.com
"You think you're so smart, but I've seen you naked,
"I'll probably see you naked again." 'Blame it on me', BareNaked Ladies

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