Sunday, February 6, 2011

Material Components For Every Elementalist Mage

From our previous discussion on fire mages and material components:

Fire mages, for instance, can use any combustible fuel to aid their spells, but the quality and quantity of those fuels can range widely. Common natural ingredients(carbohydrates) wood, cloth, food would be energy level 1, but how much mass would be needed?

Energy level 1(wood or other carbohydrates):
oven dried or completely dehydrated fuels (such as from an ancient desert tomb) 10 lbs
charcoal 7lbs
air dried wood 14 lbs
green or living tree 28 lbs
water-soaked wood 90 lbs
rain-soaked living tree 120lbs
lamp-oil soaked wood 3lbs
greek fire coated stick 4 ounces
alcohol beverages with 50-80% alcohol 1 liter


Energy level 2 (flamable oils):
lamp oil-crude 4 standard flasks (soaks 12 lbs wood)
lamp oil refined 1 standard flask (soaks 12 lbs wood)
grain alcohol 90-100% 1 liter

Energy level 3 (Highly flammable compounds):
greek fire - 1/12 standard flask (standard flask can coat 40 sticks)

Energy level 5 (Explosives)
There might be some limited explosives discovered on our alternate earth, but none at this time.

Fire or heat could give a bonus to fire magic casting, just as rain or cold might hinder it. Strong sources of fire or heat can be used by a fire mage to transfer the effect into a spell. Molten lava could fuel a spell. A burning house could. Note how much fuel the mage can gather in one 5ft hex of influence to determine how much fuel they can gather in one round at their skill level.

Please note how each level of energy is broken down into nice 1d6 chunks. Every mage will have a casting skill. A mage can convert 1d6 of material component per every 1d6 of casting skill they have per round they can spend casting. Note that the caster can move 5ft without penalty every round while in this collection phase.

Ice mages get 1d6 for every cubic yard of ice they use.
Death mages get 1d6 for every 1d6 of Health they destroy.
Air mages get 1d6 for every round they breath clean air (during casting).
Earth mages get 2d6 every round they touch earth while casting.
Sun mages get 1d6 every round while in the sun.
Water mages get 1d6 every cubic yards of water they use.
Etc.

There are higher energy material component examples for these other types of mages, but not with the ease of a fire mage.

Then there are bonuses for sympathetic material components, like a bird feather for a fly spell. These often add a 1d6 and are consumed with the casting. Better examples can add more energy. Obviously, a feather from a griffon would add more than a sparrow's feather. Condition is also important.

More bonuses can be found from sympathetic tokens. Obsidian tokens are good for aiding fire spells and last through several castings before crumbling.

Of course, wands and staves are very carefully crafted magical items that can aid the caster repeatedly, but more on that later.

Somatic components- gestures aid in gathering casting energy and focus. Each round spent making these gestures (and not gathering energy from components) adds 1d6 per round for a maximum of x rounds, where x is the total skill dice in spellcasting the caster has. This is often done in conjunction with a verbal component, which must be heard at least 10 feet from the caster, or fail aiding the spell. Again, this adds 1d6 per round for a maximum of x rounds, where x is the total skill dice in spellcasting the caster has.

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