Wednesday, January 19, 2022

Elves, Part III

Elven Magical Side-Effects
Being well known for their enchanted nature, elves often experience beneficial results when working their spells. Such is the congenial relationship with their gods and other powers that they experience unique magical side-effects. 

When an elf casts a spell, first roll 1d12 on the table below for the general side-effect. Then, if a requirement is called for, roll on the table for the elf's spellcaster type to determine what each specific requirement is. 

1. Requisite Abiding: The spell must submit to the requirement. If it's not fulfilled, then the magic will be undone.

2-3. Requisite Twixt: The elf need follow at least one of two requirements for the spell, otherwise it will only work at 50% of its usual strength.

4-6. Aura Elder: An area radiating 1d20 x 5' from the spell's casting causes all who follow the same ethos as the elf to gain a +1d4 to all rolls while within. If not, then they suffer the same in penalty. The area remains so charged for the next 1d20 rounds.

7-8. Requisite Salutary: If the elf follows the requirement, then the spell's effect, range, or duration can be improved by 50%. If not, then the spell just works normally.

9-10. Requisite Propitious: The elf need follow at least one of two requirements so that the spell's effect, range, or duration can be improved by 100%. If not, then one of its aspects can still be boosted by 50%.

11-12. Elven High Magic: The elf may automatically double the spell's range, effect, or duration. Alternatively, he or she may opt to follow a randomly determined requirement and thereby be able to triple one of those aspects, as well as select the requirements they'll have when casting their next three spells too.


Requirements by Elf Spellcaster Type
Different types of elven spellcasters naturally have different requirements for making their spells work. When a requirement is called for, roll on the corresponding table below.

Elf Lord (d6)
1. Point their weapon at the spell's target.
2. Gesture or chant loudly.
3. Be in a natural or otherwise beautiful area.
4. The spells results occur in a way that would seem a coincidence.
5. Cast the spell to bring about more harmony and balance in some way.
6. Cast the spell in a way to demonstrate the superior ways of elves.

For example, when an elf lord character casts a spell, his player rolls a 2 on the d12 (Requisite Twixt). He then rolls twice on the Elf Lord requirement table and gets a 3 and a 5. He therefore must either gesture or chant loudly, or cast the spell to bring about more harmony and balance in some way. If not, then the spell will only work at half its usual strength.


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Next week: Elves, Part IV!