Introducing Magic to AIME

The place for discussion of Cubicle 7 and Sophisticated Games' "Adventures in Middle-earth" OGL setting.
LukeZ
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Re: Introducing Magic to AIME

Post by LukeZ » Tue Mar 07, 2017 6:59 am

We are using this house rule:

Magic Lore (additional Feature Scholar level 1)
When using the "Research Lore" undertaking, you can alternatively roll Lore to learn one spell from the standard list (DC equal to 10 + spell level, 10 for cantrip). Maximum spell level is Scholar level divided by 2 (round up).
Casting a spell consumes 1 HD per spell level (cantrips are free) or the Inspiration.

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ThrorII
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Re: Introducing Magic to AIME

Post by ThrorII » Tue Mar 07, 2017 9:01 pm

Don't forget the ease of using Wondrous Artefacts in place of learning spells. A Scholar with such an item can appear to be as powerful as one of the Five Wizards.

Here are two 'Gandalf-type' artefacts I whipped up, with suggestions on magical results:

The Ring of Fire
A gold ring inset with a ruby, crafted by the Elves of Eregion in the Second Age (Blessing to Nature).

Spend inspiration and Hit Dice to cause a magical result. Sample magical results may include:

1-3HD
• Control existing fires to form shapes, or cause the fire to dim or flare (within 5' square)
• Cause smoke to change color, take shapes, or move about

4-6HD
• Cause an existing fire to flare brightly, blinding foes for 1 to 3 rounds on a failed Wis save
• Touch flammable objects to cause them to burst in to flame within 5’ area
• Cause an existing fire to move 5 ft. in one direction, grow 5 ft., or to have a fire in a 5’ area be extinguished.

7-9HD
• Cause a fire to flare and send out burning sparks, causing 1d8 of fire damage per HD spent to all adversaries within a 20 ft. circle of the fire.


Staff of the Seer
A wooden staff, wrought with engraved runes and topped with a clear multifaceted crystal, crafted by the Men of Númenór (Blessing to Perception).

Spend inspiration and Hit Dice to cause a magical result. Sample magical results may include:

1-3HD
• Cause a light to shine from the crystal, giving bright light up to 20 ft. and dim light up to another 20 ft., for up to 1 hour (increase light ranges by x2 or x3 by spending 2 or 3 HD).
• Cause all light sources within 20 ft. to go out, or cause the area to be covered in darkness.

4-6HD
• Cause a flash of brilliant light, blinding foes for 1 to 3 rounds.
• Allow you to clearly see any place you know or have knowledge of, up to 100 miles away. You must be on a hill or other raised area that theoretically grants a clear view. You cannot see inside a structure or hear what is occurring.

7-9HD
• Cause a brilliant beam of light to shine forth from the crystal, up to 60 ft., causing 1d8 of radiant damage per HD spent, and illuminating an area of 20 ft. around you as sunlight.


Or, if your group likes defined spells, you can just let them cast appropriate 5e spells based on the skill Proficiency the artefact influences. Like you said, 1HD per (Spell level +1) would be appropriate (cantrip = 1 HD, 9th level spell = 10 HD).

I highly recommend you get a hold of the Temple of Elemental Evil Player's Guide. It has nearly 2 dozen elemental type spells, and many are very Tolkien appropriate.

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ThrorII
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Re: Introducing Magic to AIME

Post by ThrorII » Tue Mar 07, 2017 9:21 pm

A sample of 5e appropriate spells for the Ring of Fire Wondrous Item listed above:
Remember, AiMe assumes that 1-3HD effect do not directly harm others; 4-6HD cause minor harm, divination, or directly oppose the enemy; while 7-10HD effects cause serious and direct harm or overthrow another's will. Also, remember Gandalf stated he "could not burn snow", meaning that fires are not produced from thin air (although a Firebolt spell, requiring pine cones or other small throw-able and flammable objects would be thematic. Even though a Cantrip, under the AiMe guidelines, it would probably be a 4HD spell).

Cantrip (1 HD)
Control Flames (ToEE PG)

2nd Level (3HD)
Pyrotechnics (ToEE PG)

3rd Level (4HD)
Flame Arrow (ToEE PG)

8th Level (9HD)
Incendiary Cloud (D&D 5e PHB)

Malcom of Clan Ewen
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Re: Introducing Magic to AIME

Post by Malcom of Clan Ewen » Wed Oct 11, 2017 4:20 am

I haven't actually purchased the books yet, but concerning the use of magic, the concept of magic attracting the Shadow would seem to be a good way to prevent too much abuse of magic. MERP had rules for this and they actually worked pretty well, at least for our group. Being long-running foes of the Shadow and incurring unwanted attention a few times, our PCs became very wary of using flashy magic. So I think one could allow magic, but restrict spell lists and/or enforce some way of the Shadow detecting them and sending out his agents. And I definitely like the idea of NPC villain spellcasters, perhaps along the lines of sorcerers in Conan, or some other low magic setting. They summon entities, manipulate elements, influence minds, and the like. And I'm definitely going to stat up the Mouth of Sauron as a master villain in the background.

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Majestic
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Re: Introducing Magic to AIME

Post by Majestic » Wed Oct 11, 2017 5:34 pm

Malcom of Clan Ewen wrote:
Wed Oct 11, 2017 4:20 am
I haven't actually purchased the books yet, but concerning the use of magic, the concept of magic attracting the Shadow would seem to be a good way to prevent too much abuse of magic. MERP had rules for this and they actually worked pretty well, at least for our group. Being long-running foes of the Shadow and incurring unwanted attention a few times, our PCs became very wary of using flashy magic. So I think one could allow magic, but restrict spell lists and/or enforce some way of the Shadow detecting them and sending out his agents. And I definitely like the idea of NPC villain spellcasters, perhaps along the lines of sorcerers in Conan, or some other low magic setting. They summon entities, manipulate elements, influence minds, and the like. And I'm definitely going to stat up the Mouth of Sauron as a master villain in the background.
Excellent idea, Malcom. The One Ring RPG has a mechanic called 'The Eye of Sauron', which basically gives a 1 in 12 chance (outside of combat) for every roll to trigger things/make things worse for the PCs, where - depending on how powerful and how many magical items they wield - will eventually result in a 'Revelation Episode' where really bad things can happen.

I've moved that over to my AME game, and simply have every roll of a "1" (outside of combat) trigger Bad Stuff (my group is powerful enough, that they're right at the cusp of triggering things, so there's no build up when that roll happens).
Adventure Summaries of our campaign, currently playing through The Darkening of Mirkwood

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Robin Smallburrow
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Location: Melbourne, Australia

Re: Introducing Magic to AIME

Post by Robin Smallburrow » Mon Oct 16, 2017 12:41 am

Malcolm,

Look forward to seeing what you come up with for the Mouth of Sauron, I have already statted him up for The One Ring if you are interested, just haven't had time to do his stats for the Adventures in Middle-earth. He is the BBEG in my Fourth age Campaign.

In regards to magic, the Eye of Mordor rules from the Rivendell supplement is an excellent starting point: 1pt gain for 'minor magics 2pts for 'average magic'
3pts for 'really showy stuff' (such as lightning) are the guidelines I use
0pts for magic that work just like Virtues and only affect self)

Not to mention that I also give out Shadow points for any 'inappropriate' use of magic (recall that using magic makes it easier to succumb to the Shadow).

I am in the process of rewriting the Magic rules from the Loremaster's Guide, here is the current draft:

https://www.dropbox.com/s/1uhzpzcsl4rzo ... .docx?dl=0

WIP, still working on the spells!
Robin S.
To access all my links for my TOR Resources - please click on this link >> http://bit.ly/1gjXkCo

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