STRAIN AND SPELL CASTING
by Kevin Thompson
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Dungeons & Dragons - Dragon magazine - The Dragon #29

Editor’s Note: This is the first “spell point” system, or facsimile thereof,
that I’ve ever liked; it makes <Wizards> even weaker than they already are.

Casting a spell can be a very taxing experience. A <Wizard> must
funnel his total concentration toward one objective, summon those
arcane powers necessary in completing this objective, and bend them to
his will. This will frequently entail some sort of ritual or recitation to bring
around the desired conclusion. Obviously, the Magic-User is undergoing
great strain every time he casts a spell, and it is this strain which
inhibits the amount of spells he may cast.

The total amount of strain a Mage can take each day is divided into
Strain Points. These points are based on his constitution and are calculated
as follows: Compare the character’s CON to the chart below
to find his Strain Multiple.
 
CON Less than 3 3-5 6-8 9-12 13 16-18 over 18
Strain Multiple 1/8 1/4 1/2 1 1-1/2 2 3

Now simply multiply the character’s level by the Strain Multiple,
round it off downwards, and you have his total Strain Points for the day.
Whenever the character casts a spell, subtract the spell’s level from the
day’s Strain Points. For instance. Zachariah the Nifty (CON 13,
Theurgist) starts the day with 6 Strain Points. He wishes to use a Locate
Object spell (level 2). Therefore, he casts the spell subtracts 2 Strain
Points, leaving 4 Strain Points for the rest of the day.

Strain Points are only calculated once a day. Any changes in level or
CON during that day are deferred to the next day when the strain
is recalculated. Excess Strain Points do not carry over to the next day.

When using a magical implement that casts a spell, such as a staff,
wand, crystal ball, ring, scroll, amulet or anything else requiring deep
concentration, the Strain Points expended would be 1/2 of the level of
the spell being cast, rounding upwards. It is true, therefore, that a level 1
spell would still cost 1 Strain Point.

When using an object that is a spell in itself, thus requiring no extra
concentration, (such as boots of SPEED, cloak of invisibility, potions,
etc.), NO STRAIN POINTS ARE EXPENDED.

In a time of great necessity, a Mage may exceed his allotted amount
of Strain Points. After casting the spell, consult the Effectiveness Chart
and the Overstrain Chart. All results are effective immediately. Example:
Gidney the Impulsive has used too many spells today. He is down to 1
Strain Point but feels a great need to cast an Invisibility spell (level 2). He
casts the spell and subtracts 2 from his Strain Points, leaving him at –1.
He consults the Effectiveness Chart under –1, rolls a 2 on the die, and
become invisible. He then consults the Overstrain Chart under –1, rolls
a 4 on the die and, after the Invisibility spell wears off, he faints and does
not recover for 2 melee turns. While the spell is in effect (before he has
fainted) he may not cast any other spells. Later on that day, Gidney casts
his Remove Curse spell (level 4), and is left with –5 Strain Points. He
rolls a 4 on the Effectiveness Chart and the spell backfires, causing the
“curse” to become doubly effective. He then rolls a 5 on the Overstrain
Chart and goes insane. It has not been a good day for our Gidney.

EFFECTIVENESS CHART
STRAIN 
POINTS
1 2 3 4 5 6
-1 Normal Normal 1/2 1/2 NE Backfire
-2, -3 Normal Normal 1/2 NE Backfire Backfire
-4 thru -6 Normal 1/2 NE Backfire Backfire Backfire
-7 thru -9 Normal NE Backfire Backfire Backfire Backfire
Beyond -9 Normal Backfire Backfire Backfire Backfire Backfire
    Normal: Spell functions as normal
    1/2: Spell is only half effective
    NE: No Effect
    Backfire: M.U. receives the detrimental effect of the spell. (If
        there are no detrimental effects, then consider the
        result “NE”.)

OVERSTRAIN CHART
CONST. 1 2 3 4 5 6
-2, -3 NE F2 F3 Unc 1 Unc 3 Unc 1
C
-4 thru -6 F3 Unc 2 Unc 4 Feeb 5 Insan. X
-7 thru -9 Unc 6 Feeb 6 Coma Insan X X
Beyond -9 Coma Insan X X X X

    NE: No Effect
    F: Faints, then recovers in that # of melee turns
    Unc: Unconscious, recovers in that # of game turns
    Feeb: Feeblemind, as the spell, recovers in that # of game turns.
    Insan: Insanity, no usual recovery
    Coma: Unconscious, no usual recovery
    X: Death (heart failure)