- A magic-user begins play with a number of Brain Slots equal to 1 + their Intelligence Modifier. Thus a magic-user must have a score of 9 or higher in order to hold and cast spells at all.
- Brains Slots represent a magic-users ability to hold the esoteric spells they find during their careers.
- On level up the magic-user may roll an Intelligence check (roll under INT) adding their level to the attempt to gain a new Brain Slot. This check represents the character’s natural talent, mental exercises and meditation they undergo to increase brain plasticity. The penalty represents the slump and hubris that comes with success.
- A human brain can only have a maximum of 10 Brain Slots. [My first instinct was max 6 brain slots since B/X spells only go up to level 6 but I liked the nice simple 10 that b/x uses a lot. Rounds, turns, ect]
- Spells are held in Spellbooks and must be prepared and contained in the Magic-User’s Brain Slots before they can be cast.
- Preparing spells to hold in Brain Slots takes 1+1 turn for each spell level above 2. This represents the caster "priming" the spell and performing the necessary chants and gestures before imprisoning it in their brain to cast when needed.
- Spells weigh a number of Brain Slots equal to their level. So a Third Level spell would take 3 Brain Slots to contain.
- Spells may also be found imprisoned on Scrolls and can be cast from them without utilizing Brain Slots.
- Spells can be transferred from scrolls to Spellbooks or Spellbook to Spellbook but comes with risks and costs.
One thing I'm really liking is that it's not guaranteed that a M-U gets a new brain slot each level. The most powerful magicians in the Dying Earth could only hold a few powerful spells. I think this system showcases that well. But let me know what you think, is this playable? What would you change to make it feel more Dying Earth?
That hat, goddamn. Yum. |