<page>

<title>Anaams</title>
<summary>AN Alternate Ad&amp;d Magic System</summary>

<head>Introduction</head>

<p>
Why another magic system?  Well, simple really.  We wanted the magic
system in our role playing game to have several properties:
</p>
<ol>
    <li><p>speed and ease of use</p></li>
    <li><p>mages who tire and die as a result of spellcasting</p></li>
    <li><p>mages that can perform simple tasks with magic without too
    much energy</p></li>
    <li><p>duelling mages, with chances to counter spells, etc.</p></li>
    <li><p>powerful spells cast by solitary mages over the course of
    months, invoking fell energies and performing hugely powerful
    sorceries.</p></li>
</ol>

<p>
AD&amp;D has the first of these properties, but lacks the others,
which we felt seriously robbed the serious roleplayer of much of the
color of traditional magic.
</p>

<p>
Anaams is based on a <strong>manna</strong> system, and
<strong>dynamic spell effects</strong> are calulated by the game
master at spell casting time.  Eventually, some tables will be
provided which help in determining spell effects for various manna
expenditures.  Traditional AD&amp;D spells have been maintained, in
part, by <strong>complex spells</strong>, but these are intended to be
very rare in most game worlds, and are difficult and dangerous to
cast.
</p>

<head>Schools of Magic</head>

<p>
The core of Anaams are the what learned scholars call the
<strong>schools of magic</strong>.  There is a large number of these
schools, many of them unknown to man, or merely rare and dangerous
knowledge.
</p>

<head2>Common Schools</head2>
<p>
The most common schools, known to most apprentices and common mages,
are:
</p>
<ol>
    <li><p><strong>earth</strong> - the powers of creating and
    manipulating earth and soil, summoning earthquakes, landslides,
    and the like.</p></li>

    <li><p><strong>air</strong> - the powers of creating and controlling
    wind, air, and breezes, this school empowers mages to fly books
    across rooms and summon terrible tornadoes to seek out and destroy
    their enemies.  (and for the exceptionally talented, both at the
    same time!)</p></li>

    <li><p><strong>fire</strong> - the power to create and control flame
    and fire, heat up and chill objects and fluids, and destroy your
    enemies with mighty gouts of flame.</p></li>

    <li><p><strong>water</strong> - the power to create, control, and
    understand water and watery things.  Waterspouts, jets of wet
    vengeance, and dancing tears are the realm of the water mage.</p></li>
</ol>
<head2>Uncommon Schools</head2>
<p>
These four are the most commonly known and understood.  There are
others, slightly more esoteric, but still not unheard-of.
</p>
<ol>
    <li><p><strong>light</strong> - the power to manipulate light and
    cause entertaining children with visions of things which are not
    there, as well as wreak horrible blindnes on your enemies.</p></li>

    <li><p><strong>lightning</strong> - not to be confused with light,
    this is the power of manipulating those fell bolts of energy that
    fall from the heavens in the worst of storms.  The ability to
    channel these bolts in useful directions, call down bolts from the
    heavens, and create bolts from nothing are all province of the
    lightning mage.</p></li>

    <li><p><strong>plants</strong> - this is the power of altering and
    communing with those green companions of ours on this green earth.
    Plants that grow unnaturally quickly and that uproot themselves
    from the ground to do the bidding of humans in the area are not
    uncommon sights around an advanced plant mage.</p></li>

    <li><p><strong>animals</strong> - the realm of nonsentient animals is
    the realm of the animal mage.  </p></li>
</ol>
<head2>Schools of Power</head2>
<p>
Thirdly, there are the schools which are somewhat well-known, but
almost never studied, both because they are difficult as well as
treacherous.  These schools include:
</p>
<ol>
    <li><p><strong>space</strong> - this is the school of warping and
    shaping the very space we live in.  Beware, though: many who
    follow this path open gateways to places mortals cannot survive
    and worse.</p></li> 

    <li><p><strong>time</strong> - this is the strange and mysterious
    realm of the chronomancer, he who walks between eras as swiftly as
    one walking to the butcher to pick up a string of sausages.  Many
    horrible dangers await the unwary.</p></li>
</ol>
<head2>Esoteric Schools</head2>
<p>
Finally are the extremely rare schools, seldom heard of except from
ancient, crumbling tomes or drunk merchants.  These are those schools
too dangerous, too difficult, or too useless for normal men to follow
them.  No one knows how many schools of magic there are.
</p>

<head>Manna and Spellcasting</head>
<p>
<strong>Manna</strong> is the energy which surrounds and pervades us,
fills and animates us, and the energy which powers magic.  The exact
nature of manna is a mystery, even to powerful theoretical mages, who
babble things about strings and particles and waves, but the details
are complex and unnecessary to the practicing mage.
</p>
<p>
For each school of magic in which a mage is proficient, the mage has a
<strong>manna pool</strong>.  This pool is some structure deep within
the mage's life force, and houses a quanitity of manna from that
school.  When a spell requiring energy from, for example, the earth
school is cast, the amount of earth manna that the mage has been
storing in his earth manna pool is drained by the amount of manna
reqiured to cast the spell.
</p>
<p>
This manna is regained over time, at a rate determined by the
environment in which the mage is travelling.  For example, if one is
travelling across an open plain, a mage might regain a single unit
(known commonly as a <em>nell</em>) of fire manna per day.  When in the
heart of a volcano, however, the mage might regain three or four nells
of fire manna per day.
</p>
<p>
The mage's manna pools are also of limited size.  Once a pool fills
up, any extra environmental manna merely washes off of the mage's life
force, and is lost.
</p>
<p>
Manna can be manipulated by the mage in order to cast
<strong>spells</strong>.  These spells have effects which are related
to the nature of the school of magic.  For example, a mage expending
wind manna may choose to cause a book to levitate across the room into
his hand.  He could do this again and again, provided that the air
manna in his air manna pool lasted.  Then he would have to rest until
his pool replenished.
</p>

<head>Complex Spells</head>
<p>
When a mage weaves energies from several schools of magic together,
she is casting what is known as a <strong>complex spell</strong>.
This is differentiated from a <strong>simple spell</strong>, in which
the mage draws upon only a single school of magic for her purposes.
</p>
<p>
Complex spells are more difficult to cast, but can be considerably
more powerful.  Unfortunately, their difficulty and power combined
make them very dangerous to cast.
</p>
<p>
Normal, simple, spells can be effected using only the will of the
spellcaster.  The spellcaster uses the manna from the appropriate
school to manipulate the element he wishes into complacence, then
performs his task.  The concentration and mental discipline required
to weave together energy from several schools is considerable, and is
rarely accomplished without visual aids, props, verbal and somantic
gestures, and helpers.  With these aids, the spellcaster can focus
clearly enough upon the intricate strands of manna, and can effect his
spell.
</p>
<p>
Also, using complex spells, a spellcaster can use more manna for a
single spell than she can normally store in her manna pools.  Since a
complex spell takes a significant amount of time to cast, the mage can
channel more energy into the spell as she regains it from the
environment.  In this way, very complex spells can be built up.  To
store the energy, however, external objects, diagrams, or helpers must
be used, or else the built-up manna would just waft away into the
ether.
</p>
<p>
Complex spells are typically found in rare old tomes, and are very
difficult to research on one's own.  Typically researching of new
complex spells is a pastime left to madmen and the extremely powerful.
Any spell requires that the spellcaster have minimum capacities in
various school-specific manna pools, or the spell simply cannot be
cast.  Any proficient mage, however, can attempt to cast one of these
spells, if this important prerequisite is met.  The consequences of
failure of a spell, however, can be death, dismemberment, and worse.
</p>

<head>What about Mechanics?</head>
<p>
Ok, ok.  Enough flavor and color for Anaams.  On to the
&quot;meat&quot;: the rules and mechanics that make it playable.  Keep
in mind that this is a work in progress, and that any flaws and
imbalances in this system are due to its relative infancy and my own
wooden-headedness.
</p>
<p>
Also keep in mind that all of these rules are meant to be integrated
into a home-brewed variant of Advanced Dungeons&amp;Dragons gaming
system by Wizards of the Coast.  We play a fairly loose game in our
group, and aren't as worried about game balance and the like, since we
don't hesitate to alter the game to make sure that everybody's having
fun.  If something gets out of hand, and the group agrees, we remove
it.  I advocate this as a useful and entertaining way of playing all
role playing games.
</p>
<head2>New Proficiency System</head2>
<p>
There are a number of new attributes required to make this magic
system go.  They are based on a slight variation of the AD&amp;D
proficiency system, which I will now describe.
</p>
<p>
To advance in our campaign, the game master simply stops the game at a
likely point, and (considering the actions and accomplishments of each
character, as well as the character's player's wishes, as well as the
character's current stats) arbitrarily assigns ability advancements to
each character in the adventuring party.
</p>
<p>
This system seems to work well, and solves many of the problems found
in traditional, rule-centric approaches, in which attributes advance
too quickly or too slowly, have artificial and unbelievable limits,
etc (as long as you have a good game master!).  It also allows
proficiency scores to advance over time, which make up the core of
this sytem.  It is still experimental, however, so if you choose to
partake in it, be careful of game balance, etc.
</p>

<p>
Our modified proficiency system has one other interesting feature
which is necessary for our discussion of Anaams: <strong>derived
proficiencies</strong>.  A derived proficiency is a proficiency
defined in terms of another proficiency.  For example, a proficiency
derived from the <em>cooking</em> proficiency could be a <em>cooking
beans</em> proficiency.  If one's score in cooking was 10, for
example, and one's cooking beans proficiency was defined as
<formula>cooking - 5</formula>, then one's effective proficiency at
cooking beans would be 5.  If one worked on cooking beans in
particular, one might be able to modify it to become <formula>cooking
- 4</formula> (i.e. - 6).  If one worked on becoming better at
cooking, one might modify one's cooking score to be 11, and the
cooking beans proficiency would increase to 6 automatically.
</p>

<p>
This is a very powerful proficiency system, and works in conjunction
with arbitrary advancement.  It is useful for expressing things like
weapon proficiency groups, etc, simply and easily.
</p>
<head2>New Proficiencies and Attributes</head2>
<p>
There are several proficiencies and attributes required to make Anaams
go.  They are listed here.
</p>
<p>
<strong>Magic Use</strong> (initial: 2, unproficient: 0)- Also known
as &quot;the art&quot; and &quot;chanelling&quot;, this proficiency
normally starts at a skill of 2.  This is the skill base for all
school-specific magical manipulation proficiencies.  
</p>
<p>
<strong>School-specific Magic</strong> (initial: magic use - 2,
unproficient: 0)- there is one of these proficiencies for each school
of magic.  Thus, there is a Fire Magic proficiency, a Water Magic
proficiency, a Time Magic proficiency, etc.
</p>
<p>
To cast a spell, first the player must announce to the game master his
intention to cast a spell, how many manna points will be expended, and
what the desired effect will be.  The player must then roll a 20-sided
die, and try to roll below his school-specific proficiency subtract
the number of manna points expended.
</p>
<p >
<em>
<strong>Example</strong> - Wilf Lackheartson, a simple fire mage,
wishes to fill a room with fire.  He decides to spend 4 nells of fire
manna on his task.  He has a fire magic proficiency of 6.  Therefore,
he needs to roll a (6 - 4) == 2 or lower.  He rolls, and gets an 11.
He has failed.  Hopefully he can counter the ill effect he has created
by accident better than filling the room with flame.
</em>
</p>
<p>
<strong>School-specific Manna Pools</strong> - This is a new attribute
which represents the amount of manna the mage has left in a given
school.  There is one such pool associated with each school-specific
magic proficiency held by the mage.  Manna pools start off with 1
point, but as the mage becomes more proficient, may gain the ability
to store more manna.  This manna is replenished with time, depending
on one's environment.  The amount of manna in a pool represents the
maximum amount of manna the mage can expend during the casting of a
single spell.  This manna is removed from the pool during the casting
of a spell.  When a manna pool is emptied, no more spells can be cast
from that school until it has been replenished in some way.
</p>
<p>
<em>(Note: what about falling unconscious, etc?  How much manna can
one expend while still being conscious and sane?)</em>
</p>

<head>Recovering Manna</head>
<p>
As stated previously, manna will eventually return to the spellcaster.
This is a natural process, and will normally occur no matter what the
spellcaster is doing.  Manna is restored while asleep, fighting, even
casting spells.
</p>
<p>
In a normal environment, and for a normal school of magic, manna is
restored to each manna pool the spellcaster has at the rate of
<strong>1 nell of manna per day</strong>.  That is, for every full day
and night, 1 nell of manna is added to each of the spellcaster's manna
pools.
</p>
<p>
The rate of manna recovery is highly dependent on the environment in
which the mage is inhabiting.  For example, windy mountain peaks
typically have a high concentration of wind manna, and so the rate of
wind manna recovery is higher there.  The actual rate of manna
recovery in these places is widely varying, and is entirely up to the
game master.  The rate of manna recovery of a specific place can vary
over time (coastal cities typically have water manna concentrations in
the air which reflect the tides).
</p>
<p>
There exist areas which are magic rich, where the manna recovery rates
are very high (like volcanoes, the depths of the ocean, wind-swept
mountain peaks, and the like), and there are other regions in which
magic is very rarified.  These latter places are known as <strong>dead
magic zones</strong>, and are the bane of spellcasters, and the boon
of their enemies.  In these regions, no recovery of magic is possible.
It is also whispered of other places, where the land's revulsion to
magic is so strong that it is impossible to cast spells at all.  Even
if a mage had stored manna, he would be unable to effectively shape it
into a spell.  Luckily these magic poor and magic-sapping regions are
quite rare.
</p>
<p>
There are other ways, it is said, that manna can be recovered.  Some
dark mages are able to sap the life force of helpless humans, drawing
it directly into their manna pools.  Magical items are said to exist
that can increase one's manna recovery rate, or occasionally fill all
one's manna pools to overflowing.  Other things are said, but most of
them are rare.  Most mages must make do with the natural recovery
system described above.
</p>

<head>Magical Training</head>
<p>
Magic is a very complex and dangerous task, and attempting to learn it
on one's own, while possible, is probably unwise.  Not only is the
eager student unlikely to learn anything useful, but he will probably
kill himself if he does find something out accidentally.  It becomes
clear that a teacher is necessary.
</p>
<p>
Luckily, there exist mages who are willing to take on an apprentice
for a while.  The price they exact from their pupils varies.  There
are magical schools in which the wealthy can learn the mystical arts.
Some solitary mages are willing to take on a pupil in exchange for
manual labor, or quests for items.  Some, more unscrupulous, mages
take on pupils if the pupils are willing to partake in their nefarious
magical experiments.  It's usually unwise to traffic with the latter,
but sometimes they know something you just can't learn any other
way...
</p>
<p>
It becomes clear, very quickly, that for every mage in the world,
there is a different payment scheme.  There are a few things one can
say about the actual training though.
</p>
<p>
To become a mage in the first place, to get initial training, is
difficult, and not for everyone.  First, the mage must have an
intelligence of at least 9, and the higher the better.  There are no
specific rules for intelligence in this document, but the clever (or
nasty) game master can probably come up with some consequences of
being not too bright and attempting to bend the forces of nature to
one's will.
</p>
<p>
The length of one's initial training depends very much on one's
teacher: some teach more slowly than others, etc, but typically takes
at least 4 or 5 years.  At this point, the pupil is capable of
wielding simple small magics, and most pupils decide to stay on with
their teachers for a few more years before they become competent
enough to go out on their own.
</p>
<p>
To progress in spellcasting ability after one's initial training, one
has three choices.
</p>
<ol>
    <li><p><strong>One can attempt to learn on one's own</strong>.  This
    is typically considered foolhardy and suicidal, but some amount of
    natural progression in spellcasting ability comes with practice.
    It is rare, however, that a powerful mage becomes very powerful on
    his own.</p></li>

    <li><p><strong>One can attend a teacher</strong>.  This can be
    expensive, depending on the teacher, but is typically relatively
    safe.  You are learning directly from somebody who can demonstrate
    technique and critique your own technique, and knows the
    challenges and dangers of each technique.  Also, the more powerful
    mage can be standing by to take care of things which get out of
    hand.</p></li>

    <li><p><strong>One can learn from books</strong>.  These books are
    typically rare and difficult to read and understand.  Often they
    are old, and poorly translated, and in bad condition, so all of
    the words are not necessarily there or legible.  This is where
    most advanced study must be done, however, since one might be a
    more skilled mage than any who might teach you.  Only beware: some
    ancient mages laid traps in amongst their own writings, so that if
    their books fell into the wrong hands, hands that knew not which
    words were true and which were false, horrible consequences might
    fall upon the theif.</p></li>
</ol>

<head>Priests</head>
<p>
Priests use a related magical system, but its not entirely alike.
</p>
<p>
Instead of having seperate manna pools for various schools of magic,
priests have a single manna pool: their life force.  Through the power
of their god, they are able to shape their life force into miracles.
</p>
<p>
Because they are using their life force, magic is more dangerous and
immediate for preists.  One has as manny nells of manna in one's life
force as one has Constitution points.  If one uses all one's life
force manna up, one dies.
</p>
<head2>Recovery of Manna</head2>
<p>
Recovery of life force manna is slow and painful.  If reduced to less
than one half of his life force manna, the priest must be cared for
abed, or risk losing all of his life manna altogether.  If cared for
appropriately, life force manna is recovered one point at a time, each
point taking a certain amount of time to recover, as depicted by this
table.
</p>
<p>
If bed rest is not taken, life manna heals at half the speed that this
table describes.  If more than half of his life manna has been spent,
a priest cannot move about without aid, and no healing will take place
until bed rest is taken, and he heals over half of his original life
manna again.
</p>

<table>
  <tr>
      <th>Constitution Point</th>
      <th>Days (bedrest) to Recover</th>
  </tr>
  <tr> <td>1</td><td>20</td> </tr>
  <tr> <td>2</td><td>19</td> </tr>
  <tr> <td>3</td><td>18</td> </tr>
  <tr> <td>4</td><td>17</td> </tr>
  <tr> <td>5</td><td>16</td> </tr>
  <tr> <td>6</td><td>15</td> </tr>
  <tr> <td>7</td><td>14</td> </tr>
  <tr> <td>8</td><td>13</td> </tr>
  <tr> <td>9</td><td>12</td> </tr>
  <tr> <td>10</td><td>11</td> </tr>
  <tr> <td>11</td><td>10</td> </tr>
  <tr> <td>12</td><td>9</td> </tr>
  <tr> <td>13</td><td>8</td> </tr>
  <tr> <td>14</td><td>7</td> </tr>
  <tr> <td>15</td><td>6</td> </tr>
  <tr> <td>16</td><td>5</td> </tr>
  <tr> <td>17</td><td>4</td> </tr>
  <tr> <td>18</td><td>3</td> </tr>
  <tr> <td>19</td><td>2</td> </tr>
  <tr> <td>20</td><td>1</td> </tr>
</table>
<caption>Table 1: Life Manna Recovery</caption>

<p >
<em>
<strong>Example</strong> - Polo Madrigal, an accomplished priest of
the war god Ur, decides that he would like to smite his enemies with a
powerful blast of celestial music.  He screams taunts at his god,
demanding that the god grant him the power to destroy these mere
mortals with the power of his flesh, for the glory of Ur.
Fortunately, or perhaps, unfortunately, Polo razed a town in tribute
to Ur the previous day, and the god decides that this worthy disciple
should have his request granted.  
</em>
</p>
<p >
<em>
Polo has decided to spend 12 constitution points on his task, since he
has an entire army of opposing priests to smite.  His god lets him
have all 12, and the damage is devastating: pulped bodies fly through
the air at close to the speed of sound as triumphant organ music
propells them on their gory way.  Polo, who only had 16 constitution
points to begin with, slumps down to the ground like a sack of meal.
</em>
</p>
<p >
<em>
Luckily for Polo, his able and loyal manservant, Ig, was present on
the battlefield, and managed to drag him to the safety of a nearby
hovel.  After killing the inhabitants, he begins to nurse his beloved
master back to health.  Since Polo is at a constitution of 4, to reach
a constitution of 5, he must spend 16 days of rest.  To get to 6, he
must spend 15 days.  Thus, to get to his original total of 16, he must
spend 16+15+14+13+12+11+10+9+8+7+6+5 days, which comes to a grand
total of <em>(GM goes for his calculator)</em> 126 days, over 4 months
of bedrest.  Probably Polo will insist on getting up and about as soon
as he can walk (which he can do, after he has over half of his
constitution points back, albeit with much difficulty).  It will take
16+15+14+13=58 days before this is possible, which is still about 2
months.
</em>
</p>
<p >
<em>
If Polo hadn't felt so strongly about the situtation, he may have only
spent a more reasonable 4 life points on his task.  Then he would have
only to spend 8+7+6+5=26 days before he would be at full health again,
and he could continue on his journey, and be at full health, with no
bed rest, in a mere 52 days (slightly less than 2 months).
</em>
</p>
<p>
<em>
(Is this reasonable?  It's fairly harsh on priests, and makes magic
use a rare and mysterious thing.  It probably wouldn't suit high
combat campaigns well.  Perhaps halving the values in the table,
depending on the game world in question?)
</em>
</p>

<head2>Life Manna 101</head2>
<p>
Life manna can be manipulated in various ways.  
</p>
<ol>
<li><p>A god can help a priest to shape the life manna into a magical
effect, as described above.  It takes a long time to recover one's
manna, if spent in this way.  See the above table and examples!</p></li>

<li><p>One can transfer one's life force from one's self into another
being or object.  This is done through arcane rituals, not described
here.  As long as these objects are not destroyed, the priest cannot
die.  That is, his body can be destroyed, but his will and
consciousness lives on in the objects or beings that his life manna is
invested in. 
</p></li>
  <ul>
  <li><p> This investiture does not give the priest any special powers,
  although if his god wills it, a priest could potentially cast spells
  from within objects after the death of his mortal frame. </p></li>

  <li><p>Investing one's life into objects and beings is dangerous, and
  priests who practice it are prone to insanity.  </p></li>

  <li><p>Note that even if a priest invests his life in more than one
  being or creature, he still has only one consciousness.  The more
  vessels his soul is poured into, the more seperate sets of stimuli
  he must endure.  This also increases the odds of insanity. </p></li>

  <li><p>Note also that if a priest inhabits an item such as a book or
  rod, unless it has special provisions, he won't be able to sense his
  surroundings.  This can be quite horrible, if he has no parts of his
  sould in sensitive vessels, and also increases the risk of
  insanity.</p></li>
  </ul>

<li><p>
It is possible, but not recommended, to rape the life force from an
unwilling being, and use it for one's own purposes.  Only the most
reviled of priests perform this most horrible of ceremonies, and even
the more violent and power-hungry faiths, such as Ur's priesthood from
the examples, feel revulsion in the presence of these mere mortals.  If that weren't enough to discourage the desirous of power, there are also special risks involved in the procedure.
</p></li>
  <ul>
  <li><p>Most gods will have no part in this ritual, and will as likely
  smite down a follower for considering this path seriously, as look
  at them.</p></li> 

  <li><p>Weaknesses, fears, diseases of the mind, and psychoses harbored
  by ones victims are filtered through the life-sucking priest as the
  process goes on.  This, unless particularly pure victims are chosen
  (and who knows how pure anybody <em>really</em> is anyway?), the
  priest is gradually driven mad, and will probably eventually die,
  either by his own hand, or of &quot;natural&quot; causes: the
  various mental problems from assorted minds acting against one
  another and destroying the priest's mind in the process.</p></li>
  </ul>
</ol>

<head2>The Role of the God</head2>
<p>
Priests also have no real &quot;magical skill&quot; per se.  All they
have is devotion to their god.  Their god works through them.  If they
have been good priests, then the effects that they ask for will be
granted, as long as the effect to be granted doesn't go against the
will of the god - use some common sense.  Also, the weaker the magical
effect, the more likely it is that the god will grant it.  For
example, an effect requiring a single nell of manna will probably work
except if the priest has been really really nasty.  An effect
requiring several nells of manna will probably only work if the priest
has been particularly devout, performed the appropriate sacrifices,
and, for very high manna-cost effects, performed extraordinary duties
in the service of his god.
</p>

<head>Other Forms of Magic</head>
<p>
Thus far, two types of magic have been described.  The first, in which
a mage manipulates manna from various pools to achieve a certain
effect, is the standard way of invoking magic.  The second, available
only to preists, is the manipulation of one's own life manna in the
service of your god.  There are other forms of magic, however.
</p>
<head2>Magic Circles</head2>
<p>
If one mage can do something, six can do the same thing better.
That's the idea behind circles of magic.  It is possible for mages,
working together, to combine their magical potentials.  This is a
dangerous ritual, for much greater magical forces can be manipulated,
and all present share equally in the consequences of failure.  This is
a rare ritual, and not often practiced, as a result.  But there are
rumors of circles of mages, off in a distant land....
</p>

<head>Magical Duels</head>
<p>
Something that has been missing from the AD&amp;D magical system for a
long time has been the presence of meaningful magical duels.  Spells
as they stand are one-shot, either destroying one's opponent or
letting them go so they can destroy you.  They are typically brief,
fierce, and more a question of who gets a spell off first.  Not too
much drama.
</p>
<p>
Thus, Anaams attempts to rectify the situation with a more free-form,
&quot;natural&quot; approach to magic.  Wielding magic in Anaams is
much more like hitting somebody with your fist: it's close to one's
instinct, and the quick witted, clever, and well-prepared will win the
day.
</p>
<head2>Offence</head2>
<p>
Offensive magic is much like any other spell.  You think of what you
want to do, decide (as fast as you can) how much energy you wish to
spend on firing it off, and you let it loose.  Complex spells are rare
in magical duels, mostly because they take too long to cast.  Most
magical duels are, therefore, much more primitive than typical
spellcasting: lots of fire and blasts of wind being thrown about, and
not too much careful planning and plotting by the participants.
</p>
<p>
Magical items are sometimes employed in magical duels: they enable a
sort of preplanned complex spell to be brought to the aid of the
utilizing mage.  On the other hand, in most ritual duels, held by
guilds of mages and the like, magical items are expressly forbidden,
with dire consequences for the offender!
</p>
<head2>Defense</head2>
<p>
How to defend against an onslaught of magical energies, brought to
bear by your direst enemy?  A knotty problem, indeed.  And it would be
much more knotty if not for a few extra talents that mages possess.
</p>
<ol>
<li><p>A mage can sense the flows of magic being manipulated in the
immediate area.  If the mage posesses the <strong>Identify
Magic</strong> proficiency, he can determine approximately what sort
of powers are being brought to bear against him.  Of course, the mage
must be familiar with lots of different sorts of magic in order to
identify them when they're being used against him in battle.</p></li>

<li><p>Once a mage has identified the magic being used, he can attempt to
counter the magic, avoid the magic, or begin a fresh assault on his
opponent.  They each have their merits and places.</p></li>
  <ol>
  <li><p>Countering the magic is the process of casting a spell which
  will disable or nullify the casting spell.  Creativity and quick
  thinking are needed here.  </p></li>

  <li><p>Avoiding the magic is done more often than one might imagine.
  Magic has to travel through space (at least, most of it does), just
  like arrows or swords, so throwing yourself out of the way onto the
  ground, and leaping nimbly up onto your feet is as good a defense as
  many.</p></li>

  <li><p>Fresh assaults are the domain of the brazen.  Often this
  involves bearing the brunt of your opponents attack, while spurring
  off a fresh assault of your own, hoping to kill him before he kills
  you.  This could also be combined with option # 2, in which one
  leaps to the side, simultaneously hurling off a fresh blast of fiery
  death, but then one's attack is lessened.</p></li>
  </ol>
</ol>

</page>



