1. Magical Abilities The following magical abilities are recommended for use with specific magic-user classes.
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Wizards use a new magical ability called Arcanum which can be considered the same as the crafting ability, only it uses different skills (see below).
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Clerics use the Divinity ability.
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Druids use the Umbra ability (see Unorthodox Barbarians or Druids, or the upcoming Iron Gauntlets Companion).
2. Magical Skills New skills are required when using spells from OGL games. Each new skill represents a different house/school/college of magic, and allows a character to cast spells associated with it. Other skills may be added at the director’s discretion. Each of these skills can be used with any of the magical abilities listed above.
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Abjuration
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Conjuration
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Divination
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Enchantment
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Evocation
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Illusion
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Necromancy
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Transmutation
3. Spell Difficulty The difficulty required to cast a spell is typically equal to the level of the spell. The director can also adjust the difficulty based on OGL difficulty values as shown below.
OGL Difficulty
IG Difficulty
very easy (0)
trivial
easy (5)
routine
average (10)
routine
tough (15)
complex
challenging (20)
challenging
formidable (25)
formidable
heroic (30)
improbable
nearly impossible
impossible
4. Spell Damage The damage inflicted by a spell is typically equal to 1fat/inj for each 1d6 of damage provided by the spell.