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View Full Version : Magic Systems - Revisited


nelay
Nov 24th, '03, 09:50 AM
I am running a new FH campaign, and I am trying to pretty much use all the 5th Ed and FH rules. I am looking for some input from other GMs out there.

The magic system we are employing is as follows:
- Magic is broken down into specific arcana, and a skill is required to use spells from a specific arcana.
- Spells are bought as standard powers with a real cost divided by 3 (as per Grimoire).
- Players are allowed to create their own spells with a few campaign specific requirements which are important to my question.

The problem I am having is players creating spells with persistant powers on charges. The old FH specific said that no spells were persistant, but unless I just missed that, I didn't see it in the new FH. Since I was trying to allows the players to use the books to create spells, I didn't issue a blanket disapproval of that type of power construct.

Now I find that mages are buying their spells persistant with very few charges lasting all day.

Has anyone else had this problem, and if so, how have you dealt with it besides issuing a blanket no persistant powers? That would be the easiest but there are some instances where persistant spells make sense, but they seem to always end up on the defenses of the mages. Now I am finding this to be giving the mages a huge advantage over the fighters.

Thanks All.

slaughterj
Nov 24th, '03, 11:20 AM
Blanket prohibition against Persistent is recommended to maintain a fantasy magic feel. Occasionally you may allow for an exception, e.g., Mage Sight (for a "permanent" Detect Magic), but I would probably require that to be bought as a power rather than as a spell anyway.

mudpyr8
Nov 24th, '03, 12:16 PM
I agree, eliminate persistance. All of the spells in grimoire are built, I believe, along the guidelines that will be used in Turakian Age. I would tell your players that they pretty much have to build their spells in the same manner (there is a core set of limitaitons).

Additionally, be sure to set their expectations by saying, "I don't think I can account for every situation so if I see a power structure that is out of whack for the feel of the game I'm trying to create, be preparde I may ask you to redesign or dismantle that spell."

You also need to seriously consider the impact of teleportation, tunneling, flying, and long-distance communication. If you make such abilities too easy and don't account for them in your world-model you may end up with a broken world.

slaughterj
Nov 24th, '03, 12:21 PM
Originally posted by mudpyr8

You also need to seriously consider the impact of teleportation, tunneling, flying, and long-distance communication. If you make such abilities too easy and don't account for them in your world-model you may end up with a broken world.

Yep, movement, long-range communication, transform / creation magic (e.g., create food, create gold, etc.), and healing magic (including curing disease) all can have a major impact on how a medieval / fantasy society would operate, and need to be strictly limited else silliness will erupt.