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CDad
Mar 7th, '06, 06:30 PM
I'm working on an idea I've had for a while - defining racial magic - and I'm looking for your input!

I have a High Fantasy Campaign (that I never get to run, but that's beside the point) where the major races for PCs are Men, Elves, and Dwarves, and the minor races are Gnomes, Halflings, Half-elves and Half-orcs. [I'm implementing the DIVIDE_BY_THREE multiplier suggested in The Turakian Age to make magic more likely to be chosen by PCs. Without it, I always seemed to get a bunch of fighters and thieves. Go figure.]

Each race has it's own magic.

Men learn magic. I use the basic guidelines for Magic Schools. You need a Power Skill for each School learned, and the spells are a bit more specific - not every School provides Offensive, Defensive, Movement.... types of spells. This is the most flexible form of magic.

Elves have Mysticism - a VPP[10+ AP] limited to Mental Powers - Clairsentience, Change Environment, Mind Control, Mental Defense, Mind Link, Ego Attack, Telekinesis, Telepathy. Elves can also learn spells as men, but few do.

Dwarves can have Runes. Runes are limited to Aids, HA, EB, HKA/RKA, Healing - battle magic. There are a limited number of things a Dwarf can place a Rune on - 2 on a weapon, 2 on a shield, 2 on armor, 1 on helm, 1 on a large rock (ideal for throwing). All Runes require Focus (OAF), Charges(1-2 on WPN/ARMOR/SHIELD/HELM), Gestures(touch Rune), Incantations(say the Rune), and the obligatory DIVIDE_BY_THREE effect. Rocks and such get range Based on STR.

Halflings are Tolkienesque - quite non-magical. They have a variation on Damage Reduction which I call Magic Reduction. I build it (for 13 points - apply that DIVIDE_BY_THREE multiplier) as 50% Resistant Damage Reduction (Physical, Energy, and Mental), versus Magic only (-1), No Concious Control (-2). This applies to ALL magic - both good and bad. A magic dagger is only 1/2 as effective in a Halfiling's hand. A healing spell only cures 1/2 of the damage it would normally affect.

Gnomes have Phantasma - a MP[10+ AP] with 3 slots: Invisibility, Images, and Mental Illusions. No Reduced END available. They can also learn magic as Men, but like Elves, few do.

Half-Elves can choose Mysticism if they want it, or can learn Spells, or skip it altogether.

Half-Orcs can follow Orcish Shamanism, learn Spells, or skip it altogether.


All races can learn Priestly Magic. You see few Halfling Priests, however (that pesky Magic Reduction works here, too). Each race worships different Dieties that allow different Prayers.


Suggestions? Comments? Bueller?

Roland
Mar 7th, '06, 07:30 PM
Halflings are Tolkienesque - quite non-magical. They have a variation on Damage Reduction which I call Magic Reduction. I build it (for 13 points - apply that DIVIDE_BY_THREE multiplier) as 50% Resistant Damage Reduction (Physical, Energy, and Mental), versus Magic only (-1), No Concious Control (-2). This applies to ALL magic - both good and bad. A magic dagger is only 1/2 as effective in a Halfiling's hand. A healing spell only cures 1/2 of the damage it would normally affect.

I don't get how Damage Reduction would affect the Halfling's own use of magic items. I think I understand the effect you are going for - a magic dampening field around the Halfling - but Damage Reduction doesn't get you there.

Curufea
Mar 7th, '06, 07:45 PM
You could make it a Supress Always On.

CDad
Mar 7th, '06, 07:59 PM
That sounds much better than my idea. Thanks!

I could include Suppress 7d Magic (Standard Effect: 21 Pts), 0 END (+1/2), Persistent(+1/2), Inherent(+1/4), Always On(-1/2) for 13 RP.

Vanguard00
Mar 8th, '06, 10:07 AM
If they don't buy Mysticism at the start, I would require Half-Elves to buy Latent Psionic* if they ever intend to have Mysticism. If they don't buy Latent Psionic at the time of character creation, that means their genes lean more towards Human (or whatever the other race is) and thus they are unable to connect with the Elvish ability.

If they buy Latent Psionic and later decide to develop Mysticism, you can apply the points from the Talent toward the VPP.

*Latent Psionic is a Star Hero talent that costs 5 pts and is defined thusly: "Characters whose psionic abilities have not yet manifested (but will eventually) should take this Talent."
Obviously you can change the name to "Latent Mystic" or some such, but I'd definitely require at least a place-holder talent at time of creation.

Vanguard00
Mar 8th, '06, 10:18 AM
Dwarves can have Runes. Runes are limited to Aids, HA, EB, HKA/RKA, Healing - battle magic. There are a limited number of things a Dwarf can place a Rune on - 2 on a weapon, 2 on a shield, 2 on armor, 1 on helm, 1 on a large rock (ideal for throwing). All Runes require Focus (OAF), Charges(1-2 on WPN/ARMOR/SHIELD/HELM), Gestures(touch Rune), Incantations(say the Rune), and the obligatory DIVIDE_BY_THREE effect. Rocks and such get range Based on STR.
Another idea: if you're going to place limitations on the number of runes an item can hold, I'd use different criteria.

The first idea is to use the BODY of an item to determine the number of Runes it can hold: use a formula like BODY/3 = number of runes item can hold. That way, certain items of greater size and/or stronger substance can intrinsically hold more magic. A helm with only 4 BODY would be able to hold 1 Rune, whereas a castle wall with 15 BODY might have 5 Runes placed upon it.

Alternately, roll (AP of Rune)/5 d6 to determine the number of BODY (or DEF, in regards to armor) required to hold a particular rune. If the item has enough BODY (or DEF), it can hold it. If it doesn't, treat the Rune as an attack on the item (AP/5 d6). For example, a 10/10 Force Field Rune placed on a suit of chain armor has an AP of 20. Divide by 5 and you get 4d6, the average roll yielding 4 BODY. Chain has an average of 6 DEF, so the Rune will hold. Placing a second Rune of greater than 10 AP might cause damage to the chain, or cause the Rune to backfire (or whatever you want). For items without BODY or DEF stats, use the AP/5=BODY rule.

Just some thoughts off the top of my head. Use or discard as appropriate.

prestidigitator
Mar 8th, '06, 01:03 PM
You may want to check out Killer Shrike's Runecrafting system (http://www.killershrike.com/FantasyHERO/HighFantasyHERO/MagicSystems/runecrafting.shtml). I recall it being pretty neat. You may want to contact him about stealing some of his material (or he may have a copyright statement somewhere on his site allowing reuse; I'm not sure).

SteelDoom
Mar 8th, '06, 06:30 PM
Halflings are Tolkienesque - quite non-magical...A magic dagger is only 1/2 as effective in a Halfiling's hand...
FYI LoTR Hobbits could use magic items fine. Their naturally bright personalities allowed them to resist corupting influences. While they were almost never spell casters there is no cannon that I'm aware of that exludes them from spell casting. ICE's MERP limits them from being spell casters (quite reasonably IMO) and compensates them by giving major bonus' to resist magic. The damage reduction seems a reasonable idea but it should be hostile magic only as Elrond was able to heal Frodo quite well. Also give the race a physical limitation, cannot cast magic.

SteelDoom
Mar 8th, '06, 06:38 PM
Mmmm thinking about this more, I'd personally lean to power defence and mental defence and maybe PRE (only vs PRE attacks). This would simulate quite well Frodo's resistance against the ring and his innate resistance to the Transform that the Witch Kings morgul knife was attempting to do to him. These aren't "spells" as such, more magical effects.

Curufea
Mar 8th, '06, 08:46 PM
I don't think any of the mortal races could be spellcasters in Middle Earth.

gojira
Mar 8th, '06, 08:52 PM
Hmm, except Tolkien's wizards were basically angels, minor dieties walking the earth. Elven magic was a kind of inner force, a chi like spirit power, and also resulted from their knowlege and wisdom. That's the idea I got from reading the Silmarillion, anyway.

I like the idea of using Ego, Ego Defense and Power Defense to represent a Hobbit's toughness, tho. Definately a good idea.


Edit: Deetto what Curufea said.

SteelDoom
Mar 8th, '06, 10:59 PM
I don't think any of the mortal races could be spellcasters in Middle Earth.
An interesting point that is probably worth a thread by itself. :thumbup:

prestidigitator
Mar 9th, '06, 02:40 PM
Hmm. Elrond could throw a bit of a large wrench into such considerations....

Curufea
Mar 9th, '06, 04:33 PM
Not really.
Elrond is not mortal.

He chose "not mortal"

Arwen did not.

prestidigitator
Mar 9th, '06, 05:19 PM
Not really.
Elrond is not mortal.

He chose "not mortal"

Arwen did not.
Hmm. I think someone was already treating elves as, "mortal." See above.

Curufea
Mar 9th, '06, 08:08 PM
Well, for a given value of "immortal" of course :)
They couldn't die from natural causes, only unnatural/violent ones. Or they could will themselves to death.

prestidigitator
Mar 10th, '06, 12:34 PM
Well, for a given value of "immortal" of course :)
They couldn't die from natural causes, only unnatural/violent ones. Or they could will themselves to death.
Actually they don't die in the full sense even when, "killed," but will in essence return to their homeland (or something like that; it's been a while). It's all in the Silmarillion.