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Gunrunner
Dec 10th, '06, 08:04 PM
I've been working out a magic system that was inspired partially by Robert Jordan's Wheel of Time series, but more balanced and adaptable for mid-to-high fantasy gameplay. One great thing about this magic system is that it doesn't break the standard Hero System rules (no real cost divisors or such) yet still remains powerful, diverse and flavorful. It can also be adapted to most spells in FHG and FHG2. I wanted to share it with you all in hopes that you could give me some input or perhaps you may find some use out of it.

Channeling

Wizards in this system are popularly referred to as "Channelers", but only in the broadest sense. Channelers can be very diverse, and even have other titles depending on the types of magic they may use. In game terms, every Channeler has a Multipower with these restrictions on the reserve and slots:

RSR: Magic Skill, -1 per 20 Active Points -1/4 --- Casting spells is somewhat easier than many other forms of magic, mostly because such skill come naturally to channelers. A channeler does not cast spells flagrantly however, for everytime such wizards channel their power, they risk a condition called burnout (see below).
Noisy -1/4 --- This is another reason a channeler must be careful when he uses his power. When a channeler casts a spell, other channelers and wizards (who may or may not be friendly) can detect the use of magic and the general direction it comes from much in the same way as a person makes a loud noise. The more active points in the spell being cast, the "louder" it is to those able to detect it.
Major Side Effect: 3d6 Drain (or 1/2 Active Points of the spell) on power used, return rate is 5 per week -1/2 --- When a channeler fails his casting roll, he experiences a condition called burnout where his ability to cast is significantly diminished. It may take weeks to fully recover his ability to cast the failed spell again.
Extreme Side Effect: 6d6 Drain (or Active Point value of the spell) on Channeling multipower and all slots, return rate is 5 per hour -1 --- This is the harsher, if more fleeting portion of burnout a channeler experiences if he fails his casting roll on any spell. In emergency or combat situations, this side effect can be crippling to the wizard. Even in normal situations, such an effect can be very inconvenient.

This brings the total limitation value of the channeling multipower and all slots to -2. All spells can be purchased as flexible or fixed slots, but all spells must at least cost endurance to activate. The Uncontrolled advantage may be taken in conjunction with the Costs END Only to Activate advantage, but the duration of such a spell must be temporary, or the channeler must experience some significant side effect while this spell remains active.

**A note on defensive powers**

In order to prevent channelers from becoming invulnerable tanks, I have created this house rule:

If a channeler purchases an Armor, Force Field, or Damage Resistance spell, the new active point cost is calculated as it's standard active point cost times the level of DEF desired. For example, if a wizard wants to purchase a 6 PD force field spell, the active point cost is equal to its normal active point cost - which is 6 - times the force field spell's level of defense - which is also 6. So the new active point cost for a 6 PD force field spell is 36 active points.

A channeler is a living battery of mana, and through the natural use of his powers is able to store vasts amounts of mana in his body. A channeler is also able to recover mana very quickly upon expending it. In game terms, the channeler must purchase a standard END reserve with few or no restrictions. Usually, channelers purchase high values of REC and low amounts of END.

Channelers practice all types of magic and are very diverse. A channeler must take at least an additional -1 worth of limitations on all his spells. This is mostly for flavor and indicates the style or type of magic a channeler is using. Magic is categorized in a couple different ways: by magic skill and by magic talent.

Magic skills are the standard skills a channeler must learn in order to work with a certain style or type of magic. For the most part, these are the skills used to cast the spells in FHG and FHG2 (ex. fire magic, wizardry, necromancy, etc.)

To many wizards, some magicks come much easier and more naturally than other magicks. These channelers have a talent when working with certain types of magic. Channelers also have titles that represent the types of magic they use or have talents for (Mage, Spiritualist, Elementalist, Mystic, Enchanter, Dark Wizard). In game terms, this magical talent is merely one or more 3-point skill levels in three related magic skills. With the exception of Dark Magic (see below), wizards can only take magical talents during character creation. He cannot increase them at all once purchased. Here is a list of magic talents and the magic skills they cover:

Spiritualism (shamanism, necromancy, conjuration)
High Magic, or Magery (wizardry, arcanomancy, areomancy)
Mysticism (divination, sorcery, naming magic)
Enchantment (enchantment, alchemy, rune magic)
Hot Elementalism (fire, light, earth magic)
Cold Elementalism (water, ice, air, shadow magic)

The final magical talent does not manifest itself naturally in most humanoids, but is only earned through performing dark and evil deeds for powerful demons and creatures from the infernal realm. Such beings may reward their servants with greater ability to work evil magicks:

Dark Magic (black, chaos magic, and witchcraft)

A channeler with an appropriate focus will gain from it a +1 or +2 bonus to his magic skill roll. For example, a specially-designed bone necklace will confer to it's wearer a +1 bonus to his necromancy skill. Such foci may take the form of a wand, staff, crystal ball or jewelry - whatever the GM thinks is appropriate for the type of magic being used.

Well, that's it so far. I still have some rough edges to work out, but tell me what you think. Specifically, does anyone see any errors or balance issues? Any ideas to improve or build on this system?