eepjr24
Aug 4th, '03, 06:26 PM
Some of you may have seen this before, it has been revised mostly on further consideration and several tips from the new FH tome. I am especially interested in comments about the LTE rules and if anyone has had luck with them. Thanks.
Rhyssin Magic:
Background
Magic is a force in the world, approaching equality with force of arms. It is also somewhat in infancy, so new discoveries are very possible. PC Mages can be among the most powerful spell casters given time, as the magic of the world appears to be slowly increasing. Magic comes from the gods, either directly (priests/champions granted powers) or indirectly
(mage channeling the energy/essence available around them). Magic can and is used for good or evil, but is in and of itself neutral. Magic can be instilled into objects, but the effort and learning to do so will seldom, if ever, be available to the PC (exceptions may be made for alchemists).
Restricted Effects
There are no effects that are explicitly forbidden, however most mages will specialize their magic. Thus a light mage, or fire mage, or even a mirror mage would be known, but a jack-of-all-trades is nearly unknown. Most mages have between 1 and 3 specialties.
Casting Requirements and Restrictions
1. Most spells cost long term End (see chart). This represents the difficulty of channeling magic. Regular long term End rules apply to all spells, as well. Spells may be bought with Reduced or 0 End Cost. If they require End, they may be powered either from personal End or an End Reserve. Because of the above, most casters are in good physical health and have high endurance. Rhyssin has few fat mages.
AP <= 10 - 0 LTE
AP > 10 and AP+RP <= 25 - 1 LTE
AP+RP > 25 and AP+RP <= 40 - 2 LTE
AP+RP > 40 and AP+RP <= 55 - 3 LTE
AP+RP > 55 and AP+RP <= 70 - 4 LTE
etc.
2. Active cost is limited to primary casting stat (normally INT or EGO) times 2. This also applies to VPP and MP reserves. This can be exceeded with GM permission, usually at double cost above the limit.
3. All Divine magic is bought as powers, with charges. All Divine magic is granted directly by the gods or their avatars (new spells are granted after prayer and fasting sessions). Divine magic does not fall under the remainder of the restrictions listed here.
4. All non-divine magic must come from a VPP or a MP. The base time to change spells (from a known spell to another known spell) in a VPP is 5 minutes.
5. All magic must have the limitation "Requires Magic Skill Roll". This limitation is worth -1/2 on both the VPP control and spell costs.
6. A "specialized" magic skill roll costs 2 points as a general skill or 3 points if based on Ego/Int. It costs 2 points per +1 skill level to increase. A character can have any number specific magic skill rolls to represent their areas of knowledge. This skill can be used to create cantrip type effects and possibly modify spell results.
7. Each DEF of real armor above DEF 2 gives a -1 to skill roll. You can buy a "Cast in Armor" penalty skill levels, which will allow you offset this penalty by 1 for every 3 points you spend. Magic armor without the limitations "Real Armor" and "Mass" does not count toward this penalty.
8. All spells require research before casting. A 1 point perk per spell must be purchased as evidence of success in this research.
9. Standard research time for a spell is 1 week. This can be moved up or down the time chart for a -1/+1 magic skill roll. Spells which differ only slightly from a known spell (different SFX, add advantage, take away limitation, change dice size) will be moved down the time chart once for free.
10. All spell casting must be declared at the begining of the phase, before anyone acts. If the caster is Con stunned before thier Dex or the end of the phase (if "Full Phase"), the spell automatically fails. If they take stun, but no body they receive a -2 to their magic roll. If they take any body, they receive a -4 to their magic roll.
11. A mage cannot maintain more than INT/5 spells at any given time.
12. All spells have either a verbal (incantations), somatic (gestures), or material (focus, expendable or otherwise) as a requirement to cast the spell.
The exception to rule 12 is:
In lieu of the above, a mage may take a special focus (OAF) that must be used for all their spells. This item will be very valuable to the mage and extremely difficult to replace. All magic the caster uses comes from this focus, and it is obvious to even the uninitiated that this is the source of the mages power. This type of mage receives a -1 limitation for VPP control and spell costs.
- Ernie
Rhyssin Magic:
Background
Magic is a force in the world, approaching equality with force of arms. It is also somewhat in infancy, so new discoveries are very possible. PC Mages can be among the most powerful spell casters given time, as the magic of the world appears to be slowly increasing. Magic comes from the gods, either directly (priests/champions granted powers) or indirectly
(mage channeling the energy/essence available around them). Magic can and is used for good or evil, but is in and of itself neutral. Magic can be instilled into objects, but the effort and learning to do so will seldom, if ever, be available to the PC (exceptions may be made for alchemists).
Restricted Effects
There are no effects that are explicitly forbidden, however most mages will specialize their magic. Thus a light mage, or fire mage, or even a mirror mage would be known, but a jack-of-all-trades is nearly unknown. Most mages have between 1 and 3 specialties.
Casting Requirements and Restrictions
1. Most spells cost long term End (see chart). This represents the difficulty of channeling magic. Regular long term End rules apply to all spells, as well. Spells may be bought with Reduced or 0 End Cost. If they require End, they may be powered either from personal End or an End Reserve. Because of the above, most casters are in good physical health and have high endurance. Rhyssin has few fat mages.
AP <= 10 - 0 LTE
AP > 10 and AP+RP <= 25 - 1 LTE
AP+RP > 25 and AP+RP <= 40 - 2 LTE
AP+RP > 40 and AP+RP <= 55 - 3 LTE
AP+RP > 55 and AP+RP <= 70 - 4 LTE
etc.
2. Active cost is limited to primary casting stat (normally INT or EGO) times 2. This also applies to VPP and MP reserves. This can be exceeded with GM permission, usually at double cost above the limit.
3. All Divine magic is bought as powers, with charges. All Divine magic is granted directly by the gods or their avatars (new spells are granted after prayer and fasting sessions). Divine magic does not fall under the remainder of the restrictions listed here.
4. All non-divine magic must come from a VPP or a MP. The base time to change spells (from a known spell to another known spell) in a VPP is 5 minutes.
5. All magic must have the limitation "Requires Magic Skill Roll". This limitation is worth -1/2 on both the VPP control and spell costs.
6. A "specialized" magic skill roll costs 2 points as a general skill or 3 points if based on Ego/Int. It costs 2 points per +1 skill level to increase. A character can have any number specific magic skill rolls to represent their areas of knowledge. This skill can be used to create cantrip type effects and possibly modify spell results.
7. Each DEF of real armor above DEF 2 gives a -1 to skill roll. You can buy a "Cast in Armor" penalty skill levels, which will allow you offset this penalty by 1 for every 3 points you spend. Magic armor without the limitations "Real Armor" and "Mass" does not count toward this penalty.
8. All spells require research before casting. A 1 point perk per spell must be purchased as evidence of success in this research.
9. Standard research time for a spell is 1 week. This can be moved up or down the time chart for a -1/+1 magic skill roll. Spells which differ only slightly from a known spell (different SFX, add advantage, take away limitation, change dice size) will be moved down the time chart once for free.
10. All spell casting must be declared at the begining of the phase, before anyone acts. If the caster is Con stunned before thier Dex or the end of the phase (if "Full Phase"), the spell automatically fails. If they take stun, but no body they receive a -2 to their magic roll. If they take any body, they receive a -4 to their magic roll.
11. A mage cannot maintain more than INT/5 spells at any given time.
12. All spells have either a verbal (incantations), somatic (gestures), or material (focus, expendable or otherwise) as a requirement to cast the spell.
The exception to rule 12 is:
In lieu of the above, a mage may take a special focus (OAF) that must be used for all their spells. This item will be very valuable to the mage and extremely difficult to replace. All magic the caster uses comes from this focus, and it is obvious to even the uninitiated that this is the source of the mages power. This type of mage receives a -1 limitation for VPP control and spell costs.
- Ernie