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azato
Oct 19th, '09, 06:31 PM
I was thinking about doing something a little different with magic but I am not sure what and thought some general discussion may help.

I am possibly looking at keeping magic from being overly common and perhaps a little dangerous.

1. Magic gained through a familiar. The mage's powers are either gained through or enhanced via a familiar...how would/should this work?

2. Power is gained through the imprisonment of some extra-planar creature. How would/should this work?

3. Extra-planar creatures can be summoned and negotiated with (a-la Elric). What types of things would a demon want? An elemental? In this case the "Power" might be more of a skill if abilities are not gained.

Ninja-Bear
Oct 19th, '09, 06:40 PM
Well I always thought of having magic be "only" for certain races. Say elfs were created as to having it be apart of their nature. when man plays with it-its dangerous because he doesn't know whats he is doing ! Or needs outside help such as Demons to get his power.

mayapuppies
Oct 20th, '09, 02:51 AM
1. Magic gained through a familiar. The mage's powers are either gained through or enhanced via a familiar...how would/should this work?
I've built this as a multipower or VPP using the familiar as an IAF. The other option you list, I simply use the familiar as an Aid to magic.


2. Power is gained through the imprisonment of some extra-planar creature. How would/should this work?
I actually use this as a build for the Spirit Binders in the my next book, the rough idea is I build each spirit as an MP with Lockout on a failed roll to represent the little spirit getting angry and not participating.


3. Extra-planar creatures can be summoned and negotiated with (a-la Elric). What types of things would a demon want? An elemental? In this case the "Power" might be more of a skill if abilities are not gained.
This is far more complicated and is best represented by a VPP (possibly Cosmic) that requires a skill vs. skill contest using Persuasion.

azato
Oct 20th, '09, 08:31 AM
I've built this as a multipower or VPP using the familiar as an IAF. The other option you list, I simply use the familiar as an Aid to magic.

Hmmmm...What about building all the spells into the familiar with a limitation that those can only be used by the caster? The caster's only spell would be a "summon" with limitations.



I actually use this as a build for the Spirit Binders in the my next book, the rough idea is I build each spirit as an MP with Lockout on a failed roll to represent the little spirit getting angry and not participating.

I wonder about setting up some psychological limitations for the spirts? Maybe even a random generation for personality? Perhaps even add uncontrolled for the player?




This is far more complicated and is best represented by a VPP (possibly Cosmic) that requires a skill vs. skill contest using Persuasion.

Actually I was thinking on making this portion more of a role playing event. The question is what things could we on this plane do to motivate those from another.

Hyper-Man
Oct 20th, '09, 08:42 AM
The 'familiar' could also be built as a follower who then has a VPP with the UBO Advantage. Similar to a 'genie' the 'familiar' doesn't necessarily need to have access to the full range of abilities that it can otherwise bestow upon others.

This is essentially the same construction method I used for Green Lantern and his Power Ring (see link in sig below).

Hierax
Oct 20th, '09, 12:04 PM
I like the Familiar Follower with UBO and IAF is a neat way to do it too.

If the wizard already has spells the Familiar could give extra powers as above and/or boost the wizard's existing powers with Aid.

For Summoning/negotiating take a look at The Valdorian Age it has a great summoning Magic system chock full of flavour for Demons, Elementals, etc.

Shadowsoul
Oct 20th, '09, 03:17 PM
1. I would go with the Familiar as a follower as well. An amusing twist from real world folklore. There is a type of, (for want of a better word), 'witch' native to South America who has magical powers but only when they take the form of an animal such as a dog.

2. Being able to summon and bind an extra-planar creature usually means that it must serve its summoner until he choses to let it go free. There is sometimes a limit on how many services it must perform and this may be linked to the power of the bindings. Perhaps the summoned creature must perform one service per binding place on it and stronger bindings can be used to control more powerful beings.

3. Aside from a down payment on your soul Demons would probably want sacrifices or worship. Of course you could also offer them magical items or perhaps even services. A minor Demon may simply want a shrine built to it or to be supplied with a particular mortal delicacy such as wine. A more powerful Demon might want to recruit the mage to fight in some hellish war in its own dimension or demand payment in virgins, (dead or alive according to its personal tastes). Some beings may be summoned to fulfill ancient contracts or alliances made many years before, perhaps even before the current summoner was born.

One way to make all this work as a points system is to have the character buy powers as 'Favours'. Favours are summons, (or possibly other powers), with a single Charge that recharges under limited circumstances, (getting the summoned creature or another like it into your debt). It is up to you whether a Favour power represents a relationship with a particular creature (Specific Being Advantage) or the ability to negotiate with creatures of a particular type. The Favour can still require incantations etc to actually Summon the creature to fulfill its debt.

ghost-angel
Oct 20th, '09, 03:26 PM
The Familiar could also just be a giant Magic Battery, anyone has magic in them, only those with a Familiar can cast.

Mechanically, the Familiar is the Endurance Reserve that all Spells work from by default.


For the Summoned/Negotiation type - I would use Valdorian Age as a baseline, either stock or modified.

mayapuppies
Oct 21st, '09, 01:59 AM
I'll third the use of the Valdorian Age magic system for the Negotiation stuff. It is really well done.

azato
Oct 21st, '09, 07:16 PM
I need to look at it. There are no game stores in my area that carry it. I hear there is some interesting take on combat as well in the book? I may end up purchasing it, but I would like to see it before doing so.


I'll third the use of the Valdorian Age magic system for the Negotiation stuff. It is really well done.

mayapuppies
Oct 22nd, '09, 03:27 AM
The combat stuff revolves around 'Combat Tricks', which are similar to Feats.

I utilize a similar system in Kamarathin