
Originally Posted by
KingHob
The issue I am having with rules for certain aspects of the world is not my biggest hinderance at this point it's the Magic system. Here is the problem that I am facing at this point
1. The magic system needs to encompass both Clerical type magic and Sorcereous type magic.
2. Do I have the spell caster buy the spells as a power or a skill that represents the spell?
3. If I go with a Skill that represents the spell do I charge more for the skill? And if so how much more?
4. Also if I am going to have the player buy the spells as powers is it fair to also make them pay for the skill to be able to use certain schools of spells or should I just use an over all magic skill such as Divine, Sorcerous, Nature?
5. I think that last issue that I am finding I have is that in all of this, is that if I make the spell casters buy powers for thier spells do I make the other Characters that do not cast spells buy powers for thier gear and what not?
I've been running a low fantasy campaign where each spell is bought as a knowledge skill. For 2 points you get an 11 or less roll to successfully cast the spell and for 3 poits you get to base it on your ego roll. Additional bonuses cost 1 point per +1 to the roll. However, I apply a diffulty modifier to each skill based on the real cost of the spell. I divide the real cost by 3 and apply that number as a negative modifier to the skill roll.
For example, Master Theramin is a member of the College Arcane in my campaign city who specializes in conjuration. One of his favoite spells is "Theramin's Angry Swarm!" This spell summons hundreds of stinging and biting insects that swarm around the target inflicting damage to the target and anyone immediately adjacent. Unfortunately, if Theramin fails his skill roll by three or more, the swarm attacks Theramin instead.
The swarm is not effective in strong winds, it can't affect non-living opponents (i.e. constructs or animated skeletons), nor can it penetrate forcefields.
Master Theramin's Angry Swarm!
1 pip RKA.
Advantages; NND (+1), Does body (+1), AE 1 hex (+1/2), Continuous (+1/2), Uncontrolled (+1), Usable as an attack (+1).
Disadvantages; RSR (-1/2), Incantatinons (-1/4), Gestures (-1/4), 1/2 DCV (-1/4), Side effects (-1/4), Full phase action (-1/2).
Active cost: 30 Real cost: 10 Difficulty modifier: -3
Theramin has spent 7 points on this spell thus he gets his ego roll +4 (17 or less). However, the difficulty modifier of -3 is applied giving a final result of 14 or less. It takes a bit of prep time to build spells, but I and my players are satisfied with the results.
IMO the benefits of this type of magic system are threefold.
- Just as fighters don't pay character points for their equipment, magic users don't have to purchase the powers they wield, only the skills needed to wield those powers.
- The more powerful a spell, the harder it is to cast.
- Proficiency with a given spell can be increased independently of other spells, because each spell has its own skill roll. This allows one model the fact that spell casters may have certain favorite spells that they practice frequently and thus are more proficient with them.
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