Magic System for Critical Review
I've been working up this magic system for a fantasy campaign set in a world corresponding closely to the American frontier/colonial era. This particular magic system is meant to represent the cutting edge of knowledge in a post-Renaissance world. It's set up to require both breadth and depth of knowledge (ie many KSs, and decent rolls on them), and also to be highly flexible for the truly knowledgible. I'm still expanding the spell lists, and although this system should be able to cover almost any possibility, these spells are meant to represent the sort of thing a gentleman scholar would be interested in studying. The spells I have listed so far represent the sort of knowledge a ship's officer, a military officer, or an academic might benefit by.
Oh, and I've swiped quite a bit from a much earlier thread about the Ars Magica system, which seemed like a good place to start for this. Much credit for what I have here is due to Killer Shrike and Markdoc, among others. Anyway, here it is:
For centuries, mankind has studied the forces of nature, in order to survive and to make life easier. As these studies became more advanced and systematized, they came to be called Natural Philosophy (as opposed to Ethical Philosophy or Political Philosophy). Those philosophers who have devoted themselves to the study of natural forces are able to create effects beyond the ability of the common man. Of course, the common man has little understanding of the subtle natural forces in play, and usually labels Natural Philosophy with the superstitious title of Magic.
In order to apply Natural Philosophy, the practitioner must be proficient in a Science and must have specific knowledge related to what effect he is trying to create. He must focus his mind, whether through intense concentration or through rote movements or phrases. Most philosophers must memorize the particular formulae to create specific effects, although some are well versed enough in theory to create useful effects without a prefabricated formula for that specific use.
Mechanically speaking, the character must have an appropriate Power skill and an appropriate Knowledge, Professional, or Science Skill in order to cast a given spell. All spells must take Requires Skill Roll with two skills (at the -1/20 Active Points level), and at least -1/2 in Limitations, chosen from among Gestures, Incantations, and Concentration, to represent mental focus. All spells must also take at least -1 total in Extra Time and/or Increased Endurance. Additional Limitations or more extensive forms of required Limitations are allowed. Characters with at least 50 points invested in at least 5 spells are eligible to create a Variable Power Pool. The Active Points in the VPP cannot exceed 1/10 of the Character Points spent on spells or the number of spells known, whichever is less. This VPP is limited to the same limitations as regular spells, except that they must take Requires Skill Roll with two skills at the -1/5 Active Points level. The VPP itself is of a Slightly Limited Class (only magic, -1/4), and the Control Cost is No Skill Required to change powers (+1). All other required limitations are as above.
The Power skills are as follows:
Astrology - fate, chance, luck, divination
Humors - living bodies
Herbs - plants
Elements - air, earth, fire, water
Anima - mental and soul effects
Metaphysics - magic effects, scrying
Free Wind - 2d6 Aid to Swimming, Only for Sailed Vessels (-3/4), Side Effects: 2d6 RKA targeted at sails and masts (-1/4), RSR: Elements and KS: Wind -1/20 AC (-1/4), Costs END to Activate (-1/4), (Required Limitations -1 1/2)
Active: 20 Real: 5 Skill Roll: -1
Sea Anchor - 40 STR TK, Only to hold ship in place (-1 1/2), RSR: Elements and KS: Ocean Currents -1/20 AC (-1/4), (Required Limitations -1 1/2)
Active: 60 Real: 14 Skill Roll: -3
Safe Harbor - 32" Change Environment to calm waters, RSR: Elements and KS: Weather -1/20 AC (-1/4), Must be in the lee of land, rocks or shoals (-1), (Required Limitations -1 1/2)
Active: 30 Real: 8 Skill Roll: -1
Landfall - Detect Land (Unusual sense group, because it can be from several effects...scent, sighting or hearing birds, seeing kelp, feeling reflected swell), 360 degree perception, Ranged, Megascale (1"=1km, +1/4), RSR: Elements and PS: Sailor -1/20 AC (-1/4), (Required Limitations -1 1/2)
Active: 16 Real: 5 Skill Roll: -0
Compass - Detect North (Unusual sense group), 360 degree perception, RSR: Astrology and KS: Navigation -1/20 AC (-1/4), Costs END (-1/2), (Required Limitations -1 1/2)
Active: 8 Real: 2 Skill Roll: -0
Pump - 30 STR TK, Affects Porous, Only vs liquids (-1), RSR: Elements and KS: Water -1/20 AC (-1/4), (Required Limitations -1 1/2)
Active: 55 Real: 14 Skill Roll: -2
Sail with the Tide - 2d6 Aid to Swimming, RSR: Elements and KS: Ocean Currents -1/20 AC (-1/4), Costs END to Activate (-1/4), (Required Limitations -1 1/2)
Active: 20 Real: 6 Skill Roll: -1
Shoal - 2d6 Swimming Drain, Recovers 5 pts per hour (+ 1), Not vs targets with other movement forms (-1), RSR: Elements and KS: Shoals and Reefs -1/20 AC (-1/4), Only within sight of land (-2), (Required Limitations -1 1/2)
Active: 40 Real: 6 Skill Roll: -2
Sea Legs - Clinging, Only to avoid falling on pitching surfaces (-1 1/4), RSR: Humors and KS: Balance -1/20 AC (-1/4), (Required Limitations -1 1/2)
Active: 10 Real: 2 Skill Roll: -0
In Irons - 3d6 Swimming Drain, Only vs sailing vehicles (-3/4), RSR: Elements and KS: Wind -1/20 AC (-1/4), (Required Limitations -1 1/2)
Active: 30 Real: 8 Skill Roll: -1
Sounding - Detect Bottom of Body of Water (unusual sense group), Discriminatory, Ranged, RSR: Elements and KS: Earth -1/20 AC (-1/4), (Required Limitations -1 1/2)
Active: 13 Real: 4 Skill Roll: -0
Reef - 1d6+1 RKA linked (-1/2) to 2d6 Swimming Drain, Recovers 5 pts per hour (+1), Not vs targets with other movement forms (-1), RSR: Elements and KS: Shoals and Reefs -1/20 AC (-1/4), Only within sight of land (-2), (Required Limitations -1 1/2)
Active: 20 + 40 Real: 9 Skill Roll: -3
High and Dry - 2d6 Swimming Drain, Recovers 5 pts per day (+1 1/2), Not vs targets with other movement forms (-1), RSR: Elements and KS: Tides -1/20 AC (-1/4), Only within sight of land (-2), (Required Limitations -1 1/2)
Active: 50 Real: 8 Skill Roll: -2
Fother - 6d6 Healing, Only vs wooden structures (-3/4), RSR: Elements and KS: Shipbuilding -1/20 AC (-1/4), (Required Limitations -1 1/2), No Range (-1/4) NOTE: vehicles don't heal on their own, so unless the character wishes to push his luck in getting ever higher Healing rolls, the ship will need to be repaired normally.
Active: 60 Real: 16 Skill Roll: -3
Impart Impetus - +5 Range Skill Levels with Emplaced Weapons, RSR: Elements and SS: Ballistics -1/20 AC (-1/4), (Required Limitations -1 1/2), Costs END (-1/2)
Active: 10 Real: 3 Skill Roll: -0
Impart Momentum - 4d6 Aid to RKA, Emplaced Weapons Only (-2), Costs END (-1/2), RSR: Elements and SS: Ballistics -1/20 AC (-1/4), (Required Limitations -1 1/2)
Active: 40 Real: 9 Skill Roll: -2
Incendiary - 1d6 RKA, Continuous (+1), 0 END (+1/2), Sticky (only affect flammables, +1/4), Uncontrolled (+1/2), Increased Maximum Range 240" (+1/4), Bulky OAF: Emplaced Weapon (-1 1/2), RSR: Elements and KS: Incendiary compounds -1/20 AC (-1/4), (Required Limitations -1 1/2)
Active: 52 Real: 12 Skill Roll: -2
Explosive - Explosion (nonselective) Naked Power Advantage for up to 5d6 RKA, RSR: Elements and KS: Gunpowder -1/20 AC (-1/4), (Required Limitations -1 1/2), Emplaced Weapons Only (-2)
Active: 18 Real: 3 Skill Roll: -0
Reduce Windage Error - +5 OCV with Emplaced Weapons, RSR: Elements and SS: Ballistics -1/20 AC (-1/4), (Required Limitations -1 1/2), Costs END (-1/2)
Active: 15 Real: 4 Skill Roll: -0
Tactical Inspiration - Tactics 17-, Costs END to Activate (-1/4), RSR: Astrology and KS: Historical Battles -1/20 AC (-1/4), (Required Limitations -1 1/2)
Active: 15 Real: 5 Skill Roll: -0
Grand Tactical Inspiration - Tactics 17-, Usable by Eight Others Simultaneously (+1), Costs END to Activate (-1/4), RSR: Astrology and KS: Historical Battles -1/20 AC (-1/4), (Required Limitations -1 1/2)
Active: 30 Real: 10 Skill Roll: -1
Target Weak Point in Breastworks - Find Weakness 11- with Emplaced Weapons, Only vs structures (-1/4), RSR: Elements and KS: Engineering -1/20 AC (-1/4), (Required Limitations -1 1/2), Costs END to Activate (-1/4)
Active: 20 Real: 6 Skill Roll: -1
Siege Trench - 10 PD/ 10 ED Force Wall, 1"x15", Must follow the contours of an existing trench (-1/4), RSR: Elements and KS: Engineering -1/20 AC (-1/4), (Required Limitations -1 1/2), Those protected by DEF can fire past it by exposing themselves to return fire (-0)
Active: 80 Real: 26 Skill Roll: -4
Spike Guns - 10d6 Dispel vs RKA, Area Effect 5"r (+1), Cumulative (+1/2), Emplaced Weapons Only (-2), RSR: Elements and KS: Metallurgy -1/20 AC (-1/4), (Required Limitations -1 1/2), No Range (-1/4)
Active: 75 Real: 15 Skill Roll: -3
Mine - 6" Tunnelling, 5 DEF, Tunneling rate assumes 5 diggers and drops by 1" for each digger missing (-1/4), Extra Time: 1 Day (-3 to -4, depending on Required Limitations allocation), RSR: Elements and KS: Engineering -1/20 AC (-1/4), (Required Limitations -1 1/2 or more)
Active: 42 Real: 7 (or less) Skill Roll: -2
Perfect Symmetry - Lack of Weakness -10, Fortresses Only (-1), RSR: Elements and SS: Mathematics -1/20 AC (-1/4), Costs END to Activate (-1/4), (Required Limitations -1 1/2)
Active: 10 Real: 2 Skill Roll: -0
Bomb-Proof - 3d6 Aid to DEF, Recovers 5 pts per hour (+1), Structures Only (-1/2), RSR: Elements and KS: Engineering -1/20 AC (-1/4), Costs END to Activate (-1/4), (Required Limitations -1 1/2)
Active: 60 Real: 17 Skill Roll: -3
Rampart - 2d6 Healing, Structures Only (-1/2), Only heals to half original BODY (-1), RSR: Elements and KS: Earthworks -1/20 AC (-1/4), (Required Limitations -1 1/2), See NOTE for Fother spell
Active: 20 Real: 4 Skill Roll: -1
Spent Ball - Missile Deflection up to bullets and shrapnel, RSR: Elements and KS: Gunpowder -1/20 AC (-1/4), Costs END (-1/2), (Required Limitations -1 1/2)
Active: 15 Real: 4 Skill Roll: -0
Convey Guns - 36 STR TK, Only to move wheeled vehicles (-1/2), RSR: Elements and KS: Momentum -1/20 AC (-1/4), (Required Limitations -1 1/2)
Active: 54 Real: 16 Skill Roll: -3
Evaluate Enemy Commander - Analyze Tactics 17-, RSR: Anima and KS: Historical Battles -1/20 AC (-1/4), (Required Limitations -1 1/2)
Active: 15 Real: 5 Skill Roll: -0
Disjunction - 15d6 Dispel vs Magic (+1/4), RSR: Metaphysics and KS: Formulaic Structure -1/20 AC (-1/4), (Required Limitations -1 1/2)
Active: 56 Real: 20 Skill Roll: -2
Unfocusing - 12d6 Dispel vs Magic (+1/4), Cumulative (+1/2), RSR: Metaphysics and KS: Formulaic Structures -1/20 AC (-1/4), (Required Limitations -1 1/2)
Active: 63 Real: 22 Skill Roll: -3
Exclusionary Circle - 12PD/12ED Force Wall, Restricted Shape circle (-1/4), Personal Immunity (+1/4), Only vs magic or spirits (-1/2), RSR: Metaphysics and KS: Counter-formulas -1/20 AC (-1/4), (Required Limitations, -1 1/2)
Active: 75 Real: 21 Skill Roll: -3
Buttress - Difficult to Dispel for up to 80 active points of spell, RSR: Metaphysics and KS: Formulaic Structures -1/20 AC (-1/4), (Required Limitations -1 1/2)
Active: 20 Real: 7 Skill Roll: -1
Hold Effects - Delayed Effect for up to 80 active points of spell, RSR: Metaphysics and KS: Formulaic Structures -1/20 AC (-1/4), (Required Limitations -1 1/2)
Active: 20 Real: 7 Skill Roll: -1
Translate - Detect meaning of text, RSR: Anima and KS: Languages -1/20 AC (-1/4), (Required Limitations -1 1/2)
Active: 10 Real: 3 Skill Roll: -0
Implant - Eidetic Memory, RSR: Anima and KS: Memory -1/20 AC (-1/4), Costs END (-1/2), (Required Limitations -1 1/2)
Active: 5 Real: 1 Skill Roll: -0
Parascopy - N-ray vision not through magic barriers, Range, Analyze, RSR: Metaphysics and KS: Senses -1/20 AC (-1/4), Costs END (-1/2), (Required Limitations - 1 1/2)
Active: 20 Real: 6 Skill Roll: -1
Thought Message - 5d6 Mind Scan +5 ECV, Cannot attack through link (-1), Does not provide Mental Awareness (-1/4), + 5d6 Telepathy, Does not provide Mental Awareness (-1/4), Communication only (-1/4), Broadcast only (-1/2), Language Barrier (-1/2), linked (-1/2), both with RSR: Anima and KS: Communication -1/20 AC (-1/4), (Required Limitations -1 1/2)
Active: 35+25 Real: 8+5 Skill Roll: -3
Phase Shifting - Desolidification, RSR: Metaphysics and KS: The Dimensions -1/20 AC (-1/4), (Required Limitations -1 1/2)
Active: 40 Real: 14 Skill Roll: -2
Create Portal - 11" Teleportation, AE hex (+1/4), Usable By Others (+1/4), Continuous (+1), Megascale 1"=1km (+1/4), Gate (-1/2), RSR: Metaphysics and KS: The Dimensions -1/20 AC (-1/4), (Required Limitations -1 1/2)
Active: 60 Real: 18 Skill Roll: -3
Soulstone - 6d6 Entangle, OAF Gem (-1), Affects Desolid - Spirits only (+1/4), RSR: Anima and KS: Spirits -1/20 AC (-1/4), (Required Limitations -1 1/2)
Active: 75 Real: 20 Skill Roll: -3
Thermology - Change Environment 3 Temperature Levels 8"radius, Very Limited Group - raise or lower temperature (+1/4), Uncontrolled (+1/2), RSR: Elements and KS: Weather -1/20 AC (-1/4), (Required Limitations -1 1/2)
Active: 50 Real: 18 Skill Roll: -2
Phantom Coachman - Summon Phantom Coachman, Slavishly Devoted (+1), RSR: Anima and KS: Spirits -1/20 AC (-1/4), (Required Limitations -1 1/2)
Active: 4 Real: 1 Skill Roll: -0
(Phantom Coachman stats - 8 STR, 8 DEX, 8 CON, 8 BODY, 8 INT, - EGO, 8 PRE, 8 COM, 1 PD, 1 ED, 2 SPD, 2 REC, 16 END, 16 STUN, Does Not Bleed, No Hit Locations, Language 2 pts, TF: Carts and Carriages, PS: Servant 8-)
Call Rainstorm - Change Environment 1"radius, Uncontrolled (+1/2), RSR: Elements and KS: Weather -1/20 AC (-1/4), (Required Limitations -1 1/2), Megascale 1"=1km (+1/4)
Active: 8 Real: 2 Skill Roll: -0
Tutelage - 3d6 Aid INT, recover 5 pts per hour (+1), RSR: Anima and KS: Memory -1/20 AC (-1/4), (Required Limitations - 1 1/2), Costs END to activate (-1/4)
Active: 60 Real: 20 Skill Roll: -3.
Painkiller - 2d6 Aid STUN, recover 5 pts per hour (+1), RSR: Humors and KS: Healing -1/20 AC (-1/4), (Required Limitations -1 1/2), OAF Potion (-1), Costs END to reset trigger (-1/4), Trigger ("drink it",+1/4),Usable by Others at range (+3/4), Extra Time (-2, at least) NOTE: Alchemical type spells should take at least 1 Hour Extra Time, which can come from the required limitations or not, as the character desires)
Active: 60 Real: 10 Skill Roll: -3
Images, only to point out the obvious...now with COSMIC POWER (©)
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