I'm working on a magic system for my fantasy campaign, and I've got a good idea of how it should work. The problem is, I've never really run a Hero game before. So, I was curious if those more knowledgeable than I might take a look at, and offer up some pointers on where the flaws may be that I can't see.
Thanks, in advance!
This is the ability to create magic by following predefined formulas, or spells. Each wizard begins the game knowing a few select spells, up to five, as those that are allowed to instruct magic may only imbue their students with enough knowledge to become wizards. Beyond that, each wizard is encouraged to seek out others and trade, research, and share their knowledge with other wizards.
In reality, this practice has been encouraged, because it prevents elder spell casters from having to divulge more of their favorite incantations. What was meant to challenge the young has managed to serve the older generation quite well. Formulaic Magic consists of these skills:
Magic (Formulaic), Memorization, and Battle Focus.
Magic (Formulaic) is the skill needed to cast a spell. Each formulaic spell will generally require 1 Minute to cast, however this becomes impractical at best. Most wizards have enough knowledge to speed the process up, and for each step up the time chart the wizard may take a -5 penalty on their roll. This may seem excessive, but when combined with the other skills, the prepared Wizard can be a force to be reckoned with.
Memorization is the skill needed to give a caster the spells needed, when they are needed. Casters that spend time memorizing spells, can recall those specific formulas with better accuracy. The spell caster rolls a memorization skill roll, for each spell beyond the first, the caster must take a -1 modifier. The player should list out the spells they intend to memorize and in what order, noting that they only need to memorize a spell once. For each point the caster succeeds the roll by, they are able to memorize one spell from their list. If the caster fails this roll, then none of the spells are memorized, and the memorization bonus is lost for the following day. Casting a memorized spell reduces the casting penalty by 2.
Even still, once a Wizard enters battle, those that maintain their focus can control the flow of the battle. Nothing is as fearsome as two wizards, both focused on the other. When entering combat, a Wizard may elect to spend their first combat phase in Battle Focus. This skill, is the Wizard's ability to assess their surroundings, and to understand where interruptions to their casting may come from. A Wizard that is aware of their surroundings, and has set themselves into a battle position, may find that casting spells become quite the simple task. A Wizard that successfully makes a Battle Focus roll may reduce their casting penalty by 2. Each time, however, that the Wizard takes damage they must spend a phase in Battle Focus.
Casting spells generally involves only one roll, the Magic (Formulaic) roll, followed by any dice rolls that are required by the spell itself. Spells in Arythia are very effective, and this system tries to reflect that. If a critical success is rolled when casting a spell, then the caster has demonstrated the perfect pattern of incantations and gestures. The magical formulas are such that one spell can flow into another, and the next spell the caster uses (must be a different spell from the one cast), can be cast with no penalties.
If the skill roll is a failure, then the spell is cast as normal, however, the spell becomes unavailable to the caster. Generally this is simply the stress of magical forces coursing through the body has shifted. Realigning the patterns and formula to the casters style takes time (generally half an hour per point the roll is missed by). Critical failure means that the character, and possibly those nearby, may suffer a random magical effect (not specifically a beneficial effect either).
Spells are generally built with the following advantages and limitations:
Time Limit (For non-instant powers)
Expendable Focus (Components)
Gestures
Incantations
Requires a Roll



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