I've been thinking a lot about how I want to do magic. The thing that always stops me cold are trying to define a set of spell colleges. But, I really like the Ars Magica system.
If you're not familiar with Ars Magica, it is based on five Techniques and ten Forms. To cast a fireball you could Create Fire, but to make fire jump from a torch you could Control Fire, and to create a cold environment you might Destroy Fire.
TECHNIQUES*: Create, Destroy, Transform, Control, Perceive (detect).
FORMS: Air, Animal (nonsentient forms), Body (sentient humanoid forms), Earth, Fire, Illusion, Magic (includes spirits), Mind (thought, emotion, and soul), Plant, Water.
(*In Ars Magica you don't normally summon demons, teleport around, or travel to other planes. For a game that feature these I recommend a sixth technique, Conjure, for transdimensional movement and instant teleportation.)
Anyway if you're unfamiliar with Ars Magica, you can downlowd a free PDF here: http://www.atlas-games.com/arsmagica/free/index.html
So, how to do this in Hero?
METHOD ONE
One way would be to have a single large VPP, with ten 'Form' skills and five 'Technique' skills; to cast a spell, you must have all applicable Forms and Techniques... and roll against the LOWEST of all applicable skills. However VPP costs can be prohibitive, and this method also requires a very large skill investment. You could of course use Background skills (PS or KS) to make it cheaper, but that's still not going to leave very many points for the VPP, especially not one big enough to do "high fantasy" magic.
METHOD TWO
Fantasy Hero game me a different idea. One of the sample magic systems is based on 12 colleges, and you must buy a VPP separately for each college... 5 CP for a base 25 point pool, and +5 pool points for each +1 CP thereafter. This makes it much easier to afford a VPP big enough for large effects in one or two specialities, and have a small VPP for non-specialites. Each college also requires its own magic skill, which is very expensive; you can afford to specialize in one or two colleges, but not all twelve.
So, the Ars Magica-inspired version:
Each Technique is a standard magic skill (INT-based, cost 3/2).
Each Form is a VPP, costing 5 points for a base 25-point VPP, and +1 point for each +5 points in the pool. So a 30 point pool costs 6 CP, and a 50 point pool costs 10 CP.
To cast a spell, you must have the appropriate Form VPP, but make your magic roll against the Technique. Example, if a Fireball is 'Create Fire', you'd use the Create skill and the Fire VPP. The standard -1/10 active point skill penalty applies, so if you have a large VPP you'll need a large skill to go with it. If a spell fits into multiple forms ("Fiery Wind") you can choose whichever VPP you want to put it in, but active points are limited to the size of the smaller pool.
Each Form also has an associated Knowledge Skill that is required to use it. So if you have Fire VPP, you also need KS:Fire Magic. You need at least familiarity with the KS to cast a spell. The KS are primarily used for Spell Research, Analyze spell, and the like. The GM might require a KS roll to do something really tricky with a spell, or to correctly identify a spell being cast by a foe. The KS could also be useful for finding and preparing foci, or for alchemy. Or you might require a KS roll to successfully learn a new spell related to a given form.
With multiple VPPs, you have a lot of real points to work with without a high active point ceiling. For example, if you had all ten forms as 25-point VPPs, you could have 250 real points of spells "loaded" but no spell could exceed 25 active. That would be ideal for use with Killer Shrike's charge-based "fire and forget" magic system, if you like that.
Anyway, if you're wondering what this would look like, here are some sample characters. These are only partial characters, looking at just the cost for the magic, not other skills and abilities. Also these all use an END reserve shared among all VPPs.
JOHNNY ONE-SPELL
Can do one thing really really well. Makes a good combat mage
with a large END reserve and a high recovery rate, and enough points left over for some hand-to-hand combat abilities.
8 INT 18
20 VPP 100
19 Technique: Create (21-)
9 KS: Fire Magic (21-)
9 Reserve 40 END, 5 REC (5 per turn)
65 TOTAL
JACK OF ALL SPELLS
Can do almost anything... as long as its small.
A small END reserve powers his mostly weak spells.
8 INT 18
3 Scholar
50 Ten forms at VPP 25
15 All five Techniques (13-)
10 All ten KS:Form (13-)
4 Reserve 30 END, 1 REC (5 per hour)
90 TOTAL
TYPICAL TOM
He covers all bases but also specializes a bit.
Costs a lot of points; not much left for the END reserve.
16 INT 23
3 Scholar
14 1x VPP 70
24 3x VPP 40
30 6x VPP 25
11 1x Technique (18-)
7 1x Technique (16-)
9 3x Technique (14-)
5 1x KS:Form (18-)
9 9x KS:Form (14-)
5 Reserve 30 END, 2 REC (10 per hour)
133 TOTAL
ARCHIE THE ARCHMAGE (NPC)
This guy can cast pretty big stuff. To be this powerful AND diverse is
probably rare; more likely he'd have 100 pts in a couple of forms, and
30-50 points in the rest.
16 INT 23
3 Scholar
150 10x VPP 75
65 5x Technique (19-)
60 10x KS:Form (19-)
15 Reserve 100 END, 5 REC (25 per hour)
309 TOTAL
SAURON (NPC)
This guy can do pretty much whatever he wants; this is the "dark lord" level of power, and the PCs are not going to be able to seriously threaten him, but he's presented to give an idea of how much it would cost to "max out" the system.
36 INT 33
3 Scholar
380 10x VPP 200
165 5x Technique (31-)
160 10x KS:Form (31-)
30 Reserve 200 END, 10 REC (50 per hour)
774 TOTAL
Comments?
Mike

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. In this case, even if you limit the overall active points in one power, that makes the character only marginally less obnoxious: he has 4 60 point powers active at once instead of 2 100 pointers. You could avoid the whole scenario by setting the active point cost much lower, but in that case the whole thing becomes pretty pointless- you could just have ued a normal VPP.
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