+ Reply to Thread
Page 1 of 2 1 2 LastLast
Results 1 to 15 of 20

Thread: Ars Magica inspired magic

  1. #1
    Join Date
    May 2003
    Location
    Beaverton, OR
    Age
    43
    Posts
    255
    Rep Power
    18278

    Ars Magica inspired magic

    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

  2. #2
    Join Date
    Feb 2003
    Location
    The Edge of Forever
    Posts
    111
    Rep Power
    8
    <P>I'm only vaguely familiar with Ars Magica. But I think that the best way to simulate magic would be with the Variable Power Pool. You could add limitations to the control cost based upon the forms lacking (-2 for only one form, -1 for five forms, something like that). If your game is going to be like Ars Magica in that mages are just far more powerful than non-mages, increase the base character points enough to allow all characters to buy an appropriately-sized VPP.</P>
    <P>Another option would be to use an entirely skill-based magic system- that is, magic is not represented with powers, but with skills in forms and techniques. It's similar to the VPP idea, but no one would actually buy a VPP. The character can create any magical effect, as long as he has the appropriate skills and makes a skill roll in each (with active point penalties, of course). Characters could also be allowed to buy skills with rotes.</P>

  3. #3
    Join Date
    Feb 2003
    Location
    San Diego
    Age
    35
    Posts
    11,970
    Blog Entries
    14
    Rep Power
    97828
    Its been a loooooooooong time since Ive done anything w/ Ars Magica, but its magic system does rock. Im glancing over at a shelf w/ about 6 or 8 Ars books.....I think there is a method in FH aimed at Ars Magica style magic......Ill check it out...
    A complex system that works is invariably found to have evolved from a simple system that worked.
    - John Gall

    My Facebook Profile (Friends welcome) and HERO System Fans Facebook Group (Join us!)

    KillerShrike.com wiki

  4. #4
    Join Date
    Feb 2003
    Location
    Denmark
    Posts
    4,527
    Rep Power
    278853
    I'd cast my vote for method 1, with perhaps a -3/4 limit for "requires multiple skill rolls".

    Method 2 is not only non hero standard ((Yeah, I know, I'm a boring old fart, but I really hate that. If you are going to make up rules out of whole cloth, why not just go to a storyteller-based system?) but also looks as abusable as all hell (johhny "one shot" packs enough firepower to level castles, and slaughter troops by the battalion, into 65 points. Ugh, ugh and double ugh).

    If you want a game where all the players are mages (and that fits well enough with ArsM) then method 2 would give you that: but in that case why not just start mages off at a higher points level and use method1? Then the cost of the VPP becomes moot.

    cheers, Mark

  5. #5
    Join Date
    Feb 2003
    Location
    Winston-Salem, NC
    Posts
    1,339
    Rep Power
    82654

    Re: Ars Magica inspired magic

    Originally posted by Alcamtar
    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.

    (snippage)

    Comments?

    Mike
    I don't know if it will help you any, but quite some time back I took a stab at creating a Fantasy Hero magic system loosely based on the one from Ars Magica. You can find it here: http://www.sysabend.org/champions/sp...Haymaker28.pdf

    John D.

  6. #6
    Join Date
    Feb 2003
    Location
    East of the Mighty Miss
    Age
    30
    Posts
    199
    Rep Power
    0

    Ars Magica

    I believe I agree with Markdoc, unless you trust players, Johhny One Spell is Dangerous. COurse I am a rullmonger as well.

    My rules for Ars Nagica/MAGE style games are magi are not human, even by the "gifted human" stadards of 150 pts. Characters start bulding with 150 points then they're given 100 points (50 actual/50 disadvantage) to design their magic.

    One honkin VPP covers it all, slap on RSR (-1/2) and Limited to known Forms/Spheres (-1/2 to 1, in the beginning). Possibly a Side Effect in a MAGE game. My thoughts were beginning magi aren't all powerful, most don' have the +2 cosmic pool, so costs don't explode. This means it takes them a minute to think up a new spell, still power that shouldn't be trifled with. If they want to crate a spell on the fly they roll their MAGIC rol with a -1 per 5 AP of the spell they want.

    With only 100 pts you can get:
    62 VPP 50
    15 Power: Sphere (17-)
    11 Power: Sphere (15-)
    7 Power: Sphere (13-)
    5 Reserve 30 END, 2 REC (10 per hour)

    Just my 2 c

    Good luck

  7. #7
    Join Date
    Feb 2003
    Location
    Denmark
    Posts
    4,527
    Rep Power
    278853
    Actually it's not that I don't trust my players: I am too old to waste time with people I don't want to play with

    But giving that level of power to players ensures that it WILL be used, even if the intent is not obviously to be abusive.

    If Nosedrip the wizard can generate a 6d6 RKA "Sunblast", Arrowroot the Ranger is going to feel a little put out, no matter how good he is with his bow....

    cheers, Mark

  8. #8
    Join Date
    May 2003
    Location
    Beaverton, OR
    Age
    43
    Posts
    255
    Rep Power
    18278
    How will it be abused? Don't you use "campaign limits" on spells or require GM approval?

    Sure he may have a 100 point VPP, but he still needs the GM's permission to actually use that much power. Also it's not like he paid that much for it so he can complain, and the GM should have told him that there will be few spells he can cast with than many active points. He can pack it full of real points but the GM still has to approve any 100 active point spell, and that's not likely to happen unless it is either balanced or a plot device.

    Mike

  9. #9
    Join Date
    Feb 2003
    Location
    East of the Mighty Miss
    Age
    30
    Posts
    199
    Rep Power
    0
    True that Markdoc.

    I am speaking from PBeM games where you don't get to know players the same way you do face to face.

    And I agree with you Alcamtar, I saw AP and the immediate knee jerk reaction was to think massive AP spells. Not a large pool of smaller spells, which with game limits you should have.

    I still haven't gotten past the idea: points symbolize power. Someone with a VPP is far more powerful than someone without, and the heafty point chunk represents this. To me itslike trying to make a 150 pt super hero feasable by making EB only cost 1 pt. You can do it, but you now have skewed your base for comparison.

    YMMV

  10. #10
    Join Date
    Feb 2003
    Location
    Fayetteville, AR, USA
    Age
    43
    Posts
    395
    Rep Power
    3026

    Re: Re: Ars Magica inspired magic

    Originally posted by John Desmarais
    I don't know if it will help you any, but quite some time back I took a stab at creating a Fantasy Hero magic system loosely based on the one from Ars Magica. You can find it here: http://www.sysabend.org/champions/sp...Haymaker28.pdf

    John D.
    I started reading this document, and I thought to myself... what if the Hermetic Techniques decided what Limitations could be used with the spells?

    For example, the "Creo (I Create)" technique would only require that the mage use a quick wave of the hand (Gestures -1/4) or power phrase (Incantations -1/4) , but the "Rego (I Control)" technique required that the mage be able to speak to the target, or have telepathic contact.

    Any ideas?
    Jak
    Last edited by JakSpade; Oct 16th, '03 at 09:15 AM.
    G'Kar: "I can only wait so long."
    Ivanova: "I thought your patience was infinite."
    G'Kar: "Since space and time are curved, the infinite sooner or later bends back upon itself and ends up where it began. And so have I."
    - Babylon5: "Ship of Tears"

  11. #11
    Join Date
    Feb 2003
    Location
    Denmark
    Posts
    4,527
    Rep Power
    278853
    On raw power..

    >>>How will it be abused? Don't you use "campaign limits" on spells or require GM approval?<<<<

    Spells in my game certainly require approval, so you could limit it that way: OTOH, that level of control immediately runs a truck over the Ars Magica feel, where spells are spontaneous constructs.

    I don't use campaign limits. In general I feel campiagn limits encourage "samey" characters as everyone starts to push the limits. Finally, it just seems to me that campaign limits that apply to PCs but not NPCs are mostly a crutch for weak GM'ing. OTOH, I have relatively few house rules, so the system tends to be fairly balanced - maybe that is why I never felt the need for campaign limits.

    >>>>Sure he may have a 100 point VPP, but he still needs the GM's permission to actually use that much power.<<<<

    As a GM, I tend to avoid adding rules to the game which explicitly force me to choose a player's development. Although it is sometimes unavoidable, falling back on "You can't, because I say so" is usually a sign of poor planning on the GM's part (not trying to be insulting: it happens to me too . 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.

    If you didn't want the player to have 100 points active to play with, why bend the rules to give them a cheap 100 point VPP? :P

    Puzzledly, Mark

  12. #12
    Join Date
    Feb 2003
    Location
    San Diego
    Age
    35
    Posts
    11,970
    Blog Entries
    14
    Rep Power
    97828
    Hmm, I skimmed thru FH and couldnt find what I was looking for.

    I could have sworn there was some bit about a magic system made up of Talents that each act like mini-VPPs (which would be very workable for an Ars Magica-like system). Maybe it was a post somewhere here in the forums....anyone else recall something of that sort?
    A complex system that works is invariably found to have evolved from a simple system that worked.
    - John Gall

    My Facebook Profile (Friends welcome) and HERO System Fans Facebook Group (Join us!)

    KillerShrike.com wiki

  13. #13
    Join Date
    Feb 2003
    Location
    East of the Mighty Miss
    Age
    30
    Posts
    199
    Rep Power
    0

    The Gift

    It was the system "The Gift" pg 265.

    Alcamtar summed it up in his opening post.

    Of course maybe that's not what you're thinking of?
    Last edited by C_Zeree; Oct 17th, '03 at 02:34 PM.

  14. #14
    Join Date
    Feb 2003
    Location
    San Diego
    Age
    35
    Posts
    11,970
    Blog Entries
    14
    Rep Power
    97828

    Re: The Gift

    Originally posted by C_Zeree
    It was the system "The Gift" pg 265.

    Alcamtar summed it up in his opening post.

    Of course maybe that's not what you're thinking of?
    Ill check it out when I get home. It could be; I didnt read his opening post very closely -- just skimmed it. Its difficult to read big long chunky posts on the sly at work -- not that I browse the boards when I should be working of course -- that would be wrong
    A complex system that works is invariably found to have evolved from a simple system that worked.
    - John Gall

    My Facebook Profile (Friends welcome) and HERO System Fans Facebook Group (Join us!)

    KillerShrike.com wiki

  15. #15
    Join Date
    Jun 2003
    Age
    37
    Posts
    64
    Rep Power
    8
    i ran ars magica for years, i own all those books, of which most are out of print...

    The easiest way to simulate magic that would have an ars magicka "feel" would be to have the various forms as seperate multipowers with rsr's of the requisite technique involved. Planar travel and summoning btw was rego (to control or regulate), creo (to create), or muto (to mutate or transform), perdo (to destroy) and "VIM" which relates to magic itself, and is involved with penetrating levels of regio or banishing / summoning / controlling demons and the fey (or faeries).

    Be careful of how you use that magic setup, as it was always possible to burnout (Twilight) or just damage your ability to cast magic. Also there were skills such as penetration, and the "Parma Magicka" that gave mages innate and STRONG magic resistance. PM me if you have any futher questions.
    If I have children and subsequently grandchildren, I will keep my three-year-old granddaughter near me at all times. When the hero enters to kill me, I will ask him to first explain to her why it is necessary to kill her beloved grandpa. When the hero launches into an explanation of morality way over her head, that will be her cue to pull the lever and send him into the pit of crocodiles. After all, small children like crocodiles almost as much as Evil Overlords and it's important to spend quality time with the grandkids.

+ Reply to Thread

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

     

Similar Threads

  1. Magic Items go here!!
    By Xandarr in forum Fantasy Hero
    Replies: 67
    Last Post: Apr 3rd, '08, 12:14 PM
  2. HEEEEEEEELPPPPPPP!
    By Yamo in forum Fantasy Hero
    Replies: 74
    Last Post: Jun 30th, '03, 03:26 PM
  3. Replies: 11
    Last Post: May 7th, '03, 12:24 PM
  4. Replies: 17
    Last Post: May 3rd, '03, 12:33 AM
  5. Rule of X ideas?
    By Chuk in forum HERO System Discussion
    Replies: 60
    Last Post: Mar 10th, '03, 06:48 AM

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts