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Because we need another "Magic System Thread"...


Enforcer84

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The Magic of Edean

 

 

The World of Edean is a rife with magic of arcane and divine origin. Though some claim it’s all the same, the various churches and magic colleges deny this. For the most part, Arcane Magic is broken into three generally accepted types, Elementalism, Time Magic, and Wizardry. A wielder of magic in Edean will have skills with at least two of these. Time Magic is difficult to master and rare to find, but mastery of it is considered the pinnacle of the arcane art.

Divine Magic on the other hand, is all encompassing. Some of the Druids and Shamans of the “less civilized” cultures consider Natural Magic to be a separate form, but everyone else tends to lump it together with the rest of Divine Magic.

The main difference between Divine and Arcane Magic, is that the two “families” don’t conform to the same standards. They react differently to each other than they do to themselves. This is represented by the ability of some beings, entities, and creatures to have differing levels of resilience to the two different types of magic. For example some Dragons have proven nearly immune to Arcane spells, but can be affected by Divine spells. Arcane magic is more prevalent in Edean than Divine magic, simply because Divine magic is bestowed, rather than learned. Members of the various Clergy maintain their powers and abilities so long as their Patron Deity grants them*.

 

Arcane Magic

 

As mentioned above, Arcane Magic is divided into Elementalism (the bulk of spells), Time Magic (The rarest), and Wizardry (the utilitarian magic). A spell caster trained at one of the magic colleges has a pretty good grasp of the three concepts and can generally cast spells from all three categories. Elementalist Magic can be cast as a generalist or the user can “Specialize” within the nine elemental legacies.

 

Generalists are far more adaptable; the colleges recommend generalization, but there is Specialist Training available at most colleges. In remote regions, often in an area conducive of their chosen element, Specialist-Only Colleges exist; where one can truly unlock the power of their chosen element.

 

There is rumored to be a hidden college of Time Magic where wondrous spells, items, and experiences can be found.

 

Wizardry is the application of magic in its purist form; the magic is manipulated without regard to one of the nine forces that infuse the world. Wizardry spells are often information gathering (divination), illusion, transmutation, transport, and communication. The main offensive and defensive spells from the wizardry school are mentalism and force based. Non Elemental Summoning is also the hallmark of wizardry; many Summoners prefer to generalize, allowing them greater access to a variety of creatures and effects.

 

 

 

The Nine Elemental Schools are: Air, Cold, Darkness, Earth, Fire, Light, Thunder, Water, and Wood.

 

There is some overlap, particularly in the Air > Cold >Water Triumverate; but for the most part each school has very distinct styling and teachings. Each school also overlaps Wizardry to some extent, but with an elemental bent; a scrying spell from wizardry might require a mirror, whereas a Water Elementalist would use a pool for their focus. Specialists have the advantage of more powerful higher end spells of their element and the disadvantage of vulnerability and conflict with their opposed element.

 

In HERO terms, Specializing is a Perk. Included in the perk is:

• +2 to your KS: Element of Choice (4 Pts)

• Access to Highest level spells of that element (10Pts)

• +2 /+2d6 “Reputation” when dealing with beings of that elemental type (4pts)

• A Distinctive Features: Elemental Specialist (-5pts)

• Susceptability: To Opposed Element +2d6 Damage (+4 Effect) (-10)

 

The entire Perk/Package (which doesn’t count towards Disadvantage Totals) is 3pts.

 

Elementalists are pretty easy to spot, they have affection for their element and their clothing and items reflect that. It should also be noted that the Light element, often called Biomancy (dealing with life magic) or Solarmancy (Light Magic) and the Dark element, often referred to as Shadowmancy (Darkness) or Necromancy (Death magic) are oft confused with divine magic by the laymen in Edean. Further confusing this is the fact that many of Edean’s churches have small colleges to one (sometimes both) of these diametrically opposed schools of Arcane Magic. It should also be pointed out that for the two schools are not divided along Good/Evil lines; but this is also often a misinterpretation, even by members of the two schools themselves. There have been famous heroic Black Mages and reviled White Mages throughout history.

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Re: Because we need another "Magic System Thread"...

 

Now, the source material that i am modeling uses Mana/AP/MP/Sp, etc... So, everyone in Edean has this. It is basically an END reserve based on their INTx2, it recovers at INT+EGO/2

 

Divine Magic is "Faith Based" (Power Skill) with a VPP

 

For Arcane Spell Casters, I 'm not sure. I've been reading the magic threads and I don't think I want a VPP for the Arcane but I don't want an Multipower/EC or otherwise. I'm thinking just Points and a Spell List (Book).

 

Arcane has a Power Skill for each "School", and Specialists get the Perk Above...or Talent, I havent decided; it's really neither.

 

Now Consol RPG's rarely rquire "Verbal" "Somatic" and "Material" components, but recent ones have used "Verbal" and Extra time in the combat systems (Spells actually take time to cast and can be interrupted, calling out the spell title, etc) and perhaps a particular item is required to cast spells, but I never see this.

So the Limitations I'm using (for both Arcane/Devine) are: Requires Skill Roll, Incantations, Extra Time (on some), Focus (for Divine, sometimes), and Possibly Concentration, I think I'll leave Gestures off the list....but maybe use Restrainable, meaning a bound Spellcaster can't necessarily use their spells.

 

Anyone wanna help me hammer this out?

Discuss!

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Re: Because we need another "Magic System Thread"...

 

Well, it's a big honking END reserve, but that goes with the setting. I might just use standard END instead of a separate stat. A bit less to keep track of that way, and as END gets low you have the fun choice of a Fireball or duking it out another few phases.

 

Gestures and Incantations seems appropriate to me based on the source material, but I can see going another way. Still, Ken and Ryu shout and gesture as they call up their special attacks, and I'm sure they couldn't cast if bound and gagged.

 

VPPs can be seen as just Points and a Spell List, and I recommend that approach. If you don't buy No Skill Roll and Zero Phase Change, you end up spending the Points + Control Cost, then using the Power Skill to shift the pool as a full phase action. The -1/4 (Tradition Name Here) Spells Only limit on the Control Cost lets you restrict what goes into the pool and how with a clean conscience.

 

You can always use the convention that some Arcane casters can pull off anything given time to research (VPP users) while others have a very narrow list (EC and MP users). One oddity of the Power Skill is that even a character with no frameworks can pull off odd effects just once in a while if it furthers the plot. Little Lotus Blossom may only really ever throw fireballs (an EB, with RSR, G & I), but if she also has Power Skill: Taoist Theurgy, it might be reasonable once in a while to let her manage a much more interesting spell, so long as she pays character points if she ever uses it again.

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Re: Because we need another "Magic System Thread"...

 

"But Master Argave, he's been missing for almost three days!" The young student could barely contain her self in her mentor's presence; "I've tried to divine his location, but he's nowhere to be found!"

 

"There there, Dear," Argave said soothingly, "Perhaps he's decided he's not cut out for liee as a Wizard."

 

Penelope was aghast, not cut out? Jean was one of the best pupils in the school!

"That can't be it, Master Argave! Jean is fantastically talented! And I've never met a more driven student!"

 

"Ofcourse, you're right, Penelope," Argave said seriously, "Jean has been an eager, if challengeing student. I was dismissive of the plight. I will gather the other Master's tonight and we shall endeavor to find him. Please, don't worry."

 

Penelope sighed deeply, and then nodded. Jean was her closest friend and she didn't know what she'd do if he was gone. Where could he have gone? Was he still angry at her? Was she the reason? She tried to push these thoughts from her head as she made her way back to her room.

 

Argave watched the girl go, his face wrought with concern. He walked slowly to his quarters. As he approached, his guardian, a construct of iron nodded.

"Waypoint Five" The Master White Magician intoned as he opened the door.

There was a slight humm in the air as he passed through the doorway.

Argacve's studdy was a well lit, comforting room with plush, well kept furnature and a library of wizardry and white magic tomes and scrolls.

He sat in his favorite chair and touched the crystal sphere on the table in front of him.

"One of our students is missing." He said. Images of the other masters appeared rapidly.

"Missing?" Amora the Water Mistress was first to respond, "Since when?"

"Almost three days ago. One of Master Arken's Students."

Master Arken, the Black Mage, suddenly appeared, "One of my students? I find that hard to believe."

"Jean Ofelt, he's in his second year in the Black Magic curriculum."

Arken's face clouded over for a moment; "I was given a note from Jean that he needed a few weeks to return home for a family emergency."

"Of course." Argave said, a hint of sarcasm in his voice.

Arken glared into the serene face of the White Mage. Argave had been at the school longer than anyone, and his word often overrode even the Chancellor's. Chancellor Burding's pudgy face suddenly popped into view. "Missing? What do we know at this point?" he asked. He was a decent mage, but a master administrator, Burding leaned on his staff often, but got results.

"One of my students is friends with Young Master Ofelt and she's quite worried." Argave then told the others what he knew. A few glances were made in Arken's direction. The younger mage had only been a the College for a few months; replacing a woman who had attempted to make herself all-powerful by binding her spirit with one of the Demonic Entities of the Prison Plane.

After the next course of action was decided, Argave left his study and made his way to the personal chambers.

"Waypoint Twelve" he intoned. The hum returned and instead of his bedchamber, Argave entered a room deep beneith the colleges food cellars. It was a wide room lit with ever burning candles and served as the ancient wizard's laboratory. Dominating the center of the room was a large workbench. At this time, strapped to the bench was a young man. Barely into his second year of specialization. His skin was pale and he shivered uncontrollably.

"Penelope is going to be a problem, Jean." Argave said happily. The old wizard ran his fingers through the boy's hair.

"You may have company soon."

Jean's eyes flashed at the old man. He struggled against his bonds, trying in vain to speak or summon some of his magic to escape, to stop this evil...

"You've been an excellent source of energy, Jean." Argave smiled. He stroked his neatly trimmed white beard, "I think I've added another 80 years to my life."

 

Argave's voice intoned the life stealing spell. Jean jerked and lurched in pain, but he was unable to move.

 

Suddenly there was a ripple of energy in the room. Then a wave as a silvery white gate openned. Standing before Argave was Arken, Burding, and Lady Hoff...a generalist and long suspected of being a Time Mage. That rumor was confirmed now.

 

"M-master Argave!" Burding stammered, "What are you doing to that boy?"

Argave snarled, his grandfatherly demeanor dropped and his face contorted into a mask of rage.

"You all must die!" He roared, "Divine Spear!" Silvery white energy gathered for a moment, creating a stylized spear and raced towards the three mages. Arken began casting, but it would not be soon enough. Burding bleeted and threw his arms up.

"Eternal Shield!" Lady Hoff's voice was strong, and defiant. A brilliant blue energy errupted from her fingers and briefly took the appearance of a knights shield, with her sigil as its standard. The Spear dissipated on contact.

"Shadow Fist!" Arken called out.

The shadows from the edges of light in the room coalesed into a bolt of power that struck Argave in the chest. The power was astounding. He had obviously underestimated the new Black Master.

Argave staggered to his feet, his robes blown away revealing the strong, healthy body of a man in the prime of his life. A body infused with the stolen life force of almost a hundred former students.

Realizing that he couldn't defeat these wizards easily, Argave sent a mental summons to his bound celestial, Therus. He could feel the energies of the gate gathering behind him. He straightened and looke coldly at his enemies.

"I have taught at this college longer than any of you have been alive. It is a testiment to my greatness. I have produced some of the brightest stars in the history of Edean!"

 

"Master Argave," Arken intoned darkly, "You have fed on the lives of your students. That is a weighty crime. Surrender to us now, or in the name of King Enorac I will destroy you!"

 

The gate openned and Therus wisked her master away. Casting a horrified glance at the boy and a pleading look at the assembled mages she closed the gate before they could act.

 

"M-master Argave!" Burding called weakly, "I-I..."

Turning to the others he saw that Lady Hoff was attending the boy. Arken was examining the laboratory for clues.

"But he was a White Mage, a healer! Why?"

Arken nodded, "A man is a man, Chancellor, White Magic no more purifies the soul than Dark Magic Corrupts it."

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Re: Because we need another "Magic System Thread"...

 

Well, it's a big honking END reserve, but that goes with the setting. I might just use standard END instead of a separate stat. A bit less to keep track of that way, and as END gets low you have the fun choice of a Fireball or duking it out another few phases.

 

Gestures and Incantations seems appropriate to me based on the source material, but I can see going another way. Still, Ken and Ryu shout and gesture as they call up their special attacks, and I'm sure they couldn't cast if bound and gagged.

 

VPPs can be seen as just Points and a Spell List, and I recommend that approach. If you don't buy No Skill Roll and Zero Phase Change, you end up spending the Points + Control Cost, then using the Power Skill to shift the pool as a full phase action. The -1/4 (Tradition Name Here) Spells Only limit on the Control Cost lets you restrict what goes into the pool and how with a clean conscience.

 

You can always use the convention that some Arcane casters can pull off anything given time to research (VPP users) while others have a very narrow list (EC and MP users). One oddity of the Power Skill is that even a character with no frameworks can pull off odd effects just once in a while if it furthers the plot. Little Lotus Blossom may only really ever throw fireballs (an EB, with RSR, G & I), but if she also has Power Skill: Taoist Theurgy, it might be reasonable once in a while to let her manage a much more interesting spell, so long as she pays character points if she ever uses it again.

Thanks for the input.

I need to read the magic threads more thoroughly. And END might be the best way to go; as everyone will have special skills that act like spells...but that kind of gives an advantage to the Burly types...I could give Mages/Priests Bonus END and REC for Magic only but that's about the same as an End Reserve. Decisions Decisons :D

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Re: Because we need another "Magic System Thread"...

 

Thanks for the input.

I need to read the magic threads more thoroughly. And END might be the best way to go; as everyone will have special skills that act like spells...but that kind of gives an advantage to the Burly types...I could give Mages/Priests Bonus END and REC for Magic only but that's about the same as an End Reserve. Decisions Decisons :D

 

Well, a high CON score doesn't have to mean burly; it can be seen as a combination of physical fitness and raw willpower. Many of my students used to have a much higher CON then I did (they had endless energy, never got sick) even though I massively outweighed them and was much stronger.

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Re: Because we need another "Magic System Thread"...

 

Read the fiction, read through what you're doing, you do have a silly amount of options. I'm assuming you've read and discarded the ideas in Fantasy HERO?

 

Here are my questions.

 

-- Which VG are you modeling from, and, how close do you want to get to it?

 

-- The easiest way to model what you're talking about so far is a series of MPs. IOW, each Legacy would be its own Multipower, and the "spells" then run on END, in this case called Mana, which is a Derived base stat and can be improved (just as END can).

 

I are an Elementalist. I specialize in Dark Magic, but I'm also trained in Wood, Thunder and Earth. These represent my "outdoorsie" nature -- I am going to play a Druid of the Nightwalk. Simple enough. In addition, I've dabbled in Time Magic. I can Slow Poison, Speed Growth and other such things. I'm not big on Wizardry. Utilitarian magic is for people who don't like to get their hands dirty, if you ask me. I enjoy a good clean bar brawl as much as carefully tending to a garden. My family was killed a town-wide fire when I was seventeen, about two months before I was to go to Academy. As such, I refuse to learn it. I'm also not really opposed to it; it's a 5 point Psych Lim, Pyrophobia. I won't jump at torch light, but I will be damned if I won't have to make an EGO roll around say a Wall of Fire, or to cross a burning threshold, etc. I may buy it off later, but right now it's GM fodder.

 

Okay. Now because the system has been very neatly fractured into individual pieces, the big question to ask is the same one Killer Shrike posed none too long ago; how broad, how deep, is your magic system? What points go where?

 

You're right, i.e., many Videogames don't use Focus/Gestures/Incants, although some made phenomenal use of it. Valkyrie Profile all wizard classes MUST have Staves to cast (OAF -1). They all use Gestures (arm raising, etc.), Incantations (Do you really think you can withstand my magic?) and Extra Time (Delayed Phase, often at most, but it's there).

 

Wood Magic [Multipower; All powers require OAF Druid Staff (-1), Gest. (-1/4), Incant. (-1/4), Ex. Time (Min. Delayed Phase, -1/4), Spell (OCV/DCV are bought separately for magic, -1/2). Total Disads: 2.25]

 

That's before any actual powers are bought. Now Wood Spells may have their own problems. Do I need to be On Appropriate Terrain to cast some of them? All of these elements will drive down the cost of magic. So a 45 point MP, with 2.25 in disads is a whopping 14 points. And most of my spells will be Ultra Slots, making most of them cost 1 point.

 

But we're back to flavor and style. Do you want people to have two books worth of spells? Or, like Valkyrie Profile, do you want them to have, what... 8? Maybe? And most of those are variations on RKA. What are your thoughts on this?

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Re: Because we need another "Magic System Thread"...

 

Well' date=' a high CON score doesn't have to mean burly; it can be seen as a combination of physical fitness and raw willpower. Many of my students used to have a much higher CON then I did (they had endless energy, never got sick) even though I massively outweighed them and was much stronger.[/quote']

True, but when you've spent your life in persuit of knowlege you don't execrise. I was using Burly incorrectly I think :D

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Re: Because we need another "Magic System Thread"...

 

Read the fiction, read through what you're doing, you do have a silly amount of options. I'm assuming you've read and discarded the ideas in Fantasy HERO?

 

Here are my questions.

 

-- Which VG are you modeling from, and, how close do you want to get to it?

 

-- The easiest way to model what you're talking about so far is a series of MPs. IOW, each Legacy would be its own Multipower, and the "spells" then run on END, in this case called Mana, which is a Derived base stat and can be improved (just as END can).

 

I are an Elementalist. I specialize in Dark Magic, but I'm also trained in Wood, Thunder and Earth. These represent my "outdoorsie" nature -- I am going to play a Druid of the Nightwalk. Simple enough. In addition, I've dabbled in Time Magic. I can Slow Poison, Speed Growth and other such things. I'm not big on Wizardry. Utilitarian magic is for people who don't like to get their hands dirty, if you ask me. I enjoy a good clean bar brawl as much as carefully tending to a garden. My family was killed a town-wide fire when I was seventeen, about two months before I was to go to Academy. As such, I refuse to learn it. I'm also not really opposed to it; it's a 5 point Psych Lim, Pyrophobia. I won't jump at torch light, but I will be damned if I won't have to make an EGO roll around say a Wall of Fire, or to cross a burning threshold, etc. I may buy it off later, but right now it's GM fodder.

 

Okay. Now because the system has been very neatly fractured into individual pieces, the big question to ask is the same one Killer Shrike posed none too long ago; how broad, how deep, is your magic system? What points go where?

 

You're right, i.e., many Videogames don't use Focus/Gestures/Incants, although some made phenomenal use of it. Valkyrie Profile all wizard classes MUST have Staves to cast (OAF -1). They all use Gestures (arm raising, etc.), Incantations (Do you really think you can withstand my magic?) and Extra Time (Delayed Phase, often at most, but it's there).

 

Wood Magic [Multipower; All powers require OAF Druid Staff (-1), Gest. (-1/4), Incant. (-1/4), Ex. Time (Min. Delayed Phase, -1/4), Spell (OCV/DCV are bought separately for magic, -1/2). Total Disads: 2.25]

 

That's before any actual powers are bought. Now Wood Spells may have their own problems. Do I need to be On Appropriate Terrain to cast some of them? All of these elements will drive down the cost of magic. So a 45 point MP, with 2.25 in disads is a whopping 14 points. And most of my spells will be Ultra Slots, making most of them cost 1 point.

 

But we're back to flavor and style. Do you want people to have two books worth of spells? Or, like Valkyrie Profile, do you want them to have, what... 8? Maybe? And most of those are variations on RKA. What are your thoughts on this?

I'm leanign towards 8. :) (oh and as to which game am I simulating? All of them/None of them...)

your example is right, the Dark magic guy is going to spend most of his points on skills to use his various magic. The MP for each type should work.

 

Here's where my breakdown begins. This isn't a video game. So aside from Fire 1 and Fire 2 not being visually different, other effects of the spells should probably be taken into effect. Can a Wood Mage cast his "Entrapment" spells in a dungeon or a floating metal castle? In the vast majority of the video games, he does. So I will allow that. Lobbing Firespells in a forest is a bad idea but in the games, not so much. (hell in D&D not so much depending on yer Master of Gamesmanship/Dungeons)

 

I'll have to write up a few mages to narrow it down.

But I really appreciate the feedback!

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Re: Because we need another "Magic System Thread"...

 

I have too many things flowing through my brain when it comes to this....

 

I find the Outline to Full Document approach helps me. Overview - Details - Characters.

 

The other way works as well. Character - Why the Character Has those Powers - General Theories and Themes.

 

YMMV and all that. :)

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Re: Because we need another "Magic System Thread"...

 

You're very welcome, I'm here to help and we've played almost all of the same games. A lot of "chucking a Fireball in a forest" is failure by the GM to take the fact that fire burns into account. You could easily start a brush fire, but most people don't think of it until some PC says "So I want to start a brush fire! All the trees make FORT saves!"

 

BLEH.

 

Anyway, the "8 spell" mentality is the EASIEST, of course, because they have to buy each spell individually, which for magic is often inherently simpler in terms of cost because of the additional limitations which are often added to it. Let us know what else you need and we'll help you build it. :D

 

OH, while we're on the subject, you may want to adjust your brain slightly. I found the biggest mistake I made when I first went to convert d20 material was just that: I spent a lot of time trying to "convert it exactly" instead of simply letting the spells and powers land where they may. I was too busy (for a long time) trying to play d20 in HERO.

 

Which doesn't work. You can't play a Videogame in an RPG. Sure, THEY might not use Gest/Incant/etc., but it might also just be a side effect of the genre. On great examples of games that did use Gestures/Incants/Extra time:

 

- ALL Final Fantasy games use Incants (Silence cancels the ability to use magic).

- Final Fantasy Tactics used Extra Time to great effect; I can give you my revised ET model if you want it to simulate this (simply, 1 Delayed Phase:10 Active Points, adjust to taste).

- Tales of Symphonia (GameCube) also uses Extra Time, if you've ever watched Genis attempt to cast a spell, his easily interrupted as he has to a) hold still, B) concentrate, c) take Extra Time.

- You might want to include Concentration! I'd almost forgotten it, as many spells can be interrupted.

 

My current model is again built to simulate (without recreating) d20. So I have Concentration as a skill based on [stat of Class]. Only comes into play if you get smacked while casting (i.e., someone has held an action, OR you're casting something with Extra Time, like Summon Monster I-IX.

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Re: Because we need another "Magic System Thread"...

 

Here's a sample NPC I whipped up. No equipment, but basically what I want the spells to looklike. A Red Mage (Fire Specialist) he has access to one of the greater fire spells.

 

 

Eron Ashengulf

Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6

14 DEX 12 12- OCV: 5/DCV: 5

13 CON 6 12-

11 BODY 2 11-

20 INT 10 13- PER Roll 13-

17 EGO 14 12- ECV: 6

15 PRE 5 12- PRE Attack: 3d6

12 COM 1 11-

 

2/7 PD 0 Total: 2/7 PD (0/5 rPD)

4/9 ED 1 Total: 4/9 ED (0/5 rED)

2 SPD 0 Phases: 6, 12

5 REC 0

26 END 0

23 STUN 0 Total Characteristic Cost: 51

 

Movement:

Running: 6"/12"

Flight: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

 

Cost Powers END

8 Mana: Endurance Reserve (34 END, 8 REC) Reserve: (11 Active Points); REC: (8 Active Points); Personal REC (-1/2)

75 The Purifying Flame: Killing Attack - Ranged 3d6+1, Affects Desolidified One Special Effect of Desolidification: Undead (+1/4), Personal Immunity (+1/4), Area Of Effect (8" Radius; +1), Conforming (+1/2) (150 Active Points); Concentration (1/2 DCV; -1/4), Gestures (-1/4), Incantations (-1/4), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; Fire Magic; -1/4) 15

20 Fire Magician: Multipower, 45-point reserve, (45 Active Points); all slots Requires A Skill Roll (Fire Magic Skill; -1/2), Concentration (1/2 DCV; -1/4), Gestures (-1/4), Incantations (-1/4)

1u 1) Flame Darts (Fire I): Killing Attack - Ranged 1d6, No Range Modifier (+1/2) (22 Active Points); Requires A Skill Roll (Fire Magic Skill; -1/2), Concentration (1/2 DCV; -1/4), Gestures (-1/4), Incantations (-1/4) 2

2u 2) Fireball (Fire II): Killing Attack - Ranged 1d6+1, Area Of Effect (4" Radius; +1 1/4) (45 Active Points); Requires A Skill Roll (Fire Magic Skill; -1/2), Concentration (1/2 DCV; -1/4), Gestures (-1/4), Incantations (-1/4) 4

2u 3) Melt Ice: Dispel Any One Ice Power 12d6 (standard effect: 36 points), any Cold power one at a time (+1/4) (45 Active Points); Requires A Skill Roll (Fire Magic Skill; -1/2), Concentration (1/2 DCV; -1/4), Gestures (-1/4), Incantations (-1/4) 4

1u 4) Fire Shield: Force Wall (9 ED; 2" long and 1" tall), Costs END Only To Activate (+1/4), Transparent to PD Attacks (+1/2) (43 Active Points); Only Works Against Fire (-1/2), Requires A Skill Roll (Fire Magic Skill; -1/2), Lasts 3 Turns (-1/4), Concentration (1/2 DCV; -1/4), Gestures (-1/4), Incantations (-1/4) 4

2u 5) Feed Flame: Succor Fire 7d6 (standard effect: 21 points), any Fire based power one at a time (+1/4) (44 Active Points); Requires A Skill Roll (Fire Magic Skill; -1/2), Concentration (1/2 DCV; -1/4), Gestures (-1/4), Incantations (-1/4) 4

1u 6) Wings of Flame: (Total: 34 Active Cost, 12 Real Cost) Killing Attack - Ranged 1d6, Reduced Endurance (0 END; +1/2) (22 Active Points); No Range (-1/2), Requires A Skill Roll (Fire Magic Skill; -1/2), Concentration (1/2 DCV; -1/4), Gestures (-1/4), Incantations (-1/4) (Real Cost: 8) plus Flight 6" (12 Active Points); Restrainable (-1/2), Requires A Skill Roll (Fire Magic Skill; -1/2), Concentration (1/2 DCV; -1/4), Gestures (-1/4), Incantations (-1/4) (Real Cost: 4) 1

11 Wizardry: Multipower, 25-point reserve, (25 Active Points); all slots Requires A Skill Roll (Wizardry Skill; -1/2), Gestures (-1/4), Incantations (-1/4), Concentration (1/2 DCV; -1/4)

1u 1) Magic Sight: Detect Magic 13- (Sight Group), Discriminatory, Analyze (20 Active Points); Costs Endurance (-1/2), Requires A Skill Roll (Wizardry Skill; -1/2), Gestures (-1/4), Incantations (-1/4), Concentration (1/2 DCV; -1/4) 2

1u 2) Warding Shield: Force Field (5 PD/5 ED/5 Mental Defense) (Protect Carried Items) (25 Active Points); Requires A Skill Roll (Wizardry Skill; -1/2), Gestures (-1/4), Incantations (-1/4), Concentration (1/2 DCV; -1/4) 2

Perks

3 Red Mage: Fire Elementalist Specialist

15 Contact: The High Flame (Fire Elemental College( (Contact has very useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (15 Active Points) 11-

2 Contact: Minor Noble in Goldport (Contact has useful Skills or resources) 8-

10 Spindrol: Follower: Fire Cat

Talents

6 Cool under Fire: Combat Spellcasting ([single spell])

Skills

3 Analyze: Magic 13-

3 Bureaucratics 12-

3 Conversation 12-

13 Magic: Fire 18-

3 High Society 12-

3 Inventor (Spell Research) 13-

3 Magic: Wizardry 13-

3 Scholar

2 1) KS: Arcane And Occult Lore (3 Active Points) 13-

2 2) KS: Arcane Colleges (3 Active Points) 13-

2 3) KS: Elementalism (3 Active Points) 13-

1 4) KS: Heraldry (2 Active Points) 11-

1 5) KS: Nobility & Royalty (2 Active Points) 11-

 

Total Powers & Skill Cost: 203

Total Cost: 254

 

150+ Disadvantages

5 Distinctive Features: Wizard (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

10 Enraged: If anyone under his protection is harmed/hassled (Common), go 8-, recover 14-

15 Hunted: Aiden Fulsath (Black Mage; leader of Criminal Cartel in Goldport) 8- (As Pow, NCI, Harshly Punish)

10 Hunted: Allurah Fane (Water Mage...duh) 8- (As Pow, Harshly Punish)

10 Hunted: The High Flame 8- (Mo Pow, NCI, Watching)

10 Psychological Limitation: Hyperkinetic, always seems to be moving. (Common, Moderate)

15 Psychological Limitation: Overconfident (Very Common, Moderate)

15 Psychological Limitation: Protector of the meek, Supporter of the underdog (Common, Strong)

10 Reputation: *sigh* Firey Temper, 11-

4 Experience Points

 

Total Disadvantage Points: 254

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Re: Because we need another "Magic System Thread"...

 

I'm assuming he's obligated to use his Mana pool to use magic, correct? Out of curiosity, why DOES he have that giant spell built outside of his MP? Is this "great magic" Valkyrie Profile style?

 

You may want to devote more points to the reserve or clarify where the cap is, so the rest of us have an idea of what's going on.

 

To note, a lot of the powers are "generic" -- Bang, Flight, Force Field without a lot of flavor, so that's something you might want to reconsider (although I also realize that in HERO that's sometimes the order of the day.)

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Re: Because we need another "Magic System Thread"...

 

I'm assuming he's obligated to use his Mana pool to use magic, correct? Out of curiosity, why DOES he have that giant spell built outside of his MP? Is this "great magic" Valkyrie Profile style?

 

You may want to devote more points to the reserve or clarify where the cap is, so the rest of us have an idea of what's going on.

 

To note, a lot of the powers are "generic" -- Bang, Flight, Force Field without a lot of flavor, so that's something you might want to reconsider (although I also realize that in HERO that's sometimes the order of the day.)

Well, it was quick and dirty I haven't got my spells all in a row yet.

Specialists get access to bigger spells that Generalists don't That big one is one of them. I suppose I could have a third MP for the Specialist abilities but for the example guy I left it alone.

 

Also Bang/Defense/Enhance/Deplete are pretty much the only options in Video Games, with the "Teleport to City Visited" and "Get the Heck out of Dodge, er Dungeon" Spells...But I want more so I'll look at the various D&D spells for inspiration later.

 

Yeah, Magic pulls from Mana Pool Only. Much like weapon Specials will.

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Re: Because we need another "Magic System Thread"...

 

Well, it was quick and dirty I haven't got my spells all in a row yet.

Specialists get access to bigger spells that Generalists don't That big one is one of them. I suppose I could have a third MP for the Specialist abilities but for the example guy I left it alone.

 

Also Bang/Defense/Enhance/Deplete are pretty much the only options in Video Games, with the "Teleport to City Visited" and "Get the Heck out of Dodge, er Dungeon" Spells...But I want more so I'll look at the various D&D spells for inspiration later.

 

Yeah, Magic pulls from Mana Pool Only. Much like weapon Specials will.

 

For the record, I was working on doing a Valkyrie Profile conversion for my own bemusement. Specifically, based on Valkyrie Profile II. There are a few thoughts I had in the process;

 

1) Simplest way to handle the fact the game is sword heavy is to build each character with their MA/Specific Maneuvers and rename them as necessary. For example, Alicia has a "Cutting Edge" which is her basic strike; she also has a "Deep Impact" which could be considered Penetrating or Armor Piercing in HERO terms. Many of the skills presented through the Rune system are simply super-skills, so writing those up is pretty much gravy (it's something I've found I do well anyway).

 

2) The magic system is already done precisely as HERO does it; instead of a shared video game mechanically enforced "AP" bar, you build each spell as simply costing END (or, if you want to limit use, Charges + Requires END to use, which is likely how I'd do it, especially for non-casters). So Alicia's HEAL (Gest., Incant., Extra Time (Delayed Phase), Spell, X Charges, Also Costs END, x2 END) wouldn't get abused, but the Wizards would get an END Reserve for fueling their magic through the day, likely with a half-way decent REC. Generally, they deal more damage than the tanks, but can only cast one spell per round (per combat in HERO? hrm). Hadn't thought that through yet completely.

 

3) Special Attacks are probably the hardest to model. Combat is martial arts, easy. Spells are built & purchased at full cost (your average Wizard in the game has 3 - 7 spells). They're effectively powers; not even in a Framework, you just pay full pop for 'em. The Special Attacks though, are a nightmare.

 

3a) Special Attack Model Mk.I: Anyone CAN purchase a Finishing Strike, however, they must also purchase an END Generator (see Ninja HERO, I don't remember quite how Mike wrote it up). Said END Generator builds up until there's enough power to unleash the Finishing Strike (i.e., Niebelung Valesti or Arngrim's Final Blast). A finisher might look like this:

 

31 Niebelung Valesti!: Killing Attack - Hand-To-Hand 3d6, +1 Increased STUN Multiplier (+1/4), Does Knockback (+1/4), Autofire (3 shots; +1/4), Armor Piercing (+1/2) (101 Active Points); Activation Roll 14- (Only if Enough Power is Available; -1/2), OIF (Sword of Opportunity; -1/2), Only When Serving The God's Purposes (Silmeria May Withhold Power; -1/2), Side Effects, Side Effect occurs automatically whenever Power is used (END Reserve Completely Drains When Power Activates; -1/2), Incantations ("Finishing Strike: Niebelung Valesti!"; -1/4)

 

And so on. The Finishing Strike is expensive, but as you know from playing the game, there's a silly amount of damage potential in it. in this case, I made it HtH KA because I wanted the STR to add to damage, although given the SFX of the power (she fires Crystal, entangles the victim, goes aerial and then comes down) I could skip it, however, Knockback seemed very appropriate.

 

Anyway. Thoughts.

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Re: Because we need another "Magic System Thread"...

 

Couldn't that also be a thematic variation of Extra Time (In that it takes X amount of time for the attack to 'Charge up' (say, +1/2 phase/20 AP; -3/4) or something.

In the above,

20AP- = Full Phase casting.

40AP- = Full Phase + Half Phase

60AP- = 2 Full Phase

etc.

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Re: Because we need another "Magic System Thread"...

 

OH, I see what you're saying -- would it be possible to do a scaled Extra Time based on AP, yes? Absolutely you could, although if you were to do it that way, I would almost want to either a) do it in the background somehow (i.e., she can start powering up in the beginning of a fight, keep fighting, then unleash) or B) design it on a Trigger, only because that's a bit closer to the source material.

 

In both games there's a "group damage meter." As the party whups up on monsters, the meter starts to climb (about 1 pt. per point of damage in the 2nd, the first I'm not as sure how they did it). When you deal enough damage in the original (if you've played it I apologize; if you haven't this is a great example) the screen goes dark and the words PURIFY WEIRD SOUL come across the screen; you then have a few seconds to press the button that corresponds to the character you want to start off the combo.

 

That would be interesting. Kind of like the Giant Robot of combo attacks.

 

You have a team. Each member of the team has their reserve and their "personal" finisher. They also each have one element of the GROUP Finisher. Only when the team has reached the appropriate END/Spent the Extra Time, etc., can they all start making Teamwork and Activation Rolls.

 

If they pull it off, the fight is OVER (Voltron style!) If they fail, it's another half session to full session to build the gauges back up again.

 

HUH. Thanks, Katal!

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Re: Because we need another "Magic System Thread"...

 

Well, I was talking about 'charging' for personal attacks. If you had an attack that was a Super Team Combo, this charging method combined with Ritual and RSR (Teamwork), would work I think. And since every person in the 'group' or game has this combo by defination, it's an Everyman ability (If they don't have it they buy it off like any other Everyman :D).

 

I havn't played the game you refer to, but in the PS1 game Chrono Cross, certain characters had Combo's that would only work together if they have enough Stamina and had built up their spell meters at the same time. Then they would both use this special maneuver together.

NOTE: Chrono cross used a Vancian spell slot system, with spells as purchasable equipment that filled a single slot and could be arranged or equiped to any character. A few slots were automaticlly filled with special maneuvers that related to the characters theme. every time you attacked you 'unlocked' a few levels of your spell progression, starting with the lowly '1st level' slots (of which you usually had the most), and ending with the 8-9th (can't remember).

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