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


Enforcer84

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

 

Divine Magic

 

 

Priests in Edean have VPP's for their Divine magic. Their Spells generally require: OAF (Divine Symbols), Only to Further God's Will, Concentration Skill (as Thaia described above), Gestures, Incantations, Faith "Skill" and possibly extra time depending on their effect. There is a divine spell list, but Divine casters are limited to the spells their deity approves of; not what spells are in their books. They tend to have more options but often less overall power due to the VPP's cost.

As a priest grows in power and XP they can expand the VPP pool. I arbitrarily give it a limit of EGO x2.5 in active points for NPC's...

Priests also have abilities granted by their gods outside of the VPP. These would be akin to the "Domain" powers from D&D.

Like the Arcane casters; Divine Casters have a MANA reserve.

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

 

So....I'm thinking of folding Time Magic into general wizardry; adding "Blue" magic (ie magic based on the special attacks and abilities of beasts and animals, generally learned by being affected by this said ability or somehow "consuming" the beast in question) This would be a VPP based magic with fewer limitations on it but more requirements for learning the spells in general.

Also I'm trying to figure a summoning specialist.

 

What do you think?

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

 

Okay, Looking over my thread again I see what Thia was asking on my sample character.

 

So let's look at this:

 

Arcane Spell Caster X: (Generalist)

MP: Wizardry Magics 75pts

- limitations: Gestures, Incantations, Requires Skill roll (-1/10 Active); OAF (Wizard's Staff)...some spells have Concentration Skill rolls and extra time, but not all of them.

For his spells we'll say:

-Divining

-Force Missile

-Wall of Stone (Entangle version from Fantasy Hero)

-Fire Whip

-Wings of Air

-Detect City

-Teleport

-Summon Elemental: (Any Type, one)

He has the follwing skills:

Magic: Wizardry 23-

KS: Arcane Lore

KS: Magic Styles

 

He's got one framework (spell book); he's got one "Power skill", the rest is background knowledge. He could take magic skills for the various elemental spells if he wanted to be better at say; Fire than Earth. But as a generalist, he's not required too. He could also have a few "Mastered" spells out side of the frame work that have different limitations and don't require his OAF...I don't know...

 

Now The Generic Specialist X (Air)

MP 100pts Air Magic:

Limitations: Same as above. Limitation: -10% effectiveness (up to 10AP) vs Stone/Earth Spells

-Wind Blast

-Flight

-Wind Shields

-Message - Long range communicaton

-Summon Storms

-Lightning bolt (lesser)

- Summon Air Elementals

- Summon Air Type Creatures

- Purify Air

- Air Bubble

- Air Hammer

- Invisibility

 

Generalist magic 30 pt MP

Same as the Generalist above

-Detect magic

-Personal Shield

 

Specialist Perk/Talent from the first post

Magic: 23-

KS: Air Magic

KS: Arcane Lore

 

SPecializing is expensive, you need 2 MP; but the AP limit on the Specialty MP is greater than the AP Limit for a generalist. The second MP is much less potent, limited to at best 1/3 the power of your specialist pool. So early on in your career you will get less spells because you had to buy two MP's to hold them. Elemental spells can be purchased with a generalist pool; save for your opposed element.

 

Divine Caster:

VPP

Limitations: OAF, Inc, Gest, Concentrate, God's Will, Skill Roll, Extra time on more powerful spells.

Faith (Ego Based) skill 23-

KS: Religion

KS: Specific Religion (Follower of Gainer)

-Warding power (CE: -1 OCV vs enemies of community, great area of effect, selective)

- Community Leader (+2 to Bureaucracy, Oratory, Persuasion skills)

- Guardian Aura: +2 DCV usable on others, x4

 

Does this make any sense?

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

 

So adjusting my example character...

 

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)

46 Fire Magician: Multipower, 150-point reserve, (150 Active Points); all slots OAF (Wizard's Staff; -1), Requires A Skill Roll (Fire Magic Skill; -1/2), Concentration (1/2 DCV; -1/4), Gestures (-1/4), Incantations (-1/4)

5u 1) 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); OAF (Wizard's Staff; -1), 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

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

1u 3) Fireball (Fire II): Killing Attack - Ranged 1d6+1, Area Of Effect (4" Radius; +1 1/4) (45 Active Points); OAF (Wizard's Staff; -1), Requires A Skill Roll (Fire Magic Skill; -1/2), Concentration (1/2 DCV; -1/4), Gestures (-1/4), Incantations (-1/4) 4

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

2m 5) 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); OAF (Wizard's Staff; -1), 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

1u 6) Feed Flame: Succor Fire 7d6 (standard effect: 21 points), any Fire based power one at a time (+1/4) (44 Active Points); OAF (Wizard's Staff; -1), Requires A Skill Roll (Fire Magic Skill; -1/2), Concentration (1/2 DCV; -1/4), Gestures (-1/4), Incantations (-1/4) 4

2m 7) Wings of Flame: (Total: 34 Active Cost, 9 Real Cost) Killing Attack - Ranged 1d6, Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (Wizard's Staff; -1), 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: 6) plus Flight 6" (12 Active Points); OAF (Wizard's Staff; -1), 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: 3) 1

15 Wizardry: Multipower, 50-point reserve, (50 Active Points); all slots OAF (Wizard's Staff; -1), 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); OAF (Wizard's Staff; -1), 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); OAF (Wizard's Staff; -1), 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 18-

Notes: +2 for Fire Based Magic

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: 162

Total Cost: 213

 

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 points unspent)

 

Total Disadvantage Points: 213

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  • 3 weeks later...

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

 

More Spell tweaks. Oakay, I 've decided that Arcane = Spellbooks/MP or even a list...List might be better...anyway, Divine is VPP. So on average Clerics have more versatility (acess to huge numbers of spells and don't have to "pray for their daily alotment") at the cost of a hard cap on Active Points. Priests can also buy "granted powers" outside of their VPP; these are yer "Domain Powers" or "Spell Like abilities".

 

Arcane is INT based

Divine is EGO based

 

So now I am adding Song Magic; Song magic is very similar to Divine magic but it is considered, it's own seperate descriptor for purposes of specialized defenses and attacks. Song Magic is PRE based; it can be aided (rituals) with other musicians/vocalists. Now Bards have their own magic!

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

 

One thing I've not discussed is the individuals who have both (Or now all three) magic descriptors. Clerics of a Magic God, Arcane Devotees, or Holy Choir Singers...This is an expensive option. Perhaps I'll throw some talents that allows for descriptor substitution.

 

 

What do you guys think?

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

 

One thing I've not discussed is the individuals who have both (Or now all three) magic descriptors. Clerics of a Magic God, Arcane Devotees, or Holy Choir Singers...This is an expensive option. Perhaps I'll throw some talents that allows for descriptor substitution.

 

 

What do you guys think?

 

Any option that makes "Dean of Divinity" or "Singing Nun" a viable character option, I support. ;)

 

Or, looked at another way, I've always liked playing Cleric/Mage types, regardless of the game. A Cleric/Mage/Bard has solid mythic precedents as well. So, cool idea, go for it if it fits your setting.

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  • 4 months later...

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

 

Hammering Crunchy bits in my head.

It hurts.

 

 

Some hard and fast rules for a nonleveld based system modelling level based systems...

 

 

Talent/Perk (Haven't decided yet): Arcanist

Base:

2 Hedge Wizard

10 Aprentice

20 Journeyman

25 Artisan

30 Mage

45 Wizard

60 Archmage

 

 

Mechanic: The Arcanist can cast/create spells = to Perk Level * 5 in Active points. The Perk can be bought ad mid values (ie a Hedge Wizard can buy their level to 9pts before being an apprentice) so if you have skilled lesser mages who just didn't get over the hump.

 

The starting points for the game is 250. So, did I make it too expensive? I see beginning players as Apprentice/Journeyman levels.

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  • 2 months later...

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

 

Divine & Song Magic runs similar.

I've decided to use MANA, MREC, and MD as characteristics.

MANA is EGOx2 base +2 per 1pt.

MREC is EGO/5+INT/5 base +1 per 2pts.

MD is EGO/5 base +1 per 1pt.

 

Go back, go back...

 

This way lies madness...

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  • 2 months later...

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

 

Okay, so I gots me a Template! for non HD users, it means nothing, but making my Edean template and rules set is going to speed up development of my world and enable me to whip out NPC's quicker. So now I'm thinking I need to really solidify the magic system. Perhaps a poll....

ah, we'll see. Watch this...or other space !

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  • 5 months later...

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

 

So I'm having another epiphany. Or giving up the ghost.

 

Edean is, in my mind, a super-heroic fantasy. Low level in most areas, but Throwing down with Gods, Dragons, and Demons is one of my plans. That's why no Normal CHA max. So now, I think I'm being too rigid with the magic. I'm thinking now just all magic (Arcane, Divine, Song) is based on VPP's with Active point totals based on the perk you take and GM's limits.

 

Elementalist/Specialists get a higher base pool (about 20% higher) however, their non specialized spells are limited to 80% of the Active cost of the pool.

 

So a A specialist at the 50AP limit would get a 60 AP VPP with which to cast their specialized spells and 40AP limit on their other spells. They also can't cast from the "Opposed" element (all in all I'm thinking a -1/4 limitation for this. )

 

Of course that means that some huge spells aren't possible perhaps bought outside of the pool? I dunno. I may never know. :(

 

This makes things easier on me as I don't really have to make a huge spell list....but I had Thia's D&D lists to pilfer from so that wasn't a problem...

 

But it does give the players more work and versatility. Sigh.

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

 

Of course that means that some huge spells aren't possible perhaps bought outside of the pool? I dunno. I may never know. :(

 

One answer to this problem is that huge spells tend to be ritual things - you know raise an army of 10,000 shambling dead, turn all the men in city X into lawyers, that kind of stuff. You can do this by putting a power called "ritual magic" outside the VPP, said power being an Aid (that feeds two powers - Aid and your VPP) and a very slow return. You can limit the cost down with things like "requires a real live virgin sacrifice only in the tomb of a reanimated necromancer, requires hot vampire cheerleading section, etc etc" so that the user can spend a couple of days pumping up his VPP to accomodate a huge spell (or spells). The limitations should keep it from being a game breaker.

 

cheers, Mark

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