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[Dreamwalkers] - Magic Systems


Lord Mhoram

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Here are the magic systems I'll be using in the world. Comments and observations welcome.

 

First off, the two simple ones.

Knacks:

 

Knacks are minor magical abilities that are passed down in families, or from master to apprentice. They represent the very basic abilities of magic, giving bonuses or small special abilities to the characters that have them. They all cost one point, and are never more than 10 active points. Anyone can learn a Knack (also called Trinkets), or more. The campaign use of these are to show the prevalence of magic, and to simulate old wives tales and legends of people with minor special powers.

Gifts:

 

Gifts are small packages of special abilities that are granted by the gods. There will never be an evil person with a gift. They represent the attention the gods are paying to humanity, even if they do not take a personal hand in helping them. Saints are their direct servants, and those that Bond with Saints are seen to be closer to the gods, but the Giftholders are those that the gods chose to have special abilities.

Characters cannot choose to be gifted, although, of course, the player can. There are certain social ramifications of being a giftholder; many societies give special treatment to Healers or Truthtellers, but also expect help in return. A player choosing to be a giftholder must accept these social influence.

Mechanically the gifts are grouped by theme and the character purchases the abilities he wants. Most characters have one gift, although it isn't common to see someone with two or even three. Gifts are also a way of bringing in certain character types that the GM wants in his world without having to make a new race, or a new profession. The Endless are such in this campaign.

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Re: [Dreamwalkers] - Magic Systems

 

This is the "Meat and Potatoes" magic system of the world.

 

 

The Eldritch Spell System

 

The "standard" magic system of the world. The Eldritch magic system (named for the earliest form of magic used with this structure) is the classic mage's college / master & apprentice approach to magic. It is something learned, and takes a good deal of time to learn (represented by the point cost involved.) Magic is powered by each persons reserve of magical energy that they learn to store up and later use- this reserve is the mana that characters use to cast spells.

 

The study of magic started as a study of the forces of magic - how spells were shaped, how they interacted with each other, and the study of the magical power of the land itself, known as Earthblood. As time moved on, spells grew out of groups trying to create spells they could use. The Eldritch magic known today has all come down from those guilds and groups creating magic for their own use.

After the first fall, when those interested in magic began to study it again, there were only scattered notes about Eldritch magic, so they went off in a slightly different direction, and magic became a threefold study: Body, Mind, Spirit. World, Thought, Soul - Arcane, Mentalist and Divine branches of magic. With magic having been split into three separate but similar disciplines, more people became adepts of magic. A few could learn more than one form, and a very few could work all three. Scholar surmise that those with the ability to learn all three had the same kind of talent as those that studied Eldritch magic; whose spells began to surface as time went one. That is how things stand today, with the focus of magic on the three forms, but with those special few that can do more than one. People who master Arcane, Divine and Mentality and who also master Eldritch magic are known as archmages. Spells are divided into three categories per discipline; there are public spells, which are the easiest to learn, private spells which are more difficult, and secret spells, that only a rally good mage can use at full capacity. Eldritch spells are considered Secret, but access to them have their own quirks.

 

Each discipline has certain types of things that it does better, or even that it can do at all, compared to the other disciplines.

Mentalist relates to abilities of the mind, sensory abilities and illusion, and body control and adjustments. Divine magic is very good at healing, at enhancements (things like blessings), nature, certain combat effects (paladin spells), and is great against undead and demons. Arcane magic manipulates the world, is very good at elemental magic, creation of energy and physical things. Eldritch magic is where you find magic dealing with Earthblood, direct manipulation of magical energies, spell modifications and many other basic things. It is also where you find spells that mix the "specialties" of the disciplines.

 

The mechanics of this system are much more detailed than the last two. First a mechanical overview then the detail. Eldritch magic is purchased as a multipower, with required limitations. Without special talents, the maximum of the MP reserve is three times the maximum of the pertinent Characteristic. INT with Arcane, EGO with Mentalist, PRE with Divine. Spells are slots in the multipower, and the character gets up to the cost of the multipower reserve in free spells. The character purchases an End Battery with End up to the active points in the MP reserve.

 

The first thing a character has to do is define how good the character is at magic. This choice, in general, once made cannot be changed (although an extreme character rewrite can change this). This defines the character's strength and aptitude for magic - is isn't something to be modified on the fly.

The level of Magical aptitude defines what spells the character can buy, and how much power he can get from them. Access to some types of spells have a modifier of x1.5 or x2 on them. This isn't an advantage, but a total modifier to effective active point costs. If a character has a 60 pt reserve, and purchases a spell that has a x1.5 modifier, then they can only purchase 40 pt spells - that 40 points (for that character only) is considered multiplied by 1.5 to 60. The Mana cost and penalty to the magic roll when casting that spell are also multiplied. This does not change the cost of the spell, merely how powerful a spell can be purchased.

 

The levels of magical ability and cost.

Cost Magical Capacity

0 Non-Magical

1 Single Discipline Dabbler

3 Single Path Mage, Dual Path Dabbler, Eldritch Dabbler.

5 Dual Path Mage, Triple Path Dabbler, Eldritch Path

8 Triple Path Mage*

10 Born Archmage*

 

Non-Magical: They only have access to public spells of one discipline, and all spells have a x2 multiplier.

Single Discipline Dabbler: Access to public and private spells of one discipline at no multiplier. Secret Spell have a x1.5 multiplier.

Single Path Mage: All spells in the character's discipline are at normal. No access to other disciplines.

Dual Path Dabbler: All Public and Private spells of the character's two disciplines are at no multiplier. Secret spells have a x2 multiplier.

Eldritch Dabbler: All Eldritch spells are at x1. Public Spells are at x2. No access to private or secret spells.

Dual Path Mage: All Spells in the 2 chosen Disciplines are at x1. Public spells in the third discipline are at x2, Eldritch spells are at x2.

Triple Path Dabbler: All Public and private spells are x1. All secret spells and Eldritch spells are at x2.

Eldritch Path: All Eldritch spells are at x1.All Public Spells are at x1.5, Private are x2. No access to secret spells of the formal disciplines.

Triple Path Mage: All spells from the three disciplines are at normal cost. Eldritch spells have a x1.5 multiplier.

Born Archmage: All spells are used normally.

 

 

The required limitations on the multipower reserve are Requires a skill roll (-1/2), Variable lim (-1/4) for -1/2 in limitations, and Magic (-1/4)

 

Requires a skill roll is pretty much as per the book. The name of the skill is Spellcraft, and the governing characteristic for the skill is the one that goes with the discipline (INT for Arcane, EGO for Mentalist, PRE for Divine). If a character follows more than one discipline, or is an Eldritch or Archmage, use the lowest of the three. If the PC and GM agree to do the extra work, then the character can use the average of the appropriate Characteristics.

 

Variable Lim there are only a limited group of limitations to choose from. The most common are Gestures and Incantation. Focus is also very common, however Expendable foci are disallowed. Extra Time, Increased End, Concentration are all also allowed. Side Effects and Charges are specifically disallowed. Other limitations are subject to discussion with the GM.

 

Magic; this encompasses a number of small limitations. No Push is one. The particular odd effects with multipliers is another. Spells cannot be bounced, and mostly can never be used in multipower attacks.

 

The reserve cannot be higher than 3 times the appropriate characteristic, although there are talents to adjust this. Mana is purchased as an End reserve and cannot have more end than the reserve of the multipower. The Recovery is 2/turn only after asleep for one hour. Other special circumstance mana recovery methods are also available as talents.

 

Purchasing spells is just buying slots for the multipower. Spells in general cost 1 to 3 real points. The character gets a number of free spells equal in points to the real cost of the multipower reserve. E.G if the reserve is 30 real points for a 60 pt multipower the character gets 30 points of spells for free. Should the character increase the amount of the multipower reserve then the amount of free spells goes up as well. All spell costs are calculated with the standard limitations in place.

 

Casting and using spells; the character spends his Mana, rolls the skill roll and uses the spell. If the spellcraft roll fails the mana is still used. Attack spells are listed as 0 phase to cast, but the attack using the spell is a half phase attack action. A character can only cast 1 spell per phase, even if it is a 0 phase spell. If a character's adjusted Spellcraft roll after all penalties is 19 or higher, the character does not need to make the roll, the spell is automatic. Note that a character can buy penalty skill levels with Spellcraft to offset the active point limitation spells for 1.5 pts (ie 2 levels per 3 points), or for specific spells at 1 pt. However, no matter how many penalty levels are applied the magic roll modifier can never be more than halved. I.E if a character with 8 levels in active point penalty negation levels with spellcraft casts a spell with a spellcraft modifier of -6, it would still be a -3 to cast. A caster can only have his int/5 in active spells up at one time.

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Re: [Dreamwalkers] - Magic Systems

 

The next three are all ones that will be appearing in places that have had no real communication with the primary game world - each place will have it's own magic system, and a culture that is influenced by it.

 

 

The Oathbound:

This system represent characters who make binding oaths with extraplanar creatures. The primary classes of being these classes are made with are Demons/Devils, Saints, Elemental princes, and Spirits (such as the Spirit of the Forest, or of the Wind, or the Beasts). A character enters into a specific contract with an entity, and then must follow the dictates of that bargain . A character can be sworn to multiple oaths, as long as the do not conflict. A person could be Oathsworn to multiple Saints, for instance, or a number of Spirits; however the character could not be Oathsworn to a Demon and a Saint, or to opposing elemental forces (Fire/Water and Air/Earth).

The character gain access to a number of abilities that are constantly part of the character as long as the oath isn't broken. These may be skills, talents, enhancements to Characteristics, or even special magical abilities. The character also is given the ability to summon differing aspects of the being he is oathbound to. Using these summonings are very tiring to the character, and he must wait a certain amount of time between uses, the wait time being different for each ability.

 

Mechanically the system has a limitation :-1/4 must be serving the purposes of the Oathholder, on all abilities gained from the Oath, both the summoning abilities and everything else (including skills or characteristics). Any characteristic purchased through this system is considered to be a "power" and is not affected by NCM. It also grants no figured characteristic. Each entity has a group of abilities the character can choose from, much like a package deal, with some being required.

The summoning magic is a multipower with a 120 pt reserve and the following limitations: -1 Must wait one turn between uses (some slots will have a lim that makes that one longer), -1/4 magic, -1/2 x2 end, Full Phase -1/4, and the -1/4 only when lim mentioned above. The total is -2 3/4. The individual abilities are listed with each entity. One ability that is shared by them all, and is required as the first slot, is a summon - this summons an avatar of the entity that has an infinitesimal piece of its within it (such as saints or spirits), or a minion of the being the oath is to (such as elementals or demons). This ability may only be used once a week, and if misused can be grounds for temporary loss of abilities (that pesky -1/4 lim).

 

 

The Shapers

 

First a bit of cosmology: The Aethereal plane is made up of the flowing Aether that is what life is made from - unformed souls, and those that have passed into the afterlife and left echoes of themselves behind, where there are flows and eddies created by the great powers in the soup of creation. The Aether has three regions, although there are no clear borders. There is the Light Aether, also called the Astral; this is where the Aethereal is closest to the source of light and life and the good, and life energy, often seen at the top of the sphere. Then there is the Dark Aether also called Shadow, that is closest to the source of darkness, anti-life and evil. In between these is where the Aether mix, called the Gray Aether or Ectoplasm. The stuff of the Aether is the same, just colored by light or dark.

 

The shapers are those that have trained to be able to reach into the Aether and shape it, and pull the power of the plane into himself and utilize it. In order to be able to shape the Aether the character must study the energy pathways in himself and understand them, utilizing the Chakra gates of energy to bind shaped Aether to himself. Shaping these takes energy and effort, and can only be done once a day. Once shaped and bound, they are constantly with the character, held together by his awareness of the energy. Should that awareness disappear, due to unconsciousness or sleep replacing meditation, the Melds begin to fade; however the fading takes hours, and if the character can wake within that time, the link is automatically restored.

The Chakra Points are as follows Crown, Brow, Throat, Heart, Solar Plexus, Groin and Root. The Root Chakra is what is used to have the capability to reach into the Aether and manipulate it. Each of the other Chakras are associate with particular aspects of power and personality, and the Melds that the character can shape are dependent on these points. The Crown represents consciousness, intelligence and the mind. The Brow represents the time, awareness, light and is the location of the third eye. The Throat represents communication, and growth. The Heart represent love, health and well being, and equilibrium. The Solar Plexus represents energy, assimilation and rising from one level to another. The Groin represents sexuality, base emotion, and creativity. Once a character has learned how to shape the Aether, he understands how to shape all of the differing Binds there are - he is only limited by his personal power, and the fact that he can only bind one ability to each Chakra per day.

 

The shaper can bind as few as one Meld or as many as six. Some melds have to be bound to multiple Chakra. Each meld has a base level that is the basic Meld. However, depending on what his personal power is, and how many Melds he has bound he has extra energy flowing through him. This energy can be shifted around from moment to moment, enhancing first one Meld then a another. Perhaps one is enhanced a great deal, then two others to a lesser extent. Shifting this energy takes a bit of concentration, and in the heat of battle, the character may occasionally not be able to focus well enough to shift his points.

 

Mechanically the system works like this. The character buys a VPP with the 0 phase shift advantage. The character has to make a Chakra Melding skill roll to assign each Meld in the morning, and if the skill roll fails, he can still try and use that Binding, but has to take the 5 minutes again, He also has to make one each time he shifts points around in the pool. The character does not need to make a skill roll to use the ability. The Pool reserve has these limitations: Only six powers in the pool maximum (-1), Base powers may only be changed once a day (-1/2), 5 minutes to activate the pool (-1/2), 0 DCV while activating pool (-1/4) for a total of -2 ¼. Then there is the pool and powers limitation Magic -1/4. Each of the base powers have 5 minutes to activate the pool (-1/2), 0 DCV while activating pool (-1/4), and the magic lim at (-1/4). The enhancement powers only have magic -1/4. Certain Bindings will have other limitations to bring the real cost of that specific binding down. Each Meld is defined with it's base power, what Chakra it is bound to, and it's real points. The enhancement portion of the Meld will list the real cost per increment of enhancement.

 

The Weave

This spell system follows a tradition where only a very few have the capacity for "real magic" (knacks are still known, as are gifts). The practitioners of this approach to magic look at it as an art, something not for the masses. Part of the reason for this attitude, and some of the arrogance of mages is the inability to create small "utility spells" - if a spell has any chance being created and working, it is powerful.

The mages take an item, which they imbue with some of their magical essence, and this becomes the loom on which they weave their spells - to cast from the weave in an instant later in the day. Each spell takes a lot of effort and learning, and only the truly great mages have more than a dozen spells, but each one is immensely powerful. The caster has to take time during the day to prepare the loom, and then to weave the spells. Each step (prepping the loom, and weaving each spell) takes about 10 minutes. So a mage with 10 spells spends about two hours getting his spells ready. A mage can only have a number of spells equal to his Int/5+Ego/5 woven at one time. Talents can adjust this.

The loom can be any object, but most mages have a special item they carry for that purpose. Gems, rings (or other jewelry) and a mages staff are all common. If the loom is taken away, the mage cannot cast any magic, but the spells are not lost. The person taking the loom away cannot use any of the spells either, as each caster weaves spell differently. Should the mage recover his loom before he sleeps, then the spells are still usable.

Each spell woven can normally be used but once, and then the weft for that particular spell is gone, although with training a spell can be woven that can be cast up to three times a day. Hung on the loom, the spells can be cast in an instant, with nothing but a gesture and a word. Even so, only one spell may be activated in a phase. Note that spells and the loom are connected that if someone finds a way to disrupt the hanging spell (Drains) the others will be affected.

The mechanics of the system are quite simple. The loom is an EC, with the focus limitation. Should the focus be taken the slots (spells) go with it. The minimum active point cost of any spell in this system is 50 points, so the EC is a 25 point EC. If all of the character spells are of a higher level, he may raise the points in the EC.

Each spell has the following required modifiers - extra time 10 minutes (-2 ¼) Gestures (-1/4), Focus OIF (-1/2), Incantation (-1/4), Charges (-2 to -1 ¼)* Concentration ½ (throughout long prep) -1/2, Magic (-1/4)And Delayed Effect(+1/4) The EC control cost also has these limitations, excepting trigger and charges. Note that the charges limitation is using a house rule that means that any uncontrolled power does not need charges with duration. That aspect of the power is considered to be paid for by the advantage - the charges are only there to represent how many times a particular spell may be cast.

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Re: [Dreamwalkers] - Magic Systems

 

And the only Oathbound package I have done:

 

The multipower reserve for the special summoning abilities:

 

37 Multipower, 120-point reserve, (120 Active Points); all slots Must wait one turn (minimum) between uses (-1), Increased Endurance Cost (x2 END; -1/2), Magic (-1/4), Extra Time (Full Phase, Only to Activate, -1/4), Only when serving the Oathbound's purposes (-1/4)

 

 

Specific Oathbonds:

 

Saint Stephen, the Patron Saint of Combat

 

Oathbonding with St Stephen means choosing to put yourself in the line of fire for the cause of Right. The character is generally expected to help in any rightous war, and to utilize his skill in combat, as well as his granted abilities to help the welfare of others. Protecting the weak, stopping those that abuse their powers, or battles agains evil are the things that this saint stand for.

 

Required Abilities

 

Skilled Defence:

The character is blessed with protection from the Saint. He gains +2 DCV. Cost 8 pts

+2 with DCV (10 Active Points); Only when Following the Oathbond Purposes (-1/4)

Boosted Knowledge

The character has enhancement to his knowledge of combat, and combat techniques. Cost 8pts

+2 With all combat & Tactical skills (10 Active Points); Only when Following the Oathbound purposes (-1/4)

Combat Talent

Pick a combat talent and apply "Only when following the Oathbond's purposes" for -1/4" to the talent's cost. Cost Variable

Summon Avatar is a required summoning.

 

Other Abilities:

More Combat Talents: Pick any of the other Combat Talents, adding the requisite "Only when following the Oathbond's purposes" for -1/4. Other talents that can be chosen include, but are not limited to, Armor Specialization, Combat Expertise, Crippling Blow, Critical Strike, Overwhelming Strike, Perfect Strike, Shield Specializtion, Spring Atack.

Skilled Offence (as Skilled defense but +2 OCV).

Combat Awarness: Danger sense

 

Summonings

Summon Avatar

Cost 2

End Cost 24

The caster summons an avatar of St Stephen. This avatar is the same each time it is summoned (and can thus create relationship with the character). The avatar will be friendly, but only stay for 3 tasks. If the task is "beneath" the avatar, or if the character is not respectful, the avatar my leave. If the caster repeatedly misuses the avatar, he may lose his abitlies completely.

Generally, if there is combat, and the character has a good chance of not winning, the avatar is fine. Also advice and help in preperation for a battle is always considered acceptable.

Note that the Avatar can only be summoned once per week, and the Oathbound cannot use any other summonings until one turn after the avatar has been dismissed.

 

Summon Avatar: Summon 480-point creatures, Friendly (+1/4) (120 Active Points); 1 Charge (Only once per week; -3), Lockout (Cannot use any other slots until 1 turn after the avatar has left.; -1/2), Costs Endurance (-1/2)

 

 

Dancing Swords.

Cost 3

End Cost 22

The avatar of Saint Stephen appears and swings his sword in a circle around his head, and many many regular sized swords burst out in a circle around the figure. Each one flies towards the targets in the area, and slashes them, doing 3d6 Killing with a +1 SM.

 

Dancing Swords: Killing Attack - Ranged 3d6, +1 Increased STUN Multiplier (+1/4), Area Of Effect (6" Radius; +1), Selective (+1/4) (112 Active Points)

 

 

Precision Strike

Cost 3

End Cost 22

The Avatar of Saint Stephen appears, and poinst his sword at the target, and beam lances out between them, and a sword races to the target, striking him, and doing 3d6 Damage, double Penetrating, with no Range Mod.

 

Precision Strike: Killing Attack - Ranged 3d6, No Range Modifier (+1/2), Penetrating (x2; +1) (112 Active Points)

 

Shielding

The caster summons the image of St Stephen who gestures, and every target gains a small St Stephen's medallion made of holy energy as a pin, neclace or some other such jewery. The target gains +2 DCVfor the 5 hours it manifests. Up to 2 million people, in an area that make up 32 1 kilometer hexes can be affected.

Cost 3

End Cost 20

 

Shielding: +2 with DCV, MegaScale (1" = 1 km; +1/4), Uncontrolled (+1/2), ExD (5 hours) (+1), Area Of Effect (32" Any Area; +1 1/2), Usable Simultaneously (up to 2,097,152 people at once; +5 1/2) (97 Active Points); Costs Endurance (Only Costs END to Activate; -1/4)

End Cost 20

 

 

Curtain Wall

Cost 3

End Cost 24

 

St Stephen's Avatar appears, and draws his sword, and reflects light off of it. The line drawn by the beam of reflected light on grows a glowing enegy wall that can be as long as 14" or lose some length for hight. This wall has 14 Def, and 7 body. Once the wall is breached it comes down completely.

 

Curtain Wall: Entangle 7d6, 14 DEF (Larger Wall (+7")) (119 Active Points); Only To Form Barriers (-1)

 

And the very basic avatar that the character can summon:

 

Saint Sephen's Avatar

Val Char Points Roll Notes

30 STR 20 15- END [3]

23 DEX 39 14- OCV 8 DCV 8

20 CON 20 13-

15 BODY 10 12-

23 INT 13 14- PER Roll 14-

23 EGO 26 14- ECV: 8

25 PRE 15 14- PRE Attack: 5d6

18 COM 4 13-

 

 

10 PD 4 20 PD (10 rPD)

10 ED 6 20 ED (10 rED)

5 SPD 17 Phases: 3, 5, 8, 10, 12

10 REC 0

40 END 0

40 STUN 0

6" Running 6"

2" Swimming 2"

6" Leaping 0 6"

Total Characteristics Cost: 174

 

Powers

52 Skill with the blade: Variable Power Pool, 30 base + 22 control cost, Cosmic (+2) (75 Active Points); Only combat related talents Very Limited (-1)

15 Divine Abilities: Elemental Control, 30-point powers

15 1) Divine Body: Energy Damage Reduction, Resistant, 50% (30 Active Points)

15 2) Divine Body: Physical Damage Reduction, Resistant, 50% (30 Active Points)

15 3) Sword: Killing Attack - Hand-To-Hand 2d6 (4d6 w/STR) (30 Active Points) End: 3

17 4) Divine movement: Flight 12", Reduced Endurance (0 END; +1/2) (36 Active Points); Surface contact / must start and end on the ground (-1/4)

15 5) Divine Armor: Armor (10 PD/10 ED) (30 Active Points)

 

Talents

19 Danger Sense (self only, in combat, Function as a Sense) 16-

25 Universal Translator 19-

 

Skills

40 +5 with All Combat

32 +4 with all Skills

10 Defense Maneuver I-IV

10 Two-Weapon Fighting (HTH)

5 Rapid Attack (HTH)

3 Fast Draw 14-

3 Feint 14-

3 KS: Personal Combat 14-

3 KS: Warfare 14-

3 KS: Seige tactics 14-

3 Tactics 14-

3 Teamwork 14-

 

Total Powers & Skills Cost: 306

 

Total Cost: 480

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