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Managen magic system redone for FH 5th


Zoth

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I been real busy with life the past months but now that I have Fantasy Hero for 5th I have redone my Managen magic system to reflect some of the ideas it has brought to the table.

Like I said I would do here is my system in its entirety.

 

Some of the changes in light of Fantasy Hero for 5th are:

 

1.) Made the system pure skill based and dropped the idea of managen being Independent items that give powers. Now managen is a focus but each managen focus has its own list of spells it supports. Both or more or less the same thing really but a pure skill based system look cleaner imo. Also I can distinguish between the process of making magic items or making managen foucs.

 

2.) End now comes form a stat “mana†based on (EGO + INT/2) x4 the recovery rate is 30 minuets but the recovery amount based on the mana level. High Mana Levels giving 8 mana back, Normal mana levels 5 mana, Low mana levels 3 mana, and Depleted Mana Levels 1 mana. This should be about the same as before using a Endurance Reserve of 150 points with a recovery rate of 10 END and recovery rate based on mana level. High Mana Levels recovery rate 30 minuets, Normal mana levels 1 hour, Low mana levels 3 hours, and Depleted Mana Levels 6 hours.

 

3.) Changed spell raking, creating Managen rules, spells are now individual

multipower with each slot representing a higher function for a given ranking.

 

Notes: managen magic system in my world is the easiest to use but not the only system. There is also true magic that is harder to learn but requires no focus. If you use another system of magic with the manage magic system it should be harder use, learn or provided an advantage that manage system doesn’t have. Other wise the easy of access would over shadow the manage system.

 

 

Managen Gem Magic

 

In the Managen magic system channelers uses gems that assist them in channeling and shaping mana to produce the desired effects. These gems called Managen are made by specially crafting and enchanting transparency or translucent gems found in nature. The characteristics, flaws, and size of the gem determines how powerful the Managen will be and what spells it has the channeler can cast. The type of gem determines what color of Managen can be produced from the enchantment. There are ten different colors of Managen. Each color represents a sphere of influence. Managen seldom have spells that can be cast outside there influence. Gestures are needed to help channel mana through Managen and to shape spells. Three primary types of gestures are used depending on what three spell catalysts are required. The three influencing forces and their gestures are force , creation and entropy . A spell might require one, two and, rarely all three.

 

Rules:

 

Managen magic is a skill based system. To cast spells the character only needs a Managen focus that has the desired spells and skill at channeling that Managen’s color type. The skill to cast with Managen is based on EGO and the RSR Penalty is based on the type of color. All spells must cost End. The cost to cast and maintain come from the character’s personal mana. Mana is a derivative stat based on (EGO + INT/2) x4. The recovery rate is 30 minuets and the recovery amount is based on the mana level. All spells must have Gestures-both hands, Concentration ½ DCV , Focus: (OAF), Extra Time-Extra Segment, and a Visible Effect. The visible effect is usually a sparkling lighted effect that surrounds the Managenn and follows the channelers gestures. The color of the effect is the same as the Managen’s color. With Usable on Others spells the channelers pays the activation cost and performs the gestures. The channeler pays the cost for maintaining. A channeler cannot maintain more than INT/5 spells at any given time. If a character with more then one Managen wants to switch Managens it takes a phase. Spells are usually a 75 point multipower with each slot representing a higher function for a given ranking. All function of a spell should have a common theme.

 

Ranking:

 

Focuses are classified by the color of Managen they represent (see types of managen below). Rarely does a Managen focus support casting of spells outside their sphere influence. However there are some spells that fall on the border of influences and are available to multiple spheres of influence. If a Managen has a spell outside of its influence that spell is usually aspected in some way with that Managen’s influence. Focuses are also classified by the spell ranking they support. Each ranking the gem’s inter-glow intensifies. The four levels of intensity in order are; Glittering, Sparkling, Glowing, and Radiant.Higher ranking Managen support less spells then lower ranking Managen. Spells usually have a slot representing a function for each ranking. Each ranking the slot typically has more active points then the previous level. Generally a Glittering slot is between 1-15 AP, Sparkling 15-30 AP, Glowing 30-45 AP, Radiant 45-60 AP.

 

Creating Managen:

 

To create a Managen focus the character must first craft or obtain a gem specifically made for the purpose. Second the character must have an enchantment talent worth 5 points and spend time enchanting the gem. Glittering Managen requires a gem worth 200 and a day to enchant, Sparkling gem worth 400 and 2 days, Glowing gem worth 600 and 3 days, and Radiant a gem worth 800 and 4 days. What spells the Managen have is up to the GM. Optionally the GM may allow the use of the Inventor (spell research) skill to modify the Managen, adding new spells or altering existing ones. What alterations or new spells can be made with the Managen are up to the GM. The GM might want certain spells he wishes to control availability require special hard to find gems. The character does not have to spend any points for the new spell but any failure results in the destruction of the Managen.

 

Mana Levels:

 

Mana levels are kind like huge local area endurance reserves called Areal Reserves. One point in a areal reserves represents the amount of mana hundreds of channelers might have in their personal mana reserves. The areal reserve is classified into four levels based on the amount of endurance in the reserve; high, normal, low, and depleted. As the areal reserve drops in level the amount of endurance it can replenish in a personal reserve also drops. Natural spell casting or ability use normally does not affect the areal reserve. Some very powerful magic use might cause some deplete but even this usually leaves no lasting effects. Areal reserves have a relationship with one another. As the reserve for an area depletes the reserve loss spreads out from the center in a radial pattern. The first surrounding areas share in half of the loss with the following areas sharing one fourth and one eighth the loss. One can see this can added up when there is overlapping areas being depleted and this is what happens in big cities leaving a large low or depleted area. Areal reserve are handled as continuous charges and recovers one charge a day. The higher the mana level the less charges there are because the higher the level the less time it takes to deplete. When a mana level reaches zero charges or its maximum charges it transverses to the next level. If it transverses up it starts on the higher mana level with one charge. If it transverses down it starts on the lower mana level with one less charge then the maximum.

 

High Mana Levels

 

The zenith of a high mana level has 180 charges, this is the maxium amount of mana a areal reserve can have. When the mana level approaches the apex, spontaneous enchantments can occur. These enchantments are almost always beneficial and aspected to the life in the area. Spontaneous enchantments can be areal enchantments such as an enchanted glen of a forest that heals those that rest there or it can be an objects such as wild mana gems.

 

The recovery amount a high mana level provides is 8 mana. There is a +1 bonus to casting skills in a high mana level.

 

Normal Mana Levels

 

Normal mana levels have 550 charges. The recovery amount a normal mana level provides is 5 mana.

 

Low Mana Levels

 

Low mana levels have 1650 charges. The recovery amount a low mana level provides is 3 mana. There is a -1 penalty to casting skills in a low mana level.

 

Depleted Mana Levels

 

Depleted mana levels have 5000 charges. When a depleted mana level reaches zero charges this is the nadir of a depleted mana area. When a depleted area get this low spells can still be cast and channelers still recover, however funny things start to happen to the fabric of space and time. The GM should feel free to use his imagination. Examples include such things as; teleporting storms, parts of buildings or objects fading out of existence, objects merging, distances taking longer to transverse then they should, time flowing much faster of slower then normal, wakening of dimensional barriers allowing awaiting entities to enter.

 

The recovery amount a depleted mana level provides is 1 mana. There is a -2 penalty to casting skills in a depleted mana level.

 

Types of Managen:

 

Blue Managen

 

Influences: Air, Gases, Sky, Wind, Weather.

Produced From: Zircon (Blue), Amethyst, Aquamarine, Quartz (White) Gems.

RSR Penalty: -1 per 15 AP (-1/4)

 

Dark Green Managen

 

Influences: Earth, Soilds, Metals.

Produced From: Emerald, Garnet (Green, Tsavorite), Tourmaline (Green, Blue Green, Orange) Gems.

RSR Penalty: -1 per 15 AP (-1/4)

 

Crimson Managen

 

Influences: Fire, Plasmas, Heat.

Produced From: Ruby, Garnet (Mozambique, Pyrope, Spessartite, Rhodolite),

Tourmaline (Pink,Red, Orange), Zircon (Red) Gems.

RSR Penalty: -1 per 15 AP (-1/4)

 

Grey Managen

 

Influences: Spirit and Supernatural.

Produced From: Moonstone (Rainbow, Mystic Cats Eye), Amethyst, Quartz (White),

Tourmaline (Paraiba, Purple, Pink, White) Gems.

RSR Penalty: -1 per 15 AP (-1/4)

 

Gold Managen

 

Influences: Mind and Thought, Emotions.

Produced From: Diamond, Amethyst, Quartz (Champagne & White),

Moonstone (Rainbow, Mystic Cats Eye) Gems.

RSR Penalty: -1 per 10 AP (-1/2)

 

Indigo Managen

 

Influences: Dimension, Space and Time.

Produced From: Sapphire (Blue Diffusion, Golden, Pink, Purple), Zircon (Blue),

Quartz (Imperial Cats Eye, Champagne) Gems.

RSR Penalty: -1 per 5 AP (-1)

 

Purple Managen

 

Influences: Ether, Mana and The Metaphysical.

Produced From: Amethyst, Quartz (White), Sapphire (Blue, Diffusion, Pink, Purple) Gems.

RSR Penalty: -1 per 10 AP (-1/2)

 

Silver Managen

 

Influences: Light and Darkness.

Produced From: Quartz (White), Moonstone (Rainbow), Aquamarine Gems.

RSR Penalty: -1 per 15 AP (-1/4)

 

Turquoise Managen

 

Influences: Water, Liquids, Ice, Weather.

Produced From: Zircon (Blue), Aquamarine, Moonstone (Rainbow), Amethyst,

Tourmaline (Blue, Green) Gems.

RSR Penalty: -1 per 15 AP (-1/4)

 

White Managen

 

Influences: Lifeforce, Body, Plants, Animals.

Produced From: Topaz (Pink), Amethyst, Chrysoprase, Quartz (Rose & White) Gems.

RSR Penalty: -1 per 10 AP (-1/2)

 

Example Spells:

 

Typical Silver Managen Spells

 

Produce Light

Cost     Power

30       Poduce Light Spell: Multipower, 75 point reserve; all slots

          Gestures-both hands (-1/2), Concentration ½ DCV (-1/4),

          Extra Time-Extra Segment(-1/2), RSR Silver Managen: -1 per 15 AP (-1/4).

          Glittering Silver Managen Power:

1u       1) Glow: Image-sight group,1" radius (10),

          Gestures-both hands (-1/2), Concentration ½ DCV (-1/4),

          RSR Silver Managen: -1 per 15 AP (-1/4), Extra Time-Extra Segment(-1/2),

          Focus: (OAF) Silver Manage that supports casting Produce Light spell (-1).

          Gestures: Creation, Active Cost: 10 End: 1

          Sparkling Silver Managen Power:

1u       2) Light: Image -sight group (10), Increased Size (8" radius) (+3/4),

          Gestures-both hands (-1/2), Concentration ½ DCV (-1/4),

          RSR Silver Managen: -1 per 15 AP (-1/4), Extra Time-Extra Segment(-1/2),

          Focus: (OAF) Sparkling or higher Silver Manage that

          supports casting Produce Light spell (-1).

          Gestures: Creation, Active Cost: 17 End: 2

          Glowing Silver Managen Power:

1u       3) Flash: 4d6 Flash-sight (20), Area Effect (4" Radius) (+1),

          Gestures-both hands (-1/2), Concentration ½ DCV (-1/4),

          RSR Silver Managen: -1 per 15 AP (-1/4), Extra Time-Extra Segment(-1/2),

          Focus: (OAF) Glowing or higher Silver Manage that

          supports casting Produce Light spell (-1).

          Gestures: Creation, Active Cost: 40 End: 4

          Radiant Silver Managen Power:

2u       4) Blinding Flash: 6d6 Flash-sight (30), Area Effect ,(6" Radius) (+1),

          Gestures-both hands (-1/2), Concentration ½ DCV (-1/4),

          RSR Silver Managen: -1 per 15 AP (-1/4), Extra Time-Extra Segment(-1/2),

          Focus: (OAF) Radiant Silver Manage that supports casting Produce Light spell (-1).

          Gestures: Creation, Active Cost: 60 End: 6

Total Cost: 35

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