Jump to content

Magic system w/VPP that works


JMHammer

Recommended Posts

Here's a magic system I've used in the past and been very happy with as GM. Players seemed to like it, too. This isn't complete, but should give the reader a feel for how it works:

 

How to Do Magic:

Most magic-using characters, and all magic-using player characters, use a Variable Power Pool, a Power: Magic Skill called Spellcasting, and spells represented by individual 1-point Knowledge Skills (some 2-point and 3-point "spell groups" are available). Exceptions for certain PCs and PC types might be made on an individual basis depending on campaign and player justification.

 

The Variable Power Pool:

1- The Variable Power Pool may be of any size the character wishes to purchase.

2- The active points of any one spell are NOT limited by the number of real points in the pool.

3- The control cost of the Variable Power Pool must take the following advantages and limitations: No Skill Roll Required to Change Powers (+1), Zero-Phase Action Required to Change Powers (+1), Casting (starting a power) Requires a Spellcasting Skill Roll at -1 per 10 Active Points (-1/2), Gestures (-1/4), Incantations (-1/4), Non-Expendable, Personal, Breakable/Durable (use DEF/BODY of object instead of regular focus rules), OAF (character's choice but nominally a staff, requires one week of crafting to make, cannot have ready spares available, -1), May Only Use Powers Defined by Known Spells (-1/4), May Cast Only One Spell per Phase (spells cast in earlier Phases may be maintained while a new spell is cast, -1/4), All Spells Require at Least 1/2-Phase to Cast and Any Cast is Considered an Attack Action and Therefore Ends the Character's Phase (-0).

4- Many spells use the shorthand, "Standard Limitations (-2)," which refers to Spellcasting Roll (-1/2), Gestures (-1/4), Incantations (-1/4), OAF (-1) as in item (3) above.

 

The Power: Magic Skill- Spellcasting:

1- Spellcasting costs 3 points for a base 9 + (INT/5) roll, 2 points per +1 to the roll.

2- Spellcasting is required to cast any spell. The roll is modified by -1 for every 10 active points in the spell being cast.

 

Minimum END Cost:

1- The minimum END cost to cast a spell is 1 END.

2- Spells which are 0 END, either because all the powers which compose the spell are 0 END or all powers are bought with the 0 END Advantage, still require 1 END on the Phase in which they are cast.

 

Replacing Limitations:

1- The Limitations on a spell which are among those assigned to the Variable Power Pool may be replaced with Extra Endurance, Extra Time, Gestures, Incantations, and Concentration Limitations (see (3) below for details).

2- The Limitations assigned to a particular spell which are not also part of the Limitations assigned to the Variable Power Pool (the "Standard Limitations") may not be so replaced.

3- Add the Limitation value of all Limitations which are to be replaced. Then apply a total Limitation value double that sum and composed entirely of Extra Endurance, Extra Time, Gestures, Incantations, and Concentration.

4- Whenever any Limitations are replaced in this fashion for a particular casting, 1 LTE is expended. This applies only to casting, not to the maintenance of any spells.

5- The Spellcasting Roll can be made easier or eliminated entirely using this Limitation value replacement process. Changing the default -1/10AP to -1/20AP is a change of Limitation value of (-1/4) ((-1/2) - (-1/4) = (-1/4)) and therefore requires (-1/2) total of replacement Limitations. Eliminating the Spellcasting Roll for a particular casting is a change of Limitation value of (-1/2) and therefore requires (-1) of replacement Limitations.

 

Spells:

1- Spells are 1-point Knowledge Skills which represent a configuration of Powers, Advantages, and Limitations. A character may not cast a spell he does not know.

2- Characters may purchase any of the spells from the available list during character creation. Additional spells from the available list can be purchased later via examination and duplication; finding, buying, or being given the spell by another; or via research.

3- Characters may create spells of their own, but each such spell is subject to GM approval. Such spells can only be created via research, and creating such a spell from scratch takes twice as long as researching an existing spell. All player characters are encouraged to design and purchase one spell which is uniquely their own during the character creation process.

4- Spells are not assigned an active point total or a real point cost. Instead, a character may allocate as many real points to the spell as he wishes and as might be available in his Variable Power Pool. Therefore, spells describe an effect but not the power level at which they are cast. See (5) below for an example and explanation.

5- Example spell- Bartuc's Dragonbreath: Energy Blast, AE-line (+1), Standard Limitations (-2). On a particular Phase, a character wishes to cast this spell with 6d6 of effect. 6d6 EB (30), Advantages +1 (60), Limitations -2 (20). The character must have a Variable Power Pool of at least 20 available real points not already allocated to some other spell in order to cast Bartuc's Dragonbreath at this level of effect.

 

Well, there's lot's more, but that should give you the gist of it. I think this system avoids the unpleasant plot effects that Variable Power Pools often otherwise have on a game, especially a heroic-level game, while still providing a great deal of flexibility. Most of the 3-point spell "packages" allow for a huge variety of low-power effects, what some folks here have called cantrips. One example- The Many Hands of Dendrifer: The spellcaster may create any telekinetic special effect with an active point cost no greater than 20 and a real point cost no greater than 5. Note that it's "telekinetic special effect," not "using the Telekinesis power," so a small Entangle, or Extra Limbs, or any of a number of other effects would be possible.

 

O, and during play I will not allow a player to use an effect from a Variable Power Pool unless it's written up and cleared by me in advance in all particulars including total active points and total real points. I do make exceptions but will not allow allocations made on the fly to slow down play.

 

John H

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...