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The magic system from Confrontation


Scifi_Toughguy

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There used to be a wonderful famtasy skirmish game using gorgeous miniatures that I really enjoyed. It was called Confrontation.

 

I am trying to adapt this world so I can play it in fantasy hero. The magic system is giving me problems as I've never done fantasy hero before.

 

The magic in this world comes from the gods in two forms, arcane and divine. The arcane type is channeled through concentration, gestures and mana gems. The gems correspond to the four elements (fire, earth, air, water) and two principles (light and darkness). To cast a spell, the magician needs to have a gem or gems that contain enough power to bring it to pass. After the spell is cast, the gems lose their power (or are destroyed) but can recharge themselves depending on the quality of the gem and the skill of the caster.

 

How do I simulate the gems being needed and then either exhausting themselves or being able to recharge?

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Re: The magic system from Confrontation

 

Let magic users buy spells/powers as normal but state that they can only power them with End, (magical power), from End reserves based on foci in the form of magical gems.

 

Low quality gems have no Rec at all and so are useless once their initial End has been used. More powerful gems may have a Rec stat but subject to whatever conditions are appropriate e.g. requiring a succesful Magic Skill roll.

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