Okay...I just got the Black Company setting book and I really dig it, and plan on using much of it for my own mercenary game in a somewhat fantasy-high tech fantasy world. My favorite part of Black Company is the magic system. I had planned on using the BC book for the game, till I got the HERO 5ER book, and now I want to run it using HERO.
The Magic system in BC is like this: Wizards gain a spell. The spell has a base description for base ability. The wizard, through the use of augmentations, can willingly increase the power of the spell but at the same time requiring a much higher Magic Use skill check to cast the spell. The only limit is Spell Energy used and skill ranks.
Different spells are categorized by Magnitude, which is the basic spell's power. The different Magnitudes in BC are: Dabbler, Student of Wizardry, First Magnitude, Second Magnitude, Third Magnitude, and Fourth Magnitude.
In BC, there are 46 spells. The most common augmentations are: Targets, Area/Range, Damage, Props, and Duration. Most spells begin by affecting one target, have a close range, do minimum damage, require at least speaking or moving hands, and have a duration of instant or 1 round.
Targets allows you to affect more than one person.
Area/Range increases the radius or range of the spell.
Damage increases the damage done.
Props includes adding in more gestures, incantations, or speaking when some spells don't require them.
Duration increases the duration of the spell.
All but Props increases the final DC to cast the spell, and increases the amount of spell energy used in the casting.
Props decreases the DC.
The one thing this spell system also incorporates is a Drain system, where each time a spell is cast, regardless of success or not, the caster suffers temporary Drain (in BC, this is nonlethal damage, so I guess in HERO this would be Stun damage).
Each spell is like this, has these options, and the caster can customize at the time of casting how he wants his spell to perform.
There are also more advanced properties of the spell system, including the blending of spells into a more powerful single spell. One example in the book is including the spells Destroy, Fear, and Water Talent to create a Mist cloud that causes fear and destroys the persons body as they enter the fog.
One of my thoughts on this was to make each spell its own VPP and have an Active Point cap based on the level of Wizard knowledge the character is, which would be from Dabbler to Fourth Magnitude.
That's as far as I got, because whenever I think of including the possible augmentations, and they are optional and not required during the casting, how would you work those into the individual spells. This is NOT a spell system where a person just purchases individual spell variants because of how free-form it is for the caster. The caster chooses what aspects, how powerful, etc, AT THE TIME OF CASTING. This is one type of spell system that I do find hard to simulate using HERO System.
Can anybody help on this, please?