Re: How To Model: Magic adversely affected by cold iron
Thanks very much for the cool ideas guys. I've figured out my own take, based on your collective advice, and submit it here for review and feedback.
(The "On Stranger Tides" stuff sounds very cool, if only for having magic and pirates in the same setting.)
The magic system (working title "Uncanny Astrology") has spells bought individually, with a Required Magic skill roll per arcana. There are other magics in the world, but cold iron affects only this one kind, which gains its powers from the stars.
Excerpt:
For some reason, not understood by the wise, it is more difficult to work magic in the presence of wrought iron or forged steel. The closer a magician is to a large body of iron, the more difficult it is to cast his spells. Some say this is because iron is the dust to which the stars return. Others claim iron spends its life hidden from the stars in the earth and, though mined and wrought, still seeks to hide from them.
By constant exposure and diligent practice, some magicians are able to become better at performing magic around iron.
Magicians have adopted the elven habit of referring to all worked iron and steel as "cold iron".
Difficult Around Cold Iron (-1/2): A magician in a hex with between 10kg and 100kg of wrought iron takes a -4 penalty to his Magic roll. Every hex of distance decreases that penalty by 1. For every extra 100kg or part thereof, the penalty increases by 1. Every additional large body of worked iron "in range" increases the penalty by 1. Wearing steel armor makes the task even more difficult for the magician, and imposes an additional -2 penalty. Magicians may buy PSLs to offset this penalty.