Post by Neros on Aug 20, 2008 9:57:58 GMT -5
Ive been trying to make a different version of Mastery of Magic based on Pirate Spices rules.. Im hoping it will make it more smooth and balanced, but to do it, i will need to hear some input and suggestions from the great people of this board..
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Mystic Lore
Cost Level = Action Number
Description
This action shows how much knowledge the character has about magic, mystical energies, beings and everything els that is beoynd what we could call normal in this world. The action works in many cases as general knowledge, but is limited to magic.. It also allows a character to study various aspects of magic.. Like an ancient book of forbiden knowledge or a magical rat he might have found under his bed.
Also, Mystic lore functions as a prerequisite to getting other magical actions such as voodoo, sorcery, demonology, ect.. These "branches" of magic must be bought seperatly, and cannot exceed your Mystic Lore action by more than double its AN (If you have Mystic Lore at 2, other magical actions cannot be more than 4)..
Rules for Action Box:
• Intelligence Bonus
• Ask relevant question of the GM
• Used to study magic
• (Insert Specialities)
SPECIALITIES Include but is not limited to:
Demonology, Nature Magic, Enchantment, Necromancy, Shamanism, Sorcery, Summoning, Voodoo, Witchcraft, Forbiden knowledge, Ancient Forgotten History, Arcane Text, Divine Influences, Natural Leylines,
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MASTERY OF MAGIC/"BRANCH OF MAGIC"
Cost Level = Action Number + Options
DESCRIPTION
This is the basic ability to manipulate magical energies for a variety of small effects, which is related to the type of magic.. Like creating small figures out of flowers and grass for a Shaman or Burning glow for Pyromancers..
As with Mastery of Elements, all your effects should be related to your branch of Magic. Use the Options below to construct your Mastery. Note that often, the stones of damage done by Magical Actions don’t have an impact on white stones, but rather represent the effectiveness and duration of the magic. When they do have an impact, then magical stones of damage are just the same as non-magical stones of damage. Unless otherwise specified, all effects have a range of 2.
Manipulation of Magic: These are all the minor spells, effects, etc., that magicians in books (including comic books) are able to achieve with little or no effort. It is used to manipulate energy into shapes, effects and other materials — create ice sculptures, make fire (or fireworks), blow smoke rings and the like.
OPTIONS
• Magical Barrier (+1 to Cost Level): A specific example of Manipulation of Magic that you may use quite frequently. You may describe your barrier however you wish. Stones spent = effect. If you make a 3-stone wall of ice, it will take 3 red stone for somebody to overcome its Resistance. (And if you made it out of flame, then people would take flame damage if they tried to come through it.) Stones spent for Duration or Range don’t count towards effect. Like Force Field, but without double defensive stones.
• Magic Blast (+1 to Cost Level): Force Blast of raw, magical energy at Range: 3
• Illusion/Prestidigitation (+1 to Cost Level): Stones vs. Intelligence (area effect). (Not limited by Restriction #2, below.)
• Scrying (+1 to Cost Level): Find direction or exact location of specific people/objects, or simply spy on them (Magical Defense will add Resistance to this). Gain Situational Bonus if you use a scrying device/method (crystal ball, scrying pool, tarot cards, tea leaves, entrails, etc.)
• Sleep (+2 to Cost Level): Stones vs. Intelligence + Mental Defense. May not be used in combat. Duration: 5 minutes/stone of “damage.”
• Stun (+1 to Cost Level): Stones vs. Durability. May be used in combat. Duration: 1 Panel/stone of “damage.”
• Curse (+2 to Cost Level): Afflict target with Bad Luck (Spend stones on duration row). “Modifier Number” is equal to stones spent.
• Luck (+2 to Cost Level): Grant target Good Luck for (Spend stones on duration row). “Modifier Number” is equal to stones spent.
• Turn Others Into Beasts (+3 to Cost Level): Stones vs. Durability + Magical Defense; Duration = 5 minutes/stone of damage.
• Fear (+2 to Cost Level): As the Fear Action.
• Herbalism (+1 to Cost Level): By evoking magical properties of herbs, grant target Fast Healing Modifier for 1 day/stone spent.
• Potions (+1 to Cost Level): Love, sleep, control and more. Stones vs. appropriate Ability. Spend seperate stones for duration
• Commune With Nature/Entities/Demons (+1 to Cost Level): Can communicate with the forces of nature, Demons from Hell or what might be approbriat for the branch of magic. This makes your Magic Action function just like if it had been Social Skills. In some ways, its like Summoning, but its more like “requesting their presence” than “Summoning.”
• Weakness (+1 to Cost Level): A curse which can cause the victim to suffer from inexplicable loss of energy. Requires 1 Panel to prepare for each stone of effect. Stones of effects vs. Durability. The victim loses the use of one red stone of energy for every stone of damage. (e.g., 5 stones vs. 3 Durability makes 2 red stones sick and weakened, and will not regenerate until the victim recovers.) Range: 2, Duration = stones affected on Duration Row of the D&R Chart.
• Accumulate Energy (+2 to Cost Level): Add energy to a proposed effect each Panel (storing the stones in your Mastery Action Box), then unleash it all at once. For each additional multiple of AN (round up) you will be stunned for 1 Panel.
• Rituals (+1 to Cost Level): For every hour of preparation, you get 1 free stone to use in any Mastery of Magic Action, up to 2x Action Number. (Not limited by Restriction #3.)
• Necromancy: May purchase any Mastery of Death Options (but not Mastery of Elements Options) for Mastery of Magic.
• Love Charm (+1 to Cost Level): Stones of effect vs. Intelligence for success. Stones of “damage” determine initial duration (on the D&R Chart). Stones may be added subsequently for additional duration. The Enchanted Kiss used by the Enchantress is an example of a Love Charm.
• Transform Others at Range (+3 to Cost Level): Into just about anything you want. Stones of effect vs. Durability. Duration = stones of “damage” on D&R Chart.
• Transform Self (+2 to Cost Level): May assume the form of any existing creature or object. Intelligence, Mental Defense, Magical Defense do not change. Difficulty/Resistance = Durability or Hardness of creature you are changing into. Duration is at will.
• Endowment (+3 to Cost Level): The granting of extreme Abilities, Actions or Modifiers to others to a maximum of Action Number. Spell is temporary or permanent at GM discretion. It can be broken or not, usually a function of story line.
• More or less any action or Modifier can be linked to your magical Action giving it a -1 discount (at GMs discretion), however, this will make the Action take a panel to prepare
* NOTE: Magical Travel and Summoning cannot gain the discount.. Magical Travel already takes a panel and Summoning (if you go with the revised version here) also takes a panel..
Restrictions
The following 4 restrictions are very important to the practice of Magic in this game. These apply to everything you do with Mastery of Magic.
1. For Duration of effects, except where specified, add stones according to the Duration row on the D&R Chart. These stones don’t count towards effect.
2. For range or area of effects, except where specified, add stones according to the Range or Area row on the D&R Chart. These stones do not count towards effect.
3. No effect of Mastery of Magic may use more than 6 stones, including Bonuses or Modifiers, unless otherwise specified.
4. You must spend 1 Panel in preparation for any effect.
Rules for Action Box:
• Manipulation of Magic
• Range: 2
• "Attack" Vs Appropriat Ability + Magical Defense (if you are trying to mesmerize someone, its Intelligence, if you are trying to affect their body its Durability)
• Split stones for multiple targets
• (Insert Options)
===============================
Mystic Lore
Cost Level = Action Number
Description
This action shows how much knowledge the character has about magic, mystical energies, beings and everything els that is beoynd what we could call normal in this world. The action works in many cases as general knowledge, but is limited to magic.. It also allows a character to study various aspects of magic.. Like an ancient book of forbiden knowledge or a magical rat he might have found under his bed.
Also, Mystic lore functions as a prerequisite to getting other magical actions such as voodoo, sorcery, demonology, ect.. These "branches" of magic must be bought seperatly, and cannot exceed your Mystic Lore action by more than double its AN (If you have Mystic Lore at 2, other magical actions cannot be more than 4)..
Rules for Action Box:
• Intelligence Bonus
• Ask relevant question of the GM
• Used to study magic
• (Insert Specialities)
SPECIALITIES Include but is not limited to:
Demonology, Nature Magic, Enchantment, Necromancy, Shamanism, Sorcery, Summoning, Voodoo, Witchcraft, Forbiden knowledge, Ancient Forgotten History, Arcane Text, Divine Influences, Natural Leylines,
===============================
MASTERY OF MAGIC/"BRANCH OF MAGIC"
Cost Level = Action Number + Options
DESCRIPTION
This is the basic ability to manipulate magical energies for a variety of small effects, which is related to the type of magic.. Like creating small figures out of flowers and grass for a Shaman or Burning glow for Pyromancers..
As with Mastery of Elements, all your effects should be related to your branch of Magic. Use the Options below to construct your Mastery. Note that often, the stones of damage done by Magical Actions don’t have an impact on white stones, but rather represent the effectiveness and duration of the magic. When they do have an impact, then magical stones of damage are just the same as non-magical stones of damage. Unless otherwise specified, all effects have a range of 2.
Manipulation of Magic: These are all the minor spells, effects, etc., that magicians in books (including comic books) are able to achieve with little or no effort. It is used to manipulate energy into shapes, effects and other materials — create ice sculptures, make fire (or fireworks), blow smoke rings and the like.
OPTIONS
• Magical Barrier (+1 to Cost Level): A specific example of Manipulation of Magic that you may use quite frequently. You may describe your barrier however you wish. Stones spent = effect. If you make a 3-stone wall of ice, it will take 3 red stone for somebody to overcome its Resistance. (And if you made it out of flame, then people would take flame damage if they tried to come through it.) Stones spent for Duration or Range don’t count towards effect. Like Force Field, but without double defensive stones.
• Magic Blast (+1 to Cost Level): Force Blast of raw, magical energy at Range: 3
• Illusion/Prestidigitation (+1 to Cost Level): Stones vs. Intelligence (area effect). (Not limited by Restriction #2, below.)
• Scrying (+1 to Cost Level): Find direction or exact location of specific people/objects, or simply spy on them (Magical Defense will add Resistance to this). Gain Situational Bonus if you use a scrying device/method (crystal ball, scrying pool, tarot cards, tea leaves, entrails, etc.)
• Sleep (+2 to Cost Level): Stones vs. Intelligence + Mental Defense. May not be used in combat. Duration: 5 minutes/stone of “damage.”
• Stun (+1 to Cost Level): Stones vs. Durability. May be used in combat. Duration: 1 Panel/stone of “damage.”
• Curse (+2 to Cost Level): Afflict target with Bad Luck (Spend stones on duration row). “Modifier Number” is equal to stones spent.
• Luck (+2 to Cost Level): Grant target Good Luck for (Spend stones on duration row). “Modifier Number” is equal to stones spent.
• Turn Others Into Beasts (+3 to Cost Level): Stones vs. Durability + Magical Defense; Duration = 5 minutes/stone of damage.
• Fear (+2 to Cost Level): As the Fear Action.
• Herbalism (+1 to Cost Level): By evoking magical properties of herbs, grant target Fast Healing Modifier for 1 day/stone spent.
• Potions (+1 to Cost Level): Love, sleep, control and more. Stones vs. appropriate Ability. Spend seperate stones for duration
• Commune With Nature/Entities/Demons (+1 to Cost Level): Can communicate with the forces of nature, Demons from Hell or what might be approbriat for the branch of magic. This makes your Magic Action function just like if it had been Social Skills. In some ways, its like Summoning, but its more like “requesting their presence” than “Summoning.”
• Weakness (+1 to Cost Level): A curse which can cause the victim to suffer from inexplicable loss of energy. Requires 1 Panel to prepare for each stone of effect. Stones of effects vs. Durability. The victim loses the use of one red stone of energy for every stone of damage. (e.g., 5 stones vs. 3 Durability makes 2 red stones sick and weakened, and will not regenerate until the victim recovers.) Range: 2, Duration = stones affected on Duration Row of the D&R Chart.
• Accumulate Energy (+2 to Cost Level): Add energy to a proposed effect each Panel (storing the stones in your Mastery Action Box), then unleash it all at once. For each additional multiple of AN (round up) you will be stunned for 1 Panel.
• Rituals (+1 to Cost Level): For every hour of preparation, you get 1 free stone to use in any Mastery of Magic Action, up to 2x Action Number. (Not limited by Restriction #3.)
• Necromancy: May purchase any Mastery of Death Options (but not Mastery of Elements Options) for Mastery of Magic.
• Love Charm (+1 to Cost Level): Stones of effect vs. Intelligence for success. Stones of “damage” determine initial duration (on the D&R Chart). Stones may be added subsequently for additional duration. The Enchanted Kiss used by the Enchantress is an example of a Love Charm.
• Transform Others at Range (+3 to Cost Level): Into just about anything you want. Stones of effect vs. Durability. Duration = stones of “damage” on D&R Chart.
• Transform Self (+2 to Cost Level): May assume the form of any existing creature or object. Intelligence, Mental Defense, Magical Defense do not change. Difficulty/Resistance = Durability or Hardness of creature you are changing into. Duration is at will.
• Endowment (+3 to Cost Level): The granting of extreme Abilities, Actions or Modifiers to others to a maximum of Action Number. Spell is temporary or permanent at GM discretion. It can be broken or not, usually a function of story line.
• More or less any action or Modifier can be linked to your magical Action giving it a -1 discount (at GMs discretion), however, this will make the Action take a panel to prepare
* NOTE: Magical Travel and Summoning cannot gain the discount.. Magical Travel already takes a panel and Summoning (if you go with the revised version here) also takes a panel..
Restrictions
The following 4 restrictions are very important to the practice of Magic in this game. These apply to everything you do with Mastery of Magic.
1. For Duration of effects, except where specified, add stones according to the Duration row on the D&R Chart. These stones don’t count towards effect.
2. For range or area of effects, except where specified, add stones according to the Range or Area row on the D&R Chart. These stones do not count towards effect.
3. No effect of Mastery of Magic may use more than 6 stones, including Bonuses or Modifiers, unless otherwise specified.
4. You must spend 1 Panel in preparation for any effect.
Rules for Action Box:
• Manipulation of Magic
• Range: 2
• "Attack" Vs Appropriat Ability + Magical Defense (if you are trying to mesmerize someone, its Intelligence, if you are trying to affect their body its Durability)
• Split stones for multiple targets
• (Insert Options)