Post by arch2ngel on Jan 17, 2010 3:15:14 GMT -5
Okay, it's not done (the Options especially need a lot of work, and I'd like to include a bonus to learning new spell options with Mystic Lore - maybe 1/2 AN subtracted from LoE needed to research a new spell option? not sure yet), but this is what I've come up with so far:
Mystical Lore AN+0CL
This action shows how much knowledge the character has about magic, mystical energies, beings and everything else that is beyond what we could call natural in this world.
This action determines the highest rank a character can put into any of the Schools of Magic (Sorcery, Summoning, Witchcraft, Asgardian Sorcery, and Voodoo).
It is also used to determine what spells are in the process of being cast in your presence. If the character has the same School of Magic and the character's Mystic Lore is higher than the amount of stones the opponent is putting into a School of Magic action, then the character is aware of what spell the opponent is casting. If the character does not have the same School of Magic as the opponent is casting a spell from, the difficulty is doubled. If the character has both the School of Magic and the Spell Option being used, the difficulty is reduced by the CL of the Option. (Please note: if successful, the character will know what spell is being cast and in what school, but not how many stones were put into the spell.) If they character was able to ascertain what spell was being cast he may either continue performing his actions as planned, move stones from a School of Magic action box to Mastery of Magic in order to counter the spell (see Mastery of Magic for more details on this), or change the spell the character planned to cast (though it is still required to keep the stones in the same School of Magic action box.)
Lastly, Mystical Lore functions like General Knowledge, though limited to questions about magic, magical creatures, magical objects...basically, anything magic in nature.
Mastery of Magic AN+5CL
Mastery of Magic is used to demonstrate the application skills of a character's mystical knowledge. This is done in two ways: 1) by allowing the character to counter the magic spells of opponents, and 2) by giving the character a pool of white stones with which to create spells usable during the current Issue.
Counter Spell: Once the character has determined what spell his opponent is casting (see Mystic Lore for details), the character can shift stones from other Mystical Actions to Mastery of Magic for the purpose of countering the spell being cast. The stones in Mastery of Magic are then added to the difficulty of the spell the opponent is casting. As a result, it may not be necessary to equal the stones in order to cause the spell to be ineffective (a Mystic Blast would not have to be dropped to zero to make it ineffective, just dropped below the Magical Defense of the target), but to cancel the opponent's spell outright, it is necessary to equal or exceed the stones spent.
Create Spells: This works almost exactly like Inventing. At the start of each Issue, the character gets a pool of white stones equal to their Intelligence + Mastery of Magic AN with which to create spells. Spells created can be used in that Issue only. The player doesn't have to decide which spells to create at the beginning of the Issue, and can set aside any number of stones and draw upon them later in the Issue, though doing so requires access to the character's Library of Mystical Texts and time equal to one hour per white stone (or 20 minutes per red stone) spent on the item. Unspent stones do not carry over to subsequent Issues.
The maximum AN of any spell you create is equal to your Mastery of Magic AN. You may create any number of spells, provided you have enough stones. At the GM's discretion, you may create plot-oriented spells for free. You may also be able to justify the purchase of superhuman Abilities, Actions and Modifiers with LOEs by representing them as permanent spells you have mastered.
Mastery of Magic Modifiers are represented by better Mystical Texts acquired and grant additional white stones equal to MN.
Spell Traits
Traits are Advantages and Disadvantages that apply only to spells you create:
+1 CL = Works On Paper. You have never created this type of spell before, but it should work.. in theory. You must apply this trait to any spell you're creating for the first time. Later, if you make the same spell again, you may ignore this trait.
-2 CL = Stationary. The ritual necessary to cast the spell involves components that cannot be moved. In order to cast this spell, the character must be in the location it was created.
-2 CL = One Shot. Whatever spell you just created, it's only going to work once per Issue. Make it count!
Options
+1 CL = Just The Spell! No matter what you're up against, chances are, you've already been researching that very subject. The character devotes a large percentage of their time in their Library researching new spell, and as a result, can complete the research to create a spell using Mastery of Magic much quicker. If you have set creation stones aside, the time it takes you to convert them into spells is reduced to only 5 minutes per white stone, and 1 minute per red.
+1 CL = Cannibalize. You've spent a great deal of time learning how to reuse components in your spells. Provided you have access to your library, you can refund a spell you've already made this issue for half it's original cost (round down). If the components were destroyed or the spell had the One Shot trait and is already spent, you are refunded only one quarter it's original cost (round down).
+1 CL = Masterpiece. Though you can work on any number of projects at once, you are at your best when researching a single spell at a time. If you spend all of your creation stones on a single spell, it's maximum AN can exceed your Mastery of Magic AN by 2. Additionally, you may create said spell at -1 CL. You've outdone yourself this time!
-1 CL = One Track Mind. You don't work well on multiple projects, preferring to focus your efforts on a single spell. While you can set aside stones for later, you may only have one spell being researched at a time.
Schools of Magic AN+0CL
This Action (combined with Mastery of Magic and Mystical Lore) completes the spellcraft abilities of a Mage, and is generally considered to be the most important part, as it gives the Mage the spells he can rely upon regularly. Schools of Magic are split up into categories, each of which have their own options (spells) available. A character can have multiple Schools, but each one will have it's own Action Block on the character's CAD, and must be purchased separately. Each is described below in turn.
Options available to all Schools of Magic
+2CL = Innate Talent. This option allows the School of Magic's AN to exceed the character's Mystic Lore action – the character does not even need to have the action at all, though this does limit the character's aptitude as a wielder of magical knowledge. Even if the character purchases multiple Schools of Magic, this option may only be purchased for one School of Magic – the others would be limited by the character's Mystic Lore as normal.
Characters with any School of Magic actions receive a -1CL discount to Magic Blast, Mystical Ward, and either Flight or Teleportation. These actions are bought as a Mystical Action tied to the School of Magic the character is most adept at (and as such, can be recognized via Mystical Lore and countered via Mastery of Magic), and cannot have a rank higher than the School of Magic they're associated with.
Sorcery Options
+1CL = Scrying. (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.]) Needs work
+2CL = Sleep. (Stones vs. Intelligence or Durability + Magical Defense. “damage” done is used to determine the duration of the sleep. People asleep can be awakened before the time elapses by physical contact [shaking them, hitting them, etc.])
+1CL = Illusions/Prestidigitation. (as Create Illusions action)
+1CL = Imbue Familiar. Intelligence and Durability are increased by 1 from the base creature's stats. The character is able to use the senses of the familiar, and cast his spells through the familiar. Needs work
+?CL = Commune with Demons. Needs work
Witchcraft Options
+2CL = Curse (grants the Bad Luck Modifier to target, stones spent are divided between duration and effect)
+2CL = Luck (grants the Good Luck Modifier to target, stones spent are divided between duration and effect)
+2CL = Fear (as Fear action)
+1CL = Herbalist (as Medical Healing action)
+2CL = Create Poisons. Stones of damage/Panel until antidote or result (kill, paralyze, etc.) Those that work on contact are ½ effect. Those that must be injected into the bloodstream are equal effective. Those that require ingesting are 2x effective. Needs work
+2CL = Create Potions. Love, sleep, control, and more. Stones vs. appropriate Ability. Needs work
+1CL = Imbue Familiar. Intelligence and Durability are increased by 1 from the base creature's stats. The character is able to use the senses of the familiar, and cast his spells through the familiar. Needs work
+?CL = Commune with Nature Spirits. Needs work
Voodoo Options
+1CL = Communicate with the Dead. Needs work
+1CL = “Read” Corpses. Needs work
+2CL = Call Undead. Needs work
+?CL = Create Voodoo Dolls. Needs work
+?CL = Weakness. Needs work
+?CL = Commune with Nature Spirits. Needs work
Asgardian Sorcery Options
Need to work on (right now, everything I want to put under this is already an option under Witchcraft)
Summoning AN+2CL
Summoning is considered a School of Magic in how other actions affect it, though it works differently from other Schools of Magic in how it works itself. (Note: all options available to every School of Magic are available to Summoning as well.) Summoning allows the character to preform a ritual to designed to summon demons from another plane of existence. The character creates demons with up to 4 stones per rank of Summoning – all abilities must be purchased, though only Actions and Modifiers that the Player wants the demon to have need be included.. The GM is encouraged to “flesh out” the demon with additional Actions and Modifiers (and depending on the research the character did before summoning the demon determines how much of these abilities are known). It is recommended that the GM use 2 stones per rank of the character's Summoning with which to flesh out the demon. The GM should also feel free to add any Challenges to the demon (which do not award points), which should have no more than ¼ of the stones the player invested in the demon. (So if the demon was summoned at rank 10, or 40 stones, it should have no more than 10 stones of Challenges.)
It takes a number of panels equal to the rank the demon was purchased at to summon and control the demon. It only takes 2 panels to summon a demon, with the extra panels needed to summon the demon going toward getting the demon under control of the character. It is recommended that the character have a Mystic Ward in which to summon the demon into, as the demon can and will attack the character after it is summoned but before it is under the character's control. Even when the demon is under the character's control, it will seek ways to subvert its instructions, without actually disobeying them.
Options
+2CL = Named Demon. Knowing the true name of a demon allows you summon a more powerful demons quicker. The player creates a demon (with stones equal to 5x the rank used to summon it – the GM still has the option to add features to the demon, but unless the character learned this option with LoE, the player should be told what most of those features are, and should be limited to 2x the rank used to summon the demon). To summon the demon, the character can spend stones to shorten the number of panels needed to summon the demon. (2 stones per panel reduced – and no, the player cannot spend more than his rank in Summoning each round, so if the demon is at the maximum power he can create, it will take him at least two panels to summon the demon.)
+?CL = Commune with Demons. Needs work
Magic Blast AN+1CL
Magic Blast functions just like Force Blast, except that it is defended against by Magical Defense instead of Toughness (though Reflexive Dodge and stones in Defense still apply – the blast has to hit its target to be effective, after all). As with Force Blast, Magic Blast comes with 2 free CL's of Options. See Force Blast for more details.
(Note: if this option is purchased with the -1CL from School of Magic, it must be tied to a particular School of Magic, which allows Mystic Lore to recognize when it's being cast, and Mastery of Magic to counter the blast.)
Mystic Ward AN+2CL
Mystic Wards function as a stationary Force Field from 1.0 (though it cannot be used offensively, and also blocks magic). They are created by forming a simple circle – usually with chalk or blood, but other substances can be used (salt, for example). After the circle is drawn, the character puts stones into the circle to create a mystical field that prevents any attacks and any spells from entering the circle. For every stone put into the field, an additional stone from the General Pool is added. These stones count toward the defense of everyone inside the circle. The mystical field is in place until an attack of sufficient strength destroys it or the creator (or anyone in the field) moves or attacks through the circle. “Normal” attacks made from within the circle at a target outside the circle do not encounter the field, but as soon as they breech the circle, the barrier is destroyed. Spells (including magical attacks) cast within the field cannot affect outside the field, and any attempt to do so will cause the spell to be redirected at the caster (though all the caster needs to do is take one step outside the field to drop it, THEN cast the desired spell).
Some creatures (most notably: demons) are resistant to the mystic field's properties, gaining 2x – or even 3x – damage against the field. However, such creatures are blocked from exiting mystic fields when they find themselves inside one – until they can break free of it, anyway. Against such powerful entities, more permanent and intricate circles are needed (often including pentacles and/or mystic runes made out of different metals). Such circles are often found in the Libraries of Summoners, and are used when summoning demons. (Note: these circles will negate 2x and/or 3x damage from other sources as well.)
As you can see, I pretty much stole takewithfood's Inventing for Mastery of Magic. I want to include something in Summoning about dismissing summoned creatures (something about "they normally prefer to go home, but if they're wrecking mischief, they may resist being sent back, in which case it takes as long as it took to summon them to send them back to their dimension of origin" - something like that, anyway.) So...what does everyone think? Is the concept for how it all works good? any other spell options you'd like to see under any of the schools in particular (I'd really like to flesh out Sorcery some more...) Let me know what you think!
Mystical Lore AN+0CL
This action shows how much knowledge the character has about magic, mystical energies, beings and everything else that is beyond what we could call natural in this world.
This action determines the highest rank a character can put into any of the Schools of Magic (Sorcery, Summoning, Witchcraft, Asgardian Sorcery, and Voodoo).
It is also used to determine what spells are in the process of being cast in your presence. If the character has the same School of Magic and the character's Mystic Lore is higher than the amount of stones the opponent is putting into a School of Magic action, then the character is aware of what spell the opponent is casting. If the character does not have the same School of Magic as the opponent is casting a spell from, the difficulty is doubled. If the character has both the School of Magic and the Spell Option being used, the difficulty is reduced by the CL of the Option. (Please note: if successful, the character will know what spell is being cast and in what school, but not how many stones were put into the spell.) If they character was able to ascertain what spell was being cast he may either continue performing his actions as planned, move stones from a School of Magic action box to Mastery of Magic in order to counter the spell (see Mastery of Magic for more details on this), or change the spell the character planned to cast (though it is still required to keep the stones in the same School of Magic action box.)
Lastly, Mystical Lore functions like General Knowledge, though limited to questions about magic, magical creatures, magical objects...basically, anything magic in nature.
Mastery of Magic AN+5CL
Mastery of Magic is used to demonstrate the application skills of a character's mystical knowledge. This is done in two ways: 1) by allowing the character to counter the magic spells of opponents, and 2) by giving the character a pool of white stones with which to create spells usable during the current Issue.
Counter Spell: Once the character has determined what spell his opponent is casting (see Mystic Lore for details), the character can shift stones from other Mystical Actions to Mastery of Magic for the purpose of countering the spell being cast. The stones in Mastery of Magic are then added to the difficulty of the spell the opponent is casting. As a result, it may not be necessary to equal the stones in order to cause the spell to be ineffective (a Mystic Blast would not have to be dropped to zero to make it ineffective, just dropped below the Magical Defense of the target), but to cancel the opponent's spell outright, it is necessary to equal or exceed the stones spent.
Create Spells: This works almost exactly like Inventing. At the start of each Issue, the character gets a pool of white stones equal to their Intelligence + Mastery of Magic AN with which to create spells. Spells created can be used in that Issue only. The player doesn't have to decide which spells to create at the beginning of the Issue, and can set aside any number of stones and draw upon them later in the Issue, though doing so requires access to the character's Library of Mystical Texts and time equal to one hour per white stone (or 20 minutes per red stone) spent on the item. Unspent stones do not carry over to subsequent Issues.
The maximum AN of any spell you create is equal to your Mastery of Magic AN. You may create any number of spells, provided you have enough stones. At the GM's discretion, you may create plot-oriented spells for free. You may also be able to justify the purchase of superhuman Abilities, Actions and Modifiers with LOEs by representing them as permanent spells you have mastered.
Mastery of Magic Modifiers are represented by better Mystical Texts acquired and grant additional white stones equal to MN.
Spell Traits
Traits are Advantages and Disadvantages that apply only to spells you create:
+1 CL = Works On Paper. You have never created this type of spell before, but it should work.. in theory. You must apply this trait to any spell you're creating for the first time. Later, if you make the same spell again, you may ignore this trait.
-2 CL = Stationary. The ritual necessary to cast the spell involves components that cannot be moved. In order to cast this spell, the character must be in the location it was created.
-2 CL = One Shot. Whatever spell you just created, it's only going to work once per Issue. Make it count!
Options
+1 CL = Just The Spell! No matter what you're up against, chances are, you've already been researching that very subject. The character devotes a large percentage of their time in their Library researching new spell, and as a result, can complete the research to create a spell using Mastery of Magic much quicker. If you have set creation stones aside, the time it takes you to convert them into spells is reduced to only 5 minutes per white stone, and 1 minute per red.
+1 CL = Cannibalize. You've spent a great deal of time learning how to reuse components in your spells. Provided you have access to your library, you can refund a spell you've already made this issue for half it's original cost (round down). If the components were destroyed or the spell had the One Shot trait and is already spent, you are refunded only one quarter it's original cost (round down).
+1 CL = Masterpiece. Though you can work on any number of projects at once, you are at your best when researching a single spell at a time. If you spend all of your creation stones on a single spell, it's maximum AN can exceed your Mastery of Magic AN by 2. Additionally, you may create said spell at -1 CL. You've outdone yourself this time!
-1 CL = One Track Mind. You don't work well on multiple projects, preferring to focus your efforts on a single spell. While you can set aside stones for later, you may only have one spell being researched at a time.
Schools of Magic AN+0CL
This Action (combined with Mastery of Magic and Mystical Lore) completes the spellcraft abilities of a Mage, and is generally considered to be the most important part, as it gives the Mage the spells he can rely upon regularly. Schools of Magic are split up into categories, each of which have their own options (spells) available. A character can have multiple Schools, but each one will have it's own Action Block on the character's CAD, and must be purchased separately. Each is described below in turn.
Options available to all Schools of Magic
+2CL = Innate Talent. This option allows the School of Magic's AN to exceed the character's Mystic Lore action – the character does not even need to have the action at all, though this does limit the character's aptitude as a wielder of magical knowledge. Even if the character purchases multiple Schools of Magic, this option may only be purchased for one School of Magic – the others would be limited by the character's Mystic Lore as normal.
Characters with any School of Magic actions receive a -1CL discount to Magic Blast, Mystical Ward, and either Flight or Teleportation. These actions are bought as a Mystical Action tied to the School of Magic the character is most adept at (and as such, can be recognized via Mystical Lore and countered via Mastery of Magic), and cannot have a rank higher than the School of Magic they're associated with.
Sorcery Options
+1CL = Scrying. (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.]) Needs work
+2CL = Sleep. (Stones vs. Intelligence or Durability + Magical Defense. “damage” done is used to determine the duration of the sleep. People asleep can be awakened before the time elapses by physical contact [shaking them, hitting them, etc.])
+1CL = Illusions/Prestidigitation. (as Create Illusions action)
+1CL = Imbue Familiar. Intelligence and Durability are increased by 1 from the base creature's stats. The character is able to use the senses of the familiar, and cast his spells through the familiar. Needs work
+?CL = Commune with Demons. Needs work
Witchcraft Options
+2CL = Curse (grants the Bad Luck Modifier to target, stones spent are divided between duration and effect)
+2CL = Luck (grants the Good Luck Modifier to target, stones spent are divided between duration and effect)
+2CL = Fear (as Fear action)
+1CL = Herbalist (as Medical Healing action)
+2CL = Create Poisons. Stones of damage/Panel until antidote or result (kill, paralyze, etc.) Those that work on contact are ½ effect. Those that must be injected into the bloodstream are equal effective. Those that require ingesting are 2x effective. Needs work
+2CL = Create Potions. Love, sleep, control, and more. Stones vs. appropriate Ability. Needs work
+1CL = Imbue Familiar. Intelligence and Durability are increased by 1 from the base creature's stats. The character is able to use the senses of the familiar, and cast his spells through the familiar. Needs work
+?CL = Commune with Nature Spirits. Needs work
Voodoo Options
+1CL = Communicate with the Dead. Needs work
+1CL = “Read” Corpses. Needs work
+2CL = Call Undead. Needs work
+?CL = Create Voodoo Dolls. Needs work
+?CL = Weakness. Needs work
+?CL = Commune with Nature Spirits. Needs work
Asgardian Sorcery Options
Need to work on (right now, everything I want to put under this is already an option under Witchcraft)
Summoning AN+2CL
Summoning is considered a School of Magic in how other actions affect it, though it works differently from other Schools of Magic in how it works itself. (Note: all options available to every School of Magic are available to Summoning as well.) Summoning allows the character to preform a ritual to designed to summon demons from another plane of existence. The character creates demons with up to 4 stones per rank of Summoning – all abilities must be purchased, though only Actions and Modifiers that the Player wants the demon to have need be included.. The GM is encouraged to “flesh out” the demon with additional Actions and Modifiers (and depending on the research the character did before summoning the demon determines how much of these abilities are known). It is recommended that the GM use 2 stones per rank of the character's Summoning with which to flesh out the demon. The GM should also feel free to add any Challenges to the demon (which do not award points), which should have no more than ¼ of the stones the player invested in the demon. (So if the demon was summoned at rank 10, or 40 stones, it should have no more than 10 stones of Challenges.)
It takes a number of panels equal to the rank the demon was purchased at to summon and control the demon. It only takes 2 panels to summon a demon, with the extra panels needed to summon the demon going toward getting the demon under control of the character. It is recommended that the character have a Mystic Ward in which to summon the demon into, as the demon can and will attack the character after it is summoned but before it is under the character's control. Even when the demon is under the character's control, it will seek ways to subvert its instructions, without actually disobeying them.
Options
+2CL = Named Demon. Knowing the true name of a demon allows you summon a more powerful demons quicker. The player creates a demon (with stones equal to 5x the rank used to summon it – the GM still has the option to add features to the demon, but unless the character learned this option with LoE, the player should be told what most of those features are, and should be limited to 2x the rank used to summon the demon). To summon the demon, the character can spend stones to shorten the number of panels needed to summon the demon. (2 stones per panel reduced – and no, the player cannot spend more than his rank in Summoning each round, so if the demon is at the maximum power he can create, it will take him at least two panels to summon the demon.)
+?CL = Commune with Demons. Needs work
Magic Blast AN+1CL
Magic Blast functions just like Force Blast, except that it is defended against by Magical Defense instead of Toughness (though Reflexive Dodge and stones in Defense still apply – the blast has to hit its target to be effective, after all). As with Force Blast, Magic Blast comes with 2 free CL's of Options. See Force Blast for more details.
(Note: if this option is purchased with the -1CL from School of Magic, it must be tied to a particular School of Magic, which allows Mystic Lore to recognize when it's being cast, and Mastery of Magic to counter the blast.)
Mystic Ward AN+2CL
Mystic Wards function as a stationary Force Field from 1.0 (though it cannot be used offensively, and also blocks magic). They are created by forming a simple circle – usually with chalk or blood, but other substances can be used (salt, for example). After the circle is drawn, the character puts stones into the circle to create a mystical field that prevents any attacks and any spells from entering the circle. For every stone put into the field, an additional stone from the General Pool is added. These stones count toward the defense of everyone inside the circle. The mystical field is in place until an attack of sufficient strength destroys it or the creator (or anyone in the field) moves or attacks through the circle. “Normal” attacks made from within the circle at a target outside the circle do not encounter the field, but as soon as they breech the circle, the barrier is destroyed. Spells (including magical attacks) cast within the field cannot affect outside the field, and any attempt to do so will cause the spell to be redirected at the caster (though all the caster needs to do is take one step outside the field to drop it, THEN cast the desired spell).
Some creatures (most notably: demons) are resistant to the mystic field's properties, gaining 2x – or even 3x – damage against the field. However, such creatures are blocked from exiting mystic fields when they find themselves inside one – until they can break free of it, anyway. Against such powerful entities, more permanent and intricate circles are needed (often including pentacles and/or mystic runes made out of different metals). Such circles are often found in the Libraries of Summoners, and are used when summoning demons. (Note: these circles will negate 2x and/or 3x damage from other sources as well.)
As you can see, I pretty much stole takewithfood's Inventing for Mastery of Magic. I want to include something in Summoning about dismissing summoned creatures (something about "they normally prefer to go home, but if they're wrecking mischief, they may resist being sent back, in which case it takes as long as it took to summon them to send them back to their dimension of origin" - something like that, anyway.) So...what does everyone think? Is the concept for how it all works good? any other spell options you'd like to see under any of the schools in particular (I'd really like to flesh out Sorcery some more...) Let me know what you think!