Post by piratespice on Sept 14, 2005 1:59:41 GMT -5
Okay, it should be no secret to anyone that remembers me that I loathe the MURPG magic system. In particular, I dislike the way it is split up into multiple Actions, none of which I feel are worth creating a new Action for, and all of which I feel are ill-defined in as far as what they actually do. I reject the idea that magic can do anything "because its magic." I do recognize that "anything-power" is pretty much Marvel's take on magic, but that's no reason to subject a good game to such a tragically open-ended magic system. As far as I'm concerned, Doctor Strange can do practically anything with magic because he's just that good at it.
The following take the approach of building one's magical knowledge more like a Mastery of Elements. Its still open-ended enough that you're not pinning yourself down to a list of D&D spells, but reins in the Action a bit and puts limits on just what it is useful for. In doing so, it also helps to tailor your magical skills to suit your character, without requiring the creation of a whole new Action (e.g. Voodoo, Asgardian Sorcery) to do it.
EDIT: Just in case the above wasn't clear, this version of Mastery of Magic is intended to abolish Sorcery, Magical Travel, Asgardian Sorcery, and Voodoo. Summoning, however, is still a seperate Action. It is distinctive enough from other magic (both in flavor and game mechanics) to operate on its own. For that matter, Summoning needn't be an inherently magical Action.
MASTERY OF MAGIC
Cost Level = Action Number + Options
Description
This is the basic ability to manipulate magical energies for a variety of effects.
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 are Range: 4.
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. For +2 to Cost Level, you can use any raw, natural element for your Force Blast (fire, ice, etc., but not plasma, radiation, etc.).
• Illusion/Prestidigitation (+1 to Cost Level): Stones vs. Intelligence (area effect). (Not limited by Restriction #1, below.)
• Astral Travel (+1 to Cost Level): As the Action.
• Flight (+2 to Cost Level): As the Action.
• Phase Shift (+2 to Cost Level): As the Action.
• Teleportation (+2 to Cost Level): As the Action.
• Invisibility (+2 to Cost Level): As the Action.
• 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 for 1 Panel. “Modifier Number” is equal to stones spent.
• Luck (+2 to Cost Level): Grant target Good Luck for 1 Panel. “Modifier Number” is equal to stones spent.
• Turn Others Into Beasts (+3 to Cost Level): Stones vs. Durability + Intelligence; 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.
• Familiar (+1 to Cost Level): You have a psychic link with a small animal that you can communicate with telepathically over any distance, use familiar’s senses.
• Commune With Nature (+1 to Cost Level): Can communicate with the forces of nature, be they beasts, birds or even some wise trees (effect similar to Social Skills). This can include spirits and minor powers, like Summoning, but is 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 #1.)
• 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.
• The following Actions and Modifiers are not included as Options for Mastery of Magic, but may be bought at a discount of -1 to Cost Level if magical in nature: Clairvoyance, Energy Absorption/Reflection, Healing (Magical), Hex-Spheres, Metamorphosis, Shape Shifting, Summoning, Telekinesis, Telepathy (Mesmerism), Magical Defense, Transform Self, Transform Self by Touch, Transform Others.
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. You must spend 1 Panel in preparation for any effect.
Rules for Action Box:
• Manipulation of Magic
• Range: 4
• Split stones for multiple targets
• (Insert Options)
EDIT: Removed rule for only using up to 6 stones for magical effects.
The following take the approach of building one's magical knowledge more like a Mastery of Elements. Its still open-ended enough that you're not pinning yourself down to a list of D&D spells, but reins in the Action a bit and puts limits on just what it is useful for. In doing so, it also helps to tailor your magical skills to suit your character, without requiring the creation of a whole new Action (e.g. Voodoo, Asgardian Sorcery) to do it.
EDIT: Just in case the above wasn't clear, this version of Mastery of Magic is intended to abolish Sorcery, Magical Travel, Asgardian Sorcery, and Voodoo. Summoning, however, is still a seperate Action. It is distinctive enough from other magic (both in flavor and game mechanics) to operate on its own. For that matter, Summoning needn't be an inherently magical Action.
MASTERY OF MAGIC
Cost Level = Action Number + Options
Description
This is the basic ability to manipulate magical energies for a variety of effects.
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 are Range: 4.
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. For +2 to Cost Level, you can use any raw, natural element for your Force Blast (fire, ice, etc., but not plasma, radiation, etc.).
• Illusion/Prestidigitation (+1 to Cost Level): Stones vs. Intelligence (area effect). (Not limited by Restriction #1, below.)
• Astral Travel (+1 to Cost Level): As the Action.
• Flight (+2 to Cost Level): As the Action.
• Phase Shift (+2 to Cost Level): As the Action.
• Teleportation (+2 to Cost Level): As the Action.
• Invisibility (+2 to Cost Level): As the Action.
• 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 for 1 Panel. “Modifier Number” is equal to stones spent.
• Luck (+2 to Cost Level): Grant target Good Luck for 1 Panel. “Modifier Number” is equal to stones spent.
• Turn Others Into Beasts (+3 to Cost Level): Stones vs. Durability + Intelligence; 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.
• Familiar (+1 to Cost Level): You have a psychic link with a small animal that you can communicate with telepathically over any distance, use familiar’s senses.
• Commune With Nature (+1 to Cost Level): Can communicate with the forces of nature, be they beasts, birds or even some wise trees (effect similar to Social Skills). This can include spirits and minor powers, like Summoning, but is 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 #1.)
• 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.
• The following Actions and Modifiers are not included as Options for Mastery of Magic, but may be bought at a discount of -1 to Cost Level if magical in nature: Clairvoyance, Energy Absorption/Reflection, Healing (Magical), Hex-Spheres, Metamorphosis, Shape Shifting, Summoning, Telekinesis, Telepathy (Mesmerism), Magical Defense, Transform Self, Transform Self by Touch, Transform Others.
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. You must spend 1 Panel in preparation for any effect.
Rules for Action Box:
• Manipulation of Magic
• Range: 4
• Split stones for multiple targets
• (Insert Options)
EDIT: Removed rule for only using up to 6 stones for magical effects.