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Post by Jet on Aug 26, 2008 10:32:25 GMT -5
Also protection against decease (like against poisoned daggers) and maybe sit mod to other actions for being in great form.
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Post by Neros on Sept 3, 2008 12:03:45 GMT -5
Heres a new version.. However, im still not sure how spells should be created or researched..
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.. As with Mastery of Elements, all your effects should be related to your branch of Magic. Use the Options below to construct your branch of magic, note however, that there might be two version of the Branch you wish to create.. For example, if you want to create Nature magic, one might have Commune with Nature, Force Blast and Transform self, while another could have Herbalism, Transform others at range and Commune with Nature. Also. the magician, Druid, wizard or what you might think of, will start out with a number of spells which is equal to his Mystic lore AN + Intelligence + Master of Magic AN.. He can then study his way to new spells and can even create them himself.. Both ways take time and is more or less upto the GM how long it will take.. looking for a spell takes 1 hour per Stone and trying to make one up on your own takes 5 hours per Effect
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 various effects. Before these effects can be given, the character will need the right herbs and time to give them. If the character has the right herbs and they are ready for use, it will take a hour for them to start working.. If the herbs are not ready, but the character has them it will take 2 hours for them to be able to grant their effect.. If the character dosent has the herbs, he must gather them and prepare them, which could take a week (at GMs discretion). The effects however will wear off faster if the character lives a unhealthy lifestyle (Taking drugs, constantly eating junk food, ect..).. The effects which are aviable is: Fast Healing Modifier: Duration is 1 day/stone spent. Increased Energy: Increase a targets energy upto half your AN.. Durations is 1 day/per targets Durability. Decrease Energy: Decrease a targets maximum energy pool upto you AN.. Duration is Stones spend vs Targets Durabilit where the damage is the number of days the effect will last.. If the target has a healing factor, the duration will be turned into hours instead and each "level" of healing factor will substract 1 stone of duration. • Potions (+1 to Cost Level): Love, sleep, control and more. Stones vs. appropriate Ability. Spend seperate stones for duration. Like herbalism, this takes time to prepare. • Commune With Nature/Entities/Demons (+1w): Can communicate with the forces of nature, Demons from Hell or what might be approbriat for the branch of magic, be they beasts, birds or even some wise trees (effect similar to Social Skills). So if you stymble upon a being, you may trie and negotiate with it.. Convinsing not to attack you or join your cause.. • Weakness (+1 to Cost Level): A curse which can cause the victim to suffer from inexplicable loss of energy. Requires 1 Panel to prepare. 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): • 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 the D&R chart • Transform Self (+2 to Cost Level): May assume the form of any existing creature or object whihc fits you magicc branch. Intelligence, Mental Defense, Magical Defense do not change. Difficulty/Resistance = Durability or Hardness of creature or object you are changing into. Duration is at will and the change takes a panel. • Endowment (+3 to Cost Level): Place incredible abilities upon others.. To do this, the character must spend some time, focusing on the reciever and the spell.. This takes roughly 1 hour per stone.. • 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 and prevent it cant be more than double your Mystic Knowledge Action. * 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..
Rules for Action Box: • Manipulation of Magic • Insert options to create a branch of magic • Number of spells known at the begining of the story: Mystic Lore AN + INT + Master of Magic AN • Spend time to learn new spells or options
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Post by jeffhazelwood on Sept 20, 2008 16:42:48 GMT -5
It looks good Nero ;D
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Post by Neros on Oct 27, 2008 13:16:16 GMT -5
Ive been thinking about how to handle "Creating Spells" with these rules.. Ive also thought about adding a modifier called Tomb of "xxxx"/Library/Ect, which could show a number of spells you could pull out of your sleeve per issue, however, these spells take a full panel to perform (thought about making the spells you know, spells you have memorized, and wont take a panel, but it will still puts you last in the initiativ rooster because they still take time)...
How to Create your own Spells To create your own spells, the character must spend some time studying how he's gona make the magical energies give him the desired effect.. This is generally done like so:
The Total Effect of the stones is used to determine how long it will take to create the spell.. Its generally 1 day per stone of effect.. However, this can be affected by various things, such as options and disadvantages.. For each +1 to costlevel a option/advantage has, it will count as 1 effect higher and the otherway around with Disadvantages (however it wont affect the real effect)
The Spell Requires an Ingredient (the first three must atleast fit in the palm): -1 if its a rather normal thing -2 if the object is harder to aquire -3 if its truelly something rare -1 if the ingredient needed is as big as the spell creator
Options for spells +1 if it dosent require vocal commands +1 if it dosent require certain movements Any other advantage which the GM deems approbriat
Example: Jagorn wants to create a fireball spell.. He wants it to be rather powerful, so he sets its effect to 5.. This would then take 5 days to complete, however, he wants to give it Area Effect and 2xDamage (+5 to costlevel), which increases the time it will take to 10 days.. He decides to downgrade this time abit, by adding an ingredient.. He decides a piece of wood would be fitting, and downgrades it with 1 day..
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Post by Neros on Nov 6, 2008 12:20:46 GMT -5
Dam, this is a headache.. Ive thought abit more about how to create spells, and this wont do it.. Or i don't think so.. I really want this to be in my next version for the "Guide to House Rules", but its abit hard since its not ready.. Ive been thinking about trying to run a game here to test the rules..
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Post by Jet on Nov 6, 2008 13:31:40 GMT -5
You know Neros, your Spell Creating formula is kinda interresting. Your rules aside, but how about allowing such formula to be used for normal Sorcery instead everytime you cas a spell?
Example: To cast a Fireball of strenght of 5 with area effect of 2 and 2x damage, you'd need to pay a whooping ammount of 5+2+2 = 9 stones. Not really efficient, if you ask me. But if you use an ingredient to make it, it'll be actually cheaper. A small ammount of sulfur, which is a common and easily obtainable substance, will reduce costs by 1. But if you use a ruby (which is much harder to get), it'll be 2, and dragons scale (a rather rare object) will add 3. Then if you'd like to cast it without changing or moving hands, it'd be 1 additional stone to pay per factor.
Does this makes sense?
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Post by Neros on Nov 6, 2008 16:31:34 GMT -5
Well, the formular isent for everytime you cast a spell.. Its for when you want to create/research one.. You can't suddenly come up with a new spell, which funny enough is just what you need right now.. Either it must be a spell you memorized or a spell you have in a book, piece of paper or similar.. I thought about making it: using a memorized spell dosent take a panel.. Using a spell from a book takes a panel.. But what you are suggesting is exactly what i suggested... Decreasing the "Creation Cost" by adding requirements to the spell.. Or maybe I dident understand what you meant Hmm.. A player could also gain situational modifiers from the "lab" he is using or other items that could give some aid in the process..
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Post by mago on Nov 6, 2008 16:35:51 GMT -5
NO MEMORISING! GAAH! this is NOT DnD...
okay, good, now that is out of the way, i belive the only proper spellcasting is spontainus and impulsive. none of this "memorising" shittyness. I belive that, while mages should know a helluva lot of spells, they'd almost always be comming up with new ones or variations to suit their need. in, say, mage by WW i always tell my players that there are never two spells alike, only two spells with the same effect. same principle here.
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Post by Jet on Nov 6, 2008 20:01:59 GMT -5
Im with mago here. MURPG is not a DND, where every single spell is EXACTLY like you learned it. Imagine a situation where your magic user has to, for example, fix the bed. Does that mean I cant do it if I havent got the right spell? Bullshit! We all know that Dr Strange spends years mastering his spells, but when it comes to action, he always has what he needs and thats what makes MURPG spells different then usual fantasy RPG's- you ALWAYS have what you need, but only as long as you can pay the rs for the effect.
"Oh no, wait, I dont know how to do this. Gimme a time to research the bed fixing spell."
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Post by Neros on Nov 7, 2008 5:14:01 GMT -5
Well, thats where MURPG loses any sense of magic for me.. Im fare from a fan of DnD, but when you cast a spell, I imagen that you crack open your book or use your memory, and then cast the spell.. Just throwing stones together and *poof*, you have any effect you want seems really "none wizardy".. There is no research, theres no opening of old tombs, theres no arcane labretory, there is no staying up late in the night..
Fixing a bed could go under the basic manipulation of magic, since there isent really a Difficulty or resistance for fixing it.. Unless it was a hightech bed with inbuild force fields and defensive turrets...
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Post by Jet on Nov 7, 2008 6:35:03 GMT -5
Its MURPG- its supposed to be simple and allow us to do things we see in comic books all the time. We dont see Dr Strange study EVERY SINGLE SPELL he knows, becouse that would be a ) boring b ) pointless c ) take too much time Instead, we all pretend that "he knew that spell already", although that doesnt mean he wont stop reading those books or sometimes looking up to them.
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Post by Rinjo on Nov 7, 2008 8:56:55 GMT -5
This is... expensive!
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Post by soban on Nov 7, 2008 9:43:31 GMT -5
here is how I think about Magic. It is a tool box. You have to memorize your screw drviver, your, hammer, your nails, you lumber, ect. However useing those memorized compnents or tools you can build anyhting that you want. You get bonuses for having built a similer stucture before.
Not every spell has the same effect every time becuase something diffrent is being built. However, the tools that are used are the same no matter what is being built that is how magic should work.
Can you build a house without a hammer? Sure, but it's going to be much harder. Can you build a house such that you do not need a hammer? Sure you can.
Does that even make sense?
Example: To cast a Fireball of strenght of 5 with area effect of 2 and 2x damage, you'd need to pay a whooping ammount of 5+2+2 = 9 stones. However that assumes that you are makeing up the spell on the fly with no preperation.
However, what is the spell built out of? Lets say it is built from Three sperate spells one to create a fire at X intenseity, one for increaseing the area, and one for increasing damage. For each of those that you know very well you get a refund. Then if you have time to prepare beforehand and bring something to help it along (Say a bit of gunpowder or such) you get anouther stone refund for that. So if you have all those components the spell costs you 5 to do.
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Post by Jet on Nov 7, 2008 16:00:11 GMT -5
I like where your going Soban, but your way makes it way too abusable. Sorcery is awesome as it is and it can become even more broken then invention, where you could make uber spells and cast them for a nickel. It needs working on, but we're getting closer.
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Post by Neros on Nov 7, 2008 20:56:56 GMT -5
Studying old dusty books is suppose to be boring and unhealthy I would like for the rules to be simple (which is part of the core in MURPG), and having magic work (almost) the way it did before keeps it simple.. However it needs some balancing (which has been done with the first suggestion.. I think... I have to test it at some point)... But the second thing i want to do is make it feel like magic.. Not just another Mastery which by the way can bend reality But it could sound like my first attempt have failed.. But Soban, I like the way you described it, and i think im gona add it to the guide somehow.. "Magic is like a box of tools.. You never know what you can make with e'm"... Right now, i need to sleep.. But i'll see if i can come up with a way to get that "wizardy" feel into the rules... Or hope someone either finds a way or sparks my creativity
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