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− | <pre>
| + | Gramarye version 1.0, Copyright ¸ 1997 by Carl D. Cravens. |
− | Gramarye version 1.0, Copyright ¸ 1997 by Carl D. Cravens. | + | |
| + | THE GRAMARYE HAS BEEN REMOVED FROM ROGUEBASIN TO AVOID COPYRIGHT INFRINGEMENT. See discussion tab for more. |
| + | |
| + | The Gramarye continues to be available on the web at http://www.fudgerpg.info/gramarye/gramarye.html |
| | | |
− | Thanks to: Karen Cravens, Michael Feldhusen, Jason Knight, Scott Raun, and the users of the
| + | [[Category:Articles]] [[Category:Magic]] |
− | fudge-l mailing list.
| + | |
− | | + | |
− | Note: The original version of The Gramarye was first published in A Magical Medley by
| + | |
− | Grey Ghost Press, Inc. See http://fudge.phoenyx.net/gramarye/license.html for information on
| + | |
− | reproducing The Gramarye.
| + | |
− | | + | |
− | gramarye (GRAM-uh-re) n. [Archaic] magic; occult knowledge
| + | |
− | | + | |
− | Introduction
| + | |
− | | + | |
− | The magic system presented here represents the pseudo-scientific approach of a mythical
| + | |
− | medieval alchemy. Many GMs running games in pseudo-medieval European settings will find
| + | |
− | this system adequate for their uses with little modification.
| + | |
− | | + | |
− | The World-View
| + | |
− | | + | |
− | The world this system is designed for is similar to a mythical medieval Europe. The typical
| + | |
− | sorcerer sees magic as a scientific force to be manipulated through scientific (to him) means.
| + | |
− | He divides the world into four basic realms -- solids, liquids, gases, and energy -- which he
| + | |
− | calls earth, water, air, and fire. All things are made up of one or more of these elements. (A
| + | |
− | man's flesh is made of earth, his blood of water, his breath of air, and his spirit of fire.) He
| + | |
− | divides living things into three different realms as well -- body, mind, and spirit. This world-
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− | view governs the way a sorcerer approaches magic.
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− | | + | |
− | How the Magic Works
| + | |
− | | + | |
− | The basic elements of magic are divided up into Realms (areas of control, such as Fire, Water,
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− | Spirit, and Body) and Colleges (types of control, such as Control, Healing, Creation, and
| + | |
− | Transformation). In order to cast spells that manipulate one of these Realms, a character must
| + | |
− | have a skill for that Realm and a skill for the College that he desires an effect from.
| + | |
− | | + | |
− | To cast a spell, the character chooses a College and a Realm and combines them for the
| + | |
− | desired effect. The character's effective skill level for the spell is that of the lowest skill he is
| + | |
− | using. If a character has more than one Realm that would affect the spell (e.g. Transform
| + | |
− | Body to Stone when the caster has both Body and Earth), use the higher Realm skill with a +1
| + | |
− | level bonus to the skill.
| + | |
− | | + | |
− | Basic Rules
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− | | + | |
− | The character must have a knowledge skill (Easy) of his type of magic -- such as Rune Lore,
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− | Sorcery, Elven Shamanism, Gypsy Dance Magic, etc. -- which is equal to or greater than his
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− | highest magic skill. This skill represents the background knowledge that the mage must have
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− | before learning to cast spells.
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− | | + | |
− | At the GM's option, a character may take only a sub-College or sub-Realm for a decrease in
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− | the difficulty of the skill.
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− | | + | |
− | Example: The Animal Realm allows the caster to affect all animals and is an Average skill. A
| + | |
− | character could take Animal/Birds as an Easy skill and be able to affect only birds. (The
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− | Animal Realm is optional; the GM may require the purchase of sub-Realms of Body/Animal,
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− | Mind/Animal, and Spirit/Animal -- all Easy skills -- to replace it.)
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− | | + | |
− | The Colleges and Realms
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− | | + | |
− | These Colleges and Realms are based on the world-view of the setting. See Modifying the
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− | System, p. 95, for a discussion on altering the Colleges and Realms available in a given
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− | campaign.
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− | | + | |
− | Colleges
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− | | + | |
− | Breaking (e.g. weaken, harm, dispel)
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− | Breaking is destruction and undoing. Almost anything can be broken, though some things are
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− | harder to break than others.
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− | | + | |
− | Communication (e.g. speak, read)
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− | Communication is about willing communication. Thought Speech (Communicate with Mind)
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− | is okay, but Read Minds is a Knowledge spell instead (Knowledge of Mind).
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− | | + | |
− | Control (H) (e.g. bind)
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− | Control is making something perform an action that it could perform of its own volition or
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− | through natural events. It cannot make a stream of water flow up-hill, for example. Control
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− | can, if the GM allows, influence natural events, such as causing an earthquake along a fault
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− | line or causing a fire to spread more quickly.
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− | | + | |
− | Creation (H)
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− | Creation is making things. Create combined with any of the life-based Realms will be off-
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− | limits in most campaigns. Create Spirit (or any other life) is usually something restricted to
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− | the gods, for instance.
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− | | + | |
− | Enhancement (e.g. strengthen, repair)
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− | Enhancement is making something better. It can repair broken items, make a man stronger or
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− | faster, or grant a "blessing" that gives the party an edge in combat. Enhancement is usually
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− | temporary.
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− | | + | |
− | Healing (H) (e.g. fertility, growth)
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− | Healing is the repair, growth, and reproduction of living things.
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− | | + | |
− | Knowledge (H) (e.g. see, hear, find)
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− | Knowledge is learning things that are unknown. It allows the caster to see things across long
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− | distances, read minds, or learn the history of an object or the true name of a dragon.
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− | | + | |
− | Movement
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− | Movement is the transportation of things through space. Examples are psychokinesis, flying,
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− | moving faster than normal, and teleportation.
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− | | + | |
− | Protection
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− | Protection is preventing the intrusion of damaging objects, spying spells, unwanted visitors,
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− | the weather, etc.
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− | | + | |
− | Transformation (H) (e.g. shape, transmute)
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− | Transformation is changing the size, shape, or chemical composition of something. The GM
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− | should keep strict control over the Transformation College; it should not be able to do things
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− | that are the domains of other Colleges. It cannot heal, hurt, control, or otherwise change
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− | anything but the physical nature of the target. Transformation is usually permanent. The more
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− | you transform something from its original state, the harder the spell. Transforming a man into
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− | a goblin is fairly easy; they're both living humanoids. Transforming a man into a mouse is
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− | harder, requiring both a mass and form change. Transforming the man into a statue is even
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− | harder, requiring an element change. Transforming the man's body into stone while leaving
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− | him mobile is harder yet because this is a natural state for neither man nor stone.
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− | | + | |
− | Realms
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− | | + | |
− | Air (e.g. gas)
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− | Air is any gaseous substance.
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− | | + | |
− | Animal
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− | Animal is any non-intelligent living creature. It overlaps with Body, Mind, and Spirit.
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− | | + | |
− | Body (H)
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− | Body is the physical body of any living creature.
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− | | + | |
− | Earth (H) (e.g. solid)
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− | Earth is any solid, non-living substance.
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− | | + | |
− | Fire (e.g. energy)
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− | Fire is any form of energy.
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− | | + | |
− | Illusion (H) (e.g. images, light, darkness, sound)
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− | Illusion is any form of sensory or mental illusion.
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− | | + | |
− | Magic (H) (e.g. mana)
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− | Magic is pure mystical force. If it can't be done with any other Realm, it can be done with
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− | Magic. Beyond the obvious (Detect Magic, Dispel Magic), Magic is a catch-all area. If a
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− | mage wants to affect something and that something isn't one of the Realms, the mage
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− | probably needs to use Magic. A Telekinesis spell that can move anything is Move with
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− | Magic. The Magic Realm is flexible and can reproduce effects from other Realms (although
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− | with slightly different results). For instance, Create Dog using Create Animal will produce a
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− | real dog while Create Magical Dog using Create Magic will produce a magical dog with
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− | magical properties. (See Guardian Beast in the sample spells.) Spells created through the
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− | Magic Realm that reproduce effects from other Realms should cost more mana, be more
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− | difficult, and/or have radically different effects. The Magic Realm should not be a general
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− | substitute for other Realms.
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− | | + | |
− | Mind (H)
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− | Mind is the mind of any living creature.
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− | | + | |
− | Plant
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− | Plant is any plant matter, living or dead.
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− | | + | |
− | Spirit (H)
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− | Spirit is the life-force of any living creature. The Spirit College works well for creating
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− | zombies, golems, or any other animated thing, provided the setting allows for summoning and
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− | binding a spirit to animate it.
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− | | + | |
− | Time (H) (e.g. past, future, history)
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− | Time is the past, present, and future. The GM should keep careful control over this Realm.
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− | | + | |
− | Water (e.g. liquid)
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− | Water is any liquid substance.
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− | | + | |
− | Mana
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− | | + | |
− | It is assumed that characters (or at least mages) have a Mana attribute or gift which has a
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− | numerical value and represents the amount of mana the character has available at one time
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− | (excluding magical devices). The character's mana is used up as he casts spells, and it
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− | recovers at a moderate rate. (In most cases, a wizard who exhausted his mana supply would
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− | recover it in a matter of minutes.) The recommended method for this system is a Mana
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− | attribute, with Terrible = 1 mana and Superb = 7 mana, and a recovery rate of 1 mana every
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− | 25 seconds (5 combat rounds).
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− | | + | |
− | The basic system presented here assumes a certain level of power and frequency of magic.
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− | These levels can be easily adjusted by changing the base difficulty of spells, changing the cost
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− | of magical skills, making a gift of Magical Aptitude a prerequisite to buying magical skill, or
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− | changing the availability and recharge rate of mana.
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− | | + | |
− | Adjusting the amount of available mana is the GM's primary tool for adjusting the overall
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− | power level of the system. For example, if the GM wants to eliminate the need for props and
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− | lower the average casting times of spells, she simply needs to raise the amount of mana
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− | available.
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− | | + | |
− | Choosing the Elements
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− | | + | |
− | The player first determines what he wants the spell to do, then looks at the lists of Colleges
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− | and Realms for a pair that describes (very roughly) the desired effect. The player should
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− | realize that not all spell effects can be wrangled out of a limited set of Colleges and Realms.
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− | For example, Create Animal is not a substitute for Locate (Know) Animal followed by
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− | Control Animal; Create creates things.
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− | | + | |
− | There are times when more than one Realm may produce the desired effect. Ice is a solid and
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− | therefore affected by Earth, but it is also water and affected by Water. It's up to the GM to
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− | decide where she'll let this overlap occur. Some GMs might decide that ice is only water and
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− | is unaffected by Earth spells, or that ice is no longer a liquid and unaffected by Water spells.
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− | | + | |
− | Also note that Move Body, for example, is not a spell; it is a combination of a College and
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− | Realm. The player should name the spell he desires before telling the GM which elements he
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− | will use. A Haste spell, which makes the target act faster, would require Move Body. The
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− | player would say, "I cast Haste using Move Body," not "I cast Move Body."
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− | | + | |
− | The player may want to keep a "spell book" of the spells his character uses often, and to give
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− | a copy to the GM. This way the spell doesn't have to be described every time the character
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− | casts it. This will also save the time of recalculating the spell's casting parameters.
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− | | + | |
− | The GM may require more than one Realm for certain effects (e.g., Transform Body to Stone
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− | may require both the Body and Earth Realms). Sometimes a spell will consist of two or more
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− | spell effects strung together. A Summon Wolf spell might require two separate skill rolls --
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− | Locate (Know) Wolf and Control Wolf.
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− | | + | |
− | | + | |
− | | + | |
− | Example: Baldor the Brilliant wants to cast a huge ball of fire at a group of advancing
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− | warriors. He combines his knowledge of Creation with his knowledge of Fire to throw a
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− | Fireball spell.
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− | | + | |
− | Putting the Spell Together
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− | | + | |
− | A basic spell has close range, does zero damage or some other minor effect, affects one man-
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− | sized target or one cubic meter of material, takes five seconds to cast, lasts for five seconds (if
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− | appropriate), costs zero mana, has a Difficulty of Fair, and requires the caster to make magical
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− | gestures or incantations.
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− | | + | |
− | The final cost, Difficulty, and casting time of a spell is determined by the GM. See Spell
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− | Effects, below and right, for rough guidelines. (These are guidelines to help choose basic
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− | costs and casting times; they are not strict rules.) The GM should not allow any spell that she
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− | thinks may be unbalancing. The GM may declare that certain spells' Difficulty Levels may
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− | not be lowered below a certain point for game balance purposes. For example, the GM may
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− | declare that Knowledge spells can never be easier than Fair, regardless of the time or mana
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− | spent casting them. Likewise, the GM may decide that certain spells require a certain length
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− | of casting time or a certain amount of mana regardless of resources available to the caster.
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− | | + | |
− | It's difficult to give detailed guidelines for determining a spell's basic level of power. The best
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− | way to do so is to compare the desired effect with an existing spell or the suggested Spell
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− | Effects. (Note that the level of effect of a particular spell is influenced by the world. For
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− | example, if talking to spirits is a common occurrence in your world, it probably shouldn't be
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− | of Great Difficulty.)
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− | | + | |
− | Once the GM determines the basic cost for a desired effect, see the Modifiers table (p. 90) to
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− | refine the cost, duration, exact spell effect, etc. of a specific spell.
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− | | + | |
− | Example: Back to Baldor's Fireball spell. Since he wants to incapacitate these goons, he
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− | figures the fireball will need to do 10 damage. According to the Modifiers chart, that's +5
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− | mana. He's in a hurry, so he won't mess with the casting time, but it's long range (+2 mana)
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− | and will affect several targets (+2 mana). The base Difficulty is Fair. Total mana required: 9.
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− | Since Baldor only has a Great Mana (6), he needs to come up with three more mana to help
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− | him cast the spell.
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− | Spell Effects
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− | Cost
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− | Spell Effect Is:
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− | +0-1
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− | Mediocre
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− | Breaking: Shatter fragile material (crystal). Cause minor discomfort.
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− | Communication: Speak local dialect of known language. Empathy.
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− | Control: Cause target to sneeze or itch.
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− | Creation: Simple illusion (simple stationary image or sound).
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− | Enhancement: Amplify voice. Make a person beautiful. Repair fragile material.
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− | Healing: Relieve minor fatigue or Scratches. Heal minor infection.
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− | Knowledge: Provide information obtainable through simple observation.
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− | Movement: Cause fire to spread more rapidly.
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− | Protection: Shield from weather. Act as cloth armor.
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− | Transformation: Make a man look like another man.
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− | +2-3
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− | Fair
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− | Breaking: Shatter or tear soft material (leather, wood).
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− | Communication: Speak unknown language. Telepathy with like mind.
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− | Control: Cause target to do something it's inclined to do.
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− | Creation: Detailed illusion (stationary person).
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− | Enhancement: Temporarily increase one of target's attributes by one level..Repair soft
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− | material.
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− | Healing: Cure major infection or minor disease.
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− | Knowledge: Provide information obtainable through simple mundane means.
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− | Movement: Move something telekinetically. Allow target to levitate. Allow target to cling to
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− | walls like a spider. Cause target to travel faster.
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− | Protection: Shield from severe storm and light weapons.
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− | Transformation: Turn a man into a goblin.
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− | +4-7
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− | Good
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− | Breaking: Shatter resistant material (stone, bone, fragile metal).
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− | Communication: Speak with being with no language (animals). Telepathy with alien mind.
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− | Control: Cause target to do something it's mildly against.
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− | Creation: Complex illusion (person or dragon fighting).
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− | Enhancement: Temporarily increase one of target's attributes by two levels. Repair resistant
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− | material.
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− | Healing: Cure major disease or poison.
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− | Knowledge: Provide information the caster could have obtained through complex, lengthy, or
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− | dangerous mundane means.
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− | Movement: Allow target to fly. Allow target to walk through walls.
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− | Protection: Shield from heavy weapons.
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− | Transformation: Turn a man into a mouse.
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− | +8-15
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− | Great
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− | Breaking: Shatter hard material (hardened metal).
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− | Communication: Speak with spirits, trees, or rocks.
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− | Control: Cause target to do something it's strongly against.
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− | Creation: Very complex illusion (band of knights fighting a dragon).
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− | Enhancement: Temporarily increase one of target's attributes by three levels. Repair hard
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− | material.
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− | Healing: Reattach severed limbs.
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− | Knowledge: Provide information the caster could not have obtained otherwise.
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− | Movement: Allow target to move from one location to another instantly.
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− | Protection: Shield from most weapons.
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− | Transformation: Turn a man into stone.
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− | +16-31
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− | Superb
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− | Breaking: Shatter mythical material (mithral).
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− | Communication: Speak with extra-planar being
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− | Control: Cause target to do something it would never do under its own will.
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− | Creation: World-altering illusion (change entire setting).
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− | Enhancement: Temporarily increase one of target's attributes by four levels. Repair mythical
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− | material.
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− | Healing: Regrow severed limbs.
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− | Knowledge: Provide information no one could have obtained otherwise.
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− | Movement: Allow target to move from one plane to another.
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− | Protection: Shield from most magical effects.
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− | Transformation: Turn a man into living stone.
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− | +32-
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− | | + | |
− | Legendary
| + | |
− | | + | |
− | | + | |
− | | + | |
− | These spells are earth-shaking and rare. They destroy powerful entities, wreck nations, sink
| + | |
− | continents, and unleash terrible evils on the world.
| + | |
− | | + | |
− | | + | |
− | | + | |
− | Modifiers
| + | |
− | | + | |
− | (add all that apply to specific spell's mana cost)
| + | |
− | | + | |
− | Change the number of targets or area covered: -1 Small -- a bread box
| + | |
− | | + | |
− | +0 One -- one person
| + | |
− | | + | |
− | +1 Few -- 2-4 people, a closet-sized space
| + | |
− | | + | |
− | +2 Several -- 5-10 people, a whole room
| + | |
− | | + | |
− | +4 Many -- a small crowd, a small building
| + | |
− | | + | |
− | +8 Great -- large crowd, a large building (or more)
| + | |
− | | + | |
− | | + | |
− | | + | |
− | | + | |
− | | + | |
− | Note: A spell that affects multiple targets should not be selective; it affects everyone in the
| + | |
− | area in which it is cast. In other words, the mage shouldn't get to selectively shoot multiple
| + | |
− | targets for +1 mana to avoid casting the spell once for each target.
| + | |
− | | + | |
− | | + | |
− | | + | |
− | Change the range: -1 Touch -- must touch target, requires to-hit roll
| + | |
− | | + | |
− | +0 Close -- in close fighting range
| + | |
− | | + | |
− | +1 Short -- within thrown weapon range
| + | |
− | | + | |
− | +2 Long -- within sight or powered weapon range
| + | |
− | | + | |
− | +4 Extreme -- out of sight of the caster (or more)
| + | |
− | | + | |
− | | + | |
− | | + | |
− | | + | |
− | | + | |
− | +2 damage: +1 mana
| + | |
− | | + | |
− | +1 defense: +1 mana
| + | |
− | | + | |
− | Has no mundane defense (armor, etc. doesn't stop the damage or effect): +2 mana
| + | |
− | | + | |
− | Heal all wounds by 1 level: +2 mana
| + | |
− | | + | |
− | Each level of Health sacrificed: -2 mana
| + | |
− | | + | |
− | Increase Duration one level on Time Chart (see below): +1 mana
| + | |
− | | + | |
− | -1 level Difficulty: +2 mana, or increase Casting Time level on Time Chart (see below)
| + | |
− | | + | |
− | +1 level Difficulty: -2 mana, or decrease Casting Time level on Time Chart (see below)
| + | |
− | | + | |
− | Using appropriate props: An appropriate decrease in mana cost
| + | |
− | | + | |
− | Not using gestures or incantations: Double mana cost (after all other bonuses and penalties to
| + | |
− | mana cost, before prop modifiers)
| + | |
− | | + | |
− | | + | |
− | | + | |
− | | + | |
− | | + | |
− | Time Chart
| + | |
− | | + | |
− | Each level of the Time Chart is a rough approximation of five times the previous level. Use
| + | |
− | this chart to determine time modifiers both for spell duration and casting time.
| + | |
− | | + | |
− | 1 level = 2 mana or 1 Difficulty Level.
| + | |
− | | + | |
− | 1 Second
| + | |
− | | + | |
− | 5 Seconds (one combat round)
| + | |
− | | + | |
− | 25 Seconds (five combat rounds)
| + | |
− | | + | |
− | 2 Minutes
| + | |
− | | + | |
− | 10 Minutes
| + | |
− | | + | |
− | 1 Hour
| + | |
− | | + | |
− | 5 Hours
| + | |
− | | + | |
− | 1 Day
| + | |
− | | + | |
− | 1 Week
| + | |
− | | + | |
− | 1 Month
| + | |
− | | + | |
− | 1 Season
| + | |
− | | + | |
− | 1 Year
| + | |
− | | + | |
− | | + | |
− | | + | |
− | | + | |
− | | + | |
− | Extending the duration of a spell is at the GM's option; some spells are too powerful or make
| + | |
− | no sense if they last longer than a moment.
| + | |
− | | + | |
− | Props
| + | |
− | | + | |
− | Props are things the mage does or uses to help make the spell work. Props may take the form
| + | |
− | of rituals, invocations, and gestures; or they may be physical props that apply the magical
| + | |
− | laws of Similarity, Contact, or Sacrifice to provide the caster with mana bonuses.
| + | |
− | | + | |
− | Physical props are normally consumed in the casting of the spell. To create a prop that is not
| + | |
− | consumed by the casting, the mage must enchant it. (See Making Sources of Power and other
| + | |
− | Wizard Tools.)
| + | |
− | | + | |
− | Rituals, Invocations, and Gestures
| + | |
− | | + | |
− | A ritual is something the caster does to cast the spell before he actually begins casting.
| + | |
− | Sample portions of rituals include fasting, special cleansing or confession, performing a
| + | |
− | special service or quest, praying at a specific location, etc. A simple ritual grants the mage a
| + | |
− | +1 mana bonus. The more involved and inconvenient the ritual, the greater the bonus the GM
| + | |
− | should award.
| + | |
− | | + | |
− | Invocations are magical words or prayers spoken aloud during casting. Gestures are magical
| + | |
− | signs or motions made by the caster with his hands or body during casting. To cast a spell
| + | |
− | with neither gestures nor invocations doubles the mana cost. (Casting a spell with both
| + | |
− | provides no bonus.)
| + | |
− | | + | |
− | Magical Laws and Physical Props
| + | |
− | | + | |
− | The mana cost of a spell can be paid for, in part or whole, by applying the Laws of Similarity,
| + | |
− | Contact, and Sacrifice. The Law of Similarity says that similar things affect each other, like
| + | |
− | produces like, or effect resembles cause. The Law of Contact says that things once in contact
| + | |
− | with each other still have an effect on each other when they are separated. The Law of
| + | |
− | Sacrifice says that giving up something of value to the caster or the target makes the magic
| + | |
− | more likely.
| + | |
− | | + | |
− | The Law of Similarity
| + | |
− | | + | |
− | To apply the Law of Similarity, one must use material components that are similar to the
| + | |
− | desired effect. Examples are a feather for a flight spell, a bit of sulfur for create flame, a
| + | |
− | drawing of a wolf to summon a real wolf, a twig to be broken during casting for a spell that
| + | |
− | breaks down the wooden castle gate, etc.
| + | |
− | | + | |
− | The Law of Similarity depends completely on world-view. If the mage does not view a
| + | |
− | particular item as being relevant to his spell, then that item is not Similar, regardless of the
| + | |
− | knowledge the player has. For instance, the player may know that sulfur burns readily, but if
| + | |
− | his character knows nothing of this, a pinch of sulfur will do nothing for his flame spells.
| + | |
− | | + | |
− | The Law of Contact
| + | |
− | | + | |
− | To apply the Law of Contact, one must use material components that have once been in
| + | |
− | contact with the target of the spell; the longer or more personal the contact, the better.
| + | |
− | Examples are the victim's hair and nail parings used in a death spell, a piece of jewelry worn
| + | |
− | by an enemy in a spell of defense to protect the mage from that enemy, a piece of the castle
| + | |
− | gate to be broken with a spell, etc.
| + | |
− | | + | |
− | The Law of Sacrifice
| + | |
− | | + | |
− | To apply the Law of Sacrifice, the component must be of personal value to either the caster or
| + | |
− | the target of the spell and fulfill one of the other Laws. Examples are a family ring, a lover's
| + | |
− | lock of hair, the tooth of a dragon, etc. (A dragon's tooth is valuable to the caster if he had to
| + | |
− | go to great pains to get it. It is hardly valuable if he walked down to the corner store and
| + | |
− | picked one out of a bowl full of them.)
| + | |
− | | + | |
− | Determining Bonuses of Physical Props
| + | |
− | | + | |
− | The same object may meet the requirements of both of the first Laws, such as hair clippings
| + | |
− | used on a voodoo doll. The hair of the victim fulfills the Law of Contact while the doll itself
| + | |
− | fulfills the Law of Similarity. Using props will provide extra mana for the spell. The caster
| + | |
− | may use as many different props as the GM feels reasonable, but duplicates (props that serve
| + | |
− | identical functions) are generally disallowed.
| + | |
− | | + | |
− | Base value:
| + | |
− | Similar prop (Law of Similarity): +1 mana
| + | |
− | Contagious prop (Law of Contact): +2 mana
| + | |
− | | + | |
− | Value multiplier (multiply by base value):
| + | |
− | Worthless: x 1 (the feather of a sparrow)
| + | |
− | Minor value: x 2 (the feather of an eagle)
| + | |
− | Major value: x 3 (the feather of a gryphon)
| + | |
− | Priceless: x 4 (the feather of unique creature)
| + | |
− | | + | |
− | Personal meaning bonus (add to multiplier):
| + | |
− | Meaningless to owner: +0 (hair clippings)
| + | |
− | Minor meaning to owner: +1 (a ring)
| + | |
− | Major meaning to owner: +2 (a ring given by a lover)
| + | |
− | Priceless to owner: +3 (a hand, severed)
| + | |
− | | + | |
− | | + | |
− | | + | |
− | Example: Using a gold chain stolen from the target, given to him by his wife on their wedding
| + | |
− | night, a mage casts a spell of Binding (mind control) on his target. Since the mage is binding
| + | |
− | (chaining) the target to his will, the chain is Similar (+1); since the target wore it, it is
| + | |
− | Contagious (+2). The chain is of minor value but has major meaning to the owner (x 4). The
| + | |
− | total value of the chain is 3 x 4 = 12 (the amount of mana it contributes to the spell -- a
| + | |
− | powerful prop!). If the chain has been enchanted properly, it can be used more than once;
| + | |
− | otherwise it is destroyed (or made magically worthless).
| + | |
− | | + | |
− | Example: As previously stated, Baldor needs 9 mana to cast his Fireball spell, but he has only
| + | |
− | 6. Luckily, he has with him a supply of small balls of bat guano mixed with sulfur, made just
| + | |
− | for this purpose. These are Similar (they burn readily) and gain him +1 mana. But he is still 2
| + | |
− | mana short and cannot cast the spell without finding another source of mana. Fortunately for
| + | |
− | Baldor, he has a 2-point mana stone (see Making Sources of Power, p. 93) to make up the
| + | |
− | difference.
| + | |
− | | + | |
− | Casting the Spell
| + | |
− | | + | |
− | To begin casting a spell, the mage must have the desired components at hand, be able to recite
| + | |
− | or perform any incantations or gestures, and have the necessary mana available.
| + | |
− | | + | |
− | Once he has started casting the spell, an unintentional interruption of the spell results in
| + | |
− | failure as though he had failed his skill roll. If the mage is wounded, he should make a
| + | |
− | Willpower (or similar) check to avoid interruption (wound penalties apply; -1 for Hurt, -2 for
| + | |
− | Very Hurt). The mage may voluntarily release the spell at any time before actually finishing it
| + | |
− | at no penalty. The source of mana -- whether the mage himself or some other source -- does
| + | |
− | not recover mana while casting a spell. When the spell is complete, the player must make a
| + | |
− | skill check against the Difficulty of the spell for the spell to succeed.
| + | |
− | | + | |
− | Once cast, the mage may "hold" the spell and not release it right away. It costs 1 mana every
| + | |
− | five combat rounds to hold a spell, during which time the mage may cast no other spells and
| + | |
− | he, or any device providing him mana, regains no mana.
| + | |
− | | + | |
− | Spells normally do not require a to-hit roll and get no bonuses to damage for relative degree
| + | |
− | of success, that being the nature of magic. A spell either does its damage or it does not. If the
| + | |
− | GM desires, she may require to-hit rolls for all targeted spells and may allow increased
| + | |
− | damage based on the relative degree.
| + | |
− | | + | |
− | If a spell may have an extended duration, the mage may continue to maintain that spell at a
| + | |
− | cost of one mana per base time unit of the spell. The base time unit is the amount of time the
| + | |
− | spell was set to last when cast. There is no limit to the number of spells a mage can maintain
| + | |
− | except his available mana. The mage does recover mana while maintaining spells.
| + | |
− | | + | |
− | Spell Failure
| + | |
− | | + | |
− | The game master may use penalties for spell failure as a means to control the more powerful
| + | |
− | spells. A player who would risk a 90% chance of failure on an extremely powerful spell
| + | |
− | would be more reluctant if failure probably meant the death of his character . Spell failure
| + | |
− | penalties are optional. If it is extremely dangerous to use magic, this can greatly change the
| + | |
− | tone of the campaign. If the GM wishes to use penalties for spell failure, the risks that their
| + | |
− | characters may take should be made clear to the players.
| + | |
− | | + | |
− | Generally, the more powerful the spell, the greater the penalty for failure. Examples of
| + | |
− | penalties are loss of mana, loss of consciousness, temporary loss of magical ability, damage,
| + | |
− | unexpected spell effects, etc. The penalty should be related to the type of spell cast.
| + | |
− | | + | |
− | Defense Against Spells
| + | |
− | | + | |
− | A character gets no defensive roll against a spell; whether or not he gets hit is a function of
| + | |
− | the mage's success at casting it. A character may take multiple levels of the gift Magic
| + | |
− | Resistance, which acts like armor against magical damage and reduces the effects of other
| + | |
− | magic at the GM's discretion. (The GM may allow Magic Resistance to reduce the mage's
| + | |
− | chances of success with some spells.)
| + | |
− | | + | |
− | Creating Magic Items
| + | |
− | | + | |
− | This magic item creation system is simply a suggestion. The GM is encouraged to modify or
| + | |
− | replace the system as necessary to adapt it to her own campaign and personal preferences.
| + | |
− | | + | |
− | To create a magic item, the mage must perform lengthy rituals involving the Colleges and
| + | |
− | Realms necessary for the effects he wants the item to have. For instance, to create a sword
| + | |
− | that increases the wielder's skill would require Enhancement and Body.
| + | |
− | | + | |
− | A good guideline for item creation time is to take the mana cost of the desired spell and
| + | |
− | square it. The mana needed at the end of creation is the mana cost of the spell doubled. (If the
| + | |
− | final mana cost of the desired spell is 5, it would take 25 days to create a magic item that
| + | |
− | could cast that spell and would cost 10 mana.) This produces a magical item that allows a
| + | |
− | person to cast the item's spell at the same casting time, mana cost, and other requirements as
| + | |
− | normal. Essentially, it grants the user the ability to cast that particular spell as if he were a
| + | |
− | mage with the proper skills, even if he isn't. To create an item that requires no mana, double
| + | |
− | the creation time.
| + | |
− | | + | |
− | To create an item that requires no skill roll, double it again. If the player suggests limitations
| + | |
− | on the item, such as single-use, the GM is encouraged to reduce the creation time and mana
| + | |
− | requirements.
| + | |
− | | + | |
− | When the character has reached the end of the creation period, the chance of successfully
| + | |
− | finishing the item is the same for successfully casting the basic spell. If the item has more
| + | |
− | than one spell, roll for each spell as it is enchanted into the item. To increase the chance of
| + | |
− | success, the caster can modify the casting cost of the creation in the same ways as an ordinary
| + | |
− | spell.
| + | |
− | | + | |
− | Making Sources of Power and Other Wizard Tools
| + | |
− | | + | |
− | Mana stones and other items that store mana are important tools. They provide the mana
| + | |
− | necessary to cast large spells, or to cast a large number of spells in a short time. The suggested
| + | |
− | average for a mana stone is three mana.
| + | |
− | | + | |
− | Creating a mana stone usable with any form of magic requires Control and Magic for a Bind
| + | |
− | Mana spell. The more mana the stone can hold, the more mana the Bind Mana spell will
| + | |
− | require. To create a mana stone that works with a specific kind of magic require s only that
| + | |
− | particular College or Realm. (Thus a character with only Plant and Animal magic could create
| + | |
− | a "mana stone" useable only with the Plant and Animal Realms.)
| + | |
− | | + | |
− | A mana stone recharges at the same rate as the caster's personal mana. A character may carry
| + | |
− | any number of mana stones, but can use only one at a time. The user will recover all of his
| + | |
− | mana before any of his stones recharge, and when in close proximity to other stones, only one
| + | |
− | mana stone will recharge at a time, largest to smallest.
| + | |
− | | + | |
− | Another important tool is the item which reduces the mana cost of every spell of a specific
| + | |
− | type. Generally, these are enchanted props. Their mana value is calculated as normal for a
| + | |
− | prop, but being enchanted they are not consumed in the casting of the sp ell. Enchanted props
| + | |
− | are made in the same way mana stones are, but enchanted props do not contain mana; they
| + | |
− | reduce the mana cost of any spell they apply to.
| + | |
− | | + | |
− | To create a mana stone or enchanted prop requires a number of days equal to the mana bonus
| + | |
− | plus one for every College or Realm it can be used with, doubled. The mana cost of the
| + | |
− | enchantment is equal to the number of days required to cast it. Sample Spells All sample
| + | |
− | spells have a base Difficulty of Fair. Most of them are low in detail; it's up to the GM to
| + | |
− | decide exactly what happens. Remember that props are always consumed unless they have
| + | |
− | been enchanted.
| + | |
− | | + | |
− | Sample Spells
| + | |
− | | + | |
− | Fireball
| + | |
− | | + | |
− | Create Fire, Good effect (+5), long range (+2), several targets (+2). Total mana: 9.
| + | |
− | | + | |
− | Creates a ball of flame, which streaks toward a point defined by the caster and explodes,
| + | |
− | causing 10 damage to all in its area.
| + | |
− | | + | |
− | Sample prop: Small ball of bat guano and sulfur (-1).
| + | |
− | | + | |
− | Guardian Beast
| + | |
− | | + | |
− | Create Magic beast, Good effect (+4), lasts 1 day (+6), small area (+1).Total mana: 11.
| + | |
− | | + | |
− | Creates an invisible guardian to guard an item or area. If anything enters the area and moves
| + | |
− | toward the guarded item, the Beast will begin barking as a warning. If someone touches the
| + | |
− | item, the Beast will attack with the abilities of a powerful dog, with a fighting ability of Good
| + | |
− | due to being invisible. The Beast will not stray more than a couple feet from the guarded item.
| + | |
− | For +1 mana, the Beast can guard (and roam) an entire room.
| + | |
− | | + | |
− | Sample prop: A crystal figurine of a dog or similar beast (-3).
| + | |
− | | + | |
− | Create Zombie or Golem
| + | |
− | | + | |
− | Find (Know) Spirit, Great effect (+8), long range (+2), takes 1 hour (-8). Total mana: 2.
| + | |
− | | + | |
− | Move Spirit, Good effect (+4), long range (+2), takes 10 minutes (-6). Total mana: 0.
| + | |
− | | + | |
− | Control Spirit, Great effect (+8), lasts one day (+6), takes 1 hour (-8). Total mana: 6.
| + | |
− | | + | |
− | Causes a dead body, skeleton, or sculpture to be imbued with the spirit of a dead man and
| + | |
− | come under the control of the caster.
| + | |
− | | + | |
− | A three-part ritual magic, each part must be completed successfully before the next part can
| + | |
− | begin, and the parts must be cast in immediate succession with no recovery of mana in
| + | |
− | between. It is best to cast the spell in an area where a spirit is expected to be found, otherwise
| + | |
− | the range of the spell will need to be increased.
| + | |
− | | + | |
− | This spell assumes the use of spirits (tormented souls that have not left this realm for one
| + | |
− | reason or another) to animate non-animate objects and is a combination of three spell effects.
| + | |
− | (To animate things purely by magical force, the addition of an Animation College may be
| + | |
− | useful. Otherwise Move with Magic (a Superb effect) should suffice.)
| + | |
− | | + | |
− | If the GM wants to control the use of this spell, requiring valuable props (such as a body part
| + | |
− | of the spirit being captured) or simply raising the basic cost of the spells should be effective.
| + | |
− | | + | |
− | Tanglefoot
| + | |
− | | + | |
− | Control Body, Mediocre effect (+1). Total mana: 1.
| + | |
− | | + | |
− | Causes target to stumble and possibly fall.
| + | |
− | | + | |
− | Sample prop: An ounce of strong drink (11).
| + | |
− | | + | |
− | Wizard's Eye
| + | |
− | | + | |
− | Know with Magic, Good effect (+4), small room (+2), extreme range (+4). Total mana: 10.
| + | |
− | | + | |
− | Allows the caster to see things at a distance and through mundane obstacles as though he were
| + | |
− | standing at another place.
| + | |
− | | + | |
− | Sample prop: A small magnifying crystal which the mage looks through (-2).
| + | |
− | | + | |
− | Scry Shield
| + | |
− | | + | |
− | Break Magic or Protect from Magic, Fair effect (+3), small room (+2), lasts one hour (+4).
| + | |
− | Total mana: 9.
| + | |
− | | + | |
− | Prevents spying by magical means anywhere inside its area. Treat attempts to spy through the
| + | |
− | shield as opposed actions, spell skill vs. spell skill.
| + | |
− | | + | |
− | Sample props: A human eyeball pierced with an iron nail (-6), or a gem coated in lead (-2).
| + | |
− | | + | |
− | Grasping Hand
| + | |
− | | + | |
− | Move with Magic, Fair effect (+2), small target (-1), short range (+1), lasts 2 minutes (+2).
| + | |
− | Total mana: 4.
| + | |
− | | + | |
− | Allows the caster to move a small amount of any substance without touching it.
| + | |
− | | + | |
− | Portal
| + | |
− | | + | |
− | Move Body, Great effect (+8), extreme range (+4), lasts 10 minutes (+3), takes 1 hour (-8).
| + | |
− | Total mana: 7.
| + | |
− | or
| + | |
− | Move with Magic, Great effect (+15), extreme range (+4), lasts 10 minutes (+3), takes 1 hour
| + | |
− | (-8). Total mana: 14.
| + | |
− | | + | |
− | (Note: Move with Magic is a more costly spell because it can move anything. Move Body can
| + | |
− | move only a person or animal with personal possessions.)
| + | |
− | | + | |
− | Creates a gate to anywhere the caster knows well, which anyone may pass through, one
| + | |
− | person at a time.
| + | |
− | | + | |
− | Sample prop: A doorway or appropriate passageway to pass through (-1), or if the target
| + | |
− | location is in a forest, a branch from a tree of that forest (-2).
| + | |
− | | + | |
− | Binding
| + | |
− | | + | |
− | Control Mind, Great effect (+8), extreme range (+4), lasts 1 season (+9), takes 5 hours (-10).
| + | |
− | Total mana: 11.
| + | |
− | | + | |
− | Allows the caster to bind the target to his will. The target will carry out the caster's commands
| + | |
− | at all times, even when out of sight of the caster. The target may break the control when told
| + | |
− | to do something he is strongly against if a Willpower or simil ar attribute check is successful.
| + | |
− | | + | |
− | Sample prop: A gold chain, of great personal value, given to the target by a loved one on a
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− | very special occasion (-12).
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− | Tongues
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− | Communicate with Body, Fair effect (+2), lasts 1 hour (+4). Total mana: 6.
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− | Allows target to speak to any living being that has a formal language. (To speak to creatures
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− | without a formal language is a Good effect.)
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− | Phantom Swarm
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− | Control Mind, Good effect (+4), lasts 2 minutes (+2). Total mana: 6.
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− | Causes the target to believe he is being attacked by a huge swarm of stinging insects. Unless
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− | target passes a Willpower or similar attribute check or would normally be immune to stinging
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− | insects, he will take one Scratch of psychic damage every round. (Psychic damage disappears
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− | at the end of the spell duration, and cannot cause death, but in all other respects acts as normal
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− | damage.) A critical success at the attribute check (+4 on the dice, or a result beyond Superb)
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− | will cancel the spell prematurely.
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− | Sample prop: A hornets' nest with larvae inside (-4).
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− | Thought Speech
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− | Communicate with Mind, Fair effect (+2). Total mana: 2.
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− | Allows caster to mentally communicate with another intelligent humanoid.Note that it works
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− | only at Close range for five seconds if the caster doesn't add more mana to increase range and
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− | duration.
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− | Sample prop: A garment stained with the target's blood (-3).
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− | Modifying the System
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− | World-View
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− | The way magic works in a particular setting is a function of that setting and how its populace
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− | views the world. If magic in one world is a "scientific" skill, requiring careful research and
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− | experimentation, a sorcerer in that world would have a different world-view than a sorcerer in
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− | a world where all magic is done by petitioning spirits to carry out the sorcerer's task. The
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− | "scientific" sorcerer might see the world divided into the classic elements of earth, air, fire,
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− | and water, while the "spirit" sorcerer sees only animal, man, and divine spirits. Another
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− | sorcerer might petition his deity for magic and be able to cast only spells that fall into his
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− | deity's domain.
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− | Before the GM can customize this system to his setting, she must first decide on a world-view
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− | and a "philosophy" of magic to base the system on. Basically, she must decide how or why
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− | magic works and how the sorcerers of the world think magic and the rest of the world works.
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− | This world-view need not be universal. Just because the humans think in terms of written
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− | spell formulas, laboratories, and specific steps doesn't mean the elves do. Feel free to create
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− | different magic systems for different cultures and ways of thinking in your campaign.
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− | Additional word ideas
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− | One of the drastic modifications to the system is to change the set of words available. The
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− | following are examples of words that the GM might find useful in his campaign.
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− | Animate - If binding spirits to inanimate objects to animate them doesn't work, you might
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− | need this College.
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− | Matter, Energy - If you need to manipulate generic matter and energy directly but want the
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− | element Realms to be specific, these Realms might be necessary.
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− | Demonic, Divine - If these supernatural elements are a big part of your campaign, you might
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− | want these as separate Realms.
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− | Food - This Realm is an example of just how specific the words can get.
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− | Language - Another specific Realm that is currently covered under the catch-all Magic
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− | Realm.
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− | Machine - If you're playing cyberfantasy, this is an important Realm.
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− | Carl D. Cravens
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− | </pre>
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− | [[Category:Articles]][[Category:Magic]] | + | |