Talk:Xuln Magic System

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The Cost of Magic

In concept, having access to magic (abilities/powers) comes at a cost, if not, everyone would use it all the time. What is the cost?

  • There is the mechanics of the ability that it might require an actual expenditure of energy "Costs Fatigue" or require some element to fuel/catalyze the effect, such as a "Trigger".
  • A ritual sacrifice needs to be made, quite literally a life must be taken to power the magic; kind of "dark" however, so better suited for NPCs.
  • A devotional sacrifice needs to be made. For a priest, this is a "Pact" with a higher power (deity) that require self imposed disadvantages. For a wizard, this may mean many things, but stereotypical requires the wizard to make the choice; some classic examples from other works of fiction:
    • A "Pact" with demons or other evil entities.
    • Suffering a perminant illness, disability or curse.
    • Becoming dependent on an external source for the power/energy/mana, which could be lost, stolen or denied access too.
    • Patron and duty to a more powerful wizard.
    • Must perform rituals which are either illegal or unethical in your society.


Additional Active Defenses

  • Damage Resistance, if not already active, can be activated in place of an active defense.
    • So DR can be activated as an Active Defense? What if a simpler way to do it is to just say be an enhancement? "Can be activated as Active Defense, +10%."
  • Telekinesis, if already active, can be used for a Parry.
    • Again "Can be activated as Active Defense, +10%."
  • Warp, if already active, can be used as a Dodge to make a very short, instant jump.
    • Warp is an interesting advantage. It already costs FP so maybe it's one of those "spells" that can cost 0 FP because the cost is already built in. Maybe the same is true for Healing too. If that is the case, then Warp is not necessarily ever "active." It's just a power that works when you do it. So the same enhancement can be added, "can be activated as Active Defense, +10%."

New Enhancements

  • Can be activated as an Active Defense, +10%. Maybe it should be more or less than +10%? Maybe there is some sort of reference somewhere in the books that refers to something similar. If we ever find it we can update to that number, but for now, maybe +10% is good?

Source of Power

Most powers have a source which can be effected in game positively or negatively. For example, if your power if magical in nature, it can be dispelled. On the other hand, a magical power may be amplified if in a powerful magic zone.

Power Modifiers [P25]

  • Chi, -10% [P26] - emanates from own life force, meditate daily, requires 10-point disadvantage
  • Divine, -10% [P26] - deity grants power, certain behavior is expected in return, requires 10-point disadvantage
  • Magic, -10% [P27] - channels mana, varying level of mana zones, anti-magic powers can thwart powers
  • Nature, -20% [P28] - channels vital energy of living things, civilization interferes
    • -1 in despoiled wild place such as a clear-cut forest, -3 in a city, -5 amidst ordinary pollution, -10 in a poisoned wasteland
    • penalty equal to half the most advanced manufactured item carried
    • if no roll is required, -10% effectiveness per -1 instead
  • Spirit, -25% [P28] - commanding fickle spirits, requires 5-point disadvantage
  • ...and others

Easy Limitations

Magic spell requires spell component that must be retrieved and manipulated. (-45%)
(Magic, -10%; Trigger (sand), -10%; Requires Ready Action, -10%; Takes Extra Time 1, -10%; One Hand Free, -5%)
The above power is magical in nature. It channels mana and can vary based on local mana levels. It can also be negated by anti-magic powers. To cast the spell, the caster must have one hand free; use a Ready Action to retrieve a pinch of sand; then, use a second Ready Action to dust the sand between two fingers. The spell is cast at the end of the caster's second turn and lasts for 1 minute. If the caster wishes to increase the duration of the spell after the initial casting, he needs to prepare and expend sand. The caster can have the pinch of sand in hand ahead of time (the ready actions do not need to be right after one another).

Power from within requires a shout and expenditure of fatigue. (-25%)
(Chi, -10%; No Sneak, -10%; Costs 1 FP, -5%)
The above power comes from within the individual. The individual must have meditated within the past 24 hours as well as continually fulfilling the requirements of a -10 Point Disadvantage (for example, Pacifism: Cannot Harm Innocents). The individual shouts a word of power while spending 1 FP. The power lasts for one minute and can be maintained for 1 FP every minute.






Regarding Power Focus: Can a holy symbol be on a necklace while a wand/staff cannot? If so, a wand/staff should have a higher value as one has to flat out drop it or put it away safely.