Difference between revisions of "Xuln Magic System"
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− | Using | + | Using Advantages to create whatever magic effect is desired has proven to be the favorite way to "do magic" in our campaigns. |
== Steps to Creating a Magical Power == | == Steps to Creating a Magical Power == | ||
− | #Imagine Power | + | #Imagine, or recreate, the concept for an ability, spell or magical effect ("Power") |
− | # | + | #Identify which Advantage most closely matches the power |
− | #Add Enhancements & Limitations [B104, P107] | + | #Add Enhancements & Limitations [B104, P107] to modify the base Advantage |
#Get approval from GM | #Get approval from GM | ||
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'''Power Modifiers [P25]''' | '''Power Modifiers [P25]''' | ||
*Chi, -10% [P26] - emanates from own life force, meditate daily, requires 10-point disadvantage | *Chi, -10% [P26] - emanates from own life force, meditate daily, requires 10-point disadvantage | ||
− | *Divine, 10% [P26] - diety grants power, certain behavior is expected in return, requires 10-point disadvantage | + | *Divine, -10% [P26] - diety 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 | *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 | *Nature, -20% [P28] - channels vital energy of living things, civilization interferes | ||
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=== Costs FP [B111] === | === Costs FP [B111] === | ||
− | We have a (soft) rule that magic costs FP to cast. | + | We have a (soft) rule that magic costs FP to cast. |
− | *1 FP per casting, -5% per 1 FP | + | *1 FP per casting, -5% per 1 FP; one level of casting cost per every 10 of the base cost of advantage. |
=== Magical Signature [B106] === | === Magical Signature [B106] === | ||
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=== Limitations === | === Limitations === | ||
− | |||
'''Accessibility''' [B110] | '''Accessibility''' [B110] | ||
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**Rare, -40% - (in a storm, dense vegetation, desert, underground) | **Rare, -40% - (in a storm, dense vegetation, desert, underground) | ||
**Very Rare, -80% - (in lava, quicksand, vacuum) | **Very Rare, -80% - (in lava, quicksand, vacuum) | ||
+ | |||
+ | '''Unconscious Only''' [B115] is a good limitation for a character that has a power as a "wild talent". | ||
+ | |||
+ | '''Uncontrollable''' and '''Unreliable''' [B116] are good limitations when a character is still a novice with their power. |
Revision as of 07:15, 29 June 2017
Using Advantages to create whatever magic effect is desired has proven to be the favorite way to "do magic" in our campaigns.
Steps to Creating a Magical Power
- Imagine, or recreate, the concept for an ability, spell or magical effect ("Power")
- Identify which Advantage most closely matches the power
- Add Enhancements & Limitations [B104, P107] to modify the base Advantage
- Get approval from GM
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] - diety 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
- Spirit, -25% [P28] - commanding fickle spirits, requires 5-point disadvantage
- ...and others
Ritual, Cost, and Signature
All magical abilities should consider 1) Ritual Required, 2) FP Cost, and 3) Magical Signature.
Ritual Requirements / Nuisance Effects [B112]
- No ritual required, -0% (caster simply wishes the spell to take effect)
- -4 Stealth, -5%; or No Stealth, -10% (caster must speak quite words or words of power)
- One Hand Free, -5%; or Two Hands Free, -10%; or Two Hands Free & Standing Freely, -15% (caster must gesture with hand(s) and possibly feet)
- Requires Wand, -5% (caster requires wand in addition to gesture)
Costs FP [B111]
We have a (soft) rule that magic costs FP to cast.
- 1 FP per casting, -5% per 1 FP; one level of casting cost per every 10 of the base cost of advantage.
Magical Signature [B106]
- Normal Signature, +0% (all magical effects are obviously magical and easily observed)
- Low Signature, +10% (no more easily identifiable than a champagne cork popping)
- No Signature, +20% (almost completely unnoticeable as in a blowgun dart; or undetectable by normal means but leaves a magical trace)
Other Common Enhancement & Limitations
Enhancements
Limitations
Accessibility [B110]
- Environmental Accessibility - can only be cast in certain environments
- Very Common, -5% (in the presence of air, on a planet, in a gravity field)
- Common, -10% - (in contact with dust, in the presence of microbes)
- Occasional, -20% - (in a city, in the wilderness, outdoors, touching the ground)
- Rare, -40% - (in a storm, dense vegetation, desert, underground)
- Very Rare, -80% - (in lava, quicksand, vacuum)
Unconscious Only [B115] is a good limitation for a character that has a power as a "wild talent".
Uncontrollable and Unreliable [B116] are good limitations when a character is still a novice with their power.