Difference between revisions of "Xuln Magic System"

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== Common Enhancements & Limitations ==
 
== Common Enhancements & Limitations ==
 
=== Enhancements ===
 
=== Enhancements ===
'''Magical Signature''' []
+
'''Magical Signature''' [B106]
 
*Normally all magical effects are obviously magical and easily observed.
 
*Normally all magical effects are obviously magical and easily observed.
 
*Low Signature (+10%) - no more easily identifiable than a champagne cork popping
 
*Low Signature (+10%) - no more easily identifiable than a champagne cork popping

Revision as of 16:24, 28 June 2017

Using advantages to create whatever magic effect desired has proven to be the favorite way to "do magic" in our campaigns.

Steps to Creating a Magical Power

  1. Imagine Power
  2. Select Advantage
  3. Add Enhancements & Limitations [B104, P107]
  4. Get approval from GM

Common Enhancements & Limitations

Enhancements

Magical Signature [B106]

  • Normally 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

Limitations

Nuisance Effects [B112]

  • Ritual Requirements
    • -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%) - "caster must gesture with hand(s)"
    • Must be Standing and Not Held (-5) - "caster must be standing and feet free"

Costs FP [B111]
We have a (soft) rule that magic costs FP to cast.

  • 1 FP per casting (-5% per)

Accessibility [B110]

  • Outside Only, -10%???