Difference between revisions of "Xuln Magic System"

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#Add Enhancements & Limitations [B104, P107]
 
#Add Enhancements & Limitations [B104, P107]
 
#Get approval from GM
 
#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]'''
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*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
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*Magic, -10% [P27] - channels mana, varying level of mana zones, anti-magic powers can thwart powers
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*Nature, -20% [P28] - channels vital energy of living things, civilization interferes
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*Spirit, -25% [P28] - commanding fickle spirits, requires 5-point disadvantage
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*...and others
  
 
== Ritual, Cost, and Signature ==
 
== Ritual, Cost, and Signature ==

Revision as of 20:53, 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

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%) - "caster must gesture with hand(s)"
    • Requires Wand (-5%) - "caster requires wand in addition to one or two hands free"
  • 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)

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