Difference between revisions of "Xuln Magic System"

From xulnwiki
Jump to navigationJump to search
Line 22: Line 22:
  
 
=== Ritual Requirements / Nuisance Effects [B112] ===
 
=== Ritual Requirements / Nuisance Effects [B112] ===
*No ritual required (-0%) - "caster simply wishes the spell to take effect"
+
*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"
+
*-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)"
+
*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"
+
**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"
+
*Must be Standing and Not Held, -5% (caster must be standing and feet free)
  
 
=== 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 per casting, -5% per 1 FP
  
 
=== Magical Signature [B106] ===
 
=== Magical Signature [B106] ===
*Normal Signature (+0%) - all magical effects are obviously magical and easily observed.
+
*Normal Signature, +0% (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)
*No Signature (+20%) - almost completely unnoticeable as in a blowgun dart; or undetectable by normal means but leaves a magical trace
+
*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 ==
 
== Other Common Enhancement & Limitations ==
Line 46: Line 46:
 
'''Accessibility''' [B110]
 
'''Accessibility''' [B110]
 
*Environmental Accessibility - can only be cast in certain environments
 
*Environmental Accessibility - can only be cast in certain environments
**Very Common (-5%) - in the presence of air, on a planet, in a gravity field
+
**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
+
**Common, -10% - (in contact with dust, in the presence of microbes)
**Occasional (-20%) - in a city, in the wilderness, outdoors, touching the ground
+
**Occasional, -20% - (in a city, in the wilderness, outdoors, touching the ground)
**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)

Revision as of 20:55, 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 1 FP

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)