Xuln Magic System

From xulnwiki
Jump to navigationJump to search

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

  1. Imagine, or recreate, the concept for an ability, spell or magical effect ("Power")
  2. Identify which Advantage most closely matches the power
  3. Add Enhancements & Limitations [B104, P107] to modify the base Advantage
  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] - 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

Ritual, Cost, and Signature

All magical abilities should consider 1) Ritual Required, 2) FP Cost, and 3) Magical Signature.

Ritual Requirements / Nuisance Effects [B112]

  • Requires Ready Action, -10% (unless specifically stated, typically abilities do not require a ready action)
  • Requires Concentration, -15% (requires constant concentration)
  • 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 Fatigue [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 points of the modified cost of the advantage (rounded).
    • A very low point ability (4 or less) could have no casting cost.

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

  • For powers that are ranged attacks (Innate Attack or Afflictions), a minimal level of fairness should be added to allow the target a chance to avoid the effect. If the attack has a signature, the target can potentially see it coming and make an active defense to dodge. If the attack has no signature, then the power should have a resistance limitation.

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.

Powers in Combat

  • For powers which are ranged attacks (Innate Attacks or Afflictions), once the effect is cast, the power can be held in order to Aim or wait for the best moment to release the effect. If the power has a signature, the cast power will be visible as a ball of light held in one hand.
  • Some powers can potentially be used as an Active Defense (if one is allowed in the situation):
    • Damage Resistance, if not already active, can be activated in place of an active defense.
    • Telekinesis, if already active, can be used for a Parry.
    • Warp, if already active, can be used as a Dodge to make a very short, instant jump.