Xuln Magic System
From xulnwiki
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
- Imagine Power
- Select Advantage
- Add Enhancements & Limitations [B104, P107]
- 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%???