Xuln Magic System
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Jump to navigationJump to searchUsing 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
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