Book:Magic

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Magic is defined as the manipulation of people and environments through supernatural or occult means. In Immortal Legacy, magic is the collective term for spells and magic items, their game effects and limitations, and the rules governing their use.

Magic Users

Those who cast magic spells are known by many names — wizards, witches, magic-users, magicians, sorcerers, and warlocks. In this game, they are called mages. Some examples of famous mages in history or fiction are Merlin, the Weird Sisters, Doctor Faustus, Prospero, Odin, Baba Yaga, Marie Laveau, Circe, the Wicked Witch, and Fairy Godmothers.

The use of magic is not limited to the stereotypical old, long-bearded man in pointed hat, nor is it restricted to the particularly sagacious. It could be commanded just as easily by an oafish swordsman, a canny diplomat, or a slippery thief.

In The Story

It is up to the Game Master to decide how to govern the use of magic spells and items in game. One GM might decide on a world where everyone can use at least a little magic, while another GM could create a world where magic hasn't existed for years or never did.

Below are some examples of how magic could be perceived in a world where it is present:

  • Magic is to be hated and feared. It is unpredictable and too powerful, so mages are untrusted, attacked, or alienated. This viewpoint is usually held by those who don't understand magic or have suffered at the hands of a cruel mage.
  • Magic is a property of the natural world just like the weather and gravity. It may or may not be helpful in any way. Those who wield magic are no different from a skilled artisan or scientist. This viewpoint is usually held by those for whom magic is a normal, but uncommon part of daily life.
  • Magic is a necessity and completely indispensable. It is an inexorable force of the world. Magic is life. This viewpoint is usually held by those who continuously rely on magic and its effects.

Similarly, views on the cause of magic ability also vary:

  • Through rigorous and extensive study, a mastery of magic is possible. Anyone can learn how to use magic provided one has the time, chance, and desire.
  • Magical ability is scientifically proven to be the result of mutation. Those who find themselves able to use magic are affected randomly or chaotically.
  • Innate ability to wield magic is passed down through bloodlines. Either one is born with the talent for magic, or one is not.
  • Magic is a divine gift, and bestowed upon worthy heroes or faithful adherents. As a supernatural boon, it cannot be comprehended by mere mortals.
  • Certain items bestow upon their carriers the talent for magic. If deprived of these wondrous relics, the ability to cast spells is lost.

Furthermore, views on magic can be divided across sex, gender, age, race, religion, geographical location, philosophy, and time.


Quick Start
"Yeah, yeah. Enough of the literary stuff, how do I cast a spell to eviscerate my enemies?"

Cool your jets. Magic is a tough game dynamic with lots of rules you need to understand first. Here is "How to Make Stuff Blow Up in 3 Easy Steps".

First, spells can be cast at different potencies, from 1–5. Level 1: simple, Level 5: ridiculous. In order to cast spells at all, you must buy a rank in the Spellcasting Special Power. Each rank you buy of Spellcasting allows you to cast any spell you know at that level of intensity (i.e. if you have 3 ranks in Spellcasting, you can cast your spells at up to Level 3).

Second, you need skill ranks in the school or schools of magic which contain the spells you want to cast. The rolls you make are influenced by the amount of ranks in the school skill. If you don't have ranks in a school, you can't cast spells in it (unless the spells belong to more than one school, in one of which you do have ranks.)

Third, you must purchase the spells themselves. Each spell costs a different amount of XP to learn, but once you learn it, you know it forever. Each spell lists which attribute you use in the roll to cast it.

When you cast a spell, you spend 1 MP per Level of the spell. If you cast a spell at Level 3, you spend 3 MP to do so. You gain back all of your MP each night you rest fully.

Spells are the specific invocations of magic to carry out an effect; everything from heating up dinner without a fire to turning a dragon into a pig. See Chapter 14: Spells for more details.

Any character capable of casting spells is free to learn new spells as he or she sees fit. Each spell has a rarity: the ease with which your character can learn it. In game terms, a character must learn the spell either from experimentation, a mentor, or a set of detailed instructions, therefore your GM should have the final approval for whether your character can learn a given spell. For instance, the availability of spells could be limited to a geographical area, and if your character from the burning desert wants to learn how to summon ice cubes for frozen cocktails, it's likely he'll have to travel to a place where the spell is common.

All spells have a target: another creature or group of creatures, an area, an object, or oneself. Spells that are cast on other creatures which cause negative effects usually require an offensive roll from you and a defensive roll from the target. Spells that a mage can cast on him or her self automatically succeed — no roll is required. Also, beneficial spells that a mage can cast on another creature automatically succeed (unless of course, the creature doesn't want the benefit of the spell, then a roll is required as usual).

Magic Points

Magic spells and abilities are fueled directly by Magic Points (or MP), which represent the raw pool of magic power available to a character.

MP is used to power special abilities, much the same way as gasoline is used to power cars. Every character has an MP score, whether or not they have the ability to cast spells, or any other special abilities. Characters begin the game with 10 MP. At character creation, a mage can choose the Attribute used to cast spells (see Casting Attribute, below). A mage can add their score in this Attribute to their MP total. As the game progresses, a mage can further increase their MP total by purchasing the Mystic trump.

The term mana refers to the physical embodiment of consumable MP in various states of matter. Mana can be found as a raw material in either gaseous, crystalline, or liquid forms. Such sources of mana are highly sought after by mages and merchants alike, since they allow magi to call upon extra reserves of Magic Points. The physical mana is consumed in the using of it. It is simply held in the hand of the mage during the casting of a spell.

Spellcasters refer to the use of Health Points in exchange for Magic Points as lifemana. If a character has depleted their reserve of mana, they can use the very life force in their body in its place. By expending a Fate point, a mage can exchange Health Points for Magic Points at the rate of 5 HP per 1 MP received. For example: a character can exchange 20 Health Points for 4 Magic Points, by spending a Fate Point.

Casting Spells

Casting is the process by which a spell has its effects invoked. A character must have one or more ranks in the Spellcasting Special Power to make this possible.

To cast a spell, a magic user must recite a specific vocal incantation and perform one or more physical gestures. Some spells require that the caster possess a physical object (which may or may not be consumed in the casting). If deprived of the use of either vocals or movement, a mage can still cast, but takes twice as long (double the AP of the spell). If incapable of both speaking and moving, a mage cannot cast. A mage capable of Focus Casting (see the Trumps chapter) doesn't need to recite the incantation nor gesture, but must have his or her focus object to ignore this requirement.

Spells may be cast at one of five levels of Intensity. Intensity 1 spells are mild compared to the awesome fury of Intensity 5 spells. The greater the Intensity at which a given spell is cast, the more MP will be consumed in the casting and the greater the effects. It costs 1 Magic Point per level of Intensity, thus an Intensity 1 spell costs 1 MP while an Intensity 5 spell costs 5 MP.

Spells take time to cast. Just like each weapon in the Equipment chapter lists an AP, each spell has its own AP value as well. Most spells take 4 AP to cast, but some take less and others take more.

Spell Saves

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All spells have a target: another creature or group of creatures, an area, an object, or oneself. Spells that are cast on other creatures which cause negative effects usually require an offensive roll from you and a defensive roll from the target. Spells that a mage can cast on him or her self automatically succeed — no dice roll is required. Also, beneficial spells that a mage can cast on another creature automatically succeed (unless of course, the creature doesn't want the benefit of the spell, then a roll is required as usual).

Rolls for the caster

For spells which cause effects or hindrances, the caster makes the following standard roll:

Spell Roll
d10 + School ranks + Casting ability

The School ranks number is taken from the amount of skill ranks the caster has in the school of the spell (for example, the Status school for Petrify). Some spells appear in multiple schools, allowing the caster to choose which school ranks to use for casting (for example, Petrify can be found in Status, Manipulation, and Earth). The Casting ability is listed with each spell (In the case of Petrify, this is Persuasion.

For spells which deal damage, the caster makes a Spell Attack roll.

Spell Attack
d10 + School ranks + Casting ability + Listed damage bonus

School ranks and Casting ability are just as defined above. The listed damage bonus can be found as a bonus to Spell Attack in the description for each spell.

Rolls for the target

When the recipient of a damage-dealing spell, the target makes a Spell Defense roll.

Spell Defense
d10 + AGI + Dodge + END + Armor + MDEF or School skill

To those who have been paying attention to the rest of this book, they will recognize this roll as a standard Defense Roll with an added bonus of Magic Defense or School skill (whichever is greater). Magic Defense is like a catch-all guard against magic attacks (and can be found in the Trumps chapter). A mage can add School skill to a Spell Defense roll if he or she has ranks in the School of the spell (example: a water mage can add in ranks from the Water School to a Spell Defense against the Deluge spell).

Just as in standard weapon combat, the difference between the Spell Attack and the Spell Defense (if positive) is what the target takes as damage.

For spells which deal no damage, but instead cause some kind of effect or hindrance, there are six different saves that could be used by the target. Each spell lists which save is used against it.

Fear Save

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A Fear Save is a defensive roll used against spells that attempt to supernaturally frighten a character; for instance Larger than Life and You and What Army.

Fear Save Roll
d10 + CRG + Discern or Intimidate + MDEF or School skill

The rationale for offering Discern or Intimidate is that a character could either use Discern to see through the spell, or Intimidate to effectively fight fire with fire.


Grunt Save

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A Grunt Save is a defensive roll that can be used against spells that attempt to disrupt a character's physical well-being; for instance Blindness/Deafness/Muteness or Drown.

Grunt Save Roll
d10 + END + Vitality + MDEF or School skill


Illusion Save

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An Illusion Save is a defensive roll used against spells that create a false sensory perception; for instance Figment or Mislead.

Illusion Save Roll
d10 + CUN + Discern + MDEF or School skill


Madness and Curse Save

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A Madness and Curse Save is a defensive roll used against spells that inflict a malign supernatural force against a character; such as Insanity or Thirst.

Madness and Curse Save
d10 + PSY + Discern or Focus + MDEF or School skill

A character can use Discern to see through the curse, or Focus to try and maintain spiritual discipline.


Mind Control Save

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A Mind Control Save is a defensive roll used against spells that attempt to force a character to do things against his or her will; for instance Commanding Voice or Song of the Sirens.

Mind Control Save
d10 + SFC + Intimidate or Focus or Stealth + MDEF or School skill

A character that uses Intimidate is trying to frighten the caster. A character that uses Focus is trying to maintain his or her own mental discipline. A character that uses Hide is trying to tuck away his or her mind from influence.


Mutation Save

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A Mutation Save is a defensive roll used against spells that attempt to physically alter a character's body; for instance Age or Petrify.

Mutation Save Roll
d10 + SFC + Vitality + MDEF or School skill