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Revision as of 14:22, 1 February 2012
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.
"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. Intensity 1: simple, Intensity 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 (e.g. if you have 3 ranks in Spellcasting, you can cast your spells at Intensity 1, 2, or 3). Second, you need skill ranks in the spells you want to cast. The rolls you make when casting the spell are influenced by the amount of ranks you have in it. If you don't have ranks in a spell, you can't cast it. Third, you must find the spells themselves. One spell may be more rare than another; ask your GM if you are able to learn a specific spell. Certain spells could be rare in a given geographic area, but not in others (for example, the barren wastelands of the frozen tundra could be home to ice casters, but no fire mages). Once you find and learn a spell, you know it forever. When you cast a spell, you spend 1 MP per Intensity of the spell. If you cast a spell at Intensity 3, you spend 3 MP to do so. You gain back all of your MP each night you rest fully. |
What are Spells?
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.
At character creation, the mage must choose an Attribute to be tied to their spellcasting talent; this is called the Casting Attribute. By default, a character uses Intellect, but it could be any of the 12 attributes listed on the character sheet at the player's option. The Casting Attribute not only influences the rolls to cast spells, it also determines the character's starting MP total.
Choosing a Casting Attribute has as much storytelling potential as it does game-play potential. Each Attribute grants an interesting and unique ability and describes the style with which a mage casts spells. The Attributes and their effects are as follows.
- Muscle
- Aggressive, forceful, and relies upon physicality and raw power. Able to cast using only gestural elements; requires no incantation for spells.
- Agility
- Quick, fluid, and tough to pin down. If the caster successfully dodges an attack spell, he gets +4 on his next Attack Spell.
- Endurance
- Steadfast, sturdy, and skilled at manipulating the flow of life energy. Channeling Health into Mana has no Fate cost.
- Intellect
- Studious, scholarly, and well-versed in recognizing and responding to the arcane. When this character makes a successful Counterspell, his opponent takes the difference in opposed rolls as Damage.
- Insight
- Intuitive, sensitive, and adept at unraveling negative magic. When this character makes a successful Dispel, she receives Mana equal to the original casting cost of the nullified spell.
- Cunning
- Devious, pragmatic, and excels at knowing the odds. Can identify other mages and their Casting Attributes on sight.
- Charm
- Confident, personable, and at home addressing large groups. +2 bonus to Casting roll against multiple targets.
- Persuasion
- Glib, loquacious, and especially effective one-on-one. +2 bonus to Casting roll against a single target.
- Presence
- Charismatic, glamorous, and mesmeric. Able to cast using only incantations; requires no gestural component for spells.
- Courage
- Selfless, protective, and skilled at mystically defending others. Can Counterspell spells targeted at allies, not just themselves.
- Psyche
- Iron-willed, unflappable, and projects an aura of unbreakable resolve. Nearby allies may use this mage's Saving rolls against harmful magic instead of their own.
- Self-Control
- Disciplined, meditative, and trained to turn mystic energies inwards. May channel MP into HP at the cost of 1:5.
Casting Roll
The Casting Roll is performed when a character casts a spell that has an offensive component — a spell that causes either damage or effects on one or more targets. The Casting Roll is also necessary if the target of a beneficial spell doesn't wish to receive the effects. Attack Spells will typically give you a bonus to this roll per level of Intensity.
+ | Casting Attribute | + | Elemental skill | + | Spell Harm bonus (if applicable) |
This roll is opposed by a save, which is a skill listed in the individual spell. Defending characters may add to this save either Magic Defense or their ranks in the spell cast on them, whichever is higher.
Attack Spells
Attack Spells cause direct harm to one or more creatures. They call for a mage to target the spell, and the defending creatures to try to evade the attack. As far as the rolls go, a mage wields an Attack Spell much like a weapon.
+ | CUN | + | Magic Weapon skill |
A defending creature makes a Dodge Roll as if resisting a normal attack. Note that creatures cannot normally parry spells without the Spell Swat Trump.
+ | AGI | + | Dodge |
If the mage's Attack Roll exceeds the defender's Dodge Roll, the spell hits the target and the mage can determine damage by making a Casting Roll. If the defender's Dodge Roll is the same or higher than the Attacker, no Casting Roll is necessary because the spell misses.
Support Spells
Support Spells cause an effect. These may be beneficial (give you or your allies bonuses), detrimental (give an opponent penalties), or utilitarian (cause an effect that entails no roll adjustments). Unlike Attack Spells, these do not require the mage to aim the spell like a weapon. The mage simply chooses a target and the target must resist the effects of the spell. This is similar to how opposed skills work (for instance, Seduce vs. Virtue).
To cast a Support Spell that causes detrimental effects (or even one that causes bonuses but the intended recipient doesn't want the effects), the mage must make a Casting Roll.
Erasing Magic
Sure, magic is fun to make, but what happens when you want to get rid of it? A mage who casts a spell that has a duration can end its effects voluntarily at any time. Defending characters, or those who want to remove a pre-existing spell, have some options at their disposal.
Counterspell
Counterspelling is the means by which a mage can thwart a spell from an enemy caster as it's being cast. It is very similar to a parry, except instead of defending a weapon's attack with another weapon, this is defending a spell with another spell. Just like a parry, performing a counterspell takes place outside your turn, and involves no AP.
Any mage who is targeted by a spell (either directly or in the area of effect) has a chance to counter it. Be careful — a character can either save against the spell or make a counterspell but not both! If a mage is targeted by a support spell (one with no Attack Roll), he can opt to counterspell instead of the save. If a character is subject to an attack spell (one with an Attack Roll using the Magic weapon skill), both the attacker and the defender make Casting Rolls. If the defender fails, he's caught wide-eyed on the Dodge Roll to avoid the spell.
To perform a counterspell, the mage chooses an opposing spell to cast. Spells can be canceled by using either the Nullify Magic spell, or a spell that is opposite to the one being cast. Each spell lists a Counter if it has such an opposite. The mage then makes a Casting Roll opposed by the Casting Roll made by the attacking mage. The spell by which the mage is targeted and the spell used to counter it must be at equal Intensities or the counterspell action fails.
Aelfin the evil sorcerer targets Phineas with an Intensity 2 Slow spell. |
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The spells counteract one another. If he were to have cast Haste at Intensity 1, or failed the Casting Roll, he would be subject to the effects of Slow. |
Dispel
The process of a mage erasing an existing spell is known as dispelling. Whereas counterspelling is used against another spell as it's cast, this action is performed when a spell has been active for a time.
To perform a dispel, the mage chooses an opposing spell to cast. Spells can be removed by using either the Nullify Magic spell, or a spell that is opposite to the one in place. Each spell lists a Counter if it has such an opposite. The mage then makes a Casting Roll opposed by the original Casting Roll made by the mage who cast the spell already in place. The spell in place and the spell used to dispel it must be at equal Intensities or the dispel action fails.
Celeste realizes that one of her allies is suffering from the effects of an Intensity 3 Curse spell. |
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The spells counteract one another. If she were to have cast Bless at Intensity 2, or failed the Casting Roll, nothing would have happened. |
Note also that a spell can be dispelled at will by the mage who originally cast it.