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Category: The Black Hack (Page 2 of 5)

Rune Magic System for The Black Hack

A very rough draft of a Rune Magic system for The Black Hack

Every rune belongs to a clan of three runes. In this example, the Abrogation rune belongs to the Shield clan.

The image in the top left is the rune itself.

Each rune provides 10 to 14 spells. To cast a spell, roll d12. Compare the roll to the chart: a white box means success, a black box means failure.

For example, casting Dispel Magic, roll d12. A roll of 6 or 7 and the spell will fail, otherwise, it will be a success.

Eggs are magic items specific to Rune Mages. An egg can either guarantee success with a spell or a specific roll. Looking at the chart, a Rune Mage using this rune would be very interested in an egg that makes rolls of 6 and 7 successes.

Whether an egg affects a spell or roll is determined when it is discovered as the egg attunes to the Rune Mage. In other words, you can't go to a magic shop to find a 6 Egg or a Spell Resistance egg. If your world has magic shops, they wouldn't sell unattuned ones because once a Rune Mage touches one, the egg would be useless.

This rune chart is completely filled out. Usually, a player would begin with the Rune, Clan, Name, and all 1st level spells. The rest of the spells become available as the character levels.

The roll to add a new spell could add a spell from the same rune or for a spell from the same clan of runes. It could add one spell, two spells, or replace an existing spell.

More to come. Thoughts welcome.

https://drive.google.com/open?id=1ws-6xYlqPIiiXuwOi6yOqLx2cch0IoFp

Black Hack Magic


Been quiet for a while. Some of that is life stuff, mostly, it was a decision to not post anything until I had actually done something.

Will post later today about a bunch of spells I'm adding to my Black Hack inspired game.

For now, screenshot or it didn't happen. This is a partial list of the spells I'm working on for a Rune Magic system and for a Color-Based system.

Tying Together a Bunch of Ideas

There is a unifying concept behind all the various projects I've written about lately on my Google Collection. It's building up for a setting called the Samoora Sea. Here are the projects and ideas I'm mentioned recently on G+ with the underlying idea.

Samoora Sea

A map of the region called The Samoora Sea

Color Coded Magic
The spells broken up by color project deals with Salt Magic, a style based around the region named Camalanth. This region is home to 99.9% of the mines for Five Color Salt. Normally, the colored salts are used for seasoning food, but a few gifted individuals can use the salt to perform magic.

In the project, the colors will help determine spells available in that style.

Chart-based spellcasting
On the island of Porta Nile, live the crabmen. The Crabmen's gleaming metal tower is rises above the dense jungle and is visible from miles. A colony of humans and other friendly species live on the northwest corner of the island. Most are escaped prisoners of the crabmen with a few shipwreck survivors.

To defend themselves from the Crabmen and their alien devices, the survivors have taught themselves a peculiar magic style based on charts and runes.

Playing Card Subsystems
Penfro is considered the last outpost of civilization in Camalanth. East of Penfro lies a barren wilderness that separates the Samoora Sea from the Eastern Kingdoms. Gambling is common, especially during boom times. Dice and card games are the most popular forms.

A strange religion is found here called the Cult of Hot Iron. Ritualized duels and magic based on generating walls and containers are its two main features. Inspiration for The Cult of Hot Iron comes from this book.

Spelljammer for The Black Hack
In Gaerleon are many gates connecting to far-flung cities and locales. Villefar is more commonly known as The City of Pathways. It is believed that if you can reach Villefar, you can even travel to the stars.

This November, I will be working to put the pieces together.

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