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Tag: magic (Page 11 of 11)

Alternate Magic System

Let's say you have a magic system similar to Lenga in your Action! System game. Using magic adds three new attributes, spells are skill rolls based on one of those three attributes. Like other attributes in the Action! System, there is an attribute that represent raw power, magic control, and magical defense.

In Lenga you would roll 3d6 and add the attribute and skill to the roll For example, let's say a spell that turns a pound of lead into a pound of gold has a TN of 30. This spell relies on the control attribute which for your character is 6. Your skill with this spell is an 8. Rolling attribute (6) + skill (8) + 3d6, the total needs to meet or exceed 30. In other words, you need to roll a 16 or better. Instead of using 3d6, consider the following to add to the attribute + skill roll:

Roll nine dice and arrange them in a 3 X 3 square. You don't get time to pick and choose, just quickly group them. You have the possibility to get up to 8 successes. How you determine those successes will change depending on the attribute related to the spell. Consider the dice positions below:

1 2 3
4 5 6
7 8 9

If the power attribute was the base of the spell, your eight chances would be determined by eight lines. Namely: 123, 456, 789, 147, 258, 369, 159, 357.

If the control attribute is the base of the spell, your eight chances would be determined by corners. Namely: 412, 236, 698, 874, 426, 842, 684, 268.

If the defense attribute is key, total all nine dice and divide by three. Round up the result to the next whole number. Yes, this gives defensive spells a slight advantage, but it's not as much as you would think.

The number of successes will determine how many dice are rolled to add to the effect. I haven't worked out exactly how many successes equals a number of dice, but let's say that:

1-2 Successes yields One Effect Die

3-5 Successes yield Two Effect Dice

6-7 Successes yield Three Effect Dice

8 Successes yield Four Effect Dice

Using the same example spell above, your attribute is 6, your skill is 8, you roll nine dice in this pattern

3 4 2
5 1 6
2 6 5

Because it is an aptitude based spell, use the corners to determine the 8 rolls added to your attribute + skill. The results are:

5+3+4 or 12
4+2+6 or 12
6+5+6 or 17
6+2+5 or 13
5+4+6 or 15
6+5+4 or 15
6+6+5 or 17
4+6+6 or 16

Since you need results of 16 or greater, you have three successes. This means you get two extra dice for the spell  effect.

Give it a shot.

Posts on Goldrush Games Seven

How would you handle a trait type spell, like Growth (Trait: Tall), which increases the size of a character by one size level?
-Nightmask1

I hadn't done this one yet, so here is the off-the-cuff idea:

Physical Growth - Earth Spell - TN 15 Cost 2
Duration: 30 sec per Skill Level
Range: 1 meter
Lenga Translation: (dictionary on another computer)

Narrative:
The subject of this spell doubles in size and increases their weight eightfold. The effect lasts only a few minutes. Clothing and nonmagical equipment increase proportionately in size as well. Magical items do not change size, as such this spell will not function on creatures wearing magical armor.

Game terms:
The subject of the spell increases one level on the size chart. They gain the temporary benefits of +2 STR and +1 LIF. Melee weapons gain an additional dice of damage and suffer -1 Init penalty for the duration of the spell. Penalties toward the TN for distance and target moving apply and are cumulative. The intended target must be in the line of sight for the spell to function.

Notes:
This spell cannot be used to crush the target in a confined space. If the target is wearing magical armor, the spell will fail. Use the Effect Number to find the greatest consequence on the Spell Failure table.

Meta:
(Shape) Double the cost for double the size increment and associates benefits, the spell cannot be used to 'triple' a creature's size, it only works in factors of two.

(Shape) Double the cost for moving up one or down one step on the time chart to increase duration. (For example, by doubling the cost, the duration is 5 minutes per skill level)

(Control) One mana point can be spent to offset penalties for distance and target moving by one point.

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Everday Magic

In Lenga, work has begun on the book of spells for use by spellcasters. As mentioned previously, the difference between a spellcaster and someone that knows how to speak Lenga is the Kela. A spellcaster invokes La Kela Lenga, a mental ability, to connect the energy for the spell with the power of thew words spoken. Without the Kela, a person is just saying words in another language.

However, tiny bits of magic are available to the common man or woman. They do not do much, but can be helpful in a jam. Basically, if a person has been taught, a piece of everyday magic can be used. A person needs a small piece of metal (about the weight and size of two nails or a copper piece). It requires three rounds of uninterrupted effort to chant the phrase and perform the apporpriate motions. When a person is finished, the metal is consumed, regardless of the success or failure of the piece of everyday magic. An ordinary person can only use up to three pieces of everyday magic in a 24 hour period.

Three examples:

Spice

This piece of everyday magic allows you add spice to something being cooked. Unlike using the actual spice, the finished food will taste like it is missing a little of the spice called for, no matter how much you use. This piece of everyday magic is usually done when only a pinch remains and more is needed. If you use some of the actual spice AND spice created with the piece of everyday magic, the finished food will taste fine. The chant for this piece of everyday magic is "*" and the motion is rubbing fingers together over the item being cooked.

Clean
This piece of everyday magic removes all small stains from a small pile of clothes. The chant is “*” and the motion is a scrubbing motion over the pile of clothes. (Small stains are determined by the GM.)

Bring to a Boil
This piece of everyday magic allows a person to boil up to a gallon of water or a quart of other liquid that is mostly water (like soup or a stew) within a minute. It is mainly by healers, but is also useful for making meals without a campfire. The chant is “*” and the motion is simply holding the container for half a minute.

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