Skip to content
Snippets Groups Projects
Verified Commit 961fa03f authored by Malin Freeborn's avatar Malin Freeborn
Browse files

update how magic works

All enhancements come from metamagic, and apply to all spheres.

Necromamancy and Polymorph simplified.

Illusion reworked as shadow-based.
parent c3ec3812
Branches
Tags
No related merge requests found
......@@ -731,6 +731,16 @@ Describe that first casting well, and the players can feel what you mean for the
People who exist `in the game', know full well that different paths of magic can lead to the same effects, but they still think of the `Blessing' spell in different ways if it's cast by a priest or a dragon.
\subsection{Which Things are Things?}
We know that enchantment spells target people, but others spells don't have such clear boundaries.
Conjuration spells cannot transform a person's head without the rest -- whole people only.
\Glspl{miracleworker} cannot cast an illusion over a window; a spell must target the entire house or nothing.
Whenever boundaries become unclear, think of a word for the largest continuous object.
Houses make a town, but they have breaks between them.
A wall, on the other hand, cannot gain the Mage Armour spell unless the entire wall receives it.
\subsection{Magical Items}
\noindent
......
......@@ -401,6 +401,14 @@ If items are tied, roll a die to see which regenerates \glspl{mp} first.
For this reason, adventuring parties cannot make use of dozens of magical items at once.
}{}
\enhancement{1}{Colorful}{Change a spell's appearance}
This enhancement allows a \gls{miracleworker} to alter the appearance of any spell.
The changes are purely cosmetic.
\iftoggle{verbose}{%
This can let a \textit{fireball} take the shape of a bird, or add colour to shadows, turning them into complete illusions.
}{}
\spelllevel
\spell{Identify Mana}{Instant}{Empathy}{Find out which path of magic made an item}\\
......@@ -431,6 +439,18 @@ If the spell targets people, one person per square is always a reasonable baseli
\spelllevel
\enhancement{1}{Potent}{Increase the caster's effective Intelligence Bonus by +1}
\label{potent}
A \textit{Potent} spell casts as if the mage had +1 Intelligence.
\iftoggle{verbose}{%
Fireballs can deal additional damage.
A mage with +1 Intelligence could cast a Pocket Spell which activates with a +2 Bonus, and lasts for 2 scenes.
The \textit{Wide} enhancement would
}{
This includes \textit{Pocket Spells}, \textit{Talismans}, and \textit{Artefacts}.
}
\spell{Spell Breaking}{Instant}{Sphere Rating}{Destroy a spell.}\\
The caster can destroy an existing spell, whether that spell is a persistent effect, such as a Polymorph, or a magical item.
The spell requires an opposed roll of Intelligence + the sphere being used.
......@@ -494,18 +514,6 @@ All Pocket Spells last a number of scenes equal to their \textit{Potency} (minim
Any spell, from any sphere, can be targeted anywhere the mage can clearly sense, breaking all the normal range boundaries of spells.
\enhancement{2}{Potent}{Increase a magical item's Potency}
\label{potent}
This enhancement increases a magical item's Potency by 1.
\iftoggle{verbose}{%
A \gls{miracleworker} with Intelligence +1 would normally create \textit{Pocket Spells} which last for 1 scene, with an effective Intelligence and Wits Bonus of +1.
However, by casting a \textit{Pocket Spell} with this enhancement, the item gains a Potency of +2; so all rolls gain a +2 Bonus, it lasts for 2 scenes, and if the spell is cast as a \textit{Wide} spell, it covers a number of squares equal to its level +2.
The +2 level enhancement means the \textit{Pocket Spell} would be cast at level 7 rather than level 5, so the mage would require a Metamagic score of 7 or more.
}{%
This includes \textit{Pocket Spells}, \textit{Talismans}, and \textit{Artefacts}.
}
\spelllevel
\spell{Talisman}{Instant}{Academics}{Sacrifice one permanent \gls{mp} in a mana stone to let it cast a spell}
......@@ -567,7 +575,7 @@ This does not affect the \emph{target} of the spell (enchanted dogs do not becom
Sentient spells can `miss' a caster's allies, so a sentient spell to freeze over a river would target only the caster's enemies, or a \textit{Wide, Sentient Fireball} would burn only enemies.
Sentient illusions can independently walk, talk, and use any languages the caster knows.
These spells are never fully-fledged people, but simple stereotypes with stock phrases.
These spells are never fully-fledged people, but simple, often mute, stereotypes.
Sentient Force spells, such as levitation, allow a spell to independently decide where an item will be lifted, or even attack with Dancing Swords.
However, \textit{Wide, Sentient} spells do not gain multiple consciences -- they can only focus on one thing at a time, just like a normal person.
......
This diff is collapsed.
0% Loading or .
You are about to add 0 people to the discussion. Proceed with caution.
Please register or to comment