From: Charlie Seljos <azathoth@wam.umd.edu>
Subject: Damage and Multiple Targets for _Unknown East_ Magic
System: Elric!
SOME COMMENTS ON THE MAGIC SYSTEM PRESENTED IN THE UNKNOWN EAST
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I was looking over my copy of the Elric! supplement _The Unknown East_, and I found myself
wondering how GMs and players might determine the effects a particular spell might have.
The magic system presented in _The Unknown East_ allows players and GMs a tremendous
amount of flexibility, and has room for plenty of creativity as well. Although the rules
provide some excellent examples, they don't seem to cover a few important specifics --
namely damage and multiple targets and/or recipients.
MAGICAL DAMAGE
Suppose that Aslak of the Withered Peaks casts a spell at an enemy with the intention of
rotting his opponent's flesh. Aslak has a POW of 19, and he just happens to know the
Sphere of Flesh and the Rune of Diminution, so the spell costs him only 2 magic points.
The question is, how much damage does the spell do?
The Eastern magic rules discuss damage for spells cast on weapons, but they don't address
spells that directly damage their victims. If we simply applied the Rule of Four to One,
(spot rules on page 58 of _The Unknown East_) and took one-fourth (rounded up) of Aslak's
POW as the strength of the spell, it would 5 points of damage. But, the very idea that a
spell would do a constant amount of damage seems inconsistent
with the Chaotic nature of magic.
Here's what I might suggest: use a variant of the Rule of Four to One and the Roll Table
from the Elric! game for Demon powers. Aslak's POW, divided by four, is 5 (rounded up). On
the roll table, a Demon Power generated with a 5 magic point sacrifice yields 1d10.
Therefor, Aslak's spell does 1d10 points of damage to his target, if the target fails its
resistance roll (MP vs MP). This is a bit less damage than an average arrow, since most
arrows gain some damage from the STR+SIZ bonus of the archer. Does the target's armor, if
any, provide protection? I would say probably not, because the armor was not the target of
the spell.
[NOTE: The Roll Table utilized above can be found on page 88 of the Elric! rulebook.]
I have written to Lawrence Whitaker about this. He did the majority of the writing for the
_Unknown East_ booklet, and he seems to think that this is an excellent way to resolve the
situation. I have not yet contacted him about the other ideas in this note, but I will do
so.
MULTIPLE TARGETS
I remember in the Elric saga that an Eastern sorcerer, by the name of Drinij Bara fought
very well, without benefit of weapons, against a large group of opponents. Although
Moorcock didn't go into too much detail, he stated that Bara's incantations shattered
bone, shredded flesh, and severed limbs.
Drinij Bara also cast a spell that caused many archers' arrows to reverse their course,
and return to strike the archers. What kind of combination of Spheres and Runes would one
have to use for this kind of effect? Also, would the caster of such a spell have to defeat
each archer in a MP vs. MP contest for his or her spell to be effective? Would the
sorcerer need to expend an additional magic point for each arrow that he or she wished to
return to its sender? In this case, a sorcerer with a POW of, say, 20, could easily
reflect 8 to 10 arrows, at a cost of about 14 magic points -- about five for the spell,
and nine more for the nine additional arrows. Finally, would such a spell remain in effect
as per the Elric! magic rules -- for the sorcerer's POW in rounds (20, in this case)
rounds? That would make sense to me. A sorcerer using such a spell might be safe, so long
as 10 or fewer arrows were shot at him in a single round, assuming he won all MP vs. MP
contests. But if an eleventh archer targeted him... How would a GM want to handle spells
that are intended to affect more than one target? Or an area-affecting spell? Investing
more magic points,
perhaps, and increasing the radius/area of effect... Here are some of my ideas on the
subject.
Although on page 55 of _The Unknown East_, the rules specifically state that a spell may
have no more than one target, this seems to be a rather severe restriction not quite in
keeping with the Eastern magic presented in the Elric! saga, in my
considerably-less-than-humble opinion.
A possible solution for spells that affect a number of objects or targets is, once again,
to use a variant of the Rule of Four to One and the Elric! Roll Table. A sorcerer casting
a spell that would temporarily induce madness in a group of enemies might be able to
affect a number equal to his or her POW divided by four. Again, however, it is unlikely
that anything as inherently Chaotic as spell would affect a constant number of targets. To
determine the number of targets affected, simply divide the sorcerer's POW by four, and
compare the results to the Roll Table. If the sorcerer's POW is 24, then his spell will
affect the same number of targets as a demon power which was purchased with (24 divided by
4 = 6) 6 magic points, or 1d10+1d2 targets. Note that in this case, the sorcerer would
need to make a successful MP vs. MP against all targets, and he would have no
way of knowing in advance just how many targets he would affect -- he might affect up to
twelve, or as few as three.
Similarly, a missile-reflecting spell might reflect a number of missiles equal to a Roll
Table power purchased with one-fourth of the sorcerer's POW rating. In the case of
reflecting missiles, overcoming MP is probably not needed, as is noted below.
Example:
Aslak of the Withered Peaks is in a predicament. Bandits have stolen an artifact before he
was able to steal it himself. He successfully sneaks near their camp, but is distraught
when he takes a head-count of his opponents -- there are six of them. Aslak must make
clever use of his precious magic-points, and so he casts a spell which he hopes will cause
as much confusion and in-fighting as possible.
Fortunately for Aslak, the GM rules that he can accomplish this with a spell using the
Rune of Inhibition and the Sphere of Flesh. Since Aslak already knows the Sphere of Flesh,
and the Rune of Inhibition is only one place away from the rune of Diminution (the Rune he
was trained in), the spell only costs him 3 magic points. Since he is casting a spell
which does not use only the Rune and Sphere he is specialized in, Aslak must also make a
special Luck roll to cast the spell (see _The Unknown East_ Magic rules, near the bottom
of page 54). Aslak's POW is 19, and his spell costs 3 magic points, so he has an 80%
chance of casting his spell successfully (19 - 3 = 16; 16 x 5% = 80%). He rolls a 59, and
the spell goes off. Aslak's POW divided by four, is 5 (rounded up). Aslak's spell will
affect a number of opponents equal to a demon power purchased with five magic point on the
Roll Table, or 1d10. Aslak's player rolls a seven, and so the entire bandit gang could be
affected. Unfortunately, two of
the bandits successfully overcome Aslak in a MP vs MP contest, and are unaffected.
However, these bandits will need to deal with their four screaming companions who are
swinging swords and maces at phantoms of their own imagination before they can even
consider dealing with the sorcerer. The affected bandits will continue to be plagued by
such visions for 19 rounds -- plenty of time for Aslak to make off with the artifact.
If, as a GM, you feel that this makes Eastern magic too powerful, you may wish to consider
an alternative -- charge the sorcerer the normal magic point cost for the spell, but
charge an additional magic point for each target beyond the first that he or she wishes to
affect. Note that this will also reduce the sorcerer's chance of casting the spell
successfully, if he or she needs to make a special Luck roll to cast the spell.
Furthermore, spending the additional magic points in no way guarantees that the additional
targets will be affected -- it merely allows the sorcerer to make use of the Roll Table.
Using this rule, Aslak would have needed to put 5 additional magic points into his spell
if he wished to have any chance of affecting all six of his opponents. His chance of
successfully casting the spell would also be considerably lower -- only 55% (19 - [3 + 5]
= 11; 11 x 5% = 55%).
A GM wishing to further limit such a spell might also rule that, because of the number of
targets, the spell does not last as long. He or she might subtract one round from the
duration of the spell for each additional target. Again, using the previous example,
Aslak's opponents would only be affected for (19 - 5 = 14) 14 rounds, rather than 19. A
less merciful GM might rule that each additional target subtracts two rounds from the
spell's duration. Finally, a GM might instead simply declare that the spell affects each
target for a random duration, and use the Roll Table to determine that number for each
target. The GM should use the number of magic points used for the spell to determine what
dice he or she will use on the Roll Table.
This kind of rule could also be applied when dealing with a spell that reflects a random
number of missiles, such as the one employed by Drinij Bara in the Elric saga. The GM
would still use one-fourth of the sorcerer's POW on the Roll Table to determine the
maximum number of missiles that a sorcerer could reflect, but the sorcerer might also have
to spend one additional magic point per missile after the first in order to actually
reflect multiple missiles. Of course, he or she would have to spend these magic points
when the spell was cast, unless the GM was particularly kind, and allows him or her to
mark off a magic point only after a missile was reflected. Finally, it seems unlikely that
the sorcerer would need to defeat the victims of such a spell in a MP vs MP contest, since
the spell affects the arrows directly, but some GMs may think that this makes such spell
too powerful, and allow its victims the resistance roll anyway. Note that the spell would
only reflect missiles which would normally have struck te sorcerer -- it would not reflect
misses.
Example:
During the confusion created by his previous spell, Aslak of the Withered Peaks has
managed to steal the artifact from the group of bandits. Unfortunately, it took him some
time to discover where the item was, and the bandits have recovered from the effects of
his spell. As he runs toward his waiting horse, the pursuing bandits, who are armed with
bows, begin to launch arrows at him. Noticing the arrows falling near him, Aslak casts
another spell to save his hide.
Fortunately, his last spell killed or incapacitated two of the bandits, and so only four
of them are able to use their bows against him. Aslak casts a spell which he hopes will
reflect arrows back at his opponents. Aslak uses the Sphere of Air and the Rune of
Direction in his spell. The Sphere of Air is one place away from the Sphere of Flesh, his
specialty, and the Rune of Direction is three places away from the Rune of Diminution,
which he also knows. The spell cost him 6 magic points. But, because Aslak is facing the
threat of several arrows, his player decides to put three more magic points into the
spell, to give Aslak the chance of reflecting all the incoming projectiles, bumping the
magic point cost of the spell up to 9.
He must also make the special Luck roll again. His POW is 19, and his spell costs 9 magic
points, so he has a 50% chance of success (19 - 9 = 10; 10 x 5% = 50%). He succeeds just
as the four bandits launch their arrows. Two of the arrows score hits, and are bounced
back to the surprised bandits, gravely wounding them. The remaining bandits wisely decide
to allow the sorcerer to keep the stolen artifact.
I welcome any comments and suggestions about these rule ideas.