From: andrea_rocci@iol.it
Subject: House Rules for Elric! Magic
System: Elric!
These are some simple house rules on magic that I am playtesting in my current campaign.
They aim at reintroducing into the magic system the element of randomness and chaos and
the cosmic proportions that characterized the old Stormbringer RPG. Although the new
Elric! system is more balanced, I think it lacks some of the chaotic element that made the
old Stormbringer so fun.
Some simple rule variants can reintroduce the best of the old system without the flaws --
I hope. The main feature of these rules is that they reintroduce the Summoning skill and
employ it in new ways, taking advantage of the extended use of "criticals" that
characterizes the Elric! rpg.
1. SPELLS
Spell casting is too reliable; to add a little uncertainty to it, a POW x5 roll (Luck
roll) is required to cast a spell.
FUMBLE (99-00)
GM should come up with a suitable mishap: e.g. spell backfires, double MP spent and no
effect, spell has normal effect but caster loses all MP and faints, jealous Chaos Lord
strips the knowledge of the spell from caster.
FAILURE
No effect. Magic points spent.
SUCCESS
The spell is cast with the normal effect. Magic points spent.
2. SUMMONINGS
2.1 THE SUMMONING SKILL
The summoning skill is reintroduced. This skill represents the sorcerer's general
knowledge of the rituals, chants, and runes used to bring otherworldly creatures to the
plane of the Young Kingdoms. The base chance for a character with sorcerous background and
training is INT+POW. If a character without any previous formal sorcerous training
acquires a summoning spell (e.g. the summon demon spell) from a
grimoire or somehow else, his/her base chance will be equal to characteric POW.
Experience is gained normally when using the summoning skill.
2.2 USING THE SUMMONING SKILL FOR SUMMONING DEMONS AND ELEMENTALS
In order to summon a demon or elemental a character must know the appropriate spell and
roll her/his summoning skill. The skill roll substitutes for the Luck roll.
FUMBLE
Magic points are spent. Roll on the Summoning Fumble Table.
FAILURE
Magic points are spent. Make a Luck Roll; if it fails roll on the Summoning Fumble Table.
SUCCESS
The entity manifests in 1d8 hours or 1d6 rounds as appropriate.
CRITICAL
The entity manifests in 1 hour (demons) or 1 round (elementals). Add 25% to any one
communication skill roll while negotiating. Add 5 to adventurer's POW in the POW:POW
struggle if the sorcerer attempts binding. The sorcerer learns the name of the demon
breed.
Bonuses to Summoning Skill roll:
The following bonuses could apply at GM's discretion:
* the demon belongs to a demon breed known to the sorcerer (because he/she already
summoned it or did scholarly research on it): +10%
* the sorcerer knows the True Name of the demon or elemental: +20%
2.3 INSTANT SUMMONING
When a sorcerer knows the True Name of a demon or the name of a demon breed, he can
attempt to summon the known demon or a specimen of the known breed in 1d8 rounds. To
accomplish this exceptional deed of sorcery the player must declare his/her intentions and
roll a CRITICAL
SUCCESS in his/her summoning skill.
If the player rolls a simple success the entity does not manifest, the MP are gone, but
he/she need not make a Luck Roll to avoid a fumble.
2.4 SUMMONING THE BEAST AND PLANT LORDS
The chance of success in summoning the Beast/Plant Lords is no longer the ridiculous 01
percent; a CRITICAL SUCCESS in the Summoning Skill
is required instead. If the summoning spell succeeds the character's soul is taken to the
half-world where the Beast Lord resides. There the character must plead for its help. The
fact that the Beast Lord answered the summoning does not mean that it is willing to aid
the character or is benevolent towards him/her.
Pleading his/her cause before the Lord should be a good role-playing opportunity for the
character.
The outcome of the bargain could be influenced by Communication skills and by the deeds of
the character on behalf of the Balance (the GM
might ask the player to roll less than the character's alliegiance points in the Balance
box on a d100).
Success in poetic and singing skills, as well as the knowledge of rhymes that praise the
lords may increase the chance of success of the summoning. However the cumulate bonus
should never exceed +10%.
2.5 NECROMANCY
"There is sorcery here. She is no reincarnation. You'd bring your lost
love's spirit from the nether world to inhabit this girl's body. Am I
not right?"
-Elric to Earl Saxif d'Aan in _Sailor on The Seas of Fate_ II, 5
It is assumed in these rules that the foul arts of necromancy described in the _Bronze
Grimoire_ supplement always involve the summoning of a
spirit from limbo or from some other plane of existence (see the "Afterlives"
section, page 17, of the _Bronze Grimoire_).
If you use the rules in the _Bronze Grimoire_, note that the following spells involve a
Summoning skill roll that substitutes for the Luck roll: Animate Skeleton, Create
Abomination, Lure Spirit, Raise Mummy, Raise Zombie, Summon Ghoul. A Summoning skill roll
will be necessary also for the "Speak with the Dead" spell; the cost in MP for
this spell will be equal to the dead person's POW.
Whether or not you adopt the _Bronze Grimoire_ necromancy rules you can always employ this
general purpose spell:
2.5.1 SUMMON SPIRIT SPELL
In general the summoning of the spirits of the dead -- for the purpose of questioning
them, binding them or luring them in someone's body -- could be ruled as follows when not
otherwise specified:
* a successful Summoning Skill roll is required to summon a random spirit; a critical
success is needed to summon a particular individual.
* If the result is a Failure a convenient mishap occurs. GMs can either use the
Necromantic Mishaps Table (_Bronze Grimoire_, page 19) or devise their own tables of
ghastly events.
* the cost in magic points equals the spirit's INT+POW.
* required casting time is 1d6 hours.
2.6 UNUSUAL DEEDS OF SORCERY
"You were successful, lady," he said, "in conjuring up a demon?"
"A demon? I think not, though he looked to us like a demon with his
slanting eyes and his pointed ears -- a face not unlike your own, Prince
Corum -- and we were at first afraid for he stood in the centre of our magic
ring and he was furious, shouting, threatening in a language which I could
not, in those days understand."
-Michael Moorcock, _The King of the Swords_
The summoning skill is a useful measure of the general magic proficiency of a character
and can be used in a simple way to deal with the summoning of creatures that are
predefined as coming from another plane, such as the Creatures of Matik, the Elenoin, the
Steeds of Nirhain, or even a Vadagh from Corum's world, an Eldren from the ghost-worlds of
Erekose's Earth, or a traveller of the spheres like Wheldrake the poet.
Creature summoning procedure:
* The character must have some information on the target creature and
its plane of existence. She/he should also figure out the proper
summoning ritual (which will count as a spell against free INT). This
can be done in two ways:
1: The sorcerer has found the relevant spell in a grimoire.
2: The sorcerer creates a ritual based on his/her knowledge of the
multiverse (success in the Million Spheres skill), library
research, or information that is given during play.
* The character must roll a CRITICAL SUCCESS in his/her Summoning
Skill and the creature will appear. The duration of the ritual is up
to the GM and players to determine.
* The cost in magic points is 1d8 + the POW of the creature summoned.
* If the creature summoned has human or near-human intelligence the
sorcerer can negotiate its services. Otherwise he can always attempt
to dominate the creature with a POW:POW struggle: if the sorcerer
succeeds he/she can give orders to the creature for a number of rounds
equal to the sorcerer's POW.
* Predefined creatures from other planes cannot be bound.
NOTE: Normal inhabitants of other worlds cannot be dismissed like demons or elementals.
They remain on the plane of the Young Kingdoms unless a demon or a special spell (such as
Chaos Gate) is used to send them back to their home world. Obviously this might cause
trouble to
imprudent summoners.
3. INVOKING THE LORDS OF THE HIGHER WORLDS
In the Stormbringer RPG servants of the Cosmic Forces could invoke divine intervention
rather easily, probably too easily.
In Elric!, on the contrary, characters allieged with a Force have in principle no chance
of succeeding in an invocation but the minimal 1%. I think this is less fun and contrasts
with the cosmic high fantasy feeling a moorcockian rpg should have. Therefore I propose to
modify the rules as
follows:
* The chance of success in invocation for an allieged character is 1/10 (round up) of
his/her alliegiance points.
* The chance of success for Champions remains unchanged (POWx3)