Meddling with Wizards - Designing Magical Worlds


Magic - what is it?

Magic. The very word can send a tingle up the spine. It holds the potential for incalculable good or limitless evil, and this is just as true for the enjoyment of a role-playing game as it is for the fantastic world that game portrays. More than any other facet, how the magical interacts with the mundane will shape the development of any game - whether it be wizards and knights struggling to decide the destiny of kingdoms, or vampires stalking the darkened streets of a modern metropolis. However a poorly conceived magic system can also ruin the game for players and GM alike (Read this to see why I think so) . That is why, in any game in which magic plays an important role, both players and GM must understand how magic works - at least in the context of their game world.

The following pages contain some guidelines to help the GM design a magic system that conveys the flavour of the world he wants. It also includes some discussion on the effects different types of magic will have on a game world so that the two will fit together to form a vital whole. The most important decisions when designing a magic system are how easy magic is to learn or wield, and how powerful it is. In a world where magic is easy to acquire and use, you might expect to find many spell casters. On the other hand, in a world where magic is easy to use but hard to control, mages are likely to be far less common and people's attitude to them will probably be different. In either setting, how much impact spell casters will have on the world depends on how powerful magic can be.

To decide how common magic is, you should probably decide first on the flavour you want your game world to have. Gritty fantasy, where rogues slit purses or throats in darkened alleys, can still be a world of powerful sorcery, but it will likely not retain that gritty flavour for long if players have ready access to wizardry. Likewise, a world where warriors carve their destiny with a reddened sword, or clashing armies decide the fate of empires with axe and pike is not likely to be a world where magicians are plentiful and powerful. A powerful wizard can cook whole battalions of ordinary soldiery in their armour and in a world where such characters exist, thrones are likely to hang rather on the actions of heroes rather than armies. So, unless you want magic using characters to dominate or at least dictate the action, some form of restraint will be desirable.

 

So, how do you design a magic system?

The same rules apply to designing magic systems as designing any other aspect of a game world. There are certain guidelines which any good game designer (or GM!) should know. These are:

 

In other words, - USE the game system to encourage or require the kind of behaviour you want to see - don't expect players to act that way just because you want them to. So with that in mind , below you'll find below my suggestions for designing magic systems that work.

To maintain the time-hallowed balance between swordsman and sorceror, it has been suggested (in the Fantasy Hero rules), that GMs set a maximum limit on the active points a magic using character could wield, basing them on the powers available to non-magic-using characters. Thus in a game where swordsmen can deal out a maximum of 2d6 HKA, then a limit of 30-40 points may be appropriate. In a modern fantasy game, where the fearless monster hunters have access to assault rifles capable of 2 1/2 d6 autofire RKA, a spell caster capable of casting spells of 60 active points will not dominate combat. This is a viable option and easy to enforce, but it has some major problems. First off, there is the disadvantage that many effects which may be desirable in the game cannot be easily simulated within these fairly arbitrary limits. Alternatively many of the powers that DO fit inside these limits are potentially unbalancing anyway. Magic-using characters often will have access to non-combat abilities that their more mundane companions will not, and a limit based entirely on combat ability does not take these extra abilities into account - and therefore isn't going to be terribly balanced anyway. Finally, there will come a time (usually pretty quickly) when you as a GM want to use magic at a higher number of active points than your players have access to. They'll notice (trust me on this). You'd better have an answer when they want to know why other mages can use high active-point spells and they cannot. These kinds of problems are inevitable in a game where magic is defined merely by an arbitrary points limit.

Another route, therefore, is to use limitations to define the way magic - all magic - works in your game. In other words, tailor the limitations associated with magical power to give the results you want. If you don't want magic-users to dominate a game, instead of decreasing their power, you may make spells difficult to cast, or dangerous to use - or both! If spell casting is a long and difficult process, then the balance in combat shifts towards a quick and decisive warrior - a good reflection of the situation in many fantasy novels. Alternatively, magic that depends on external sources such as gods or demons, may be severely limited in the situations in which it can be employed. As long as you can provide reasons for these limitations (not too hard to do when you have all of fantasy to call on) and the players know what to expect, you will find that your players will go out of their way to act as you would like magic-users to act. After all, their actions are largely dictated by the game rules - the "physical laws" you have defined.

And thus, the first step in designing a magic system is to define how "magic-influenced" the game setting will be. There are several sample "world magic systems" given here to show how these suggestions are put into practice.


The place of magic in the world

 

In mundane worlds magic is rare, to the extent that many people doubt its existence. This is the norm for many adventures set in modern or quasi-historical worlds, and in games where doughty adventurers combat the incursions of loathsome creatures from beyond the human ken. In such a world, magic may be quite powerful, but it is more believable for spells to be subtle. Mind control or weather-altering spells are thus more appropriate than lightning bolts. It is also appropriate for many spells to take the Invisible Effects advantage. Moreover, magic must be difficult to learn or use, otherwise, there would gradually be many magic-users and the secret would leak out. The difficulty may reflect the fact that only certain favoured people can learn spells - those who are "born to power", or that magic may only be usable under certain limiting conditions such as in the dark of the moon, or at special sites such as where ley lines cross. Alternatively it may require enormous expenditure of energy, so that spell-casting drains the caster's vitality. The rarity of magic will give magic-using characters a distinct advantage in worlds of this type, and unless the game revolves around these favoured types, there must be compensating limitations.

In most of the fantasy worlds portrayed in literature, things are much as we know them, but with an extra element added. People realise that magic is real, or the gods may interfere with mortal's lives, but on the whole, people conduct their day-to-day business in a fairly normal fashion. In fact, the main difference between this and the mundane world is simply that magic is more overt. It need be not be common or powerful. In such worlds, magicians may be mighty characters, but they will not overshadow heroes who earn their living with a strong arm. This type of setting favours adventures in the vein of the classical world - Greek or Norse heroes, or Arthurian knights. Certainly there are sorcerors and dangerous monsters, but nothing that can't be dealt with by a stout heart and a quick blade.

Sorcery becomes more common in worlds which are the usual setting for fantasy role-playing games - a place where wizards and monsters coexist with common folk. In this setting, trepidation is a more appropriate response to a display of magic than astonishment. Magic may not be more reliable in this setting than in those already described, and it can also be quite limited in scope. It is just more common. Nonetheless, it can easily be more spectacular. A magus summoning demons or raising walls of fire would not be out of place. In worlds such as this, a hero without access to any kind of magic may sometimes find himself out of his depth, but magic-using characters should not dominate the game. On the other hand, magic should not be too dangerous to wield, and it is likely to end up in the hands of player characters on a regular basis.

The most magical of all are the worlds of High Fantasy. Here, magic is commonplace, and may be very powerful. Those who can wield magical power are likely to grasp for secular power as well. Any sort of magical effect and a wide range of powers are quite appropriate for this sort of game. It is likely that all, or most characters will have some type of magical power, unless it comes with some fairly serious limitations. Magic is powerful and pervasive, more or less replacing technology in the modern world. Magic-users may be commonplace, working their spells in the marketplace, or they may be rare, living in mountaintop palaces. There may be many ordinary folk, but they will nonetheless live their lives under the continual shadow of magic, and magic will dominate the game. A simple swordsman is likely to have little place in a world where flying castles and talking statues are commonplace. Such a game can remain viable if played at a higher (superheroic) points levels and reflects truly epic fantasy.


Magical power levels

As discussed above, design of magic is best simulated by deciding beforehand what feel you want the game to have, and then laying down specific limitations which magic-using characters will be built around. Not all of these limitations need be used in any one setting, and additional ones could be used as well, but those listed below should provide a springboard for the GM's imagination. Advantages and limitations more relevant to designing "specific" magic systems are provided in the section "Designing spells"

The following assumptions are often true of magic in both mundane or fantastic worlds. The more of these you choose to use, the less common magic is likely to be in your world.

To help the gamesmaster design a magic system with the desired characteristics, below is a list of ways to simulate the magical conventions listed above.


Magic is difficult

One of the easiest ways to simulate this convention is the use of limitations on the powers that are used as magic. These are discussed in detail elsewhere, but limitations that can enforce this convention include; Assistant, Concentrate, Extra time, Requires a Skill Roll.

Assistant (-1/4 or -1/2). This limitation is detailed in the section "Customising Spells". Briefly, the spell caster requires an assistant or apprentice to carry out the required activities to cast a spell, or possibly the assistance of another magus knowledgeable in the spell to be cast. If used, this limitation will have the effect of reducing the effectiveness of magic in combat, since it will require the attention of two characters, and this will make it much less attractive to player characters. It is appropriate if you wish magic to be used mainly out of combat, and if the image of covens gathered in lonely spots to work magic appeals to you.

Concentrate (-1/4 to -1). Like the other limitations listed here, this makes spell casting in combat more difficult. If it is combined with the Extra Time limitation, it makes it particularly unappealing, since the spell caster is much more vulnerable while concentrating. A magus protected by allies can still be a formidable foe however. If spells are used mostly out of combat, this limitation is not very restricting, so GMs may wish to control its use.

Extra Time (-1/2 or more). This limitation does not make spell-casting more difficult, but it certainly reduces the situations in which it can be used. More than the "full phase" level of this limitation will effectively remove it from most combat situations. Likewise, magic that takes more than one turn cannot be employed as usefully in most adventuring situations. This limitation is certainly appropriate for a game where magic is conducted in laboratories or on sabbat nights rather than being used "in the field".

Requires a skill roll (-1/2 or -3/4). This limitation reflects a power that is only activated when the user successfully makes his skill roll, and generally reflects such things as the concentration of Ki, or the casting of a complicated spell. The chances of success are reduced by 1 for every 10 active points in the spell. Alternatively, the GM can designate some or all spells as "difficult". Difficult spells take a penalty of -1/5 active points. Usually the the skill in question is magic-related (magery, or sorcery, for example). However, it is possible that specific skills might be required. For instance spells that affected animals might require a skill for "animal magic" or even a specific skill for different types of animals. In the same vein, summoning lightning bolts could require skill in meteorology as well as magic. Requiring more skills to wield magic will have two effects on the design of magic-using characters. Mages are likely to specialise more, since this will limit the amount of points they have to spend on auxiliary skills and mages with a broad range will be much less powerful. It will also limit the opportunity for "dabblers" - characters who know some magic but function primarily in other ways, if the investment in skills that are necessary but not directly useful is high. Requiring additional skills helps create the traditional image of the sorceror (whether a grey-bearded mage, or a cultured dilettante purchasing ancient books of forbidden lore) as a font of hidden knowledge. If you wish to encourage this attitude, rather than requiring it, you can allow knowledge skills in an appropriate field to act as complementary rolls. This works best if magic use itself requires a difficult skill roll, since it increases the incentive to buy and enhance complementary skills. Finally, you may wish to allow mages to gain a bonus to their spell rolls by taking extra time over casting spells, or by using magical apparatus. Both of these are appropriate for a game where magic is conducted mainly in magical laboratory settings and the latter provides a rationale for would-be sorcerors to accumulate the cauldrons, alembics and strange items with which the mages of literature are so often richly provided.

Magic is Dangerous

Limitations that can be used to define this world view include:

Side Effect (-1/4 to -1). The GM may require that all spells take the Side Effect limitation. This normally requires that some way of triggering the Side Effect is defined. To successfully cast, a spell may require a skill roll, or in a world where magic is a dangerously chaotic force it may simply have an activation roll. Skill rolls are normally reduced by 1 for every 10 active points in the power used. This makes the power of magic self-regulating to some extent, since larger spells will invoke progressively larger Side Effects - and are more likely to do so! The gamesmaster may make magic more dangerous simply by defining the skill roll to be difficult (-1 per 5 active points, a -3/4 limitation) or by making the activation roll higher. In worlds where the gamesmaster wishes magic use to carry an especially heavy price, magical powers may be required to have the Side Effect limitation, without a triggering roll. This means that all spells will cause the caster some form of harm and is most appropriate for games with a darker atmosphere, where magic will be severely restricted. Designing Side Effects should also be given some thought. Bear in mind that Side Effects which inflict simple damage will probably eventually cause the demise of the spell caster (especially at the -1 level) since the person affected by the Side Effect gets no defences. This will of course reduce the casting of magic in trivial situations and is reasonable for worlds where magic is both rare and dangerous. If you wish a slightly less draconian approach, other potential Side Effects are listed in the section "Customising Spells".

Magic is evil

This possibility is a common one in fiction, but is rarely used in fantasy role-playing games since it severely restricts the use of magic by player characters. Since player characters tend not to pay much attention to moral judgments ("Whaddaya mean I can't cast a spell because it's evil? I'm a GOOD wizard, etc., etc.") this needs to be enforced in other ways. Obviously the first is the reaction of people around the characters - and of the authorities. If spell casters are feared and hunted down, then player-character mages will tend to be more circumspect in their spell use (or they will try to leave no witnesses, thus further reinforcing the stereotype of the evil wizard).

More directly, if the source of magic is corrupt - for example, demons - then requiring player characters to wheedle their spells from an amoral and psychotic monster should give the desired "feel" - especially if there is a chance of the power getting loose due to spell casting. What if the wizard's patron demon refuses to power his spells unless he provides a virgin sacrifice?

Finally, you may afflict wizards directly. If magic is evil, then using spells may irredeemably warp the caster. Requiring a side effect that transforms the caster into a loathsome spawn of chaos, or gives him "evil" psychological limitations will also get the message across. Of course, such a side effect should not be too draconian, unless you don't want ANY player character spell casters. If the side effect is a transformation attack, occasional spell use would let the caster use some spells, but heal back the transformation damage as long as he was sparing. But the temptation to use more magic when things got rough will always be there, leading most mages to perdition...

Magic is rare

All of the limitations of magical power described in this section will make magic rarer. Another option that can be used is to restrict the number of people able to use magic. You may wish to define the ability to use magic as a gift. People could be born to the gift, so that only those of certain bloodlines could use it, or it could be passed from mage to mage. In the former case, the number of people able to use magic is likely to gradually increase (unless magic users are persecuted). In the latter case, especially if the gift of magic is lost by the donor when passed on, it will gradually decrease, perhaps being a relict of an olden age when magic was more common. In either case, if magic-use is a limited gift, it should be treated as a perk, with players paying 5 or even 10 points for the ability to use it. If magic-use is an innate ability, you might also like to require that this perk is bought when the character is created. That way, either you have the power, or not. Of course a character could start without any spells or even magical ability. As long as he had the perk, he could acquire them later.

Other ways to limit the use of magic is to make it dependant on other factors. If magic is inhibited by the presence of iron, for instance, it would be difficult to do much spellwork in modern cities, and magic would be of limited use in the presence of iron-armed warriors. If magic requires the use of some expendable energy (mana) then in areas where magic had been used to any great extent, it would become less and less easy to cast spells. Larry Niven's book "The magic goes away" explores precisely this possibility. Even if the resource needed to power magic is renewable (life-force, for instance) the need for a sacrifice to power every spell would greatly restrict the ways and places in which it could be used.

Finally, magic may only be usable at certain places or times (on the site of ancient faerie mounds, or when the red star is ascendant). In the former case, magical places of power are likely to hotly contested by those mages who know of them. In the latter case, times when magic can be unleashed are likely to see great outpourings of magical energy as different spell casters make use of what time they have, and will probably feature heavily in portents and foreseeings.

Magic is unpredictable

Unfortunately, it is difficult to keep an air of mystery in a game where the mages are completely familiar with the limits and casting requirements of their spells. To inject some uncertainty, GM may wish to keep the precise effects of spells to himself, allowing player wizards to know only the spells' names, the obvious casting requirements and a general idea of the effect. Thus, a lightning bolt would be described as causing "lots of damage" rather than as a "2d6 area effect (cone) RKA". This involves some more work on the GM's part, but helps enormously with atmosphere. Eventually, astute players will work out what the rough limits of their powers are, and a GM who wishes to shroud things further in mystery, may require some or all spells to take the Variable Advantage and Variable Limitation power modifiers, so that the power will vary depending on the desired effect. Alternatively, power modifiers normally applied to a spell can be made subject to Activation rolls or Skill rolls. This approach will alter the effect of the spell in a positive or negative fashion when the activation or skill roll is made. In such a case, the mage using a spell will never be quite sure what effect he will get (and if the power advantages Explosion or area Effect are used, each use of the spell could be a dangerous experiment!). To indicate how this works, consider the spell below:

INCINERATION STRIKE

The powerful spell creates a column of intense flames in the target hex. These flames are hot enough to incinerate normal flesh, and will cause iron objects to glow red.

Power: 3d6 RKA (Fire)

Specific Modifiers: Penetrating (+1/2), Area Effect (hex, +1/2); Extra Time: Full phase (-1/2), Doesn't work in rain or underwater (-1/4).

Active Cost = 90 points; Real Cost = 51 points; END Cost: 9; Magic Roll: -9; Casting Time: 1 Phase.

Normally this spell has the advantage Penetrating. If Penetrating was put on an 11- activation roll (a -1 limitation), the extra points required for this advantage (+1/2 or 22 points) would be reduced in cost to 11 points and active cost would then be 79 points, real cost 45 points. More importantly, every time the spell was cast, it would only have the Penetrating effect when the 11- roll was made. Likewise, if a similar limitation was placed on the Area Effect advantage, the spell caster would never have the reassurance that he only need hit the hex to fry his target. Using the alternative approach described (Variable advantages or limitations) would mean simply applying a variable +2 advantage to the basic power. Most of the time this would give the advantages listed (Penetrating and Area Effect, 1 hex). From time to time, the effect might be Armour-piercing instead of Penetrating, or Area Effect, Radius instead of both normal advantages, or even Indirect (the flames come from another direction than expected). Similarly, the -1/2 limitation for extra time could be taken as a -1/4 variable limit. Usually the spell takes a full phase to cast, but sometimes it may take only take a half phase and invoke a side effect instead (probably an unpleasant occurrence!) If the variable power modifiers are not under the player's control (that is, they are truly arbitrary) the positive modifiers should be limited themselves with the No Conscious Control limitation, which will at least reduce the cost somewhat. This approach requires some expertise in modifying powers in Hero system (See the section on Partially Limited Powers, in the rules book). If the GM prefers to make such rolls himself, it will make it very difficult for a spell user to calculate the exact effect a spell has had on a target. Even if he allows players to make these rolls, it will be impossible to estimate beforehand how a spell will turn out. If a GM does decide to limit spells like this, be aware that it will involve (a lot of!) extra dice rolls, and therefore more time as well as a significant degree of extra work. A GM who is not extremely comfortable with the Hero system would be well advised to work out what advantages and or limitations apply to spells and keep them at hand if they take this route.

A simpler way to make magic less predictable is simply to requires the limitations Activation, or Requires a Skill Roll. Both limitations reflect the possibility that a wizard may not always get what he wants.

Requires a Skill Roll has been discussed above, and all that needs be added here is that it adds to the uncertainty only inasmuch as the magic user can never be sure if his spells will work. Using Side Effects will increase the unpredictable nature of magic, especially if the GM uses different side effects when a spell skill roll is failed, rather than using the same one all the time.

Activation (-1/4 to -2) plays much the same purpose as Requires a Skill roll, but differs mainly in that it is more difficult for characters to overcome for powers at lower active point levels, and may be kinder for powers with higher active points. Since Activation rolls do not depend on the character's skills, they are only recommended when the GM wants to invoke a sense of true caprice into the use of magic.


If you use these conventions, you can simulate different settings fairly readily. Moreover, since the conventions affect the way the players' powers work, they will automatically adopt the mindset the GM is trying to encourage, so that magic use is "controlled" without the GM having to justify apparently arbitrary decisions on what is and what is not acceptable. This avoids the potential for arguments, which bog a game down. I have listed several potential game settings, with their magical descriptions to show how this works.


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