Sample Magic Systems
On this page, several magic systems are described, along with the
intent behind their design, to give some ideas on design
"how-to".
The D&D Magic setting
The D&D magic system has been described as "Vancian" after the
magic used in some of Jack Vance's "Dying Earth" stories, which any
aspiring GM should read, along with his "Lyonesse" series. The basic
principle in these stories was that the mage impressed his trained
mind with mystic symbols of power, which once used, had to be
reacquired at a later date. While D&D has departed from this to
some extent, the ancestry of the system is still visible.
D&D spell casters are thus characterised by the following
features - generally they have a hodgepodge of spells, which they can
use once and which are then not available again until they have
rested and studied for some hours. Spells can be - and often are -
powerful and flashy, but they are also predictable. Magic users in
D&D treat their spells like any other tool, and tend to play the
role of mobile weapons platforms, since they have a degree of
firepower not available to other characters. This is balanced to some
extent by an inability to use arms and armour efficiently. Finally,
spells tend to be standardised, and acquired (usually at great cost
in lives lost) rather than developed, and are inscribed in
spell-books. If these are lost, the caster cannot regain his
spells.
This magic system is most easily simulated in the following
way:
Magic users have a Variable Power Pool with the following
limitations:
- Can only change powers after several hours of study and
rereading of spellbooks (-1/2)
- Limited powers (spells acquired, -1/4)
- Requires free movement (not bound, no armour, etc., -1/4)
- 1 recoverable charge (-11/2). Note that although all spells
may have only one use, it is permissible to have the same spell
within the pool several times to allow multiple uses of it. In
other words, if the mage wants two fireball spells for one day and
"Fireball, 1 use" costs 10 points, the mage cannot add a power to
his pool "Fireball, two uses" for 11 points. He must buy
"Fireball, one use", twice within the pool. It is however,
permissible for some spells to have 1 use, lasts X
phases/minutes/etc. to simulate spells with prolonged effects
The spells generally also have limitations such as Gestures and
Incantations, and somatic component (OAF), which would reduce their
cost, but not all spells have these, so they cannot be used to limit
the control cost of the pool.
This system is easy to run, for both players and GM. The GM needs
to set up a spellbook of "known" spells which the players can acquire
in the course of their adventuring, which have all the limitations
(such as gestures, incantations and extra time) and the real cost,
noted. Limitations such as Activation Roll or Requires a Skill Roll
are not appropriate in most cases. In this game setting, magic is
restricted in some ways, but it is absolutely reliable. The player
needs to keep track of those spells which he has acquired, and since
the cost is set, can easily swap them in and out of his pool by
studying. Once they're used, the spells must be relearnt (i.e., the
spell charge recovered).
This approach also mimics the D&D approach in another regard.
Variable Power pools cannot contain powers (spells) larger than the
pool, and they are a relatively expensive way to buy powerful spells
since the cost of the pool cannot be limited. To cast a 60 point
fireball spell (6d6 EB, area affect) the mage character would have
had to had spent at least 69 points on his power pool. If he wants a
lot of spells in addition he'd have to spend more. This means that
mages will tend to be specialists - since they will probably want to
pour as many points as possible into their pool, thus limiting their
interest in spending points on physical prowess and combat abilities.
However, they will be very powerful since they can (in theory) have
access to any power and are relatively unrestricted in their use.
Here's a sample character using this system: Nasrehyu
the Mage
Gothick Empires
For Gothick
Empires, my own fantasy game, I wanted powerful mages and amazing
effects like flying ships. But I didn't want all adventures to
degenerate into magical firefights. I wanted skillful thieves and
sturdy fighters to be able to share the limelight with mages.
Since I've never had any patience with kludgy approaches like "NPC
mages can have these powers, but player character mages cannot"
(after all, WHY can't they?) that meant I had to risk making magic
powerful, without allowing it to overpower the game. I did this by
requiring limitations on all spells that restricted their combat
effectiveness. These "laws of magic" apply to all spellcasters: NPC
and PC alike, at all times and reflect the way magic works in the
Gothick Empires universe. The system has served me well for more than
10 years and is detailed here.
There are many magic-using NPCs built using this system here.
On Stranger Tides
Tim Powers' wonderful book "On Stranger Tides" mixes the Spanish
Main, buccaneers, voodoo magic and the Fountain of Youth into a
roaring adventure yarn. I mentioned his book here because the magic
in it is memorable and distinctive. Basically, sorcerers (at least
the ones encountered in this tale) gain power by mastering - or
appeasing - spirits and tapping their power. The more spirits a
sorcerer can call on and the more powerful they are, the more power
the sorcerer has. These spirits have certain areas in which their
power operates - so Maître Carrefourre (Mate Care-for in
buccaneer slang) is a protective spirit and can turn aside bullets,
and other forms of harm, for example, while Baron Samedi, the Lord of
the Cemeteries, can heal injuries and raise the dead. Using these
powers, sorcerers can become virtually invulnerable, fly, foresee the
future and so on. Magic also seems to use the principle of contagion
- to talk to a dead spirit you need to be at his grave. To resurrect
a dead person, you need their body - or at least a piece of it. To
talk to Maître Carrefourre (the lord of the crossroads) you had
best go to a crossroads - and so on. The second thing that magic
needs is "hot" or "live" iron - the kind in blood or in meteorites.
Blood however, is far easier to get than glowing meteorites, so you
can guess what sorcerers mostly use.
However, there is a catch. Cold or "dead" iron (particularly in
its pure form) is antithetical to magic - it drains the life out of
it and magic-use in turn heats up cold iron. Thus magic is fading
away before the Enlightenment and the industrial age. In European
countries, the air and soil is impregnated with tiny specks of iron
from forges and furnaces, from plows and swords, in all but the most
remote areas and magic is weak or nonexistent. In the 18th century,
when the story is set, magic survives only in fringe areas - like the
Americas - where industrialisation and iron are rare, and even there
magic is easier at sea - away from the land and its iron.
In addition, spell-use drains the caster, making him weak for long
periods of time. Meat - especially the hot iron-rich blood - can
restore some of the energy lost, but powerful spellcasters have to
avoid iron, or their power gradually fades, so meat can't be cooked
in an iron pot, or cut with iron knives or even killed with an
iron-containing weapon. They therefore tend to become anemic.
Moreover, if one knows something about magic, one can protect oneself
against it by making a link between cold iron and the "hot" iron in
the blood - forming a link through which the magic can be "grounded"
rather like an electric charge. This could be done by stabbing an
iron needle into a vein, for example (although if this heats up, in
the presence of magic, it could be a problem....) and linking it by
touching to a larger piece of iron.
Finally in this world, magic seems to be discreet - when a mage
want to kill a foe, he summons a dead man to do it, casts a
muscle-cramping spell, or uses a sword - not a lightning bolt.
Moreover, it is not always plain when magic is being used - except
for the smell of red-hot iron...
Because of these limitations, magic is rare and in this world few
people believe in it. The sight of something obviously magical almost
always causes a panic among normal people.
There are several ways to simulate this style of magic. The first,
is simply to assign the various powers areas of influence and allow a
sorcerer to use spells in those areas if he has bound the appropriate
spirit. More fun, however - and truer to the spirit of the book - is
to make sorcerers bargain with the spirits (Loas) for the
powers they want, or - if they are powerful enough - trap and
threaten them. The GM will have to specify which spirits are around
and what their area of interest is. It would also be useful to define
their powers, since it is not impossible that any player mages will
have to fight a loa from time to time. Spirits of the dead can
also become loas, getting more powerful as they grow older,
and they also can grant powers - though smaller and weaker than the
great loas from long ago.
A sample loa (Grandpére Ubu) is here.
Thus, the first spell any aspiring wizard (Bocor) has to
learn is summoning - a long and complex ritual. Many of the pirates
in the book knew small - but nevertheless useful - magics. Presumably
they only summoned small loas. More powerful bocors can
summon greater loas (i.e.: they have more points invested in
Summoning). A reasonable way of dealing with this is to assume that a
loa can teach any spell it knows, and loas are not
subject to the rules on spells given for mortal mages below. On the
other hand, loas are not something you deal with casually -
they can be vindictive and cruel. They may attack the summoner or
attempt to possess him if they are feeling angry or if they decide
they are not being treated with sufficient respect, or if they are
unsatisfied with the sacrifices offered. And there is always the
possibility that the loa you get may not be the one you asked
for....
The summoning spell itself therefore looks like this:
Power: Summon (Loas, Limited group, +1/4), points of
summoned creature will be defined by the points invested).
Modifiers: Extra time (5 minutes, -2), OAF (-1 1/2, bulky and
expendable: powders and rare herbs, firepot and sacrifices), Side
effect (-1, summoning of another loa - note that this side
effect can always be more active points than the attempted summoning,
but will never be less. And if the wrong loa turns up and
doesn't like the sacrifices, it might be angry...)
So, a bocor who wants a spell (having saved up the
experience points to pay for it) performs the ritual for summoning
the appropriate loa and if it appears, offers the appropriate
offerings - blood, alcohol and candy all seem to be good choices -
and asks. He may get the power, he may not. He may get possessed by
the loa or attacked if it is angry. But if all goes well, he
gets a spell, which he can thereafter use - unless he offends the
loa in some way, in which case the powers it gave are
withdrawn. The spells all have the following limitations:
- Invisible effects (to sight group, +1/2). As mentioned above,
magic use is essentially invisible (although its effects need not
be) except for the smell of hot iron.
- Causes long term END loss (-1/4) Spell-use wears the caster
out - not just at the time, but for some time after. See the full
description here
for this limitation.
- Side Effect (+1). Drain versus power (up to full points in the
power). The way this works is that the Side effect is
automatically invoked by the presence of iron on the caster or his
target - or anything in between. The side effect is a drain versus
the spell being used (1d6 drain points maximum for every 10 points
in the spell, so given time the drain will soak up all the energy
in the spell), but it requires a kilogram of metal for every d6.
Thus a cutlass that weighed 3 kilos would automatically protect
its wielder to the extent of a 3d6 drain on the power being used.
The metal thus affected soaks up the magic and begins to heat up -
becoming red hot (and inflicting 1d6 killing damage where it
contacts unprotected skin) in a turn or so. If there is enough
metal, then the magic rapidly becomes ineffective, and if there is
a lot of iron, the metal-heating effect might be barely noticeable
unless very powerful magic was being used. Two final notes - if a
link can be made between cold metal and the blood, then the blood
can be counted into the weight (an average adult holds about 8
litres or so of blood, for an 8d6 drain). Secondly, land always
holds some iron, although it is normally very dilute. Spells
always take a 1d6 drain on land in addition to any other iron -
which is why important magic is performed at sea. In areas where
people have lived and worked with iron for very long, the very
soil is permeated with small flecks of it - so there is always as
much iron as needed to invoke the full side effect. That means
magic won't work for long or at all in such areas.
- Concentration (throughout, 1/2 DCV, -1/4). Magical powers in
this setting require constant attention. A forcefield provided by
Mate Care-For can turn aside a musket ball - but only if you ask
him to. He's not watching out specifically for you - and so there
are no powers which can be activated and left to run under their
own power (like magical armour, for example). This means sorcery
in a combat setting is a difficult thing to manage.
- Gestures (-1/4). As noted above, magic is an active process -
the spell caster needs to point at his target, and spells can be
"batted away" by protective magic - but only if the caster is
capable of reacting appropriately.
Finally, remember, when magic is uncommon, its power is magnified.
For a setting such as this where magical knowledge is limited, I
would suggest disallowing power frameworks and requiring each spell
to be bought straight. While limitations such as Focus (IAF -1/2,
representing fetishes and charms, or Blackbeard's slow matches),
Extra Time or Incantations are not required, they certainly seem seem
to fit the milieu and others can be added to reduce the cost of
individual spells. A full list of appropriate
limitations is provided on another page. In addition, the wise
bocor will spend some points on magical lore KS:s - it never
hurts to know about the unseen world so that you can talk correctly
to someone (or something) unexpected that answered your
summoning....
Feng Shui
There are many fantasy worlds in which magic really exists in the
modern world. One thing all of these stories have in common is the
fact that magic is uncommon and covert. After all, if magic was
common, then the story would no longer be set in a recognisable
modern world. There are many ways of doing this, and the different
ways of making magic rare are discussed in Designing
Magical Worlds. One way used in the very popular "Feng Shui"
roleplaying game was to postulate that all magic requires the
manipulation of Chi energy. Chi energy is normally too diffuse to do
serious magic with, but there are some places where it is
concentrated - places with strong Feng Shui. Feng Shui concentration
depends on precise geometric and geographical alignment, so it is
very difficult to create sites with strong Feng Shui. That means that
those sites which do exist, are created accidentally and are thus
very rare. This accounts both for the rarity of magic, and its covert
nature. Magicians keep a low profile, since the fierce competition of
other mages for the existing Feng Shui sites makes maintaining a high
profile hazardous to your health. Not only that, if someone discovers
a mage's Feng Shui site they hold his power in their hands. Not all
sites are of equivalent value. The stronger they are, the more prized
- and the better guarded - they are likely to be.
Chi energy is not just valuable to mages, however, although they
are most adept in its use. Anyone who owns a Feng Shui site will
benefit from the good Feng Shui it generates. Thus, in this game
world, the only way to buy "powers" - whether spells or mystic
abilities - is to psychically "own" a Feng Shui site. This is done by
expelling anybody else who has a claim.
So, all powers in such a game must be bought with the
limitations:
- IIF, Immobile (-11/4). This reflects the fact that the powers
gained if one owns a Feng Shui site are not obvious - except to
those who can detect such things. Obviously a site cannot be moved
or altered, so it counts as an immobile focus.
- Powers cannot be greater than the Feng Shui of the site
(-1/4). This means that the GM must define the points available
through the site. If Old Lo's Mansion is a weak Feng Shui site it
may be rated as a 10 point site - so no powers greater than 10
active points can be powered by that site. If the owner of Old
Lo's Mansion later acquires the Blue Jade garden - a 20 point
site, he can now use 30 active point powers. If he later loses Old
Lo's Mansion, he can only use spells or powers of up to 20 active
points.
However, these are the only required Limitations. Spells in the
Feng Shui universe can be (and often are) flashy. Gestures and
incantations are suitable limitations for spell casting but other
mystical powers may or may not have other limitations. In such a game
world magic is not inobvious - it is merely hidden.
This approach can be used in any "modern magic" game. The source
of power need not be Feng Shui sites - it could be ley lines, or
ancient faery mounds or even mobile power sources (such as gems, for
example). Anything would serve, as long as it is a limiting
resource.
Medieval Magic
A common theme in many fantasy novels, which is rarely used in
games, is the persecution of magic-users by the authorities. This
theme echoes that of our own history with the pursuit of dabblers in
forbidden knowledge by the inquisition. It is rarely used in games
because there magic is normally regarded as a useful tool, but it
offers interesting possibilities for gaming nonetheless.
To make a viable game setting from this, two question must be
answered. The first is: "Why are magic-users persecuted?" The second
is "How are the persecutors able to successfully challenge magic
users?"
The first question may have many answers. In our own world, the
church regarded any enquiry outside the bounds it had set as
potentially heretical, and enquiries into magic simply fell within
the scope of this proscription. The inquisition was able to get away
with persecuting would-be magic-users for the simple reason that
magic - in our world - doesn't work. The first answer would work well
enough in a fantasy setting, but the second one is not going to be
much fun.
However, there are other answers to the first question. Magic may
be proscribed because it is evil, or it may be regarded as simply too
dangerous. The authorities may ban it simply because of the
potentially destabilising effects of magic on the status quo. The
idea of magic as dangerous or evil, is explored in more detail in
Designing Magical Worlds.
The second question is addressed below.
If you assume that magic-users are persecuted, one must also
assume some sort of persecutors. It is possible that magic use is not
actually forbidden, but regarded as unwholesome. In this case,
persecution is carried out by "ordinary folk". People suspected as
being mages are shunned, can't get service in inns, get stones thrown
at them in town and so on. While viable, this approach presents some
problems if one assumes that magic does work and is capable of
doing useful things. People are unlikely to throw stones at someone
who can throw fireballs (more than once anyway!), and nobles are
unlikely to sneer too long at someone who can cure their ills, or
help against their enemies - unless there is a very strong reason to
do so. And if there is a strong reason to fear magic use and
magic-users, it would seem likely that some form of inquisition is
not too far behind. If magic-use is actually forbidden, it is even
more likely that there are people devoted to stamping it out.
This brings us to the core of the second question. If magic use is
capable of the feats we associate with it in fantasy games and
novels, how do the inquisitors bring down their prey. Mages are
dangerous foes - they can kill at a distance, fly, pass through
walls, or turn invisible. The inquisition will either have to be very
highly trained - or use magic itself. Presumably the inquisition
could only use magic, if the source was not too corrupt. If that is
not the case - if magic is regarded as "Dark Knowledge", then the
inquisitors will have to be very skilled individuals indeed. Below is
a game setting based on that concept.
In this game world (not too different from our medieval one),
magic is performed by tapping the powers of the cosmic entities which
are associated with the planets and stars - the spirit of Gaia
(earth) for magic associated with the flesh, or the spirit of Mars
for combat-related spells. While magic is not specifically evil, some
of these powers (the spirit of Nemesis, for example) are specifically
unfriendly to humans. However, none of these powers are subservient
to, or friendly to, humans. What makes magic banned by the
authorities is thus the possibility of accidentally releasing some of
this power. It doesn't matter if all you want to do is warm yourself
on a cold night if you release a fire elemental when trying it. Thus,
magic - despite its power and potential benefits - is banned.
Sorcerers who are caught are tried and executed - they are considered
simply too dangerous to let roam free or even to hold in prison. Even
to talk with them is considered dangerous unless you are pure in
heart - after all, who knows whether it is even a human spirit
lurking behind those eyes...
To perform this dangerous but necessary task, the church employs
an order of highly trained witchfinders - paladins of a sort. They
offer no mercy to spellcasters - even if the mage himself intends
only good, the powers he evokes are too potent for safety. Such
people must be eliminated for the good of all.
These wizard-hunters have a fighting chance because magic requires
the invocation of the planetary spirit. Mages simply do not dare to
have spells active at all times - the powers they deal with are
simply too dangerous. The magic in this world is (deliberately) based
on a loose synthesis of common ideas of medieval European magic,
thus, all spells must take the following limitations:
- Incantations (to start, -1/4). This is the invocation of the
planetary spirit
- OAF ( -1). This represents material components, which must be
related to the particular spell being invoked. In many cases,
these may be mundane - such as earth for Gaia - or expensive and
difficult to obtain such as star of mercury for the planetary
spirit of Mercury (in which case the expendable limit (-1/4 to -1)
could be added). See also the note on foci below.
- Requires a skill roll (-1/2). magic is a difficult art and one
only perfected by years of study! In addition, this roll is the
mechanism by which the side effect is invoked. The caster can
always take extra time to make the roll safer, and can get bonuses
for tools and environment (see the HSR rules on skills for precise
bonuses) which is why most magicians aspire to laboratories
well-stocked with magical paraphernalia.
- Side Effect (-1, caused by failing skill roll) This summoning
will be of an entity related to the power being invoked. The
summoning will be the same number of points as the spell cast - or
a minimum of 60 points. This will summon a creature of at least
150 points. Of course, if the GM is feeling cruel, it might be
very much more powerful.
- Affected by astrological opposition and conjunction (+/-0).
This means that the casting of spells is affected by the star
signs of the planetary spirit. The spirits have an elemental
nature, and if summoned in an hour or period when the opposing
spirit is ascendant, then the skill roll takes a -2 for each
opposing factor. However, the spell takes a +2 for each factor of
the same element. This is explained more fully below.
- Spells which have a duration (i.e.: constant or continuous
powers) must take the limitation "Requires a skill roll for each
time interval", for a further -1/2. This reflects the fact that
the planetary spirits must be continuously held in check - thus,
after the initial skill roll has been successful, the caster must
make another after 1 turn, 5 turns, 5 minutes, 1 hour, etc. If
they do nothing else, they can use the extra time to get the extra
time bonus on their skill roll, thus making the power
progressively easier to subdue, but it will never be without
risk.
As always, mages can have other limitations on spells to reflect
their style of magic, and to reduce the cost. Since mages will be few
and far between in this world, their spells will be proportionately
more powerful, so one possibility is that mages buy spells straight
and do not use power frameworks. Alternatively, one could require
them to buy power pools - into which they could only add spells that
they had learned. In this latter case, the GM should keep track of
which spells have been penned into the mage's grimoires, since this
will define the spells he can use. In this case, the pool will look
like this:
Power pool: X points
Control cost: (X points/2) limited by Requires a skill roll, OAF,
Incantations, Side effect, and limited powers (learned spells) for a
total of -3.
The planetary powers or spirits which can be invoked are:
Planetary spirit
|
Star Sign**
|
Dates
|
Hours
|
Element
|
Metal
|
Sphere of Influence
|
Sun
|
Leo
|
Jul 21 - Aug 21
|
8-9
|
Fire
|
Gold
|
Wordly power, Justice
|
Mercury
|
Gemini
|
May 21 - Jun 20
|
6-7
|
Air
|
Mercury
|
Communications, Knowledge, Hidden things
|
Venus
|
Libra
|
Sep 23 - Oct 22
|
10-11
|
Earth
|
Copper
|
Love, Sex, Languages
|
Earth
|
Taurus
|
Apr 21 - May 20
|
5-6
|
Earth
|
Brass
|
Health, Endurance
|
Moon
|
Cancer
|
Jun 21 - Jul 20
|
7-8
|
Air
|
Silver
|
Fortune, Madness, Inspiration
|
Nemesis*
|
Virgo
|
Aug 22 - Sep 22
|
9-10
|
Water
|
Adamant
|
War, Vengeance Evil Deeds
|
Mars
|
Aries
|
Mar 21 - Apr 20
|
4-5
|
Fire
|
Iron
|
Combat, Strength, Bravery
|
Jupiter
|
Sagittarius
|
Nov 23 - Dec 20
|
12-1
|
Fire
|
Tin
|
Teaching, Necromancy, Defence
|
Saturn
|
Capricorn
|
Dec 21 - Jan 19
|
1-2
|
Earth
|
Lead
|
Peace, Commerce, Organisation
|
Uranus
|
Aquarius
|
Jan 20 - Feb 18
|
2-3
|
Air
|
Platinum
|
Magic, Treasure-finding, Friendship
|
Neptune
|
Pisces
|
Feb 19 - Mar 20
|
3-4
|
Water
|
Bronze
|
Mysticism, Treachery, Travel
|
Pluto
|
Scorpio
|
Oct 23 - Nov 22
|
11-12
|
Water
|
Electrum
|
Death, Aging, Destruction
|
*Nemesis is a legendary planet in the same orbit as
the earth - and which has a matching periodicity. Since it is opposed
to the earth in its orbit, the sun is always between the two, and
thus you cannot see one from the other. Nemesis is supposedly a place
of evil, the home of devils, and it is decidedly a malign spirit to
summon.
** I've taken a few liberties here, messing up genuine medieval
superstition, the muddled version of it derived by Crowley and his
contemporaries, and my own invention. Don't let it bother you.
:-)
The way the system works is that each spirit can only grant
spells in its sphere of influence. Thus, if a spell caster wanted to
summon the dead, he would need to invoke the spirit of Jupiter
(Necromancy). Note that this spirit has the elemental nature of fire,
so that fire would be needed for the invocation. Moreover, it has the
star sign of Sagittarius, and the hour of 12 -1, so casting it in the
period November 23 to December 20 between midnight and 1 am or midday
and 1 p.m., would be advantageous. However each sign also has an
opposite. Water signs are opposed to fire, earth signs to air. Thus,
casting the same spell in a period dominated by a water sign (Pisces
or Scorpio, for example) would have a negative effect. This
translates into game terms as a +2 to the skill roll for each
advantageous element and a -2 for each disadvantageous element.
Here's an example to show how the system works.
Mercutio of Padua, a wealthy and respected merchant, is also a
mage and a member of a coven. He is planning to cast a spell to grant
luck to a new ship of his due to sail the next day, since it is early
march, and the weather is still unsettled.
He thus goes to the ship, has all the crew leave on the excuse of
doing an accounting on its goods, and prepares to cast the spell down
in the hold out of sight. He has two choices - he could invoke Luna,
the spirit of the moon and ask for fortune (a luck spell) or he could
invoke Neptune and ask for fast passage to his ship (Aid to movement
- in this case swimming). Since it is a ship, and Mercutio will be
surrounded by water, Neptune - a water spirit, seems safest.
Moreover, in early march, Pisces (Neptune's house of the heavens) is
ascendant. So, Mercutio decides that a water-spirit spell would be
most efficacious. He takes the necessary focus with him - a small
bronze jug (bronze being Neptune's metal) filled with water and
prepares to cast the spell.
The spell is The Emperor of the Seas (In game terms, 3d6 Aid to
swimming, 1 charge that lasts a month (+3/4), usable by one other
(+1/4) for an active cost of 30 points) which gives him a -3 to his
spellcasting roll. He is casting the spell under a favourable
astrological sign (+2 to the skill roll) and has chosen to cast the
spell at 3 p.m. - Neptune's hour (for a further +2 to the skill
roll). Finally, he is surrounded by water Neptune's element (for a
further +2) Thus he can cast the spell at a total of +3 to the spell
roll. This is important to Mercutio because the spell will last a
month, and he will have to make the roll multiple times during the
course of the next month to keep the power he is invoking under
control (remember the note above about continuous or constant
powers). He plans to stay on the ship doing nothing but binding the
power for 5 hours -thus allowing him to make all the initial rolls
under favourable conditions - thereafter he will only have to take
time to keep the spell potent at one day, 5 days, 1 week and a month,
which he is sure he can manage.
Unfortunately, Mercutio has been observed by Father Mordeus of the
Church Militant, who suspects him of being a warlock. The priest thus
gathers several stout followers armed with swords and they follow
Mercutio stealthily to the docks. Creeping aboard the ship they hear
the spell being cast and rush downstairs, bursting in on Mercutio.
Realising that he cannot tackle such a number of armed foes, Mercutio
opts to cast his most devastating spell, The Skein of Sizzling Flesh,
which makes its target's flesh burst into flames. He figures that if
he can fell the leader of the group, the others will flee.
The Skein of Sizzling Flesh is a simple 3d6 RKA, continuous (+1)
for 90 active points. It is a fire spell, so requires fire as a
focus. Mercutio was casting his spell in the dim light of the hold,
as he has no lamp (he didn't want fire to interfere with casting a
water spell - if he had bought a lamp the opposing element (fire)
would have canceled the +2 bonus he got for the presence of water
around him). However, Mercutio is prepared for emergencies - he has a
small glass sphere in his pouch containing a fire sprite he summoned
and trapped some time ago (in game terms, a small Summon spell
already cast with a trigger - break glass sphere). He casts this to
the deck - releasing the fire sprite - and incidentally giving
himself some fire to act as a focus. As the witch-hunters batter down
the door, Mercutio shouts out his spell, summons the power of Mars
and casts The Skein of Sizzling Flesh. The +2 bonus he gets from the
flames the fire sprite is raising on the wood of the hold is canceled
out by the fact that he is surrounded by water (opposing element -2).
In addition, it is an hour and astrological period dominated by
Neptune - a water spirit. That gives Mercutio a -4 on his roll - in
addition to the -9 for the spell itself. Mercutio has no extra time
to waste, and not surprisingly, with a -13 on his roll, he fails the
spell. A gate is torn open in the dimensions and something - a black,
smoking, flaming horror - slips through (the summoning side effect).
The combination of Mars, the spirit of war and fire is almost always
a bad one. The witch-hunters turn and flee in terror. The summoned
fire spirit alas, is between Mercutio and the door, so when the
witch-hunters gain the safety of the dock there is no sign of the
warlock and the ship is already strongly aflame. In moments the ship
is gutted and sinks - with a dreadful howling as the water rushes
into the hold. The priest kneels and crosses himself, saying a quick
Ave for their lucky escape and the sorcerer's demise. Then one
of his followers shouts and points to where the water is starting to
bulge upwards most strangely.
Remember the The Emperor of the Seas spell Mercutio cast? The next
time period (1 minute) is up, and he is not around to make the skill
roll to keep it under control.....
This has been (deliberately) a fairly complicated example, but it
gives a good idea of how the system would work - and shows how
constructing the magic system with its own internal logic forces
magic users to behave in a way that is consistent with the original
intent of the game. In such a game world, spellcasters would be well
advised to spend plenty of points on their magic skill rolls. They
would also do well to spend points on astrology, and talents like
absolute time sense, plus have KS:s relating to elemental magic, so
that they know what they can and cannot expect of the powers. It is
recommended that the GM allow these other magical knowledge skills to
act as complementary rolls to the magic skill roll, where
appropriate.
Lovecraft's Magic
While the typical worlds of HP Lovecraft (and his collaborators,
such as Robert Bloch) are rich in magic, they tend to be poor in
human magic users - indeed, in most stories nothing resembling magic
users in classical fantasy exist. The vast majority of characters in
these stories face magic with nothing but conventional weapons and -
occasionally - a little occult knowledge. Magical powers are
primarily the domain of creatures from beyond normal space and time,
and the powers wielded by human mages merely reflect their ability to
summon or banish such creatures. For a game like this, therefore most
powers are not permitted.
What is permitted are the spells which allow summoning,
banishment and control of these creatures, and spells giving access
to other dimensions (whether physically, or merely for observation).
This limited range of powers still gives a would-be sorcerer many
powers - speedy transport across the world can be gained by summoning
and binding a Shantak, a foe disposed of by summoning any one of a
number of gruesome beasts, and secret knowledge acquired by summoning
and putting the question to things best not named....
The problem, of course, is doing all this and keeping one's
sanity. Even spells of banishment and protection (for example, Dispel
summoning or Forcewall - only against extraplanar entities,
respectively) expose the sorcerer to forces which can warp the soul.
Likewise, spells of mind control (only permitted against summoned
creatures, to reflect the binding of a creature to task) have the
same effect. Most of all,any spell which involves the summoning of
things from beyond the ken of man, or any spells which allow the
caster to look into, or even enter, other dimensions are fraught with
peril. All of these spells seem to involve a great deal of ritual, so
they have the usual sorcerous limitations:
- Incantations (-1/4)
- Gestures (-1/4)
- Foci (OAF - magical or magico-technical paraphernalia,
blasphemous books of lore, strangely carven star-shaped stones,
etc.)
- Magical skill roll
- Side Effect (-1/2). Minor transformation, cumulative - sane
person into insane person, triggered by unsuccessful use of a
spell.
The side effect is (as noted above) is triggered by an
unsuccessful casting of a spell. it should be noted that many of the
creatures of Lovecraftian legend - and even some inanimate sites or
objects - are so repugnant to human senses that they can have the
same effect - a 2d6 (or even more) cumulative transformation attack.
Thus, even a successful summoning can cause insanity, due to the
effect of the summoned creature! Too much exposure over a short
period of time leads rapidly to insanity - and to any character so
exposed, becoming a lunatic NPC. Mages in this world will have to
have good skills and (perhaps) some power defence built up by
exposure to such things over time. The GM will have to limit the
amount of power defence characters can buy to keep this game setting
atmospheric (no more than 5-10 points at a maximum is suggested)