The Magic System
This was heavily inspired by Generic Universal Eggplant's Wizardry System, as well as the Modular Powers from this other site I found one day. And then I copied the calamity table from no school grognard College Ritual Book Magic. The main thing I wanted to do was have being an effective caster something possible on 62pt games, and not become overpowered at 250pt games. The other thing I wanted was having all the traditional (in my mind) parts of being a caster still exist, so every spell requires chanting, hand movements and so on.
https://enragedeggplant.blogspot.com/2023/09/introduction-to-wizardry.html
https://greyson.conlang.org/2020/04/08/modular-powers-a-new-flexible-powers-magic-system-for-gurps/
https://noschoolgrognard.blogspot.com/p/blog-page.html
Houserules
For certain spells that are clearly weaker than their price indicates, (GM choice) after reaching the -80% max limitation, apply the remaining limitation on top. For example. 50pts -120% =10pts due to the max 80, there's still -40% remaining, so 10-40%=6pts, so the spell using this rule would cost 6pts. This house rule is indicated by a * next to the full cost. This extra reduction still has a max of -80%. The "real" price is in parenthesis.
EDIT: I forgot to mention I'm using ST costs as [8] and striking ST [3], since I am using the nerfed Swing damage houserule where swing = thrust +2.
One day I'll switch to KYOS and have to redo all the prices again.
Power Casting
Pre-requisites: To learn any of these advantages, you must first get Magery 0, which gives the normal benefits, plus it also gives you a Threshold of 5 and a Recovery of 5, and then you must have the following Disadvantage:
- Disciplines of Faith (Arcane Rituals) [-10]: You must own a spellbook that contains your notes, observations, and calculations on how and when you can cast spells. This spellbook is grimoire with at least 100 pages. You must study from this spellbook for 1d hours every night. On any day that you cast a spell, you consume $5 of reagents and spell ingredients. If you ever find yourself without reagents or your spellbook, you are at -1 on all spell-casting rolls per day that you go without either, and -2 per day that you go without both. The penalty is reduced to 0 as soon as you study in your spellbook and have access to reagents again.
Signature Spell: Once you have Magery 0, you can buy a spell. These are you main spells. You cannot buy a levelled damage spell as a Signature spell.
Spell Slot [Varies]: Requirement: Magery 0. Each spell slot has a pool of character points equal to its level that can be used to memorize spells. To memorize a spell, you spend an amount of time, usually 10 minutes studying your personalized grimoire, in complete silence and spend 2 fatigue. You may switch your memorized spell at any time with the same process. Any spells you memorize can only use Tally and not fatigue. All your spells are stored in a grimoire. If you lose access to your grimoire, you can no longer memorize spells, but you maintain access to the last ones stored in your spell slots. If you cannot recover your grimoire, you must buy a new one, or take it from another wizard, either way you lose access to the spells you have copied into it.
You may store a spell in your slot in two ways: If the spell's Full Price costs less than the level of the Slot, you have the spell as a secondary spell that you can use at any time, as if you had bought it as a regular advantage. If the spell costs up to 5 times the level of the Slot, you may store it as an alternate spell to your Signature spell, which requires you to spend a Ready maneuver to switch between your Signature Spell and the Spell in the slot.
Memorization Slot [Varies]: Requirement: Magery 0, and at least one Spell Slot. A memorization slot is a pool of character points equal to its level that can be used to memorize spells, just like a spell slot, but a Memorization slot is connected to a Spell Slot, allowing you to switch spells using a single ready maneuver instead of having spend the entire process of memorizing a new spell and forgetting the previous one. The process of adding a spell to a Memorization Slot is the same as the parent slot, and the Memorization Slot has a max level equal to the level of the parent slot. Memorization Slots cost 1/5th as a Spell Slot. When you spend your allowed usage per scene/day of the parent slot, you cannot use the spells in linked Memorization Slots.
- Cantrip Slot [6+2.1 per level]: Cantrip slots are the basic slots, and have no special limitations to their usage. Due to their price, they should only be used for minor, utility spells. It takes 1 minute to memorize a Cantrip. Can't store levelled damage spells.
- Encounter Slot [3+0.9 per level]: Encounter slots can only be used once per Scene, once used, it and all Memorization Slots connected to it are unusable until the next scene. It takes 10 minutes to memorize an Encounter Spell. Can't store levelled damage spells.
- Daily Slot [2+0.6 per level]: Daily slots, as the name says, can only be used once per day. It takes 1 hour to memorize a Daily Slot.
Special Limitations: You may put limitations on the kind of spell you can memorize. Each slot may have different limitations. For example, you may have an "Elemental Slot" that can only take spells from the elemental colleges, and a "Generalist Slot" that you can put any spells.
- If the Slot can put spells from a broad category (elementalism or evocation, mind affecting, etc.), after adding up all the levels you want for your Slot, reduce its price by 30%;
- If the Slot can put spells from a single specific College. After adding up all the levels you want for your Slot, reduce its price by 40%.
Memorizing Spells
You must spend the required amount of time reading a spellbook with a spell in order to fill your Slot with that spell, you must be in a relatively quiet environment (at most a single regular conversation may be happening), and you must spend 2fp per spell.
In order to keep your spells working, every day you must read your spellbook for a number of minutes equal to the highest Slot level times the number of Slots you have.
Spell Book
A typical empty spellbook costs $25 and weighs 3lbs. Transcribing a spell requires identifying it first with a Thaumatology roll. Transcribing takes 8 hours per 20 points of the spells’ full cost or a fraction of thereof.
Spell Scrolls
Spell scrolls that can only be used to transcribe a spell into your spellbook (not the kind of scroll that lets anyone cast a spell) cost $2 per point of the spell’s full cost.
Tally and Threshold
Every wizard has a threshold score, defining safe limits on his magic. His starting threshold (acquired Magery 0) is 5. If a wizard’s tally remains at or below his threshold, then everything’s fine. If his tally exceeds his threshold, then bad things can happen. He must make a Calamity Check – a roll on the Calamity Table (below) – on any turn that he goes over his threshold for any reason. While he’s over his threshold, he must also make a Calamity Check on any turn that he casts a spell (even one with zero cost) or adds to his tally to maintain a spell.
Tally Recovery: A wizard’s tally “heals” over time. The starting recovery rate is 5 points per day, with recovery occurring at sunrise. A wizard can improve his recovery rate by taking the Extra Magical Ability advantage (below). No other traits reduce tally in any way.
Extra Magical Ability [10/level, max 4]: Your ability to cast spells is improved, so you have +5 Threshold and +7 Recovery Rate for every level of this advantage.
Casting Spells
To cast a spell, you must take a number of concentrate maneuvers (usually 1 concentrate for most spells), making an IQ Check or a Thaumatology check (with standard penalties for range based on the spell), and spending the required Tally (99% of the time it's 1). During the concentrate actions, you are chanting and making various mystical gestures with one of your hands.
Your spell list are Sorcery Spells, with the following modifiers: Requires skill check (-10%), Requires Grimoire (-10%), Requires Gestures (-10%); Requires Magic Words (-10%); Can only use Tally (-10%), Required Disadvantage (-10%).
In addition, any levelled damage spells that you want to put on your Cantrip Slot or Encounter Slots need to be changed to do Will based damage.
Finally, status effect spells that last minutes must be changed to last seconds, using the modifier Reduced Time 1/60 (-35%).
Those modifications change the total cost. For ease of play, simply adjust the full price of sorcery spell according to the table below.
|
Spell Type |
Cost Change |
Special |
|
Regular Spell |
-5 |
- |
|
Minute-based Status effect Spell |
-9 |
- |
|
Levelled Melee Spell |
-3 |
The spell no longer has levels |
|
Levelled Ranged Single Target Spell |
+4 |
The spell no longer has levels |
|
Levelled Ranged Area Spell |
+3 |
The spell no longer has levels |
Sorcery Spell Index: https://enragedeggplant.blogspot.com/2017/03/sorcery-spell-index.html
Every single sorcery spell costs 1 tally. Optionally, you may increase the tally costs, which would result in a cheaper spell. The cost decrease is per level.
|
Tally Cost Increase |
Spell Cost Change (Regular Spell) |
Spell Cost Change (Levelled Damage Spell) |
|
+2 |
-2 |
-1 |
|
+4 |
-4 |
-2 |
|
+6 |
-6 |
-3 |
|
For each +2 |
-2 each |
-1 each |
Alternatively, you may use Wizardry spells.
In this case, you only need to add Requires Grimoire (-10%), Required Disadvantage (-10% and Can only use Tally (-10%) plus the damage spell stuff. Some spells already cost more than 1 tally, but you may increase their prices further in the same way.
Wizardry Spell Index: https://enragedeggplant.blogspot.com/2023/10/wizardry-spell-index.html
|
Spell Type |
Cost Change |
Special |
|
Regular Spell |
-3 |
- |
|
Minute-based Status effect Spell |
-6 |
- |
|
Levelled Melee Spell |
0 |
The spell no longer has levels |
|
Levelled Ranged Single Target Spell |
+5 |
The spell no longer has levels |
|
Levelled Ranged Area Spell |
+4 |
The spell no longer has levels |
Alternative Rituals
Alternative Rituals: You may change some of the rituals, either making them simpler or more elaborate, giving you bonuses or penalties to all skill checks related to using the spell, this includes the basic Thaumatology, but also any other checks like innate attack.
Gestures:
- Elaborate Gestures: +2 to effective skill. Requires both hands, and at least 1 yard free on all sides. If you have a power Item on your hand (like a staff) it doesn't count as being occupied.
- Sweeping Gestures: +1 to effective skill. Requires both hands. If you have a power Item on your hand (like a staff) it doesn't count as being occupied.
- No Gestures: -2 to effective skill if you have both of your legs free, -5 if you cannot move at all.
Chant:
- Shouting the name of the Spell: +1 to effective skill. Everyone knows what you just cast. It's also very cringe.
- No Chant: -4 to effective skill. Complete silence.
Speed:
- Rapid Chant: -6 to effective skill. You can switch spells without spending an extra concentrate maneuver, allowing you to switch and cast in the same turn.
- Move and Chant: -7 to effective skill. You can move your full speed and chant.
- Slow Chant: +3 for increasing the time it takes to cast the spell: multiply by 2 in combat or by 10 out of combat.
Focus:
- All-Out Chanting - Empower: +1 to effective skill. No active defenses.
- All-Out Chanting - Dual: You can switch spells without spending an extra concentrate maneuver, allowing you to switch and cast in the same turn. No active defenses.
Spell Talent
(10 points/level)
This advantage is the generic power Talent for Power Casting. It costs 10 points per level.
Spell Talent adds to every roll made to cast a spell or to use that spell well. For example, it adds to Innate Attack skill to hit with a Missile spell, to Engineer skill to brace a tunnel with magic, and so on. It even adds to Occultism or Thaumatology when rolling to answer questions about sorcery.
If ALL of your slots have the same limitation, (for example, all of them are fire only), the cost of Spell Talent is 5pts per level.
Damage Spells
When picking damage spells for Cantrip and Encounter slots, if the spell has a cost that goes "X per level", and the damage of the spell increases with each level with no cap, change the spell to be Will-based instead of level based.
Area damage spells deal Thrust damage but using your Will as base; Single-Target spells deal Swing damage.
Your Spell Talent level increases the damage according to the table below. Add the result to your Thrust/Swing damage based on Will.
|
Sorcery Talent Level |
Bonus Damage |
|
1 |
+1d6 |
|
2 |
+1d6+1 |
|
3 |
+1d6+1 |
|
4 |
+1d6+2 |
|
5 |
+1d6+2 |
|
6 |
+2d6-1 |
Status Effect Spells
For balance reasons, any spells that have serious status effects (blindness, stun, paralysis, etc) that last minutes have their duration reduced to seconds.
Empowering Spells
A character may add temporary enhancements to their spells. This requires a Will-Based Thaumatology (or Religious Ritual for Divine casters) check, and they have an extra Tally Cost based on the enhancement (each 10% costs +1 tally)
- Armor Divisor: Add an Armor Divisor of (2) to the attack.
- Cost: 5t
- Cyclic: The spell repeats their damage for each level of this enhancement.
- Cost: 10t per level.
- Selective Area: You pick exactly which yards or area are affected by the spell.
- Cost: 2t
- No Signature: The spell is almost completely unnoticeable.
- Cost: 2t.
- Extra Damage: Increase the final damage by up to 50%.
- Cost: 1t per 5% increase.
Overloading Spells
You may spend tally to gain a bonus on any skill used with the ability, at a rate of +1 tally = +1 skill. However, any time you do that, you must roll on the Calamity table, even if you have not exceeded the Threshold.
Character Creation
When creating character, you start with your Slots filled with whatever spells you want that fit in the slots, and may buy extra spells for the same price as a scroll with the spell, and they will already be in your spellbook. You must buy the spellbook as well!
Calamity Checks and the Calamity Table
To make a Calamity Check, roll 2d and add 1 for every full 5 points by which tally exceeds threshold after this casting. Calamities take effect immediately, but don’t normally cause the spell to fail.
|
Roll |
Effect |
|
2-8 |
Nothing happens -- this time. |
|
9-10 |
Until the wizard's tally is reduced to 0, the base cost of casting that spell or ritual is doubled. Increase the multiple by 1 every time this result is rolled again. |
|
11-12 |
As 9, and the wizard has a -1 penalty to cast that spell until his tally is reduced to 0. |
|
13 |
As 9, and the wizard has a -1 penalty to cast all spells in the same college until his tally is reduced to 0. |
|
14 |
Until the wizard's tally is reduced to 0, the base cost of casting all spells or rituals in the same college are doubled. Increase the multiple by 1 every time this result is rolled again. Also, the wizard has a -1 penalty to cast all spells in the same college until his tally is reduced to 0. |
|
15 |
As 14, but the casting penalty is -2. |
|
16 |
As 15, but the casting penalty is -3. |
|
17 |
As 16, and the wizard's Magery is reduced by 1 (recalculate threshold and recovery rate based on the new Magery rate). This effective is cumulative. 1 level of Magery is recovered every day that the wizard has a tally of 0, doesn't cast any spells at all, and makes a HT check. |
|
18 |
As 17, and as long as the wizard's Magery is reduced, he suffers from Nightmares with a control roll of 9 or less. |
|
19 |
As 18, and as long as the wizard's Magery is reduced, he suffers from the -10% version of Radically Unstable Magery (Thaumatology p 26). |
|
20 |
As 18, and as long as the wizard's Magery is reduced, he suffers from the -30% version of Radically Unstable Magery (Thaumatology p 26). |
|
21 |
As 20, and the wizard is in a Twisted Mana (Thaumatology p 60) zone that only affects him for the next d6 hours. |
|
22 |
As 20, and the wizard is in a Twisted Mana (Thaumatology p 60) zone that only affects him for the next d6 days. |
|
23 |
As 20, and the wizard is in a Twisted Mana (Thaumatology p 60) zone with a radius equal to his base Magery (minimum 1) for the next d6 days. |
|
24 |
As 20, and the wizard is in a Twisted Mana (Thaumatology p 60) zone with a radius equal to his current Magery (minimum 1) until is Magery completely recovers and for d6 days after that. |
|
25-28 |
As 20, and the wizard is also a Mana Dampener with the same radius of affect as the Twisted Mana zone. |
|
29+ |
The wizard takes (Calamity Modifier / 20)d of injury, reduced by half on a successful HT-6 check. If the wizard dies from this injury, their body explodes (reducing the wizard to -10xHP in the process) and doing the same damage as a cr ex centered on the wizard's hex. Should the wizard survive, also apply the effects of 25, above. |
Other kinds of Magic
Clerical and Druidic magic use the Religious Ritual skill, and they MUST pick a limitation on your Spell Talent. Bardic magic is even more restrictive. They use Singing or Musical Instrument skills to cast, but they are always limited to the colleges from the School of the Bard Talent.
Alternative Spell Talents
These talents add to every roll made to cast a spell or use that spell of a specific number of Spell Colleges, plus they also works like a regular talents for some other skills.
Guidelines: An alternative spell talent always gives bonuses to skills used on spells (mostly Thaumatology, Religious Ritual, Innate attack, sometimes brawling) of a limited number of Colleges, and also gives bonuses to regular skills related to a theme. The number of colleges and skills benefited is limited by the cost of the talent: It costs 1 per college or skill benefited. Meta spells is always included for free.
Limitations: if you can ONLY casts spells from colleges in the talent, reduce the total price by 50%. Those talents with that limitation will have the "limited" tag on them.
School of the Witch [4 points/level] - Limited.
Access to spells of the following Colleges.
- Protection and Warning, Body Control, Meta Spell, Mind Control, Movement, Water.
You gain a +1 per level (max 4) of this talent to the following skills
- Thaumatology, Innate Attack, Survival, Alchemy, Occultism.
School of the Eldritch Knight [5 points/level] - Limited.
Access to spells of the following Colleges
- Protection and Warning, Body Control, Meta Spell, Movement, and three elements.
You gain a +1 per level (max 4) of this talent to the following skills
- Thaumatology, Innate Attack, one sword skill, Karate, Tactics, Occultism.
School of the Spellblade [5 points/level] - Limited.
Access to spells of the following Colleges
- Protection and Warning, Body Control, Meta Spell, Movement, and three elements.
You gain a +1 per level (max 4) of this talent to the following skills
- Thaumatology, Innate Attack, Hidden Knowledge (magic items), one sword skill, Alchemy, Armory (any).
School of the Blade Witch [5 points/level] - Limited.
Access to spells of the following Colleges.
- Protection and Warning, Body Control, Meta Spell, Mind Control, Movement, and one element.
You gain a +1 per level (max 4) of this talent to the following skills
- Thaumatology, Innate Attack, Survival, one sword skill, Alchemy, Armory (any), Occultism.
School of the Bullet Witch [5 points/level] - Limited.
Access to spells of the following Colleges.
- Protection and Warning, Body Control, Meta Spell, Mind Control, Movement, and one element.
You gain a +1 per level (max 4) of this talent to the following skills
- Thaumatology, Innate Attack, judo, guns (pistol), Alchemy, Armory (any), Acrobatics.
And it also grants access to the following perk: Pistol-Fist (you still have to pay for it).
School of the Witch Hunter [7 points/level] - Limited.
Access to spells of the following Colleges.
- Protection and Warning, Body Control, Meta Spell, Movement, Healing, and Fire.
You gain a +1 per level (max 4) of this talent to the following skills
- Religious Ritual, Innate Attack, Judo, Karate, Guns (pistol), Alchemy, Armory (any), Acrobatics, Hidden Knowledge (monsters), Occultism, one sword skill.
School of the Wizard King [4 points/level] - Limited.
Access to spells of the following Colleges
- Protection and Warning, Body Control, Meta Spell, Movement, Mind Control.
You gain a +1 per level (max 4) of this talent to the following skills
- Thaumatology, Innate Attack, Occultism, Staff, Leadership, Public Speaking.
School of the Samurai [6 points/level] - Limited.
Access to spells of the following Colleges
- Protection and Warning, Body Control, Meta Spell, Movement, and three elements.
You gain a +1 per level (max 4) of this talent to the following skills
- Thaumatology, Innate Attack, Longsword, Karate, Judo, Parry Missile Weapons, Throwing Art, Bow.
Blessings of Love and War [5 points/level] - Limited.
Access to spells of the following Colleges.
- Protection and Warning, Body Control, Meta Spell, Mind Control, Movement, and Light/Shadow.
You gain a +1 per level (max 4) of this talent to the following skills
- Religious Ritual, Innate Attack, Swords, Shields, Sex Appeal, Throwing Weapons, Spears.
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