Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

Need Suggestions On Magic Systems

I am working on a rough conversion for Shadows of Esteren.  It is a Celtic Gothic setting.  The settings has gadgets, rune magic, and cold based holy magic.  I would greatly appreciate suggestions on what magic sub system(s) to look at for inspiration, or flat out use.
1490285095
Rob
Pro
Sheet Author
Hi Phil , i use a homebrew system , effectively i give each character an amount of energy usually about 10 points , they then spend these points to give a bonus to the dice effect once they run out of points no more spells for that day , if they fail to get a hit with their skill the points allocated to the effect of that spell are lost so effectively you get a roll to hit and then a roll to do damage or buff another character or whatever the spell is designed to do , players can either pick a premade spell or come up with their own. I guess i would call it power stunts and the character would have to be made with the relevent aspects / high concept and have good skills in the subject to match Rob
So how do you determine how many points an effect costs?
1490286491
Rob
Pro
Sheet Author
the player decides on how many points to put in to the effect before rolling any dice to hit and if the gm was feeling mean he would say any failure of the to hit would cause stress on the mage this makes mages powerful and very weak at the same time , a number of times i have had a mage collapse at the beginning of combat  after just a little magic missile
Interesting idea, Rob. If I had the choice I would go for an open approach to spells - meaning no systemized spell list with pre-determined spell effects (not a fan of Vancian magic systems). Do you think an experienced GM could intuitively and spontaneously assign a point cost to a "magic stunt"; and, if yes, would you consider that a valid option?
1490287870
Rob
Pro
Sheet Author
i think they could , perhaps the target of the spell has some secret resistance to the spell , this i think may depend on the story being told , the players may need to perform a number of tasks related to a powerful spell in order to defeat the adversary. the other thing to think of is how common magic is in the setting which could effect how many point to allocat to the mage, this is an engine so how much fuel would you put in to make it into what you want to create
1490289749
MattBx8
Pro
Marketplace Creator
Sheet Author
Hello, Dresden Files Accelerated uses two conditions: Exhausted and Burned Out for spell use, with each giving bonuses for use:  Conditions: Exhausted (sticky) [ ] : Check condition to boost your Magical Power. GM has a boost to use against you. Clearing Exhausted requires a rest. Burned Out (lasting) [ ] : Check condition to boost your Magical Power again. If Burned Out, can't use magic until fully recovered. Another alternative is  High Fantasy Magic: A Simple Magic System for Fate Core & Accelerated by Nathan Hare. I've read it through and its pretty good. /Matt
In the games that I've played a magic-user, I've used a variation on the magic presented in the example characters in Fate Core.  For basic magical ability/training, you first need an appropriate stunt.  This uses the usual rules for a stunt giving a skill new applications, so it keeps magic on an even level with other character options, while still giving the spellcaster variety and flavor.  Here is the basic stunt that I use... Mystical Lore Megan has been tutored in magic. See Extras for more info. Then, of course, you have the actual extra... Extra: Mystical Lore Costs: Skill ranks, specifically those invested in the Lore skill; one or more stunts reflecting arcane ability Special: Magic performed in combat is particularly taxing on the spellcaster. The magic user has an additional row of Stress boxes called Arcana, which is adjusted according to the spellcaster's Lore rating. Every spell cast in combat will fill one of these boxes, as if taking a 1-shift attack. When there are no empty Arcana boxes, the spellcaster may no longer use magic in that conflict. Boxes may also be filled by attacks from opposing magic-users. In that case, any attack which would result in "taking out" that row of stress, will block the spellcaster from using magic for the remainder of the conflict. People who are trained in magic are able to use their knowledge to perform supernatural effects, adding the following actions to the Lore skill: Overcome: Use Lore to prepare and perform magical rituals successfully, or to answer questions about arcane phenomena. Create an Advantage: Use Lore to alter the environment with magic or place mental and physical benefits or impediments on a target, such as Slowed Movement or A Foggy Head. Unwilling characters can defend against this with Will, or Lore if the target also has magical training. Attack: Use Lore to directly harm someone with magic, whether through conjuring of elements or mental or mystical assault. Targets can defend against this with Athletics or Will depending on the nature of the attack, or Lore if the target also has magical training. Defend: Use Lore to defend against hostile magics or other supernatural effects. You'll see that one thing that I added was a row of stress boxes for using magic (or for taking magical "damage" in the form of countermagic from opposing mages).  This may seem limiting, but since stress boxes reset after any conflict, it's really not very limiting at all.  Most Fate conflicts are over before you get to that many actions.  If you wanted to make magic less of an "easy choice," you could switch from Lore to a special "Magic" skill.  Lore is usually good enough, since it's not the first skill choice of many people. Now, the basic magic option leaves a lot to be desired, since it's very limiting on what you can actually do with your spells.  To further flesh this out,  you could add in other stunts that increase the number of abilities that the Mystical Lore (or whatever you call it) can do.  This follows the same basis, with each stunt representing other schools of magic by substituting Lore for other skills.  Here's another example that I've used in the past in order to give the mage some control over "force."  (Note that this example could also be used to represent abilities of a psionic character, which is why I chose the name as it is.) Telekinesis School of Magic Megan's magical studies have included learning how to exert force with her arcane energies. See Extras for more info. And, the associated Extra... Telekinesis School of Magic Those trained in the Telekinesis school of magic learn to direct their arcane energies to exert a physical force on the world around them. Add the following options when using the Mystical Lore stunt. Overcome: Use Lore to overcome any obstacles that require the application of brute force—most often to overcome a situation aspect on a zone—or any other physical impedance, like prison bars or locked gates. Force applied to oneself may allow for levitation or flight. Create an Advantage: Use Lore to create advantages in physical conflict, usually related to grappling and holding someone in place, making them Pinned or Locked Down. Attack: Use Lore to make attacks of pure physical force, or to throw or drop heavy objects. Targets can defend against this with Athletics, or Lore if the target also has magical training. Defend: Use Lore to defend against purely physical attacks by creating a barrier of force, interposing a large object, or moving out of the way. You may also provide active opposition to someone else’s movement, or interpose something heavy and brace it to stop someone from getting through. You could then make "schools" of magic basing them off of other skills.  For instance, you could make "enchantment" spells by copying the abilities of skills like Contacts or Rapport.  You could basically read through various skills, and come up with your own ideas of how to flavor a school of magic off of those descriptions.
1490306543
Zargon
Sheet Author
To offer another option that I personally use to keep things simple (Flavored toward settings where constant low level magic is assumed to be fairly common and easily maintained): Natural Magic Any character capable of using magic must take an aspect relating to it. Cantrips - Many actions can be flavored as if resulting from Magic if it makes sense, No bonuses are applied Specialty - Stunts focusing on special spellcasting your character is especially skilled at, Normal Stunt rules apply Focus - For magical flavored actions, Invoke spellcasting Aspect for bonuses Rituals - Create an Advantage before spellcasting Exhaustion/Desperation/Burnout - Players can ask for context specific bonuses by marking off Moderate, Serious, or Extreme consequences. Better to handle this as it comes up
I have 2 systems in which I use magic. One involves an additional stress track: Mana Burn, which works similarly to Megan's arcana, taking up an Aspect, and placing points into a skill, 'Mana'. Casting spells are a list of additional stunts, limited to 3 spells based around 'Word Magic' which can be changed around 1/session. Each use of a spell ticks off a mana box. Examples: "Water, you, boost" targets an enemy with a strong water effect. "Fire, me, trap" targets self with a spell that triggers when attacked Later on, as advancement, a person is able to add +1 to total words "Fire, Water, burst, boost" creates a steam explosion that either does damage to enemies, or inflicts a 'burn' condition The other is an insanely convoluted item charge/resource based system that is far too much to really explain. @.@ just that it involves combining elements and seasons and etc.
I personally always customize the magic system to match the setting. So I have different system for Forgotten Realms, Warhammer, etc. I would need to know more about the setting to think about how to handle magic in it. The OP is 4 months old. Did you decide already how to handle magic in your campaign?