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Old 08-23-2014, 06:16 AM   #1
NocTempre
 
Join Date: Apr 2013
Default [Magic][WIP]Homebrew Skill-based Magic

I'm currently designing a magic as skills system and was wondering if anyone else approached it the same way. DISCLAIMER, this is a sample of a WIP.

Core conceit is the assumption that magic is energy (typed damage) and the skills are how you manipulate it. Magery (abbr. MG) is added to the core attributes, with a default of 0 and costs 10pt/lvl. The only penalty for 0 magery is complete obliviousness to mana and no ability to cast spells, even if you have them trained. This skill is the “Strength” of magic attacks. Magery also may have a secondary characteristic of Essence (abbr. ES) which is equal to MG and can be bought higher independently at 3pt/lvl. For demonstrational purposes, magic damage uses the ST damage table, with MG controlling the damage. Thrust is equivalent to Concentrated and Swing is equivalent to Unbound. My goal is to add a lot of the options martial characters have, especially in enforcing MAD. A magical attack would follow the same sequence as all other attacks. 1 Ready, 2 Attack, 3 Damage.

Important note, the modifiers are potency modifiers, not damage, and a 1d can be traded for a +4 potency at any time and vice-versa; each 1d is equal to one Effect Point. 1 effect point can be spent on 1d+potency HP damage, the type is always energy (type); unfortunately the GM will have to do some work defining how that interacts with armor on a setting basis. 2 effect points can do 1d secondary attribute damage, with a quick contest of MG vs target resist (usually HT) applying the potency bonus to your roll. For 3 EP, you may do 1d damage to a primary attribute. If you fail but but by less DoF, it still does 1 point per die. If you succeed but the target wins the contest, there is no effect. If you critically fail, YOU receive the damage instead. Which magics can attack which attributes is always up to GM. Every EP spent costs one ES. An area can have a mana rating from +3 to -3, this ES “bonus” is always spent first, followed by held equipment, and finally a users own ES. A null mana zone means no magic can be cast (but essence is still drained if attempted!), and a high mana zone means even those with MG 0 can attempt to cast spell, and no ES cost. Zones are only described if they deviate from the norm and the PC could perceive that. Nominal mana level is campaign dependant.

A quick example: A paladin wishes to smite evil! She rolls against Prayer (skill, IQ/VH) and succeeds. Since she wishes to deliver through her sword (which is readied), she then attacks with Broadsword (DX/A) and hits. The vile foe fails to dodge and receives the damage of sword with the smite evil kicker. The magic adds Concentrated of Divine damage. Because the fight is on hallowed ground (high mana for Divine) there is no essence cost.

A slightly more detailed example: A Fire Wizard attacks by throwing a fireball. He rolls against Pyromancy (skill, IQ/H) or Elementalist! (skill, IQ/VH, wildcard) with the magic missile technique at a cost of -2/-4 (former for manipulating existing fire, latter for creating); he attempts Fast Draw [magic missile] to do so instantly (skill, DX/A)*. Because this is a magic missile**, he could concentrate for up to an additional 3 turns to boost his effective Magery. He then hurls the attack at an enemy using Thrown Weapon [magic missile] (skill, DX/E) with the appropriate range penalties. The target may attempt a dodge***, block, or parry. Non class magics (i.e.voodoo, psionics, etc) cannot attempt a parry, but they may still be eligible for blocking (divine and infernal trump elemental in this setting, +3 DB against elemental attacks, counts as shield if active, cannot be cast as a reaction; coincidentally, this my rationale for auras/wings of light or hellfire). A suitable magic weapon may attempt to parry, or a suitable magic skill. A magical parry follows the 3+half skill (drop fractions) standard. A parry with a skill in the same family (fire for this case) is at -3, the same class (any unlisted elemental here) at no penalty, and the opposing family (ice or water) is at a +2 bonus. The attack successfully hits and the wizard has a magery skill of 14, which gives the Unbound value of 2EP+0. He also has a staff that adds +2 to all unbound fire attacks (and has a pool of 3 ES remaining). The player decides the fireball is especially hot, so he converts 2EP+2 to 3EP-2 and declares it will do 1d HP damage and 1d-2 Fat damage. The mana zone is Ice+2, so Fire is at -2 and the spell costs 5 ES. The staff is drained and the wizard pays the remaining 2. With a roll of 13 (fail by 1), 1d burning damage and 1 Fat damage ultimately apply.

* Not every technique has a fast draw, GM's discretion on difficulty, core attribute and availability
** This is somewhat of a misnomer, a magic missile is a magical "grenade", a beam would be functionally more similar to a mundane missile attack (you aim, increasing effective DX instead of MG)
*** A beam attack would evoke the Restricted Dodge rules, which could deny a dodge

Damage needs some serious refinement because it adds too many rolls but the concept of EP I like. Ultimately it needs it’s own progression table. I don’t know how to avoid the sign flipping on potency for a resist roll without an extra “attack” roll. Open to advice. Techniques are how you shape or apply the energy, normally a necessity without direct contact with the target. You could just as easily change damage to negative and be casting buffs for yourself or the party, but I’d need to figure out a system for durations. In a cinematic campaign, attribute damage should probably be temporary that wears off after basic first (magical) aid to avoid serious downtimes. If a certain magic can do special effects, you just need to determine an EP cost (and possibly an advantage to learn it).
Just converting staple spells at MG 14
Sleep: 1d fat (chi)
Blinding Light: 1d Per (divine)
Acid Fog: 2d cor (earth)
Flaming Arrow: 1d bur (fire)
Fright: 1d will (psi)

That’s a lot of flexibility, but why would you pick magic over a sword and bow for a whole lot less? Well first, magic can be in addition to those skills, as a rider to a normal attack in some cases. It’s much harder to disarm you of. You can likely bypass traditional defenses. Furthermore, you can learn “specific spells” by spending points on techniques, or even combinations, which can make styles more like martial arts. It also makes equipment matter more, since “proper tools” are just as necessary for the mage as the warrior. Finally, it's possible to cast magic cooperatively, although the limitations of which I haven't worked out yet (is it a simple aid? or do they add? where is the cap?).

Please remember this is an early draft and I’m definitely open to advice, criticism, and help balancing/playtesting. Also if anything is unclear don't hesitate to ask!

Last edited by NocTempre; 08-23-2014 at 06:21 AM.
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gurps 4e, homebrew, magic


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