Difference between revisions of "Magic"

From Swords of Infinity
Jump to navigation Jump to search
(Arcane Foci)
 
(65 intermediate revisions by 2 users not shown)
Line 1: Line 1:
 
The following rules govern magic and any other supernatural ability or effect. The section describing what magic can do is also used for creating special abilities.
 
The following rules govern magic and any other supernatural ability or effect. The section describing what magic can do is also used for creating special abilities.
== What is magic? ==
+
==What is magic?==
 
Magic in Swords of Infinity refers to any of the eldritch abilities wielded by wizards, sorcerers, witches, and the like. It is the most versatile force in the game, capable of controlling the elements, summoning creatures from other planes, and much more, but the rituals that enable its use can become very expensive. These Magic rules do not cover the sleight of hand and tricks performed by a stage magician, but instead those would be covered a combination of Skill Checks.
 
Magic in Swords of Infinity refers to any of the eldritch abilities wielded by wizards, sorcerers, witches, and the like. It is the most versatile force in the game, capable of controlling the elements, summoning creatures from other planes, and much more, but the rituals that enable its use can become very expensive. These Magic rules do not cover the sleight of hand and tricks performed by a stage magician, but instead those would be covered a combination of Skill Checks.
  
  Storyteller's Note: These rules are also used for any other form of special ability that resembles magic, such as psychic powers or a martial artist's ability to manipulate Qi.
+
  Storyteller's Note: These rules are also used for any other ability that resembles magic, such as psychic powers or a martial artist's ability to manipulate Qi.
 +
<br />
  
=== How to Cast a Spell ===
+
===Basics===
The steps require to cast a spell are very similar to making physical attacks and are detailed below.
 
  
# Before a character can cast a spell they must perform a ritual that enables spell casting. The ritual costs one action, during which the spell caster can sacrifice any number of Value Levels in items or currency. For every Value Level sacrificed in this way the character can cast spells for 10 rounds.
+
*Roll success against intelligence
#* This ritual does not need to be performed before each spell cast, but must be repeated when the character's spell casting ability expires. 
+
*Roll power against personality
#* Partial Value Levels can be sacrificed to gain spell casting ability for less than 10 rounds (e.g. a half value level would give 5 rounds of spell casting ability).
+
*Casting an unmodified spell costs 1 spirit whether it succeeds or fails
# Once the ritual is complete the player must make an intelligence based Success Check. The target number is the character's Intelligence, plus any modifier from the character's spell focus, plus any intelligence specialization in the specific School of magic being used.
+
*Spells require line of sight between the caster and all affected targets
# If the Success Check is successful the player may then make a personality based Power Check. The maximum power of the spell is the Character's Personality, plus any modifier from the character's spell focus, plus any personality specialization in the specific School of magic being used. The results of this Power Check determine the effects of the spell.
+
*Spells are additive and subtractive
 +
**One spell can lessen or cancel the power of another
 +
**Spells of the same type can add their power to each other
  
=== Modifying Spells ===
+
===Modifying Spells===
By default a spell only affects one target for one round. However, a spell caster can spend gain additional targets and duration by reducing the power of her spell as described below.
 
  
{| class="wikitable"
+
*Duration is increased for 1 spirit/ additional turn
|-
+
*Area of Effect is increased like this:
! scope="col"| Modification
+
**1 spirit 2x2 square or 4 square line
! scope="col"| Power Cost
+
**2 spirit 3x3 square or 9 square line
! scope="col"| Outcome
+
**3 spirit 4x4 square or 16 square line
|-
+
**4 spirit 5x5 square or 25 square line
| Duration
+
**etc.
| 10
 
| The spell lasts for an additional round
 
|-
 
| Area of Affect
 
| 5
 
| The spell affects an additional target
 
|}
 
  
== What can magic do? ==
+
===Maintaining Spells===
=== Cause or Heal Damage ===
 
  
=== Alter Ability Scores ===
+
*As an alternative to modifying the duration, spells can be maintained for 1 action/ number of spells maintained for every round maintained.
 +
*Maintained spells require a mental resistance check against the power of the spell or spend 1 spirit on failure
 +
**Once per turn in tactical time
 +
**Once per hour outside of tactical time?
 +
*Maintained spells can be ended at will by the caster at no action cost
 +
*Casters maintain control over their maintained spells and can move the target, and whether or not the spell applies its effect on their turns
 +
*Maintained spells can be used in concert with other casters to create spell circles
  
=== Summon Monsters & Items ===
+
===Spell Circles===
=== Cause Narrative Effects ===
 
  
==  Schools of Magic ==
+
*Spell circles make big, long lasting spells possible. Narratively this is how evil cults make the biggest, nastiest stuff happen
 +
*A spell circle is made up of multiple casters maintaining the same spell and adding their powers together, each caster is responsible for maintaining their own portion of the larger spell
 +
*The circle’s designated leader chooses when and how to direct the final spell
  
== Enchanting ==
+
===Enchanting===
=== Item Capacity ===
+
 
=== Trigger ===
+
*Items hold 10 power/VL
=== Effect ===
+
*Use enchantment skill to create
=== Permanent Enchantments ===
+
**Spirit to enchant is 1 per 10 power of the enchantment.
==== Sacrifice ====
+
**Failed skill check means destroy item or accept a curse (roll on curses table)
==== Casting Duration ====
+
*Activating an enchanted item costs spirit as a spell of the same magnitude/type
 +
*Enchantment power is the maximum power capable by the enchanter for that spell type
 +
**Receives modifiers from Specialization, Focus, and Special Abilities
 +
 
 +
====Phylacteries====
 +
Batteries for powering magic items, created by permanently investing spirit points from a donor into an item.
 +
 
 +
*Capacity of the item to hold spirit is 1 spirit:1VL
 +
*Phylacteries must be attuned to the item they power
 +
**Attuning a phylactery to an item is permanent
 +
*Use enchantment skill to create
 +
**Spirit to create is 10 per 1 spirit invested in the item
 +
**Failed skill check means destroy item or accept a curse
 +
*The donor of spirit points does not need to be the enchanter herself
 +
**Using an unwilling or sacrificial donor always results in a cursed phylactery
 +
 
 +
===Spell Effects===
 +
 
 +
*Damage 1 point per power
 +
*1 Narrative effect per 10 points of power
 +
**Notable examples:
 +
***Oracle - make a knowledge check to know something that would be impossible for the character to know without magical aid
 +
*Healing 1 point per 10 power
 +
**Healing also counts as a successful resist impairment check, even if a previous check was failed
 +
*Skill bonuses 1 point per power
 +
*Ability bonuses 1 point per 10 power
 +
*Movement 1 ft. per target size of power
 +
**Size 0 costs 1 per ft., cost goes up by one for every size beyond 0
 +
**For sizes less than 0 the cost is 1 but number of feet traveled goes up by one per power for every size below 0
 +
*Teleportation 1ft. Per target size per 10 power
 +
**Size 0 costs 10, cost goes up by 10 for every size beyond 0
 +
**For sizes less than 0 the cost is 10 but number of feet traveled per 10 power goes up by one for every size below 0
 +
*Transformation\Summoning 1 VL\DL per 10 power
 +
**Transformation can only create items of equivalent value
 +
**Summoning brings a specific instance of the object/creature that is known to the caster.
 +
 
 +
=== '''Arcane Foci''' ===
 +
Foci can be used to improve the power of spells, at the cost of reducing success, much like a weapon modifies an attack. Focus confer a Success penalty and Power bonus to spellcasting in the exact same manner as weapons (so a Class 2 Focus will provide -10 Success Penalty and a +20 Power Bonus  to spell casting). Focuses cannot be specialized in, and they can be applied to any and all spells, unless explicitly stated otherwise. Foci can have many additional traits, and can even be other types of equipment - such as weapons, instruments, armor, or jewelry. Such types of foci are extremely valuable and highly sought after. A standard focus can be any sort of item or trinket that the caster uses to focus their arcane power. Normal foci can not be used to Block, make attacks, or perform any action outside of spellcasting. Vendors are unlikely to have Arcane Foci in stock unless they are specialized in dealing with these types of items, so spell casters will likely need to seek out specific individuals or chase tales of relics to acquire new Foci. Examples of Arcane Foci include:
 +
 
 +
* Grimoires and Tomes
 +
* Musical Instruments (for Bards)
 +
* Magical Stones or Crystals
 +
* Lockets, Amulets, Jewelry
 +
* Prismatic  or Glass Orbs
 +
* Wands
 +
* Staves
 +
* The still-beating hearts of  your enemies
 +
* etc.
 +
 
 +
==Defending Against Magic==
 +
There are three options for defending against the negative effects of spells: Counter Spells, Blocking, and Resisting.
 +
===Counter Spells===
 +
A spellcaster that is facing off against another is able to pit her magical might against her opponent's. To do this she casts a spell as usual, and reduces the power of her opponent's spell by the power of her own, potentially negating it completely. This technique can also be used to prevent damage from physical attacks by weapons. This action needs to be prepared in advance on the spellcaster's turn.
 +
 
 +
===Blocking===
 +
Spells can be blocked using the usual [[Combat#Blocking|Blocking]] rules.
 +
===Resisting===
 +
Depending on the effect of the spell, it can be resisted using either Physical or Mental Resistance (i.e. Physical Resistance for physical damage, and Mental Resistance for spirit damage). If the defending character's rolled Resistance power score is equal to or greater than the power of the spell it does not affect them, otherwise they suffer the full force of its effects.
 +
 
 +
==Schools of Magic==
 +
Spell casters must specialize in specific schools of magic that, in addition to providing the narrative theme of the spells, give them access to some of the magical effects described in the section above. Each spell school also has a trait that further differentiates its use from other schools.
 +
 
 +
The following list describes some example schools of magic and what they are capable of:
 +
 
 +
;Vitaturgy
 +
:The magic of life, Vitaturges are capable of healing wounds, cause plants to grow, and breath life into inanimate objects.
 +
:Effects: heal physical damage & regenerate limbs, control plants, alter ability scores, cause Narrative Effects related to life.
 +
:<s>Trait: Vitaturgy spells cast on plants receive a +10 bonus to Success.</s>
 +
;Transmutation
 +
:The magic of change, Transmuters are able to alter matter at will and enhance the capabilities of their allies.
 +
:Effects: cause physical damage, change items, animate magical constructs, create Narrative Effects related to the transformation of matter.
 +
:<s>Trait: Casting Transmutation spells as permanent enchantments requires a sacrifice 10 less than it normally would.</s>
 +
;Necroturgy
 +
:Power over death and spirits, Necroturges are capable of animating corpses and commanding spirits.
 +
:Effects: cause physical damage, animate corpses, resurrect the dead, create Narrative Effects related to spirits and the dead.
 +
:<s>Trait: Necroturgy spells cast on Undead creatures receive a +10 bonus to Success.</s>
 +
;Elementurgy
 +
:Control over the elements, Elementurges are capable of commanding fire, wind, water, earth and more.
 +
:Effects: cause physical damage, create Narrative Effects related to the elements.
 +
:<s>Trait: Elementurgy spells receive a +10 bonus to Power if there is a significant source of the element in use present.</s>
 +
;Psychoturgy
 +
:Mind affecting magic, Psychoturges are able to influence the minds of others.
 +
:Effects: cause or heal damage to the morale Damage Target, create Narrative Effects related to controlling or reading minds.
 +
:Trait: Psychoturgy spells can be hidden as part of a regular conversation with a successful Stealth Skill check.
 +
;Conjuration
 +
:Control over space, Conjurers are capable of opening portals between worlds and summoning extra-planar beings.
 +
:Effects: cause physical damage, summon or teleport creatures & items, create Narrative Effects related to summoning or teleportation.
 +
:<s>Trait: Spellcasters receive a +10 bonus to Mental Resitance checks made when modifying a channeled Conjuration spell.</s>
 +
;Illusion
 +
:Light magic, Illusionists are capable of making people disappear, change the appearance of their surroundings, and shoot laser beams.
 +
:Effects: cause physical and mental damage, create Narrative Effects related to illusions and light.
 +
:Trait: Targets of Illusion spells do not automatically make a Mental Resistance check to resist its effects unless they have reason to believe they are under the influence of a spell.
 +
;Thaumaturgy
 +
:The power of the faithful, Thaumaturges are capable of channeling the abilities of a greater being.
 +
:Effects: Varies
 +
:Trait: Thaumaturgy effects depend on the entity providing the powers.
 +
 
 +
Example Thaumaturgy Powers: A devotee of Poseidon would be able to control the sea, its creatures, and cause earthquakes. They would be able to cause physical damage, and create Narrative Effects related to the the sea.
 +
 
 +
;Divination
 +
:The power of knowledge, Diviners are capable of gaining information through premonition or clairvoyance
 +
:Effects: cause Narrative effects related to predicting possible futures, seeing the present, or getting a glimpse of the past.
 +
:Trait: Divination Skills (e.g. Necromancy, Tyromancy, etc.) can be used to glean information from Divination spells with increased success.

Latest revision as of 22:31, 27 January 2021

The following rules govern magic and any other supernatural ability or effect. The section describing what magic can do is also used for creating special abilities.

What is magic?

Magic in Swords of Infinity refers to any of the eldritch abilities wielded by wizards, sorcerers, witches, and the like. It is the most versatile force in the game, capable of controlling the elements, summoning creatures from other planes, and much more, but the rituals that enable its use can become very expensive. These Magic rules do not cover the sleight of hand and tricks performed by a stage magician, but instead those would be covered a combination of Skill Checks.

Storyteller's Note: These rules are also used for any other ability that resembles magic, such as psychic powers or a martial artist's ability to manipulate Qi.


Basics

  • Roll success against intelligence
  • Roll power against personality
  • Casting an unmodified spell costs 1 spirit whether it succeeds or fails
  • Spells require line of sight between the caster and all affected targets
  • Spells are additive and subtractive
    • One spell can lessen or cancel the power of another
    • Spells of the same type can add their power to each other

Modifying Spells

  • Duration is increased for 1 spirit/ additional turn
  • Area of Effect is increased like this:
    • 1 spirit 2x2 square or 4 square line
    • 2 spirit 3x3 square or 9 square line
    • 3 spirit 4x4 square or 16 square line
    • 4 spirit 5x5 square or 25 square line
    • etc.

Maintaining Spells

  • As an alternative to modifying the duration, spells can be maintained for 1 action/ number of spells maintained for every round maintained.
  • Maintained spells require a mental resistance check against the power of the spell or spend 1 spirit on failure
    • Once per turn in tactical time
    • Once per hour outside of tactical time?
  • Maintained spells can be ended at will by the caster at no action cost
  • Casters maintain control over their maintained spells and can move the target, and whether or not the spell applies its effect on their turns
  • Maintained spells can be used in concert with other casters to create spell circles

Spell Circles

  • Spell circles make big, long lasting spells possible. Narratively this is how evil cults make the biggest, nastiest stuff happen
  • A spell circle is made up of multiple casters maintaining the same spell and adding their powers together, each caster is responsible for maintaining their own portion of the larger spell
  • The circle’s designated leader chooses when and how to direct the final spell

Enchanting

  • Items hold 10 power/VL
  • Use enchantment skill to create
    • Spirit to enchant is 1 per 10 power of the enchantment.
    • Failed skill check means destroy item or accept a curse (roll on curses table)
  • Activating an enchanted item costs spirit as a spell of the same magnitude/type
  • Enchantment power is the maximum power capable by the enchanter for that spell type
    • Receives modifiers from Specialization, Focus, and Special Abilities

Phylacteries

Batteries for powering magic items, created by permanently investing spirit points from a donor into an item.

  • Capacity of the item to hold spirit is 1 spirit:1VL
  • Phylacteries must be attuned to the item they power
    • Attuning a phylactery to an item is permanent
  • Use enchantment skill to create
    • Spirit to create is 10 per 1 spirit invested in the item
    • Failed skill check means destroy item or accept a curse
  • The donor of spirit points does not need to be the enchanter herself
    • Using an unwilling or sacrificial donor always results in a cursed phylactery

Spell Effects

  • Damage 1 point per power
  • 1 Narrative effect per 10 points of power
    • Notable examples:
      • Oracle - make a knowledge check to know something that would be impossible for the character to know without magical aid
  • Healing 1 point per 10 power
    • Healing also counts as a successful resist impairment check, even if a previous check was failed
  • Skill bonuses 1 point per power
  • Ability bonuses 1 point per 10 power
  • Movement 1 ft. per target size of power
    • Size 0 costs 1 per ft., cost goes up by one for every size beyond 0
    • For sizes less than 0 the cost is 1 but number of feet traveled goes up by one per power for every size below 0
  • Teleportation 1ft. Per target size per 10 power
    • Size 0 costs 10, cost goes up by 10 for every size beyond 0
    • For sizes less than 0 the cost is 10 but number of feet traveled per 10 power goes up by one for every size below 0
  • Transformation\Summoning 1 VL\DL per 10 power
    • Transformation can only create items of equivalent value
    • Summoning brings a specific instance of the object/creature that is known to the caster.

Arcane Foci

Foci can be used to improve the power of spells, at the cost of reducing success, much like a weapon modifies an attack. Focus confer a Success penalty and Power bonus to spellcasting in the exact same manner as weapons (so a Class 2 Focus will provide -10 Success Penalty and a +20 Power Bonus  to spell casting). Focuses cannot be specialized in, and they can be applied to any and all spells, unless explicitly stated otherwise. Foci can have many additional traits, and can even be other types of equipment - such as weapons, instruments, armor, or jewelry. Such types of foci are extremely valuable and highly sought after. A standard focus can be any sort of item or trinket that the caster uses to focus their arcane power. Normal foci can not be used to Block, make attacks, or perform any action outside of spellcasting. Vendors are unlikely to have Arcane Foci in stock unless they are specialized in dealing with these types of items, so spell casters will likely need to seek out specific individuals or chase tales of relics to acquire new Foci. Examples of Arcane Foci include:

  • Grimoires and Tomes
  • Musical Instruments (for Bards)
  • Magical Stones or Crystals
  • Lockets, Amulets, Jewelry
  • Prismatic  or Glass Orbs
  • Wands
  • Staves
  • The still-beating hearts of  your enemies
  • etc.

Defending Against Magic

There are three options for defending against the negative effects of spells: Counter Spells, Blocking, and Resisting.

Counter Spells

A spellcaster that is facing off against another is able to pit her magical might against her opponent's. To do this she casts a spell as usual, and reduces the power of her opponent's spell by the power of her own, potentially negating it completely. This technique can also be used to prevent damage from physical attacks by weapons. This action needs to be prepared in advance on the spellcaster's turn.

Blocking

Spells can be blocked using the usual Blocking rules.

Resisting

Depending on the effect of the spell, it can be resisted using either Physical or Mental Resistance (i.e. Physical Resistance for physical damage, and Mental Resistance for spirit damage). If the defending character's rolled Resistance power score is equal to or greater than the power of the spell it does not affect them, otherwise they suffer the full force of its effects.

Schools of Magic

Spell casters must specialize in specific schools of magic that, in addition to providing the narrative theme of the spells, give them access to some of the magical effects described in the section above. Each spell school also has a trait that further differentiates its use from other schools.

The following list describes some example schools of magic and what they are capable of:

Vitaturgy
The magic of life, Vitaturges are capable of healing wounds, cause plants to grow, and breath life into inanimate objects.
Effects: heal physical damage & regenerate limbs, control plants, alter ability scores, cause Narrative Effects related to life.
Trait: Vitaturgy spells cast on plants receive a +10 bonus to Success.
Transmutation
The magic of change, Transmuters are able to alter matter at will and enhance the capabilities of their allies.
Effects: cause physical damage, change items, animate magical constructs, create Narrative Effects related to the transformation of matter.
Trait: Casting Transmutation spells as permanent enchantments requires a sacrifice 10 less than it normally would.
Necroturgy
Power over death and spirits, Necroturges are capable of animating corpses and commanding spirits.
Effects: cause physical damage, animate corpses, resurrect the dead, create Narrative Effects related to spirits and the dead.
Trait: Necroturgy spells cast on Undead creatures receive a +10 bonus to Success.
Elementurgy
Control over the elements, Elementurges are capable of commanding fire, wind, water, earth and more.
Effects: cause physical damage, create Narrative Effects related to the elements.
Trait: Elementurgy spells receive a +10 bonus to Power if there is a significant source of the element in use present.
Psychoturgy
Mind affecting magic, Psychoturges are able to influence the minds of others.
Effects: cause or heal damage to the morale Damage Target, create Narrative Effects related to controlling or reading minds.
Trait: Psychoturgy spells can be hidden as part of a regular conversation with a successful Stealth Skill check.
Conjuration
Control over space, Conjurers are capable of opening portals between worlds and summoning extra-planar beings.
Effects: cause physical damage, summon or teleport creatures & items, create Narrative Effects related to summoning or teleportation.
Trait: Spellcasters receive a +10 bonus to Mental Resitance checks made when modifying a channeled Conjuration spell.
Illusion
Light magic, Illusionists are capable of making people disappear, change the appearance of their surroundings, and shoot laser beams.
Effects: cause physical and mental damage, create Narrative Effects related to illusions and light.
Trait: Targets of Illusion spells do not automatically make a Mental Resistance check to resist its effects unless they have reason to believe they are under the influence of a spell.
Thaumaturgy
The power of the faithful, Thaumaturges are capable of channeling the abilities of a greater being.
Effects: Varies
Trait: Thaumaturgy effects depend on the entity providing the powers.
Example Thaumaturgy Powers: A devotee of Poseidon would be able to control the sea, its creatures, and cause earthquakes. They would be able to cause physical damage, and create Narrative Effects related to the the sea.
Divination
The power of knowledge, Diviners are capable of gaining information through premonition or clairvoyance
Effects: cause Narrative effects related to predicting possible futures, seeing the present, or getting a glimpse of the past.
Trait: Divination Skills (e.g. Necromancy, Tyromancy, etc.) can be used to glean information from Divination spells with increased success.