Topic: Yet another alternate magic system, Longish
Started by: hkdharmon
Started on: 7/13/2004
Board: The Riddle of Steel
On 7/13/2004 at 4:42am, hkdharmon wrote:
Yet another alternate magic system, Longish
The big thing with this one is that I did not change anything but the vagaries, really.
Alternate TROS vagaries
All other rules are handled like the normal TROS magic system.
Rules of thumb for effect levels
Damaging effects usually have a DAM of CTN + net successes - TO. Effects that directly target a person (the three “Man” effects), allow a WP/CTN roll to resist. Effects that damage someone by means of an outside force (having a tree branch strike him in the head) can be usually dodged or parried at Seneschal’s discretion.
The following description of spell effects are based on the actual effect and not based on how it may look to an observer who did not see everything that happened.
1. Luck. Create an effect that is not unusual, and will draw no comment in and of itself. These effects occur anyway and are in no way special. Many of these effects seem like simple good or bad fortune. These effects should draw comments like “Well, good for you” and “Ooh, tough luck.” The caster chooses from likely actions. Level I effects, if they happen too often, may earn you a reputation as some sort of witch or sorcerer.
a. Affecting someone’s pools would be allowed at this level at a rate of one die per net success, but to a maximum effect of 3 dice
2. Bizarre. Create an effect, which is possible, but will draw comment from its unlikelihood. These effects are weird but possible. They are the kind of things that people talk about, and they may cause rumors, but nothing happens that obviously violates the laws of nature. Possible comments are “How weird” and “Isn’t that strange?” The caster defines an action that is possible, if strange. Level II effects will probably earn you a reputation for being a witch or sorcerer if you cannot explain yourself.
a. Affecting someone’s pools would be allowed at this level at a one die per net casting success rate, but to a maximum effect of 6 dice.
3. Miracles. Create an effect that just does not happen. Anything that just violates the laws of nature is effect level 3. Possible reactions are “The devil is at work” and “It’s a miracle.” The caster defines an event that is not possible. Level III effects will almost certainly confirm anyone’s suspicions that you are a witch or sorcerer, or perhaps a holy-man.
a. Affecting someone’s pools would be allowed at this level at a one die per net casting success rate with no limit.
Nature
Plants
This is control and knowledge of the actions and conditions of plant life forms.
Animals
This is control and knowledge of the actions and conditions of non-human or non-sentient creatures.
Environment (Earth/Sky)
This is control or knowledge of the actions and conditions of inanimate things and the weather.
Man
Body
Control or inquire into the physical body of a human or equivalent being.
Mind
Control or inquire into the thoughts and perceptions of a human or equivalent being.
Spirit
Control or inquire into the soul of a human or equivalent being. This includes how others react to them and includes other social effects as well. This would allow you, for example, to divine someone’s Spiritual Attributes. This vagary is also used to affect ghosts.
Heaven
Time
See the local area’s past, or future as if you are watching. Reading minds and such require other vagaries. The effect level describes the unlikelihood of you being able to deduce that info naturally. You would also use this to delay the effects of a spell or affect the subjective flow of time for a target. You might have an army march for a week, but arrive the next day with a level III effect.
Space
Any effect that encompasses another location besides that which is in your view requires Space. Teleportation and movement effects are here as well as clairvoyance and seeing things that you cannot normally see (such as inside a closed box). For example: Insuring that an army makes good time every day on the road would be Level I, making sure they break the records for overland travel would be level II, Teleportation is Level III. Perhaps an army could march over the next hill and find themselves in the next country. Similar effects may also be created with the Time vagary as the two are related.
Magic
You may affect magic itself. This allows spells like MANA I-III, and the dispelling of spells. The imprisonment and banishment of spirits is handled by Spirit. Use the TROS Spiritual vagaries as a guideline for effect levels. You must use this to give spells a duration. This vagary is also used for affecting demons.