Numerous Magic Systems are presented on this site for use as is, as insipiration, as examples, and for general interest. |
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VANCIAN MAGIC: This site provides
a comprehensive meta system of Magic referred to collectively as "Vancian Magic".
It is patterned after the "fire & forget" style of casting described in some of
the works of author Jack Vance, which became an integral part of how many people
think of magic use in Fantasy RPG's as the basic idea was adapted to become
the core of the D&D style of magic use. The Vancian Magic Systems presented on this
site are all Charges based, organize Spells into Spell Levels, are able to use the
concept of "Metamagic Feat" Talents, and by and large should be very usable by those
who like the D&D X/Day /Spell Level style of Magic Use.
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VANCIAN SPELLS: Numerous Spell write ups divided by types of Magic are provided
for use with the various Vancian Magic Systems on this site. Many of these Spells
are direct conversions of D&D Spells.
- VANCIAN CASTING MODELS: Three separate Casting Models that work within the
concept of Vancian Magic are provided. Each have their pros and cons:
- PREPARED CASTING: This Casting
Model uses a limited Variable Power Pool (VPP) that can only contain Spells with
1 Charge each, which must be prepared to the VPP once per day. However, to compensate
for this the VPP's Real Cost limit is greatly expanded.
- GESTALT CASTING: This Casting
Model uses a partially cosmic VPP that can only contain Spells that share a limited
number of Charges with all other Spells of the same "Spell Level". While
very flexible, this Casting Model is also very expensive.
- SPONTANEOUS CASTING: This Casting
Model uses a stacked series of limited Multipowers (MP's), on per "Spell Level",
with a limited number of Charges on both the Reserves and individual Spell Slots.
While extremely flexible and easy to use, this Casting Model is expensive, individual
Spells must be paid for as slots, and eventually the system gets outpaced by both
the Prepared and Gestalt Casting Models at higher point levels.
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- PRIMARY VANCIAN MAGIC SYSTEMS: Many Magic Systems are provided for Vancian
Magic. The three primary systems are:
- WIZARDRY: This Magic System is a fairly
direct conversion of the D&D Wizard. It uses the Prepared Casting Model
- ARCANIS MAGNICUS: This Magic System
is essentially identical to Wizardry save that it uses the Gestalt Casting Model
rather than the Prepared Casting Model.
- SORCERY: This Magic System is a fairly direct
conversion of the D&D Sorcerer. It uses the Spontaneous Casting Model.
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- VARIANT VANCIAN MAGIC SYSTEMS: In addition to the three primary systems listed
above, there are also several "flavor" variants that use the same basic
model, but in interesting permutations.
- ELEMENTALISM: This variant Magic
System is usable with any of the three Casting Models, and represents Vancian Spellcasters
that organize Magic by the four classic elements of Air, Earth, Fire, Water.
- STREGARI: This variant Magic System
is usable with any of the three Casting Models, and represents Vancian Spellcasters
that have more of a Witch / Warlock / Hedge Wizard feel.
- SORTILEGE: This variant Magic System
is usable with any of the three Casting Models, and represents Vancian Spellcasters
that take the unusual approach of organizing Magic through the concept of Interaction
Skills. Very useful for an alternate sort of Bard Magic.
- DOMININE: This variant Magic System
is an essentially direct translation of D&D 3e Cleric Magic, complete with Domains.
It can be used with either of the Prepared and Gestalt Casting Models.
- ANIMINE: This variant Magic System
is an essentially direct translation of D&D 3e Druid Magic, complete with Domains.
It can be used with either of the Prepared and Gestalt Casting Models.
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In addition to the provided Vancian Magic Systems, this site also provides many
other completely unrelated Magic Systems.
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AELDENAREN: This Magic System
is Elemental Control (EC) based, and includes the concept of different Gifts that
allow access to Powers using specific base Powers. Conceptually, this is a form
of inborn, natural Magic, which travels in bloodlines. Aeldenari don't cast Spells,
they use their natural mystical abilities, which is a key flavor consideration.
As an Aeldenari could potentially activate all of their mystic abilities (if they
haven't taken any initialization Limitations that would prevent them from doing
so such as Extra Time), and can run them all simultaneously as long as they can
pay the END costs; this gives them a strong advantage over many Magic Systems, though
at a correspondingly higher cost in character points and a loss of breadth.
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METIER: This Magic System is Multipower
(MP) based, and sets forth a methodology of defining distinct "styles"
of Magic by defining required and restricted Modifiers for all magic of a particular
style, and characters having one MP per style known.
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LOREMASTERY: This
Magic System is Variable Power Pool (VPP) based. It is actually a conversion of
the Magic System from the Second Edition Warhammer Fantasy RPG, but it is a very
cool Magic System and is definitely usable in other contexts. It has mandatory RSR:
Luck Rolls to reflect the variable strength of the Winds of Chaos (which power all
Magic in that setting), and a side effect caused by rolling two or more dice of
equal value (doubles, triples, etc).
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ADEPTOLOGY: This Magic System
uses a basically Cosmic Variable Power Pool and is extremely powerful. However,
it has built in constraints based upon Active Point limits by type of Power, Talents
that can only be taken at Character Creation, and Long Term Endurance accrual. Several
variants are also provided:
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- VOLOMANCY: A very close
variant, the primary differences between this and the base System is in the pricing
of the Talents required, but lessened hampering restrictions.
- THANOMANCY: A
version of Adeptology that fuels it's magic via the life forces of others.
- URZADREK: A Divine, Ancestor
worshipping religious version of Adeptology.
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MAGECRAFT: This Magic System is
based on the idea of buying Spell Skills as Skills that bundle a Power Construct,
rather than buying the actual Spell effects as Powers. A fast, easy, fun, and efficient
Magic System that is well suited to all levels of play, both HERO System newbies
and seasoned veterans. It scales well across mid to high powered Magic (60+ AP average),
but is not suitable for low powered Magic.
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METRUVIUS: This Magic System is
a hybrid Skill & Power model where characters buy Familiarities with base Power
effects with no Modifiers on them (like 10d6 EB), and then buy Naked Power Advantages
(NPA's) that have Limitations like Incantations, Gestures, etc to use upon the base
Powers they have Familiarities for. A powerful and flexible system, but more complicated
and not suitable for less rules savvy players. It scales very well across all levels
of play.
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VALIDUS FAMILIARITAS:
This is a meta system of Magic that defines a model whereby characters purchase
Familiarities with a set list of low Active Point Powers in a rigid stepped structure.
An extremely easy to use and surprisingly effective sort of Magic.
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- PIEDRAGEMAS: Magic arranged into
Gemstone sets, such as Ruby, Sapphire, Emerald, etc. Each Gemstone set has five
Powers unique to it. Piedragemasi can also make and use Charge Stones with gemstones
holding one of the Gemstone Powers appropriate to that gemstone, which are essentially
the equivalent to Wands in that they have finite Charges.
- TOTEMIC SHAMANISM: Magic
arranged into Totemic sets such as Raven, Wolf, Eagle, etc. Each Totem set has four
Powers associated with it, with some overlap between Totems. There are also optional
"Fantasy Totems" such as Dragon, Unicorn, Manticore, etc that have more
than four Powers associated with them. There are also rules regarding special abilities,
shape shifting, and exceptional Animal Companions that Totemic Shaman can also purchase
for the Totems that they have mastered.
- TOUBADOURUS: Magic arranged into
Musical Instrument sets such as Drum, Lute, Harp, etc. Each Instrument set has 15
Powers unique to it.
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SPELLWEAVING: This is a meta
system of Magic that defines a model whereby characters purchase a 3/2 Power Skill
for base Powers, like Energy Blast. For all intents and purposes, that Power Skill
then serves as a VPP for effects built using that base Power, simply requiring a
successful Skill Roll to activate. A set list of allowed Limitations can be taken
on the effects cast grant bonuses to the Skill Roll, the variation of this list
is the primary difference between variants of the system. However a system of penalties
to the Skill Rolls keeps the system in check. It particularly excels at non-combat
casting, though through the use of Triggered effects cast earlier and activated
in combat, Spellweavers can still be combat viable.
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- DERWYDDA: A Druid oriented
"Nature Magic" version of Spellweaving. Their list of allowed Limitations
are Ritual, Window of Opportunity, Immobile Foci (Standing Stones), Incantations,
and Concentration. Due to the large Limitation values of Ritual, WoO, and Immobile
Foci, practitioners can cast Spells with extremely high Active Points when circumstances
are correct, but have a much harder time casting Spells in combat or on the fly.
Derwydds can also have a number of different Gifts, and can grant Gifts to others
via the Transform Spell Skill.
- ORDER OF ESOW: A
Hermetic Magic oriented version of Spellweaving. Their list of allowed Limitations
are Incantations, Gestures, Expendable Foci, Increased Endurance, Side Effect (Long
Term Endurance). Expendable Material Components form an important part of this Magic
System, as they are a key source of bonuses to Spell Skill Rolls.
- BROTHERHOOD OF STAHRYC:
A direct implementation of the base Spellweaving Rules, with flavor details and
content.
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RUNECRAFTING: Practitioners
of this Magic System don't cast Spells or have mystical abilities; instead they
learn Runes that they can inscribe upon things to permanently infuse them with Magic.
They can also inscribe temporary Runes that have a triggered effect, allowing them
to create Glyphs of Warding, Symbols, and similar effects. A Runecrafter buys Familiarities
for each Rune they know, and must have one or more craft based Professional Skills
related to the various medias they know how to use as a palette for their Runes,
such as PS: Engraving for Metal, PS: Sculpting for Stone, and PS: Tattooing
for Skin.
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- SCRIBAS: A limited variant
of Runecrafting, Scribners can only make temporary Symbols on soft media like paper,
cloth, and skin. However, they can do so quicker and more easily than a standard
Runecrafter. One of the possible applications of this variant is for Wu Jen style
casters that scribe upon paper to make a Spell effect.
- GLYPHICS: A limited
variant of Runecrafting, Glyphmakers can only draw or paint temporary Glyphs on
stone, metal, and wood. However they can do so quicker and more easily than a standard
Runecrafter, and also don't need any media skills as they merely use the surface
of something as a canvas to mark upon.
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STOBURU: Rather than learning to
cast static Spells, practitioners of this Magic System instead learn to craft powerful
magical Wands, Rods, Staffs, or other objects, into which they invest all of their
Magical abilities. They are able to work terrible and mighty Magic in this fashion,
but are woefully vulnerable to having their Foci taken or destroyed.
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