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One of the best things about using
the HERO System to run a Fantasy RPG is the freedom to try out different
kinds of Magic Systems. Whether using Magic Systems provided on this
website, in the Fantasy HERO book, or that you've made yourself, the
possibilities for interesting game effects abound. |
There are a finite number of general
and broad schemas that serve as a convenient means to categorize and
differentiate Magic Systems. A description of them follows, though it is by
no means intended to be comprehensive or exclusive. Bulleted items (circles)
are general branches, punched items (squares) are schemas, and numbered
items are specific instances of a schema, with parenthetical references to
any Magic Systems on hand belonging thereunto. Definitions follow. |
- Power Based
- Framework Based
- VPP Based
- Prepared Casting (Wizardry)
- Cosmic Casting (Adepts;
Arcanis Magnicus)
- Magic Item Pool (standard Gadget Pool)
- MP Based
- Spontaneous Casting (Sorcery)
- Slotted Casting (standard Multipower)
- Suite Casting (Metier)
- Elemental Control Based
- Rote Casting (standard Elemental Control)
- Non-Framework Based
- College Casting (FH 4th Edition)
- Divisor Casting (Turakian Age Magic)
- Maxim System (True Illusionist, True Summoner)
- Stand Alone Abilities (Divine Gifts)
- Non-Power Based
- Hybrid Systems
- Unlocked + Rote Casting (Aeldenaren)
- Familiarity + Skill (Runecrafters)
- NPA Casting (Metruvius)
|
POWER BASED |
The most common branch of Magic Systems, this broad group
contains two primary sub-branches; Magic Systems which employ a Power
Framework as a significant part in their design, and Magic Systems which do
not. |
FRAMEWORK BASED |
Many Magic Systems involve one of the three Power
Frameworks in their design. Power Frameworks generally help make the
purchasing of Powers cheaper and are thus a natural avenue to take for Magic
Systems which allow a lot of abilities. |
Many Magic Systems are intended to allow a flexible, open
ended approach to magic, where in a Magic User may learn or use a very wide
array of Magic ability from day to day, and a VPP is ideally suited to this
goal. However many GM's are uncomfortable with VPP's as they feel that they can be
difficult to plan for or control, but a VPP can be as lightly or heavily
limited as a GM wishes it to be. |
On the plus side there is no more flexible mechanic in
the HERO System rules, but on the other hand VPP based Magic Systems will
tend to be much more complicated and are not safe at all speeds for all
groups. Particularly, inexperienced players and GM's should probably avoid
using VPP's outright as it does require a higher level of familiarity with
the rules than other Power Frameworks. |
PREPARED CASTING |
An example of a VPP Based Magic System model is something
I call Prepared Casting. The goal of this system is to allow a Magic User to
have a large list of "Known Spells" that they could potentially
be able to use on a given day, but each day they must "prepare" Spells up
to the Real Cost limit of their VPP. Players of xD&D are very familiar with
this sort of "Vancian" Magic System. |
The Prepared
Casting Vancian
Magic System version presented on this web site is a Charge based "fire
& forget" system allowing for easy casting, a wide selection of Magic
abilities, based on multiple Magic Skill Rolls grouped by Magic School, and
is intended to be very easily implemented for a variety of Magic Systems
(several of which are provided). |
COSMIC CASTING |
Another example of a VPP Based Magic System model is a
straightforward Cosmic Power Pool as described in the HERO System 5th
Edition Rulebook, with or without a set list of "Known Spells". |
The Gestalt
Casting Vancian
Magic System version presented on this web site is a partially Cosmic
variant of the Prepared Casting Model in that it still requires a set list
of Known Powers, but Powers from this list can be switched in and out of the
VPP rather than having to be prepared ahead of time. |
The
Loremastery Magic System presented on this web site is a partially
Cosmic VPP model. |
The Adeptology Magic Systems
provided on this web site have fully Cosmic VPP's, though there are still
some limits imposed upon them. |
MAGIC
ITEM POOL |
Another example of a VPP Based Magic System model is a straightforward Item
Pool which is identical to a Gadget Pool as described in the HERO System 5th
Edition Rulebook, replacing technological gadgets with Magic Items but is
otherwise essentially the same. |
The Multipower Pool Framework is fast, easy to use, makes for pretty cheap
Magic abilities, and is much less complicated than VPP's.
Thus unsurprisingly it is a popular choice for Magic Systems. It is
particularly good for Magic Systems where Magic Users should have access to
all the abilities they know all of the time, but can only have a few active
at once. |
Magic Systems based on MP's lose a lot of the flexibility
of a VPP, but also lose a lot of the complexity. They also tend to be cheaper
than Elemental Controls, easier to add new Magic abilities to, and are all around solid
constructs. However, there are some obscure rules revolving around the
correct use of Multipowers, and ultimately a Magic User is not going to be
able to use all of their abilities simultaneously which can make it
challenging to juggle effects. |
SPONTANEOUS CASTING |
An example of an MP Based Magic System model is something
I call Spontaneous Casting. The goal of this system is to allow a Magic User
to have a "X/Day/Spell Level" oriented casting model similar to
D&D 3e Sorcerers. It involves multiple
Multipower Pools with charges on the Reserve, one for each "Spell Level"
with a graded Custom Limitation to offset the cost of overlapping Multipower
Pool Reserves. This is an extremely easy and streamlined model that is
relatively friendly to less sophisticated players. |
The
Spontaneous Casting
Vancian Magic System version presented on this web site is a Charge based
"fire & forget" system allowing for easy casting, a wide selection of Magic
abilities, based on multiple Magic Skill Rolls grouped by Magic School, and
is intended to be very easily implemented for a variety of Magic Systems
(several of which are provided). |
SUITE CASTING |
Another example of an MP Based Magic System is something
I call Suite Casting. With this method the Magic User has a cluster of
independent Multipowers, each representing a separate "Spell" with many
applications (the slots). Sort of a cross between Spontaneous Casting and
Slotted Casting. |
The Metier Magic System
presented on this web site is based on the concept of defining a "style" of
Magic via mandatory and restricted Modifiers, and having a Multipower per
style a practitioner knows. Several example styles are provided, as well as
guidelines for creating custom styles. |
SLOTTED CASTING |
Another example of an MP Based Magic System model is
something I call Slotted Casting. This is a straight forward normal HERO
System Multipower Pool, with an array of multi and/or ultra slots. This is
about as simplistic as a Framework-based Magic System gets. |
Magic Systems based around EC's typically start off more
powerful than MP or VPP based systems, but are difficult to advance due to
the high point thresholds commonly needed to buy a new Magic ability.
There are also limitations on what kind of Power Constructs can be placed in
an EC, particularly as relates to Endurance costs. However, Magic Systems
based on ECs can be very brute-force powerful, and also don't suffer from the
Active Point ceiling of MP's and VPP's, and all the Powers in an Elemental
Control can theoretically be active simultaneously, allowing a starting character with a
Magic System based on an EC to be very capable in a narrow fashion. |
EC based Magic Systems are probably the easiest to play
from all of the Power Frameworks because most of the complexity of an EC is
handled during character design, but they do suffer from a loss of
extensibility
in the process. |
ROTE CASTING |
An example of an EC Based Magic System is something I call Rote Casting.
This is a straightforward normal HERO System Elemental Control. A
practitioner simply has an EC with several Powers which they can use as
appropriate to the way the Powers are defined. In some cases "Magic Powers"
is usually a sufficiently tight SFX, but in some settings a GM might want to
predefine several thematic groups and require an EC to pick one as their
SFX. |
The Aeldenaren Magic
System presented on this web site is basically a Rote Casting model with
abilities divided along types of Powers. However it also requires a series
of "unlocking" Talents to open up categories of Powers and is thus a hybrid
system. |
NON-FRAMEWORK BASED |
Some Magic Systems eschew Power Frameworks and require
that individual Magic abilities be paid for separately to some extent or
another. The sheer cost of doing this can be prohibitive, making this sort
of Magic System typically less broad than a Framework-based system. |
COLLEGE CASTING |
A type of Non-Framework Based Magic is a collection of
abilities grouped together and bought in lots or otherwise linked by some
guideline enforcing a relationship between Magic abilities of the same
"College". |
One such example of this type of system that most HERO
Gamers should be familiar with is the 4th Edition Fantasy HERO Magic System,
which I'm not a big fan of, but some people like. For those not familiar
with it, the basic idea revolved around Power Constructs grouped
thematically into Colleges with three strata (Basic, College, Unique;
roughly equivalent to Common, Uncommon, Rare) with set lists of 10 to 20
"Spells" per College. To keep Colleges somewhat intra-related a non-standard
Limitation was used called "Must have X points in College", starting off at
"Must Have 10 Points In College; -1/4), with each increment of 10 points
worth another -1/4 Limitation. A related Skill Roll by College was also used
and RSR was a requirement of the Magic System. |
DIVISOR CASTING |
Another type of Non-Framework Based Magic System is
something I call a Divisor Casting system, whereby Powers are bought
directly one-for-one, but their Real Cost is divided by some number to
reduce their cost. |
This concept is introduced in Fantasy HERO for HERO System 5th Edition,
and is the default Magic System of the Turakian setting
from HERO Games. It is an extremely simple system whereby Power
Constructs aka "Spells" are bought without the benefit of inclusive Power
Frameworks and the Real Cost of each Power Construct is simply divided by 3.
This makes for a very powerful Magic System, cutting the throat of EC based
systems outright and coming in cheaper than most Framework Based models with
no real downside. Personally, I do not care for it, but it is catching on among those who like their Magic Systems
simple and to the point. |
MAXIM SYSTEM |
Another example of Non-Framework Based Magic Systems is a
concept I call a Maxim System, which describes a Magic System built around a
single very flexible open-ended base Power that can be bought once and then used
to do many different effects. This makes for more limited Magic Users, but
if done correctly can still be fairly powerful. |
For instance rather than buying a lot of different effects with the SFX of
"Illusions" a Character could reasonably just buy Images and configure it in
such a way that it can be used for just about any sort of "Illusion".
Similarly a viable Summoner could be designed that simply has a very
flexible and powerful Summon power. |
This sort of Magic System is extremely simple and easy to play and really
doesn't require much in the way of guidelines beyond the core rules
themselves unless the GM wishes to introduce some flavor or restrictions.
Some sample "Magic Systems" that could exist in this fashion include: |
- True Summoner (Summon Power)
- True Stormcaller (Change Environment)
- True Illusionist (Images)
- True Dreamcaller (Mental Illusions)
- True Transmuter (Transform)
- True Seer (Clairsentience)
- True Healer (Healing)
- True Skinshifter (Multiform)
|
Of course this idea can be extended a bit to cover Powers that have related
effects; for instance perhaps a True Illusionist can take Images, Mental
Illusions, and Invisibility; but at a certain point it becomes more
efficient to put such Powers into a Framework such as an Elemental Control,
or some other cost savings option and it ceases to be a "Maxim" Magic
System. |
A GM could even go so far as to define all of the Magic Systems available to
a given setting in this fashion. Whether or not such types of Magic are
exclusive or if an individual Character could learn multiple types of Magic
Systems would be up to the GM's discretion (but the cost involved should
typically be sufficient deterrent). |
STANDALONE ABILITIES |
Finally, some Magic Users may just have one or more standalone abilities bough separately and paid for outright. Often these Magic
abilities are not "casted", but are instead usable at will or on all the
time. This can be used for characters with special Gifts or inherent Magical
abilities. In some cases such standalone abilities will be associated with a
more formalized Magic System and represent thematically associate abilities
that are not cast at "Spells" or equivalent effect but are instead innate or
inherent or on all the time. |
In some cases Stand Alone abilities might actually be granted to a Character
by practitioners of another Magic System. For instance the
Derwydd
Magic System provided on this web site has rules allowing Standalone
Powers, called "Gifts", to be granted to others via the Transform Power. |
The Elementalism
Magic System provided on this web site allows practitioners to buy
standalone abilities related to a practitioners mastery of the Elements,
such as
Pyromastery,
Hydromastery,
Aeromastery, and
Geomastery. Other options are possible as well; the sample Elementalist
Kjar Kvarensen has two signature Elemental standalone powers for
instance; Elemental Embrace and Elemental Ward. |
The
Heilligkampfer religion from the San'Dora setting includes the concept
of Divine Gifts that can be taken by the faithful (which is a general
feature of many religions in San'Dora). |
NON-POWER BASED |
Less common but no less interesting are Magic Systems
wherein Magic abilities stem from Skills or Talents. |
SKILL BASED |
Described in Fantasy HERO for HERO System 5th Edition on
page 240, there are many variations on the basic idea of a character not
paying the Real Cost of Magic abilities they are able to use but instead
effectively "proxying" their Magic abilities with one or more Skills.
Unfortunately I can't go into laborious details without violating DOJ dba
HERO Game's IP, but a few sample systems are provided that are loosely based
on this concept. |
BUNDLED CASTING |
An example of a Skill Based Magic System is a concept I
call Bundled Casting, where in a Power Construct is "bundled" into a 3/2
Skill. This sort of Magic System is generally very easy for
unskilled players to understand and master, and it unifies their Magic usage
with the Skill Resolution mechanic. However on the downside this sort of
Magic System is very generic and does not lend itself well to having
multiple different flavors or variations. |
The Magecraft Magic
System provided on this web site is an example of this sort of approach.
The Active Points of its Spells are equal to the applicable Spell Skill Roll
x 5, and the Spell Skill Roll to cast a Spell suffers a penalty equal to the
Real Cost of the effect divided by 10. Each Spell Skill is bought separately
and are improved independently of each other. It is END based but allows an
Endurance Reserve. Since the AP range for this System's Spell effects starts
at 55 AP and goes up, and since the HERO System base power mechanics allow a
Character to be effective with one each of an Attack, Defense, Movement,
Detect, and perhaps a Utility effect, this Magic System is very effective. |
FAMILIARITY CASTING |
Another example of a Skill Based Magic System is a
concept I call "Familiarity Casting", where in there is a set list of Magic
abilities and a character buys a Familiarity with each Magic ability they
wish to be able to use. The list of Magic abilities should be relatively
minor effects or this approach can get rapidly out of hand, but can make for
a very simple Magic System, particularly useful for settings where everyone
can learn a little Magic. |
Several Magic Systems of this sort are provided and grouped together under
the heading of
Validus
Familiaritas Magic Systems on this web site. This is a very simple
approach to Magic Systems and can be very flavorful and fun to use. |
LOCUS CASTING |
Another example of a Skill Based Magic System is a concept I call Locus
Casting. Similar to Bundled Casting, a 3/2 Power Skill is purchased, in this
case however each Power Skill "Spell" represents any non-Special Base Power
a Magic User has access to. This Skill acts essentially like a VPP for one
Base Power. |
The Spellweaver
Magic Systems provided on this web site are examples of this sort of
Magic System. A series of penalties and bonuses are applied to the Magic
Skill Rolls of practitioners based upon the Active Points of the effect they
are currently trying to cast, Limitations applied to the casting, time spent
casting, and external events such as being in combat to arrive at a final
modified Skill Roll for any given Power Construct. This type of Magic System
is END based, and can be somewhat powerful with between 15 and 30 character
points dedicated to it. The Magic System scales very well, making it usable
for a variety of campaigns and as a campaign progresses over time. However
it is a more complex model that can be difficult for players to master the
concepts of. |
PERK/TALENT BASED |
Described in Fantasy HERO for HERO System 5th Edition on
page 241 and similar to Skill Based Magic Systems. In my opinion the most
useful idea to be gathered from this concept is that of an "Access" system
using custom Talents, unlocking either groups of abilities or setting an
"on" state for eligibility for abilities. Again I can't go into
laborious details without violating DOJ dba HERO Game's IP, but a couple of
sample systems are provided that are loosely based on this concept. |
UNLOCKED CASTING |
An example of a Talent Based Magic System is something I
call Unlocked Casting, whereby a Talent is purchased to grant access to a
suite of Magical abilities. The Gift sample Magic System on page 265 of
Fantasy HERO for HERO System 5th Edition is an excellent example of this
type of system. |
INSTANTIATED CASTING |
Another example of a Talent Based Magic System is
something I call Instantiated Casting; whereby the GM takes various Power
Constructs for Magical abilities they want to be available and add them to
the Talent list in that format. Magic Users may buy individual Talents as
they wish, but cannot design their own Magic abilities. This is useful for
settings where just about any character can work basic Magic but the effects
are fairly cookie-cutter. |
HYBRID SYSTEMS |
Of course some Magic Systems combine elements of two more more schemas. Such
systems usually combine specific elements of multiple schemas, or use
features on one scheme to add flavor or constraints to another schema. |
NPA + FAMILIARITY CASTING |
The Metruvius Magic
System provided on this web site combines Naked Power Advantages (NPA's)
bought as standalone abilities and Familiarities taken with base effects
which are combined at casting time to create different effects. It is a
powerful approach to Magic, but it is complex and requires a full
understanding of how Naked Power Advantages work. |
ROTE + UNLOCKED |
The
Aeldenaren Magic System is primarily an Elemental Control based "Rote
Casting" model, but also
requires a series of "unlocking" Talents to open up categories of Powers. |
FAMILIARITY + PROFESSIONAL SKILL |
The
Runecrafting Magic System requires that each Rune a Runecrafter knows be
bought as a Familiarity, and also requires a series of Professional Skills
with various Media that the Runecrafter knows how to work with. Thus one
Runecrafter might know many Runes via Familiarities, but only know how to
work with one Media (Metal for example), while another Runecrafter might know
fewer Runes but how to work with multiple Media, and other permutations. |