Post by gradius on Sept 30, 2013 6:09:38 GMT -8
-Magic Advancement Rules-
Those that derive their power from magic, like those that do so from technology, enjoy a clearer path to greater strength so long as they have the wits and willpower to continue their studies and get dirty experimenting a little. In the most general terms, it comes down to two steps, which can be done in any order;
1) Spend Karma. The exact cost depends on the errata below.
2) Train. This will more or less follow the rules of other forms of training, but with different results.
How much does it cost? How long does it take? What powers can be learned? This is all modified by the type of magic your character uses.
If your character relies on rituals or incantations, things that 'anyone could learn' (Though not everyone could CAST them), they follow set A, called Incantation for the sake of convenience.
If your character relies on raw inner power, such is the case for naturally magical beings and especially gifted (Or spiritually well connected) humans, they follow Set B, called Innate for the sake of convenience.
If your character relies strongly on specific tools, objects, or bodily modifications such as tattood runes, they follow set C, called Artifice for the sake of convenience. Those following the sets above can also create such things, but are more limited than a character wholly dependent on or dedicated to them. Many of the strongest artifacts, after all, are created by craftsmen that couldn't cast an actual spell to save their lives.
Ask a GM if there's any doubt where you fall, or if you feel your specific style requires special attention.
GENERAL RULES
After describing the spell to the GM, he or she will formulate the Magnitude of the spell based on how much stuff you cram into it. The Magnitude is a crude representation of the spell's overall effectiveness and also factors into its cost, which will be figured out based on the individual mage. The only thing certain is that the Magnitude will be at least equal to the damage the spell does in a round.
For every Magnitude higher than your casting ability, you recieve a -2CS to cast that spell, in addition to increasingly unmanagable costs.
Successes needed and Karma Cost: Rolls are preformed once a week, and additional rolls can be bought for 200 Karma times the number of rolls one has already made that week. A Red gives 2 Successes, a Yellow gives 1, and a Green gives half of one. Roll whatever stat your magic functions off of, probably Reasoning or Psyche. The researcher can handle 1 spell at a time, per level of Reasoning or Psyche past Excellent.
Typical: A Typical spell is a mere cantrip, unlikely to have any real power. You can learn them automatically with a week's effort.
Good: 1, 100 Karma.
Excellent: 2, 200 Karma.
Remarkable: 3, 300 Karma.
Incredible: 4, 400 Karma.
Amazing: 5, 500 Karma.
Monstrous: 7, 700 Karma.
Unearthly: 10, 1000 Karma. Unearthly magic is incredibly powerful and, as the name implies, often requires power not found on earth.
Shift X-Z: "Shift" class magic will almost always rely on powers beyond mortal ken to function. You will need, at the very LEAST, inspiration from a higher power to create or learn such incredible spells.
If being taught, the teacher can spend what would otherwise be an improvement check of his or her own and apply a success to the student's completion. The spell being taught must be identical to a spell the teacher knows, though the student can alter the spell once it's 'done' as if it were their own.
The cost of the spell will usually be modified to match the casting style of the student. If one is attempting to power up a spell, the Karma cost of the current level is subtracted from that of the enhancement.
All of this subject to minor variance for various circumstances, allowing greater power or faster completion, as well as the opposite. Don't try to game this system, please. Just let nature take its course. Smile and nod if the GM gives your new toy a leg up or a punt down.
STYLE SPECIFIC ERRATA
The following are special priveleges and shortcomings of the three forms of magic reliance.
INCANTATION
Learning 'existing' Incantations costs 20% less Karma and requires 2 less successes, while researching new Incantations costs 20% MORE Karma and requires 2 more successes.
Uniquely capable of creating Scrolls and Tomes. Scrolls are a one use casting of a known spell usable by anyone, while a Tome assists in the learning or casting of the spell it pertains to, as long as it is equipped. Tomes follow the 'only one' rule of Lesser Artifice.
Factors specially applicable to Incantation spells;
Trap Rune - Turns the spell into a Rune, which takes a full round to place, but goes off on contact. A Rune can also be learned as a Trait for artifice, if the mage is skilled in magickal sciences and not just spell-slinging. This costs half the Karma and successes.
Counterspell - Can be cast as a reactive, held action to negate a spell of the same or lesser Magnitude. A Yellow, even against a better roll, at least halves the effect of the spell.
INNATE
Teaching Innate magic is difficult if the styles of teacher and student don't have common ground. A Cryomancer is going to have trouble learning that Fireball spell and a witch is going to have a hard time swallowing that angel-powered shield familiar. Otherwise it works as normal.
Innate Magic costs 15% less Karma, but requires 1 more Success.
Factors specially applicable to Innate spells;
Overcharge - Increases power without affecting Magnitude, at the cost of exhausting the user. By making half the successes needed to learn the spell, a caster can learn to Overcharge it, increasing all CS involved by 2 but leaving the Magnitude the same. Any costs are doubled, or if the spell lacks a cost, the caster's magic is 'burnt out' until they make a Yellow Psyche check as a full round action.
Alteration - The caster learns a slight variation of the spell, akin to a Power Stunt. This follows the same rules as learning a Power Stunt.
ARTIFICE
While Artifice serves a dual purpose, only the self-enhancement form will be discussed here at the moment. Creating helpful objects for your allies to use will be covered in another post, if demand to do such a thing ever comes up.
As it is, Artifice is the easiest to advance. Spend 500, 1000, or 2000 Karma. Wait.
Something matching your general theme will eventually fall into your lap, either the object itself or a fishing hood loaded with delicious quest bait. Exactly WHAT, you'll just have to wait and find out. You can suggest things, or have your character go poking around for a particular object, but in the end it's up to the GM what does or doesn't exist for your use...
Those that derive their power from magic, like those that do so from technology, enjoy a clearer path to greater strength so long as they have the wits and willpower to continue their studies and get dirty experimenting a little. In the most general terms, it comes down to two steps, which can be done in any order;
1) Spend Karma. The exact cost depends on the errata below.
2) Train. This will more or less follow the rules of other forms of training, but with different results.
How much does it cost? How long does it take? What powers can be learned? This is all modified by the type of magic your character uses.
If your character relies on rituals or incantations, things that 'anyone could learn' (Though not everyone could CAST them), they follow set A, called Incantation for the sake of convenience.
If your character relies on raw inner power, such is the case for naturally magical beings and especially gifted (Or spiritually well connected) humans, they follow Set B, called Innate for the sake of convenience.
If your character relies strongly on specific tools, objects, or bodily modifications such as tattood runes, they follow set C, called Artifice for the sake of convenience. Those following the sets above can also create such things, but are more limited than a character wholly dependent on or dedicated to them. Many of the strongest artifacts, after all, are created by craftsmen that couldn't cast an actual spell to save their lives.
Ask a GM if there's any doubt where you fall, or if you feel your specific style requires special attention.
GENERAL RULES
After describing the spell to the GM, he or she will formulate the Magnitude of the spell based on how much stuff you cram into it. The Magnitude is a crude representation of the spell's overall effectiveness and also factors into its cost, which will be figured out based on the individual mage. The only thing certain is that the Magnitude will be at least equal to the damage the spell does in a round.
For every Magnitude higher than your casting ability, you recieve a -2CS to cast that spell, in addition to increasingly unmanagable costs.
Successes needed and Karma Cost: Rolls are preformed once a week, and additional rolls can be bought for 200 Karma times the number of rolls one has already made that week. A Red gives 2 Successes, a Yellow gives 1, and a Green gives half of one. Roll whatever stat your magic functions off of, probably Reasoning or Psyche. The researcher can handle 1 spell at a time, per level of Reasoning or Psyche past Excellent.
Typical: A Typical spell is a mere cantrip, unlikely to have any real power. You can learn them automatically with a week's effort.
Good: 1, 100 Karma.
Excellent: 2, 200 Karma.
Remarkable: 3, 300 Karma.
Incredible: 4, 400 Karma.
Amazing: 5, 500 Karma.
Monstrous: 7, 700 Karma.
Unearthly: 10, 1000 Karma. Unearthly magic is incredibly powerful and, as the name implies, often requires power not found on earth.
Shift X-Z: "Shift" class magic will almost always rely on powers beyond mortal ken to function. You will need, at the very LEAST, inspiration from a higher power to create or learn such incredible spells.
If being taught, the teacher can spend what would otherwise be an improvement check of his or her own and apply a success to the student's completion. The spell being taught must be identical to a spell the teacher knows, though the student can alter the spell once it's 'done' as if it were their own.
The cost of the spell will usually be modified to match the casting style of the student. If one is attempting to power up a spell, the Karma cost of the current level is subtracted from that of the enhancement.
All of this subject to minor variance for various circumstances, allowing greater power or faster completion, as well as the opposite. Don't try to game this system, please. Just let nature take its course. Smile and nod if the GM gives your new toy a leg up or a punt down.
STYLE SPECIFIC ERRATA
The following are special priveleges and shortcomings of the three forms of magic reliance.
INCANTATION
Learning 'existing' Incantations costs 20% less Karma and requires 2 less successes, while researching new Incantations costs 20% MORE Karma and requires 2 more successes.
Uniquely capable of creating Scrolls and Tomes. Scrolls are a one use casting of a known spell usable by anyone, while a Tome assists in the learning or casting of the spell it pertains to, as long as it is equipped. Tomes follow the 'only one' rule of Lesser Artifice.
Factors specially applicable to Incantation spells;
Trap Rune - Turns the spell into a Rune, which takes a full round to place, but goes off on contact. A Rune can also be learned as a Trait for artifice, if the mage is skilled in magickal sciences and not just spell-slinging. This costs half the Karma and successes.
Counterspell - Can be cast as a reactive, held action to negate a spell of the same or lesser Magnitude. A Yellow, even against a better roll, at least halves the effect of the spell.
INNATE
Teaching Innate magic is difficult if the styles of teacher and student don't have common ground. A Cryomancer is going to have trouble learning that Fireball spell and a witch is going to have a hard time swallowing that angel-powered shield familiar. Otherwise it works as normal.
Innate Magic costs 15% less Karma, but requires 1 more Success.
Factors specially applicable to Innate spells;
Overcharge - Increases power without affecting Magnitude, at the cost of exhausting the user. By making half the successes needed to learn the spell, a caster can learn to Overcharge it, increasing all CS involved by 2 but leaving the Magnitude the same. Any costs are doubled, or if the spell lacks a cost, the caster's magic is 'burnt out' until they make a Yellow Psyche check as a full round action.
Alteration - The caster learns a slight variation of the spell, akin to a Power Stunt. This follows the same rules as learning a Power Stunt.
ARTIFICE
While Artifice serves a dual purpose, only the self-enhancement form will be discussed here at the moment. Creating helpful objects for your allies to use will be covered in another post, if demand to do such a thing ever comes up.
As it is, Artifice is the easiest to advance. Spend 500, 1000, or 2000 Karma. Wait.
Something matching your general theme will eventually fall into your lap, either the object itself or a fishing hood loaded with delicious quest bait. Exactly WHAT, you'll just have to wait and find out. You can suggest things, or have your character go poking around for a particular object, but in the end it's up to the GM what does or doesn't exist for your use...