Homepage
Community
Downloads
H
Welcome,
Guest
. Please
login
or
register
.
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Home
FORUM
Help
Calendar
Login
Register
CortexSystemRPG.org
|
Forum
|
Cortex System Core Rules & Generic/Homebrew Setting Board
|
Special Effects
|
Malakor's Magic System
Pages: [
1
]
Go Down
« previous
next »
Print
Author
Topic: Malakor's Magic System (Read 515 times)
0 Members and 1 Guest are viewing this topic.
Malakor
Recruit
Gender:
Posts: 16
Malakor's Magic System
«
on:
September 30, 2009, 01:17:40 PM »
I'm currently working on my pulpish setting (although I think I'm going to set it in 1888 instead of 1936), and am working on a magic and 'mysticism' set of rules for it.
The following is what I've come up with.
I've added the skills Magic (skilled use only) and Mysticism (skilled use only) to my list of available skills.
In my Assets list, I've added Mystically Trained (d6), which serves as a prerequisite for Mysticism, and Magically Adept (d6), which likewise serves for those wishing to learn to cast magic.
Below is the write up I've prepared in my players handout for Magic, along with a handful of spells.
This is the initial draft, so if something reads cockeyed, please let me know, I want my players to be able to pick this up, read it and make sense of it.
========
Magic
In order to use the Magic skill and powers, the character must take the Asset Magically Adept.
A character starts with knowledge of one spell per half the skill die value of his magic skill, plus if he has specialized knowledge in any spells, he gets that ability in addition.
For example, Mandrook the Magnificent has the Magically Adept asset and a Magic Skill of d6, with one specialization in the spell Arcane Bolt at a d10. Mandrook's player chooses for him to know the spells Sober, Heal Wounds, and Levitate. He also knows Arcane Bolt since he has specialized in it.
Each spell has a difficulty number assigned to it and unless noted otherwise are simple actions
Failure in attempting to cast a spell comes at a cost. Should the character fail during an attempt to cast their spell, they will take 1 point of stun damage. Failure when casting a ‘contested’ spell also results in 1 point of stun damage. Should they botch, they will take 1d6 basic damage. Success in casting has no cost to the character. Complex spells only damage the caster if he is interrupted, in which case, he must make an average (7) Resistance check or take 1d6 Stun.
Scaling Magic Spells
Each spell has a base description for effects, range, and the like. All spells also typically only affect one target (either the Mage or one other person). Occasionally the character may need to extend these abilities a bit. Making alterations affects the skill of the character with step modifiers. Modifiers are cumulative, so if you want your character to add +2 steps to the damage of his Arcane Bolt and to use it to affect 4 targets, 2 of whom are outside the normal range, then you would be taking a -5 step penalty to your skill roll. If this lowers your skill below d2, then you are unable to do what you want unless you spend Plot Points to boost your abilities.
Example Ability Modifications Die Step Modification
Double Range (touch becomes 10’) -1
Affect Additional Targets -1 per 2 targets
Area Effect -1 per 5’ radius
Increase Damage -1 per +1 damage die step
Double Duration -1
Double Effect -1
‘Concentration’ Abilities
If the spell your character is using has a Duration of Concentration, then it may be maintained as long has he focuses on it. This will incur multi-action penalties on anything else he does during that time, and if he is injured or seriously jostled, then he must make a Discipline: Concentration roll against a Target of 11 to maintain the ability.
Trappings
Each spell is individualized by the mage. The player must describe, at least in brief, how the spell appears, manifests, etc. Is his Arcane Bolt a ball of blue energy, or does it appear to be a small swarm of bees?
Sample Magical Spells
Arcane Bolt
Difficulty: contested Range: 2’ per Alertness die type Duration: instant
Resisted by: Alertness + Athletics (dodge)
The caster calls forth a bolt of magical energy that does d4W damage to the target if successful
Flight
Difficulty: 11 Range: Self Duration: concentration
Allows the caster to fly at up to four times his normal walking speed.
Levitation
Difficulty: 7 Range: 2’ per Alertness Die Type Duration: Concentration
Effect: 50 pounds per Willpower die type
This allows the caster to move the target at a rate equal to twice his Willpower in feet per round.
Sleep
Difficulty: Contested Range: 2’ per Alertness die type Duration: 1 hour per success
Resisted by Willpower + Discipline
This spell attempts to put the target into a deep, restful sleep, from which they may be awakened by physically disturbing them, or when the duration expires.
Alarm
Difficulty: 3 Range: Touch Area of Effect: 5’ radius per Willpower die type
Duration: 1 hour per Willpower die type
This spell creates a spherical area centered upon the spot designated by the caster. At the time of casting, the mage may specify exceptions to the effect of the spell. Anything corporeal that crosses into the area of the spell will cause the Mage to be immediately alerted.
Animate Object
Difficulty: 11 Range: 1’ per Willpower die type Duration: 1 minute per success
This spell allows the caster to grant limited animation to an object. He could cause a chair, a doll or a broom to walk about the room, etc. The item animated must be able to in some form function as the caster desires for the spell to be successful. The animated object has no sentience, but can follow a simple, direct set of instructions, issued mentally by the caster. This can be no more than a couple of short sentences “sweep the floor”, “bring me the keys from the desk”, “hit the sheriff in the knees”, that sort of thing. The object will perform as directed, then stand still until it receives a new instruction from the caster (or if the action is repeatable, will simply continue repeating the last instruction until the duration expires).
Sober
Difficulty: 7 Range: Self or Touch Duration: Instant/Permanent until drunk again
Instantly sobers the target, removing the effects of alcohol or other intoxicants.
Imbue Weapon
Difficulty: 11 Range: touch Duration: 1 minute per Willpower die type
Adds 1 die step to the base damage of a weapon, and counts as magical damage, should that matter in damaging the target.
Protective Circle
Difficulty: 7 Range: Touch Area of Effect: 1’ radius per point of Willpower die type
Duration: 10 minutes per Willpower die type or until broken
This circle, when completed, will help prevent supernatural beings from crossing into it. Any supernatural entity that tries to cross the barrier must make a Willpower + Discipline roll with a Difficulty of 15. If successful, they take 1d6 stun damage, but are able to enter the circle.
Mystic Armor
Difficulty: 7 Range: self or touch Duration: 1 minute per Willpower die type
This spell encompasses the target with protective energy, granting a 2W protection from all damage (if the target is already wearing armor, it improves it by 2W). This spell does NOT stack if cast multiple times on the same target, however, it can be scaled (see scaling rules)
Arcane Servant (Complex)
Difficulty: 22 Range: Touch Duration: 1 week per Willpower die type
This spell creates a creature made from magical energy. Roughly man-sized, the form possesses a rating of d2 in all Attributes. It can perform simple tasks and follow uncomplicated commands, but is unable to make decisions or solve problems. It is also incapable of performing combat actions. It does not possess life force and dissipates if attacked physically or magically. It does not tire and will work without stopping unless ordered to stand down. The caster can change the servant’s task at any time. The servant is incapable of speech, and moves at a steady walk.
Scaling Options
Increase one Attribute by 1 step: +5 Difficulty
Enable the Servant to levitate up to 15’ from the ground as needed: +5 Difficulty
Grant Speech capabilities: +5 Difficulty
Light
Difficulty: 7 Range: touch or 1’ per Willpower die type Duration: 1 hour per Willpower die type
This spell creates a globe of light, about equal to a lantern, either anchored to a spot designated by the caster, or floating in the air, that will follow the caster. If free-floating, the light may be directed to move anywhere within the range listed with a thought and a gesture by the caster (counts as an action).
Heal Wounds
Difficulty: 11 Range: touch Duration: Instant/Permanent until wounded again
This spell may be cast upon wounds less than an hour old and may only be cast on the target one time. If successful, this will heal 2d3 wounds (1d6+4 on an extraordinary success) that the target has received. It takes 10 minutes for each wound to heal, during which time the target must not move at more than half his walking pace, and must not perform any strenuous activity (like combat). If the healing time is interrupted, any healing that has not been completed is lost.
Logged
A thinker sees his own actions as experiments and questions--as attempts to find out something. Success and failure are for him answers above all.<br />- Friedrich Nietzsche
Malakor
Recruit
Gender:
Posts: 16
Re: Malakor's Magic System
«
Reply #1 on:
September 30, 2009, 01:20:02 PM »
Mysticism follows pretty much the same rules, as shown below
Mysticism
In order to use the Mysticism skill and powers, the character must take the Asset Mystical Training. A character starts with knowledge of one ability per half the skill die value of his Mysticism skill, plus if he has specialized knowledge in any abilities, he gets that ability in addition.
For example, Lord Bromord spent a large portion of his youth in India, where his father was in the British Army, and as a child he befriended an Indian Fakir, who taught him the secrets of Mysticism. Bromord’s player gives the character Mysticism D6, with a specialty of Unseen at d10. The player choose to give Bromord knowledge of the abilities Sense Emotion, Alter Emotion, Distract and of course, he knows Unseen.
Each ability has a difficulty number assigned to it and unless noted otherwise are simple actions
Failure in attempting to use an ability comes at a cost. Should the character fail during an attempt to use their ability, they will take1 point of stun damage. Failure when using a ‘contested’ ability results in 1 point of stun damage. Should they botch, they will take 1d6 basic damage. Success in casting has no cost to the character.
Scaling Mystical Abilities
Each ability has a base description for effects, range, and the like. All abilities also only affect one target (either the Mystic or one other person). Occasionally the character may need to extend these abilities a bit. Making alterations affects the skill of the character with step modifiers. Modifiers are cumulative, so if you want your character to add +2 steps to the damage of his Mind Blast and to use it to affect 4 targets, 2 of whom are outside the normal range, then you would be taking a -5 step penalty to your skill roll. If this lowers your skill below d2, then you are unable to do what you want unless you spend Plot Points to boost your abilities.
Example Ability Modifications Die Step Modification
Double Range (touch becomes 10’) -1
Affect Additional Targets -1 per 2 targets
Area Effect -1 per 5’ radius
Increase Damage -1 per +1 damage die step
Double Duration -1
Double Effect -1
‘Concentration’ Abilities
If the ability your character is using has a Duration of Concentration, then it may be maintained as long has he focuses on it. This will incur multi-action penalties on anything else he does during that time, and if he is injured or seriously jostled, then he must make a Discipline: Concentration roll against a Target of 11 to maintain the ability.
Sample Mysticism Abilities
Sense Emotion
Difficulty: 3 Range: 2’ per Alertness die type Duration: concentration
The Mystic may sense the general emotional state of one person per round by focusing upon them.
Alter Emotion
Difficulty: contested Range: 2’ per Alertness die type Duration: 1 minute per success
Resisted by Willpower + Discipline
The Mystic may attempt to alter the emotional state of one person within range.
Distract
Difficulty: contested Range: 2’ per Alertness die type Duration: 1 minute per success
Resisted by Willpower + Discipline
The Mystic may attempt to cause the target to be distracted and indecisive
Unseen
Difficulty: 7 Range: self Duration: concentration
This ability causes the Mystic to be overlooked or not seen by those in the area. It grants a -4 step penalty to all perception attempts and attack attempts that involve seeing the character. If the character attacks, he appears briefly, then vanishes again, bringing the step penalty down to -2 for that round only.
Telekinesis
Difficulty: 7 Range: 2’ per Willpower die type Duration: concentration
Effect: 1 pound per die type of Willpower
This ability allows the Mystic to manipulate items, moving them around with the power of his mind.
Dull Sense
Difficulty: contested Range: 2’ per Alertness Die Duration: 1 minute per success
Resisted by Willpower + Discipline
The Mystic may choose one of the senses of the target to lower, with the target gaining a -1 step penalty to all rolls affected by that sense per two points of success.
Heighten Sense
Difficulty: 7 Range: Self or Touch Duration: 1 minute per success
The mystic may choose one sense to enhance on the target, increasing it by 1 step for every two points of success
Mind Speech
Difficulty: 7 Range: 100’ per Willpower die type Duration: concentration
The mystic may carry on a mental conversation with one person within sight and range (sight is not required if the person is known to the Mystic).
Mind Blast
Difficulty: contested Range: 2’ per Alertness die type Duration: instant
Resisted by Willpower + Discipline
The Mystic attempts to cause disruptions in the mind of the target, with a damage of d4B if successful
Logged
A thinker sees his own actions as experiments and questions--as attempts to find out something. Success and failure are for him answers above all.<br />- Friedrich Nietzsche
Morrydwen
Recruit
Gender:
Posts: 22
Re: Malakor's Magic System
«
Reply #2 on:
February 08, 2010, 10:52:38 AM »
So what, essentially, would the difference between Magic and Mysticism be? (if that's in the basic cortex corebook, I'm only a little ways into reading it so I haven't come across it yet!)
Logged
Bofent_Areft
Recruit
Posts: 5
Re: Malakor's Magic System
«
Reply #3 on:
April 09, 2010, 08:37:27 AM »
It would appear that Magic is energy weaving, big flashy effects that destroy things, throw people around and generally make it obvious that you are a WIZARD! ALL SHALL BOW BEFORE ME! and that sort of thing. Mysticism, on the other hand, is full of really subtle spells that have small, useful effects that don't draw attention to you. Things like making the guard hear a scratch of gravel to the right just so that he'll turn his head to let you stroll past quietly on his left. Instead of throwing a fireball at a guard, your simply attacking his mind so that you can sneak past unseen. And if anyone ever does find out that you can use magic, how will they be able to prove it?
Logged
Pages: [
1
]
Go Up
Print
« previous
next »
Jump to:
Please select a destination:
-----------------------------
Main Hall
-----------------------------
=> General Discussion
=> Playing Games
=> Running Games
=> Off-Topic Discussion
-----------------------------
Cortex System Core Rules & Generic/Homebrew Setting Board
-----------------------------
=> Core Cortex Rules
=> Character Generation
=> Gamemastering CORTEX
=> Critters, Monsters and NPCs...oh my!
=> Special Effects
=> Infinite Possibilities...Worlds of Wonder & Adventure.
=> Planes, Trains and Spaceships!
=> PBP & Actual Play Posts
===> PBP - Dream Thief
===> PBP - STARGATE - Cortex Homebrew {READ ONLY}
===> PBP - STARGATE - Stargate Redesigned
===> PBP - Mass Effect RPG
===> PBP - Post apocalyptic
===> PBP - SOE (WWII - Occupied France)
===> PBP - WWII Supers
-----------------------------
Battlestar Galactica - The War Room
-----------------------------
=> General Rules Forum
=> Character Generation
=> Ships of the Fleet & Space Combat
=> Gamemastering BSG
=> The BSG Universe
=> PBP & Actual Play Posts
===> PBP - 633 Squadron {READ ONLY}
===> PbP - Battlestar: Under Ground
===> PBP - First Cylon War {READ ONLY}
===> PBP - A Lonely Little War {READ ONLY}
===> PBP - Shell Game {READ ONLY}
===> PBP - BSG 42
===> PBP - SSF "Stealthstar One" [SS-01]
=> BSG - Multimedia
-----------------------------
Demon Hunters - The Hunter's HQ
-----------------------------
=> General Rules Forum
=> Character Generation
=> Demons & Monsters
=> Gamemastering Demon Hunters
=> Demon Hunter's Universe
=> PBP & Actual Play Posts
===> PBP - Beneath A Steel Sky
===> PBP - LIA (Loncon International Airport) {READ ONLY}
=> Dead Gentleman - Multimedia
-----------------------------
Leverage RPG
-----------------------------
=> Start-Up Area
-----------------------------
Serenity RPG - Waves In The Black
-----------------------------
=> The Big Damn Game - General Rules Forum
=> Find A Crew - Character Generation
=> The Shipyards - Ship Building
=> Aiming to Misbehave - Gamemastering the 'Verse
=> The 'Verse Big & Small - Serenity & Firefly 'Verse as a Setting
=> The Shindigs - PBP and Game & Campaign Posts
===> PBP - Bump in the Black
===> PBP - Kropotkin's Run
===> PBP - In Too Deep {READ ONLY}
===> PBP - Inner Demons {READ ONLY}
===> PBP - Mother Lode {READ ONLY}
===> PBP - Ocean of Fire {READ ONLY}
===> PBP - Sins of the Fathers {READ ONLY}
===> PBP - Under the Radar {READ ONLY}
===> PBP - Wandering the Songlines {READ ONLY}
=> Whedonverse - Multimedia
-----------------------------
Smallville RPG
-----------------------------
=> General Rules Discussion
=> Character Generation
=> Gamemastering Smallville
=> Setting, The DC Universe
=> PBP - Your Own Little Dramas
===> PBP - Gotham: Darkest Knights
=> Smallville Multimedia
=> Cortex Plus in Other Settings
-----------------------------
Supernatural - The Crossroads
-----------------------------
=> General Rules Forum
=> Character Generation
=> Demons. Monsters & Haunts
=> Gamemastering Supernatural
=> Supernatural Universe
=> PBP & Actual Play Posts
===> PBP - Highway to Hell
=> Supernatural - Multimedia