Monday, August 2, 2010

first draft: magic

Magic always comes at a price, and this is as true in the Therion RPG as it is in so many other places. A character with the ability to use magic (or psionics, or whatever “theme” a particular player may choose) loses aptitude elsewhere in exchange for that gift.

* A magic-using character receives only 7 points to put into stats and 15 points to put into skills.

* A magic-using character begins knowing a number of spells equal to their Psyche stat, and may “purchase” more spells at a cost of one skill point per spell. The character gains a pool of “mana points” equal to their Psyche stat multiplied by 2, and may likewise buy additional points using skill points.

* Casting spells: Casting a spell takes a number of segments equal to its MP cost divided by 2, to a minimum of 1 segment. The basic rules of the Therion RPG do not require more than intent and the ability to pinpoint the target of a spell.

* Expended MP are regained after a suitable rest period, such as a good night's sleep.

* Learning more spells: Copies of spells may be acquired in-game. These copies may be used to cast the spell they contain with a +1 surcharge to the MP cost. A character may learn a spell from such a copy by paying XP equal to its casting cost.

* Multiple spellcasters may pool their MP to cast a spell normally out of reach because of its MP cost.

* Mystic Armour is a stat that decreases the chance of a spell taking effect. There is a 5% chance of spell failure for every point of Mystic Armour.


Sample Spells

Simple Healing: regain 3 hit points. Cost: 1 MP
Advanced Healing: regain 7 hit points. Cost: 3 MP
Basic Blast: inflict 4 hit points of damage to a target. Cost: 2 MP
Powerblast: inflict 10 hit points of damage to a target. Cost: 4 MP
Detect Magic: identifies sources of magic within 100'. Cost: 1 MP
Dispel Magic: nullifies the affects of one spell, or suppresses an ongoing effect for one hour. Cost: 4 MP
Cure Affliction: removes poison or disease. Cost: 3 MP
Hex: give a target -2 to all modifiers for one hour. Cost: 5 MP
Curse: give a target -4 to all modifiers for one hour, or -2 until dispelled. Cost: 10 MP
Hide Magic: makes a spell or object appear mundane for a day. Cost: 3 MP
Fly: grants the ability to fly. Cost: 3 MP/hour
Elementality: grants an inanimate object the attributes of an element. Cost: 6 MP
Barrier: grants +3 Armour for an hour. Cost: 2 MP
Mystic Barrier: grants +3 Mystic Armour for an hour. Cost: 4 MP
Manablade: weapon of magical energy, lasts for 10 segments. Cost: 1 MP/2 points of damage
Mindspeech: speak telepathically. Cost: 1 MP/hour
Charm: turn subject into ally. Cost: 3 MP


Beast Skill: natural spellcaster -- gain knowledge of one spell and an MP pool equal to Psyche score

Beast Skill: bonus MP -- gain +5 MP.

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