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My game has been evolving for the last two years, over this time, again and again, players have expressed doubts about the rendition of combat given by the classical D&D ® melee system. So I have been spurred to create my own. I took inspiration from Steve Perrin’s Runequest ® game to create a new magic system. Both of these systems are brand new, and require a bit more play-testing than I was able to give them. Please address all feed back in care of this magazine. Magic My Magic system is dichotomous, wizardry is a more powerful form of Magic useable only by mages, while Magic is useable to any one save clerics. Simple magic is powered directly by the spell caster through a characteristic known (creatively) as "Magic." Handle this as battle magic according to Runequest. Wizardry, however is powered by the Magical Force, "Mana", which pervades the whole world. Your Wizard uses his "Magic" points to control the Mana and to summon it with the aid of conjuration. In order to be a Wizard, the character must have a Magic score of 16 or better, Intelligence of 12, and Dexterity greater than 10. Each Magic point can control 10 Mana points. Mana returns each 24 hours while Magic renews at a rate of ‘A total each 6 hours. Intelligence multiplied by Magic gives the total Mana available every 24 hours. This is an important limiting factor, example: Zoot the Boring, Intelligence: 18, Magic: 18, uses all 180 Mana points he ha:, in some early morning action. Even though his power is down to zero, Zoot has 144 Mana points avail-able to him. So 6 hours later, our hero has another (‘/ of 18, rounded up) 5 Magic points, or 50 Mana points useable. Mages can not wear any metal of any mass greater than a rapier, because this would insulate the mage from his Mana force. For each 6 hours the mage is so insulated, he must meditate for two hours to regain touch, or suffer a 25% cumulative fumble factor for each 6 hours out of touch. If leather armor or encumbrance forces effective Dexterity below 10, the Wizard can not perform the needed conjurations, and thus gives himself a cumulative 25% fumble factor per point under 10 that he is. Capsule Rules Total Mana per 24 hours: Intelligence x Magic Total Mana Controllable: Magic x 10 Maximum Spell Level Useable: % Intelligence rounded up Saving Throw: Roll Current Magic or less on D100 Spells require their Level multiplied by 20, plus 10 for each additional turn of duration or 10 meters range. Spells require % x their Level in Melee rounds to conjure. If Concentration is broken, Fumble occurs. Magic can be increased, roll 30 minus Magic total on D100. In the event of redundant spells, (draw your magic spells from Runequest, Wizard spells from Dungeons and Dragons) rule the spell in question as Wizardry. |