Lost
Worlds
Alternate Magic System: Rune Magicks
The magic system currently employed in Lost Worlds is not half bad
but still could be improved upon Much of what follows are modular
extensions to the Lost Worlds magic
system. I have collectively called them Rune Magick, but they can
easily be integrated peice meal into LW.
Analysis of LW Magick
The good parts :
Spell points... a good tool for
regulating the use of spells, they can
recover and so allow a suitably defensive mage to gather enough for
casting more
magic.. this encourages mages to be defensive, which is cool.
maneuvers ... spell casting drags
maneuvers away from your weapons
use,
making you less effective with the weapons you supplement your magic
with than
those who specialize in weapons.
The bad parts and a fix or two:
- The spell casting maneuvers really don't fit the matrix ...
(answer spell specific maneuvers
and spell preparation)
- Spells do not interact with each other in a reasonable
fashion. ( to a degree this isnt fixed though spell specific
maneuvers may make this )
- Spells are fired and forgotten. --- Always been a pet peave of
mine.. wierd amnesiacs these mages must be. ( answer: spell components)
- You can cast any spell you have enough of the right color
spell pts for ...
The original characters were limited by greater major and minor spells,
but newer ones are not. And spells put out for the
newer mages do not designate their grade , though admittedly can be
guessed. (answer: Casting Ability)
- Mages are not worth their mana for experience
points....(answer: spell preparation can greatly increase the
number of spells which you can cast)
Spell Components aka Materia:
Magic is a thing of paraphernalia and
props.. not just raw mysticism. This rule brings the idea home. But
also affixes a reason to a mechanic that is already there. Most
of the
recently produced mages are restricted from performing magics beyond
the availability of spell points they cannot simply choose to recast a
spell even if they have the points? Why, well one answer is components
the advantage of thisis it requires no strange form of
amnesia to explain or limit magic and far from being arbitrary it
actually reinforces flavor..
Possibilities on components
spell component is stealable via cut purse skills and
some magics.
spell component is used up in
the performance of the magic.
spell component is hard to acquire,
rare or expensive.
spell component must be armed/drawn
ie prepared prior to first use
and so may be "disarmed".
spell component must be armed/drawn ie prepared
prior to each use and so
enforces additional time requirement on
the user.
spell component may be required or
optional.
The spell card can specify components..
as in the The Greater Spell of Shriving requires a 5 oz vial of mummy
dust.
or components can be items which specify what spellls they are useful
for enhancing . Some spell components will list a class of spell which
they enhance or a spell effect.
Components are not only raw enablers for
a spell they can have many effects in fact most reduce the casting cost
rather than being a requirement. They can also increase the
durations
and or intensify the effects
For example 50 oz of mummy dust can be acquired by defeating a
mummy
and application of the apothecary/alchemy skill its efficateousness
nominally forever.
The spell Wind of Weakness has listed
on it a 5 oz vial of mummy dust and indicates that it must be prepared
and is used up
in casting. A shriving spell takes 18 oz. ... but I figure we
will put
20 oz on the listing to make it compatible with the wind of weakness.
Spell Preparation: special skill
Select a spell to prepare and place it
face down announce you are
preparing a spell. Perform a non magic defense maneuver
(increasing your oponents score mod by 2 and reducing yours by 2 -- yes
shield blocks and some parries may count)
Version 1: If not scored on you reduce
the casting cost of the spell
prepared when cast the next round by 6 (3 if at close range)
Version 2: If not taking damage reduce the casting cost of the spell
prepared when cast the next round by 4 (2 if at close range)
Spell Preparation Advancement.. Every
4 magic points of general magic skill increases the amount of
effectiveness gained by spell preparation by 1.
Identify Spell(by color)
This skill allow you to identify the
"type/color" of magic your opponent/ally is using when
they are preparing a spell and if the magic of the kind you can
identify you can also know the "name" of
the spell. The extra knowledge this provides is useful for
counter spells.
Spell Holding : special skill
With this skill you can hold a prepared
spell upto 3 rounds after
prep. before
actually casting cannot normally do attack moves while holding a spell.
Bait and Switch : magical tactic.
Prepare a spell and cast a different
one yes you get no benefit for
the spell preparation only normally usefull against other mages and
prophets/seers.
Casting Ability
Mages shouldn't be able to cast any
spell they have the points for... the original characters
couldn't they had to have casting slots of that potency... the Greater,
Major, Minor categories of magic arent really necessary to simulate
this effect but something is, Casting Ability. A given mage can be
characterized by the maximum point cost of a magic they can work.
Spell Casting (Spell specific maneuvers)
- Spells which affect only the user usually needn't be "cast" they
take effect at the beginning of the round following their preparation.
- Each Rune spell has a specific maneuver(s) associated with their
casting appropriate to them.
- A different number may even be announced to your opponent to as
defense than you look up for attack.
- Rune Mages may have few magic points and still be effective by
use of spell preparation and require few matrix alterations...
a generic matrix may be needed to allow casting of maneuvers that are
not in their chosen weapon matrix...
Auxiliary Note (Prophecy):
The art of prophecy can tell you what
spell your opponent is using
allowing you to actually look at the card (for some spells
like the ones with only one maneuver) this could allow complete
avoidance.
.