NaGaDeMon / RoleVember 2019 - The Rule Sequence
When developing a freeform magic system, there really needs to be some distinct rules in place to prevent everything degenerating into a free-for-all. Don't get me wrong, in a lot of games a free-for-all might be exactly what you need, but in a game where there is an underlying assumption that reality is as we know it (and that magic is a subtle thing that doesn't regularly require spells that obliterate the memories of regular mortals), we need some checks and balances.
I've gone through this sequence a dozen times, with refinements and changes many times over. The general idea is that all magical manipulation of the universe requires a combination of the metaphysical energy that can manipulate reality, and an understanding of how best to achieve the desired changes. The bigger the change, the more the energy needed; the more focused the change, the more understanding of the situation is needed. In order to apply a magical effect, you need to accumulate the necessary energy, and you need to succeed on a relevant skill roll. Not enough power and nothing happens, no success on the skill roll and something unexpected happens when the power isn't adequately controlled.
Here's the general sequence.
What do you want to
do? Is it subtle or blatant?
-
Does the character have a specific spell that does
what they need? If so, it’s a predetermined effect, following the effect’s rules
as written in its “spell book”.
-
Do they need to make something up from the
assorted components in their arsenal? If so, it’s an ad-hoc effect, and the
character will automatically suffer an extra degree of sacrifice on the outcome
of their action.
What abilities does
it require?
-
Virtually all magic requires some kind or roll
to determine how effective it is.
-
Many forms of effect require a specific target
or focus item. If this is unavailable, the spell must either be cast as an
ad-hoc effect or abandoned.
-
A pair of magic dice are rolled to accumulate the
energy needed for the effect to manifest, once the energy has been accumulated,
the character may roll a standard action (attribute die + calling die). If the
character is applying the magic to a mundane task, they add the appropriate
ability once dice are rolled.
How much energy does
it need?
-
Subtle effects typically need only minimal
energy, one or two points. Such effects are typically coincidental in
appearance, most people don’t realise that magic has even happened.
-
Noticeable effects need more energy, often three
to five points. Such effects seem strange to observers, but unless an observer
know what to look for they’ll typically rationalise it as a trick of the light,
or a clever piece of misdirection.
-
Powerful effects need substantial energy, often
six to nine points. Such effects can’t be dismissed out of hand, and they’ll be
the kind of event that will linger in a person’s mind for years (if not the
rest of their lives). These are the types of events that will draw the
attention of hunters and the authorities.
-
Legendary effects need massive energy, often ten
or more points. Such effects have a blatant impact on the world, they are
obvious as something supernatural and arcane. There are few ways to hide such
an effect.
How much energy are
you going to pump into it, and where do you source that energy?
-
Predetermined spells have a mandatory energy
requirement; they need a certain amount of energy of a certain type. They are
just written this way, any deviation from the formula is risky (and counts as ad-hoc
casting).
-
Ad-hoc casting may use any energy source (but it
the inherent side effect of an additional sacrifice).
-
The most energy that may be channelled is equal
to the mystic’s conduit score. If the character needs more energy to empower an
effect, there are a few ways to do this.
o
Mystic Release: The character may instantly
release power from their capacity pool.
o
Building the Charge: The character may spend one
or more turns channelling energy into an etheric buffer (or into a mystic cell),
releasing it all at once at the moment of effect activation.
o
Power of the Circle: If two or more mystics work
together, one acts as the primary mystic, any others act as supporters. The
supporters sacrifice a point of conduit to connect to the primary mystic, and
may add their remaining conduit scores to the group’s total.
Can you successfully
channel that energy?
-
Double the amount of energy that the character
is channelling through their Conduit into an effect, that’s the number of sides
on the magic die you’ll be rolling. Energy coming from the character’s Capacity
is not added into this.
-
Channelling (if a character is just building an
etheric buffer, they only roll their magic dice)
o
Success Die (1: No energy comes through, 2-3: +1
energy, 4-5: +2 Energy, 6-7: +3 Energy, 8-9: +4 Energy, 10-11: +5 Energy, 12:
+6 Energy)
o
Sacrifice Die (1: All energy sources exhausted,
2-3: 1 source intact, 4-5: 2 sources intact, 6-7: 3 sources intact, 8-9: 4
sources intact, 10-11: 5 sources intact, 12: 6 sources intact)
-
If there is too much energy accumulated, the
mystic may divert points of energy back into their respective sources (this replenishes
them, and leaves them intact after the effect has resolved). If the mystic
chooses not the divert the energy back into it’s sources, every point of excess
energy may be used to add bonuses successes to the effect’s outcome.
-
Once enough energy has been channelled, roll for
the effect’s outcome.
What is the outcome?
-
If allocated success die achieves the minimum
number of successes, the effect works.
-
Predetermined effects: If success die has more
successes associated with it, then every additional success applies a mystic upgrade
(as per the spell’s description).
-
Ad-hoc effects: Every success beyond the minimum
applies a mystic upgrade of choice.
-
Remember that excess energy may be used to
amplify the final outcome of the effect.
Replenishing
energy sources
Some energy sources are able to be restored through
different successful effects. Successfully using a “Meditate” ability may
restore a character’s focus, successful use of a “Forage” skill might restore a
herbal pouch if the character is in a herb garden. This sort of thing needs to
be done as a part of the story.
When a mystic encounters a social injustice against one of
the groups they identify with, there is a chance that this pushes their desire
for change in the world. If the mystic sees the social injustice, they may claim
a single point of energy. If the mystic is a victim of social injustice, they
may claim two points of energy. Any points gained in this way may be used to fill
the mystic’s capacity, or restore an exhausted “culture” connection.
At the end of a scene, a character may restore a single
source of their choice.
At the end of a story, a character might be able to restore all of their sources, but some GMs/Oracles/Storytellers might limit this restoration to half of those that the mystic has exhausted at the end of the previous session.
Playtesting will be necessary to determine if it actually works the way I envision it.
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