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VI. Magic (really complicated stuff...)
a. Making a Magic User PC
b. Magic Skill Advancement Cost
c. Spell casting
d. Saving Throws
e. Damage to Mokona
f. Spell Types
g. Spell List, by Schools of Magic
h. Tips on Spell Design:
i. Optional Rules
a. Making a Magic User Player Character (PC)
Players who
wish to play magic using (mage) PC's must specify her/his intent to the
Game Master during character creation.
Non-magic using PC's cannot later decide to become a Mage, Game Master
controlled NPC's (Non-Player Characters)
are exempt from this rule.
A beginning magic-user receives the following:
Arcane Lore, level 1
Choice of two skills at level 1.
Choice of 1 Primary School of Magic, level 1.
+1 Mokona (bonus from Primary School).
In the days of old, apprentice’s labor long hours in their master's
towers, scrubbing toilets and washing soiled underwear. You
couldn't choose what you want to study back then; it was what your master
allows you to learn, or nothing. In the modern society, that is
no longer the case. Students of Magic attend colleges and choose
their own fields of study. Like Hogwarts, they even play sports!
Mage PC's must select one Primary School of magic as Major
Studies.
Additional schools of magic may be learned as Minor Studies.
Minor Studies may match, but not exceed Major Studies in
levels.
|
Skill Level
|
Mokona
Bonus
|
|
1
|
+1
|
|
2
|
+2
|
|
3
|
+3
|
|
4
|
+4
|
|
5
|
+5
|
|
6
|
+6
|
|
A mage receives +1 Mokona bonus per level
of advancement in Major Studies. This means, when the character
advance from 4th to 5th level in Major Studies, the character receives +5
Mokona. No bonus is given for advancement in Minor Studies.
Cost of casting spells is spell level x 2. A level 1
spell will cost 2 Mokona to cast, while a level 6 will cost 12 Mokona
points. Mokona points are recovered at the rate of 1 point per 60
minuets if the character is resting, or 2 points per 60 minuets if the
character is meditating or sleeping.
b. Magic Skill Advancement Cost
|
Skill
Level
|
Major
Studies
|
Minor
Studies
|
|
1
|
n/a
|
20
|
|
2
|
20
|
20
|
|
3
|
30
|
30
|
|
4
|
40
|
40
|
|
5
|
50
|
50
|
|
6 (*)
|
60
|
60
|
|
To advance in Major and Minor Studies, you buy skill levels just like a
regular skill. Minor Studies cost 20 XP for level 1
Every Major and Minor studies you buy count against your PC's maximum limit
on skills. Your total number of skills and magic studies cannot
exceed 20.
(*) Most magic colleges
offer advancement and study materials up to Skill level 5. To improve
your skill level to 6, the character must seek out a Master who is willing
to share her/his knowledge.
c. Spell casting:
Time: Spell casting requires 1 "segment" of time per
spell level. Segments come in play when characters are rolling for initiative.
For every spell level, subtract 1 point from initiative roll.
Example: Naga the sorceress is casting a
level 3 spell. Her initiative roll is 11, 11-3 = 8. Naga's initiative, relative to other players, is
assumed to be 3.
Range: Base range for spells is up to 50 feet (10 x 5'
squares on miniature map). For targets beyond 50', each 10' extension
cost 1 Mokona point to cast.
Jamma Jamma:
If the spell casting is somehow interrupted (see time-segment rule above),
the spell is spoofed, and the Mokona points are lost. At GM's
discretion, "crashed" spells may backfire and do nasty things to
the caster.
d. Saving Throws
Spell effects are immediate, and difficult to dodge. The Game
Master may allow Saving Throws for the intended target(s) to avoid, or
lessen (1/2) damage. Saving Throws must exceed the Spell Roll to
succeed.
Spell Attack Roll: 1d10 + Caster's Guru + Spell Level.
Saving Throw vs. Spells: 1d10 + Momo + Arcane Lore Skill Level.
At GM's discretion, different Statistics may be used in Saving Throws
instead of Momo. Examples include mind-altering spells; the target
may use 1d10+Guru+Arcane Lore instead.
e. Damage to Mokona
Some spells attack the target's Psyche, Chi, Spirit, or
Astral-body. These attacks damage the target's Mokona points.
If a Character's Mokona points fall below zero, the Character is
unconscious.
If Fatality Mode is used, death occurs when Mokona points fall to -10.
f. Spell Types:
Area effect (Area):
Area effect spells weaken as it travels away from the center point
of impact. The range and effect can be determined by the base
damage. The damage is reduced by 1d6 for every 10' away from the
center.
3d6 Fireball:
Range: 10'
20'
30'
[>>>>>>>>>>][>>>>>>>>>>][>>>>>>>>>>]
Dmg:
3d6
2d6
1d6
1d6 area effect magic will do 1d6 damage to everyone within 10'
radius from point of impact.
2d6 area effect will do 2d6 to everyone within 10' radius, and 1d6
to 20' radius.
3d6 area effect will do 3d6 within 10' radius, 2d6 to 20' radius,
and 1d6 to 30' radius.
Some Area Effect damage spells have no range reductions. If the spell
does 1d6+1 damage to 100' radius, everyone in 100' radius takes 1d6+1
damage. If the spell is an explosive type, i.e. Fireball, the effects
of casting such spells in confined area (small room, hallway, inside a
cave) can be very disastrous.
Most Area effect spells can be "thrown" to a target far
away. Some Area effect spells are centered on the spell caster, and
cannot be thrown. For spells that centers on the spell caster, the
spell caster is usually immune to the effects of the spell, but, there are
exceptions.
Bolt (Bolt):
Bolt type spells travel in a straight line. If there are
other people in the line of fire, the GM may determine if the unlucky ones
will take damage from the spell. Think of a flame thrower.
Cone (Cone):
Cone type spells blast everything within a cone shaped (45 degree)
area, right in front of the spell caster (be careful where you aim!).
The length of the cone is dependent on the spell's strength.
The base range of Cone type spells is 20' for every 1d6. Cone effect
type spells lose their potency as they reach
the end of its range. For every 20', the effect is reduced by 1d6.
Example:
3d6 Cone:
Range: 20'
40'
60'
[>>>>>>>>>>][>>>>>>>>>>][>>>>>>>>>>]
Dmg:
3d6
2d6
1d6
2d6 Cone effect spell do 2d6 damage up to 20' range, and 1d6 damage
up to 40' range.
3d6 Cone effect spell do 3d6 damage up to 20', 2d6
up to 40', and 1d6 up to 60'.
Random Targets (RND):
If the magic will do 1d6 damage to 1d6 targets,
the player must specify a single target as center point. Additional
hits to other targets within 20' radius are determined by relative
proximity to the center point
Shield (SH):
Shield spells protect the caster from attacks. Shields have
Hit Points equal to the initial Mokona point cost to invoke the
spell. The spell caster can add more HP's
to the shield by spending more Mokona points. Shields last 1d6 turns,
or until dispelled by the caster.
Example: A 3rd level Shield Spell cost 6 Mokona points to cast,
provides a 6 point Shield, and will last 1d6 turns. If the spell
caster spends 6 more Mokona points, the shield's HP can be raised to 12.
If a shield's HP is reduced to zero, it's considered dispelled. Any
excess damage from the attack will carry onto the spell caster.
Single Target Only (STO):
This spell will only affect a single target specified by the
caster.
Touch (TCH):
This spell requires the caster to physically touch the
target. If the Spell summons a melee weapon, the melee weapon needs
to hit the opponent in to do damage.
Summoned magical weapons will stay for 1d6 or 2d6 rounds before
disappearing.
"Touch" or "magical weapon" attack roll:
1d10 + Neko + Caster's Skill Level
Always Remember, when in doubt, make up your own roles.
g. Spell List, by Schools of Magic
der Blitzschlag
(aka Raikou. Warning: Lightning bolts tend to
bounce back from solid walls.)
|
Level / Spell
|
Type
|
Spell Effect
|
|
1-Supreme Thunder
|
Bolt
|
1d6 damage to single target + line of fire.
|
|
2-Sparkling Strike
|
RND
|
1d6 damage to 1d6 targets.
|
|
3-Oak Evolution
|
Bolt
|
2d6 damage to single target + line of fire.
|
|
4-Thunder Dragon
|
RND
|
2d6 damage to 1d6 targets.
|
|
5-Jupiter Hurricane
|
Cone
|
2d6 damage, 40' cone effect.
|
|
6-Jupiter Cyclone
|
Area
|
3d6 damage, 30' radius effect.
|
|
Crescent Light (x2 damage vs. creatures from nether realms.)
|
Level / Spell
|
Type
|
Spell Effect
|
|
1-Crescent Light
|
Area
|
Bath 100' radius with light, dispels darkness.
|
|
2-Crescent Beam
|
STO
|
1d6 damage to single target, 100' base range.
|
|
3-Crescent Shower
|
Area
|
1d6 damage, 10' radius effect.
|
|
4-Crescent Chain
|
Bolt
|
2d6 damage to target + line of fire.
|
|
5-Crescent Shock
|
Area
|
2d6 damage, 20' radius effect.
|
|
6-Crescent vibration
|
Area
|
3d6 damage, 30' radius effect.
|
|
Mars (x2 damage
vs. water and ice based creatures.)
|
Level / Spell
|
Type
|
Spell Effect
|
|
1-Fire Soul
|
STO
|
1d6 damage to single target, double damage vs. undead.
|
|
2-Fire Bird
|
Bolt
|
1d6 damage to target + line of fire.
|
|
3-FlameSniper
|
STO
|
2d6 damage to single target.
|
|
4-Burning Mandala
|
RND
|
2d6 damage to 1d6 targets.
|
|
5-Snake Fire
|
Area
|
2d6 damage, 20' radius effect.
|
|
6-Mars Firestorm
|
Area
|
3d6 damage, 30' radius effect.
|
|
Mercury (x2
damage vs. fire and flame based creatures.)
|
Level / Spell
|
Type
|
Spell Effect
|
|
1-Shabon Spray
|
Area
|
Bath
30' radius with mist, visibility reduced to 5'.
|
|
2-Shabon Freeze
|
Bolt
|
Freeze 1 target for 1d6 rounds, target takes 1 point damage per
round while frozen.
|
|
3-Aqua Tornado
|
Cone
|
1d6 damage, 20' cone blast.
|
|
4-Aqua Rhapsody
|
STO
|
2d6 damage to single target
|
|
5-Snow Storm
|
Cone
|
2d6 damage, 40' cone blast.
|
|
6-Mercury hurricane
|
Cone
|
3d6 damage, 60' cone blast.
|
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Click on the Spells section for more spells.
h. Tips on Spell Design:
3d6 effect type spells should be limited to Level 6.
2d6 effect type spells should be limited to Level 4 and 5.
Over powered spells should include some penalties, 50% chance of backfire,
or damage to the spell caster.
i. Optional Rules
Arcane Lore - If a non-Mage type PC reach Level 6 in Arcane Lore
skill, the GM may award the PC with the option to purchase one Magic Study
(count as Major Study). The following conditions apply:
1. The magic study is considered a skill, therefore count
against the PC's maximum skill limit (20).
2. The magic study cost double normal rate (1st Level cost 40
XP, 2nd Level cost another 40 XP).
3. The maximum Level permitted is 2. You cannot purchase
higher levels, or additional "minor studies".
4. The PC receives +1 Mokona at Level 1, and +2 Mokona at
Level 2.
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