Intro

Character
Creation


Skills

Rules

Equipment

Magic

Spells

Artifacts

GM Stuff

Atlas

Small_Celtic_Round2


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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)

naga2Players 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.

Small_Celtic_Round2


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.



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.

Celtic_Green_Dragon