Difference between revisions of "Magic-Tiger Eye"
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=What is Magic= | =What is Magic= | ||
− | In the world of Warhammer, magic is chaos energy that can be tapped by those with the specialized knowledge to do so, be it with potions, spells or rituals. Those who dabble with these forces risk incursion of chaos on their souls. | + | In the world of Warhammer, magic is chaos energy (in the form of at least 8 different 'winds') that can be tapped by those with the specialized knowledge to do so, be it with potions, spells or rituals. Those who dabble with these forces risk incursion of chaos on their souls. |
In Deadlands, magic is accomplished by convincing manitous to do their bidding by beating them in a game of infernal cards. Losing means the hex fails, while drawing a joker can be bad. Pretty dumb in some ways, yet close enough to Warhammer that the mechanics themselves are relatively easy to simulate. | In Deadlands, magic is accomplished by convincing manitous to do their bidding by beating them in a game of infernal cards. Losing means the hex fails, while drawing a joker can be bad. Pretty dumb in some ways, yet close enough to Warhammer that the mechanics themselves are relatively easy to simulate. | ||
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===Failure=== | ===Failure=== | ||
When a character fails a spell check the spell does not work properly and the action is wasted along with any expendable components. If a character goes bust on a spell check the action is wasted and all components are ruined or destroyed, plus the character gets one chaos point. Anytime the character draws a joker during casting they also receive a chaos point, the joker is considered wild. | When a character fails a spell check the spell does not work properly and the action is wasted along with any expendable components. If a character goes bust on a spell check the action is wasted and all components are ruined or destroyed, plus the character gets one chaos point. Anytime the character draws a joker during casting they also receive a chaos point, the joker is considered wild. | ||
+ | |||
+ | ===Spell Components=== | ||
+ | Most spells list components which are beneficial to their casting. If the components are present and used, the caster gets the listed bonus to their casting roll. The components are not destroyed, however, unless the spell fails, in which case the items no longer have any magical properties, even if they are not completely disintegrated. | ||
+ | |||
+ | ===Wind=== | ||
+ | When casting a spell, a character must pay Wind equal to the Power Level of the spell being cast. Players may choose to use extra successes for either extra cards or reduced Wind cost to play the spell. This choice must be made before any cards are drawn. | ||
=Magical Careers= | =Magical Careers= | ||
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This is the first level on the wizard path. | This is the first level on the wizard path. | ||
− | Casting limit: 2 or (Academic Knowledge: Magick)-1, whichever is | + | Casting limit: 2 or (Academic Knowledge: Magick)-1, whichever is lower.<br> |
Core skills: Academic Knowledge: Magick, Language: Classical, Language: Magick, Casting<br> | Core skills: Academic Knowledge: Magick, Language: Classical, Language: Magick, Casting<br> | ||
Available Edges: Magical Attunement<br> | Available Edges: Magical Attunement<br> | ||
Threshold: 9<br> | Threshold: 9<br> | ||
Exit: Journeyman Wizard | Exit: Journeyman Wizard | ||
+ | |||
===Journeyman Wizard=== | ===Journeyman Wizard=== | ||
− | This is the second level on the wizard path. | + | This is the second level on the wizard path. Study is often self directed, but the guidance of a master is still welcome and necessary. |
Casting Limit: 4<br> | Casting Limit: 4<br> | ||
Core Skills: Academic Knowledge: Magick, Language: Magick, Academic Knowledge: Arcane Lore, Academic Knowledge: Dark Lore OR Rune Lore<br> | Core Skills: Academic Knowledge: Magick, Language: Magick, Academic Knowledge: Arcane Lore, Academic Knowledge: Dark Lore OR Rune Lore<br> | ||
− | Available Edges: Channeling, Magical Sense<br> | + | Available Edges: Channeling, Magical Sense, Old Hand (H&H pg 17)<br> |
Threshold: 15<br> | Threshold: 15<br> | ||
Exit: Master Wizard | Exit: Master Wizard | ||
+ | |||
===Master Wizard=== | ===Master Wizard=== | ||
This is the third level on the wizard path. At this stage the wizard no longer needs a master and may further any of their skills through personal research and study. | This is the third level on the wizard path. At this stage the wizard no longer needs a master and may further any of their skills through personal research and study. | ||
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==Witch== | ==Witch== | ||
+ | Witches are magic users who learn their craft by trial and error combined with the mutterings of old wise men and women, rather than through study of old books. In some cultures they are revered as elders while others treat them as omens of evil. | ||
=Spell Lists= | =Spell Lists= | ||
+ | [[Petty Magic]]<br> | ||
+ | [[Hedge Magic]]<br> | ||
+ | [[Lesser Magic]]<br> | ||
+ | [[Dark Magic]]<br> | ||
+ | [[The Lore of Beasts]]<br> | ||
+ | [[The Lore of Death]]<br> | ||
+ | [[The Lore of Fire]]<br> | ||
+ | [[The Lore of the Heavens]]<br> | ||
+ | [[The Lore of Life]]<br> | ||
+ | [[The Lore of Light]]<br> | ||
+ | [[The Lore of Metal]]<br> | ||
+ | [[The Lore of Shadow]]<br> | ||
+ | [[Daemonology]]<br> | ||
+ | [[Necromancy]]<br> | ||
+ | |||
+ | ==Rune Magic== | ||
+ | [[Runesmith Careers]]<br> | ||
+ | [[Runes]] | ||
+ | |||
+ | ==Divine Magic== | ||
+ | [[Petty Magic-Divine]]<br> | ||
+ | |||
+ | ==Acquiring Spells== | ||
+ | When a character enters a magical career they must first purchase the arcane edge necessary before any actual spells can be learned. Once they have the appropriate edge, they may then begin to learn spells. Each listed spell has a power level, and this is the experience cost of the spell. Characters may learn petty magic (level 1/2) while apprenticed, once they reach journeyman level they may learn any level of spell. | ||
+ | |||
+ | ==Other Types of Magic== | ||
+ | Beyond spellcraft many other types of magic also exist, including alchemy, potions and rituals. Given the proper study materials, time and diligence wizards may learn any kind of magic, or even create their own. Given GM permission and the appropriate materials wizard characters may buy levels in any kind of peripheral magic they choose. | ||
+ | |||
+ | =Arcane Edges= | ||
+ | Magical Attunement(3) Allows a character to begin using magic.<br> | ||
+ | Arcane Background: Hedge Wizard (1) Allows a character to use hedge magic.<br> | ||
+ | Arcane Background: Priest (3) Allows casting of priest spells as appropriate.<br> | ||
+ | Channeling (5) Improves ability to cast spells. <br> | ||
+ | Magical Sense (3) Allows Cognition roll to detect magic or magical items. <br> | ||
+ | Old Hand (5) Allows cards to be drawn individually rather than all at once.<br> | ||
+ | Witchsight (2) Harnesses a mages ability to perceive the winds of magic.<br> | ||
+ | Membership (3) Allows a character full membership in an imperial college of magic. <br> | ||
+ | Master Rune (5) Allows a character to learn up to 2 Master Runes. |
Latest revision as of 00:20, 16 June 2009
The Deadlands system itself offers magic in the form of rituals for Shaman, hexes for Hucksters, and miracles for Priests. None of these are exactly what a Wizard would use, but with a little help from Savage Worlds and WHFRP a reasonable and fun approximation should be forthcoming.
What is Magic
In the world of Warhammer, magic is chaos energy (in the form of at least 8 different 'winds') that can be tapped by those with the specialized knowledge to do so, be it with potions, spells or rituals. Those who dabble with these forces risk incursion of chaos on their souls.
In Deadlands, magic is accomplished by convincing manitous to do their bidding by beating them in a game of infernal cards. Losing means the hex fails, while drawing a joker can be bad. Pretty dumb in some ways, yet close enough to Warhammer that the mechanics themselves are relatively easy to simulate.
Savage worlds has a power level they assign to spells, and it takes a hand of a particular strength to successfully cast it. When all three of these things are combined, stuff seems to work.
How Spells Are Cast
Apprentices and Hedge Wizards will need the Magical Attunement edge. This allows them to draw 3 cards on a success, +1 per raise. These are used to attempt to meet the difficulty requirement for the spell. A second edge, called Channeling, may be purchased once the character has reached Journeyman Wizard level. A character with Channeling draws 5 cards on a success, +1 per raise.
Failure
When a character fails a spell check the spell does not work properly and the action is wasted along with any expendable components. If a character goes bust on a spell check the action is wasted and all components are ruined or destroyed, plus the character gets one chaos point. Anytime the character draws a joker during casting they also receive a chaos point, the joker is considered wild.
Spell Components
Most spells list components which are beneficial to their casting. If the components are present and used, the caster gets the listed bonus to their casting roll. The components are not destroyed, however, unless the spell fails, in which case the items no longer have any magical properties, even if they are not completely disintegrated.
Wind
When casting a spell, a character must pay Wind equal to the Power Level of the spell being cast. Players may choose to use extra successes for either extra cards or reduced Wind cost to play the spell. This choice must be made before any cards are drawn.
Magical Careers
A character which embarks upon a magical career must meet certain skill prerequisites before they achieve status. Each career path has 4 core skills for each level, and those skills must meet the threshold before the Casting skill can be increased. In some cases new edges must also be purchased.
Threshold
This is the number of skill points a character must have combined in all of the listed skills. All skills must have at least one point.
Hedge Wizard
Hedge wizards have no prerequisites. They are limited in their Casting to level 1.
Exits: Wizards Apprentice, Witch
Wizard
There are multiple levels of wizard, with prerequisites, dues and other rites of passage required to move up in rank. Once the threshold is met, all edges are purchased and their master allows it a wizard may progress to the next level.
Prerequisites: Reading/Writing, d8 Smarts, d8 Spirit
Wizards Apprentice
This is the first level on the wizard path.
Casting limit: 2 or (Academic Knowledge: Magick)-1, whichever is lower.
Core skills: Academic Knowledge: Magick, Language: Classical, Language: Magick, Casting
Available Edges: Magical Attunement
Threshold: 9
Exit: Journeyman Wizard
Journeyman Wizard
This is the second level on the wizard path. Study is often self directed, but the guidance of a master is still welcome and necessary.
Casting Limit: 4
Core Skills: Academic Knowledge: Magick, Language: Magick, Academic Knowledge: Arcane Lore, Academic Knowledge: Dark Lore OR Rune Lore
Available Edges: Channeling, Magical Sense, Old Hand (H&H pg 17)
Threshold: 15
Exit: Master Wizard
Master Wizard
This is the third level on the wizard path. At this stage the wizard no longer needs a master and may further any of their skills through personal research and study.
Casting Limit: 5
Core Skills: Academic Knowledge: Magick, Language: Magick, Academic Knowledge: Chaos, Academic Knowledge: Demonology or Necromancy
Available Edges: Membership
Threshold: 20
Exit: Wizard Lord
Wizard Lord
This is as wizardy as one is allowed to get. There are no limits here, and special stuff is between you and the GM.
Witch
Witches are magic users who learn their craft by trial and error combined with the mutterings of old wise men and women, rather than through study of old books. In some cultures they are revered as elders while others treat them as omens of evil.
Spell Lists
Petty Magic
Hedge Magic
Lesser Magic
Dark Magic
The Lore of Beasts
The Lore of Death
The Lore of Fire
The Lore of the Heavens
The Lore of Life
The Lore of Light
The Lore of Metal
The Lore of Shadow
Daemonology
Necromancy
Rune Magic
Divine Magic
Acquiring Spells
When a character enters a magical career they must first purchase the arcane edge necessary before any actual spells can be learned. Once they have the appropriate edge, they may then begin to learn spells. Each listed spell has a power level, and this is the experience cost of the spell. Characters may learn petty magic (level 1/2) while apprenticed, once they reach journeyman level they may learn any level of spell.
Other Types of Magic
Beyond spellcraft many other types of magic also exist, including alchemy, potions and rituals. Given the proper study materials, time and diligence wizards may learn any kind of magic, or even create their own. Given GM permission and the appropriate materials wizard characters may buy levels in any kind of peripheral magic they choose.
Arcane Edges
Magical Attunement(3) Allows a character to begin using magic.
Arcane Background: Hedge Wizard (1) Allows a character to use hedge magic.
Arcane Background: Priest (3) Allows casting of priest spells as appropriate.
Channeling (5) Improves ability to cast spells.
Magical Sense (3) Allows Cognition roll to detect magic or magical items.
Old Hand (5) Allows cards to be drawn individually rather than all at once.
Witchsight (2) Harnesses a mages ability to perceive the winds of magic.
Membership (3) Allows a character full membership in an imperial college of magic.
Master Rune (5) Allows a character to learn up to 2 Master Runes.