Difference between revisions of "Magic-Tiger Eye"

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(What is Magic)
(Arcane Edges)
 
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===Spell Components===
 
===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.
 
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.
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===Wind===
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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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==Divine Magic==
 
==Divine Magic==
 
[[Petty Magic-Divine]]<br>
 
[[Petty Magic-Divine]]<br>
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==Acquiring Spells==
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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.
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==Other Types of Magic==
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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=
 
=Arcane Edges=
 
Magical Attunement(3) Allows  a character to begin using magic.<br>
 
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: Hedge Wizard (1) Allows a character to use hedge magic.<br>
Channeling (3) Improves ability to cast spells. <br>
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Arcane Background: Priest (3) Allows casting of priest spells as appropriate.<br>
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Channeling (5) Improves ability to cast spells. <br>
 
Magical Sense (3) Allows Cognition roll to detect magic or magical items. <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>
 
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>
 
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>
 
Membership (3) Allows a character full membership in an imperial college of magic. <br>
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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

Runesmith Careers
Runes

Divine Magic

Petty Magic-Divine

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.