Difference between revisions of "Magic-Tiger Eye"
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==How Spells Are Cast== | ==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. | 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. | ||
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+ | ===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 Lists= | =Spell Lists= |
Revision as of 23:42, 7 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 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.