We experimented with various mechanics for magic. We finally settled on the "Words of Power" system which was created by Brian Engard posted on the Evil Hat website. Our magic system is a continual work in progress.
MAGIC
To use magic, you need
three things. First, you need an aspect representing the fact that you are a
practitioner of magic. Something like Trained in the Seven Towers Academy could
justify your study in the field of magic, for example. Second, you need a high
Lore skill. Lore is the skill you use to cast magic spells; a higher Lore
represents more skill and knowledge in all things magical, in addition to other
types of knowledge, provided you have an appropriate aspect. Finally, you need
words.
Magic spells are made up
of words. Each of the words below is a sphere of influence, an umbrella under
which magical effects following a specific theme exist. Each word has three
syllables, each increasing in power. Anyone versed in the use of magic
can access the first
syllable of each word. In order to gain access to the second and third
syllables of each word, take the following stunts.
Student of Magic: You have
access to the second syllable of all words.
Master of Magic: You have
access to the third syllable of all words.
CASTING A SPELL
When you cast a spell, you
must form the spell out of words, fix it in your mind,
and speak the spell. When
you form the spell, decide what you want the spell to do. Do you want to divert
a stream? Force someone to flee? Summon a djinn? Decide what you want to
accomplish, then choose all applicable words.
When you fix the spell in
your mind, you determine which syllables you’ll use
and how difficult the
spell is to cast. For each word that you put into the spell, look
to the syllables you have
access to. If the effect you want exist within the bounds of a
syllable, add that
syllable’s value to the total difficulty of the spell. If it does not, use
the next highest syllable;
if it doesn’t exist within the third syllable, add +4. Do this
for each word within the
spell until you have a total value for your spell. When you speak the spell,
you say it in a clear voice: spend a fate point and roll
Lore.
• If you fail, either the
spell does nothing and you get your fate point back or the
spell takes effect but has
unforeseen (and possibly catastrophic) consequences.
• If you tie, the spell
takes effect but has some minor unforeseen consequences.
• If you succeed, the
spell takes effect.
• If you succeed with
style, the spell takes effect and choose one word: you may
cast the spell as if you
had used the next highest syllable, even if you don’t have
access to it.
THE DEFAULT SPELL
Before you add words to a
spell, it:
• Affects you or a mortal
you touch.
• Last for as long as you
can see the target.
• Has no particular
effect.
• Provides Mediocre (+0)
opposition.
If you cast any spell on a
creature against its will, add its Will to the opposition
of your Lore roll.
WORDS
COMMAND
You can affect a
creature’s behavior, forcing it to act in a specific way.
First Syllable: You place a special boost
on the creature representing your command.
You can use your free
invocation only to compel the creature to follow your
command, which it can
resist by giving you a fate point.
Second Syllable: The aspect you place is a
situation aspect rather than a boost,
though you can still
invoke it once for free.
Third Syllable: If the target resists your
command, it takes a mental consequence
in its lowest available
consequence slot.
DISTANCE
You can cast spells at
greater range. When you cast a spell without incorporating this word, you can
affect only yourself or things you can touch.
First Syllable: You can affect anything
you can see.
Second Syllable: You can affect anything
you have some sort of sympathetic token
for (a lock of hair, a
piece of a statue, etc.), regardless of distance.
Third Syllable: You can affect anything,
provided you can speak its name.
ELEMENT
You can affect the
elements: air, earth, fire, water. This word actually represents
four different words; if
you want to affect two different elements, it counts as two
different words.
First Syllable: You can affect elements
that have been bounded or constrained in
some way by human beings:
statues, flames within a lantern, blown breath, a fountain,
and so forth.
Second Syllable: You can affect the raw
element itself: wild flames, the earth beneath
your feet, the air around
you, a river, and so forth.
Third Syllable: You can affect elemental
creatures made of the element, such as
djinn (made of fire) or
golems (made of earth).
KNOWLEDGE
You can peer through the
veil of the cosmos, glimpsing invisible truths. All answers
you glean grant you
boosts.
First Syllable: You may ask the GM one
question; she must answer your question
with truthful, helpful
information. Without the Time or Distance words, you can
only ask about the present
in your immediate surroundings.
Second Syllable: You may ask the GM two
questions.
Third Syllable: You may ask the GM three
questions.
LUCK
You can alter someone’s
luck, making it more likely that they’ll be lucky or unlucky.
First Syllable: You place a special boost
on the target representing the fact that
they’re lucky or unlucky.
You may invoke it at any while it still exists to either allow
the target to experience
some fortunate twist of fate (finding a pouch of coins, for
example) or minor personal
inconvenience (having paint spilled on them). You can
pass the invocation of the
boost to the target when you cast the spell, if you wish. You
cannot alter your own
luck.
Second Syllable: You can invoke the boost
for more potent effects. The target experiences either a major boon (such as
narrowly avoiding being trampled by a horse on
the street) or personal
setback (losing a large sum of money in a game of chance). You
can affect your own luck,
but doing so often has unforeseen consequences.
Third Syllable: The boon or tragedy you
can cause with your invocation no limit,
you can give or take
virtually anything to or from the target. You can affect your own
luck, and it works almost
entirely as intended. Almost.
MOVEMENT
You can change
the speed at which a thing can move, or even the way in which
it can move.
First Syllable: You can grant immobile things the
ability to move along the ground.
You can also
cause a mobile thing to become slow or fast.
Second Syllable: You can grant something the ability to
move in a way it could not
before. Maybe
a fish can now walk, or a carpet fly.
Third Syllable: You can cause something to be somewhere
else immediately.
PURIFICATION
You can purge
things of impurities or even, with more potent spells, damage or
injuries.
First Syllable: You can purge nonliving matter of
impurities and minor imperfections.
This could
allow you to purify food or drink, remove minor flaws from a
gemstone, or
erase the rust from a suit of armor.
Second Syllable: You can purge living creatures of
impurities and can repair minor
damage to both
creatures and objects. In game terms, if a creature or object has a
situation aspect
or mild consequence denoting injury, poison, disease, or the like,
you can remove
it.
Third Syllable: You can repair major damage to both
creatures and objects. In game
terms, this
allows you to erase moderate consequences, though severe consequences
are still
beyond your power.
SHAPE
You can affect
the shape of a thing, altering it and reshaping it. If the thing you are
reshaping is
resisting you in any way, add either its Will or Physique to the opposition
for your Lore
roll.
First Syllable: You can alter cosmetic characteristics
of the thing: color, shape, and
so forth. You
can make a person look slightly different at first glance, but any scrutiny
will reveal
their identity. In game terms, this creates a situation aspect representing a
disguise or
alteration of basic appearance, with one free invocation.
Second Syllable: You can alter a thing’s shape more
fully, giving it features it didn’t
have before.
You might give a turtle wings, or change a man into a woman. In game
terms, this
creates a single situation aspect with up to three free invocations, or
multiple
situation
aspects with up to three free invocations between them. These situation
aspects can
grant new abilities, such as the ability to breathe under water or fly, but
doing so does
not come naturally to the creature. It cannot take abilities away from a
creature; you
cannot change a creature’s fundamental nature.
Third Syllable: You can alter a thing completely,
turning one thing into another
thing. You
might change a horse into a rock, or a man into a tapestry. At the GM’s
discretion,
this might change the thing’s aspects completely to suit its new form.
TIME
You can cause
your spells to last for greater periods of time. When you cast a spell
without
incorporating this word, it lasts only as long as you can see the target.
First Syllable: The spell lasts until sunrise.
Second Syllable: The spell lasts for a year and a day.
Third Syllable: The spell is permanent unless
something prematurely ends it, which
you can do
with a verbal command regardless of distance.
MAGIC CARPET
You create a
carpet that can fly at your command. You must touch the carpet, and
the spell
lasts until sunrise.
• Command: 2
• Element
(earth): 1
• Movement: 2
• Time: 1
• Total
Opposition: Fantastic (+6)
TRANSFORM INTO
EAGLE
You transform
into an eagle until you wish to be a man again.
• Shape: 3
• Total
Opposition: Good (+3)
BIND DJINN
You summon and
bind a djinn to your will for a year and a day.
• Command: 2
• Distance: 3
• Element
(fire): 3
• Time: 2
• Total
Opposition: Legendary+ (+10)
I have a couple different Magic systems I have tried out. None of them worked quite the way I wanted them to either, so I know what your talking about there. If you would like to see them here is a link to the one I think would work best for your world:
ReplyDeletehttp://walkninginshadows.blogspot.com/2013/02/fate-core-eberron-hack.html