OK, so I came up with the below as an option for something relatively free-form, which can easily use existing spells, but doesn't require the same bookkeeping in terms of which spells are prepared. It's still a draft, so there are sure to be questions that aren't answered, but I wanted to get some feedback on the concept as a whole.
A couple of design notes:
- I used the traditional D&D magic schools as the basis for no better reason than eight feels like about the right number to me, and I've always kinda liked them.
- I modeled the concept of Patterns after "Feats" (as I believe they were called) in the old FASERIP Marvel game... if you wanted to do something fantastical, like a shield trick-shot by Captain America, you had to spend some Karma. But once you did it once, you could do it again cost-free in the future. If these are too much bookkeeping for you though, I feel like they could easily be dropped.
- I added the limit on upper Intensity to avoid e.g. the 5th LVL mage doubling up on Fireball. Yes, I understand this is a gamble, and that he'd essentially be useless aside from those two big swings, and you could argue it's for the player to worry about that balance. But a mounting level of risk in this regard feels right to me.
- There are references to things in here that I haven't included/thought out yet, Arcane Failure (you could probably find this a number of places) and the caster's DC among them. But you can probably infer what I'm driving at with these.
- The biggest of these, and where I was hoping for some suggestions, is how to adjudicate. In other words, the player states what she wants to do... how to fairly and uniformly calculate the required Intensity for it? m20's 4x5 system has such a formula I believe, but I'm curious if anyone else has experience with, or suggestions of, others.
- I stylized the word "Magick" in the H1, but not elsewhere, on purpose. FYI.
Anyway, enough blabbing, here it is...
Systems of Magick: Magery
The practice of magery is learning, then applying in different ways, a number of basic magical forces. In this system, there are eight spells, corresponding to the traditional schools of arcane magic:
- Abjure: Protect/defend one's self or others. Negate existing, harmful effects.
- Charm: Affect the mind/demeanor of others.
- Conjure: Create (or cause to appear) and banish (or cause to disappear) both inanimate and animate things.
- Divine: Extend one's senses.
- Enchant: To invest a thing, either inanimate or animate, with enhancements.
- Illude: To create illusions affecting one or more senses.
- Invoke: To gather and direct energies.
- Transmute: To modify or affect the composition of both inanimate and animate things.
Patterns
Each spell can be used in a variety of patterns. Free-form magic, as it is presented here, is based on the idea that magic can theoretically do anything, but that the user must bend the magical forces to her will. For example, Abjure can be used to wrap a caster's ally in protective magic, or to remove the effects of a sinister curse. Learning to do so involves some risk, but once the pattern is familiar, the caster is free to case it with more intensity (as described in Levels of Intensity).
Patterns should be limited in scope. When caster attempts to use a pattern for the first time, he must make a Magic Check against the same DC the intended pattern would require of a target to see if he can master it. Once done successfully, the mage can use the same pattern at will in the future. If the check fails, consult the Arcane Failure table.
However, the Level of Intensity is not an intrinsic part of the application's scope. For example, a caster could elect to use Quest below, but at only Level 3 intensity. This might place limitations
Examples of applications for each spell are as follows:
- "Armor" (Abjure): Provide a single target(s) with a bonus to AC against all attacks, or better protection against a particular type of attack. Increasing level of intensity can improve the bonus or affect more targets.
- "Quest" (Charm): Compel target(s) to complete a stated objective. Failing to do so can result in physical damage or other negative effects. Increasing level of intensity can increase the length of the obligation, place stipulations on how it is performed, or affect more targets.
- "Summon" (Conjure): Cause to appear one or more creatures. Increasing level of intensity can cause more, or more powerful, creatures to appear.
- "Farsight" (Divine): Allows the caster to see locations without direct line of sight. Increasing level of intensity can increase the distance, or impart the sight to other targets.
- "Edge" (Enchant): Invests an edged weapon with a bonus to hit, damage, both, or other special properties. Increasing level of intensity can make the wielder harder to detect, increase the number of times it can be used, or the duration for which it can be used.
- "Phantom" (Illude): Produces a shadowy silhouette. Increasing level of intensity can increase the phantoms details, add additional effects (e.g. sound), or even imbue it with semi-corporeality.
- "Spark" (Invoke): Produces a spark of electrical energy, to be applied to a target. Increasing level of intensity can increase the damage, affect more targets, or increase the range of the attack.
- "Beast" (Transmute): Changes the target's hands into a beast's claws. Increasing level of intensity can increase the damage they cause, increase the duration of the effect, or provide the target with other attributes.
Levels of Intensity
Each of the above spells can be cast at varying levels of intensity, up to a maximum of half the user's LVL. Raising this level will either increase the effect on smaller number of targets (most often a single target), or allow the same effect to be applied to a larger number of targets. For example, Invoking fire with an Intensity of 1 will produce a small globe or bolt of flame that can affect one target. The same application at a level 3 produces a gout or explosion of flame that can affect multiple enemies at once. The intensity of a PC's desired effect is up to the GM to adjudicate.
[NEED HELP HERE WITH GUIDELINES/FORMULA ON HOW TO ADJUDICATE INTENSITY]
Magic-users fuel their spells with Mana Points. To determine the Mana Points for an arcane caster, simply total all of the spell levels available when using the traditional Vancian system. Each level of Intensity requires a Mana Point, and the caster is free to apply any Intensity of up to her LVL/2 to a spell, with one exception.
As the highest level of intensity is the one most recently learned, using it carries a degree of risk. Casters may invest a spell with their maximum Intensity once per long rest without consequence. A subsequent attempt requires a successful KNW check against their own spellcasting DC, with failure producing a result from the Arcane Failure table. Each further attempt adds a -2 penalty to the check.