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Magical Ideas Converted to Multiverser.

Posted by MagnusFor group 0
Magnus
player, 171 posts
Mon 31 Mar 2014
at 00:41
  • msg #1

Magical Ideas Converted to Multiverser

Multiverser has one of the most flexible and complete magic systems I have seen in a rpg system.

Barring My spectacular failures to make a Balanced Mana point system for Multiverser,
I believe that Multiverser can emulate the look and feel of almost any magic system in books, RPGs and anything else you can think of.

To prove my belief, I'm going to convert various bits of other magic systems into Multiverser.
And hopefully give my fellow GMs some useful ideas.
This message was last edited by the player at 01:05, Mon 31 Mar 2014.
Magnus
player, 172 posts
Mon 31 Mar 2014
at 02:56
  • msg #2

Re: Magical Ideas Converted to Multiverser

GURPS (and other) Mana Levels

In GURPS and some other media there is an intangible aspect of an area that affects the ease of using magic in that area.GURPS calls this aspect the Mana Level and the other media has very similar terminology.
GURPS divides mana into five levels

Very High Mana:Anyone can use magic.Magic is easy but botches are spectacular.
High Mana:Anyone can use magic.magic works normally
Normal Mana:Only mages can use magic.magic works normally
Low Mana:Only mages can use magic.All magic is at a -5 to skill(in a 3d6 roll under system, so this is a massive penalty). botchs are mild.
No Mana: No one can use magic. period

The mage and non-mage distinction doesn't mean much in Multiverser unless you defined mages as somehow being outsiders. and then define the areas that only mages can work magic as being a subuniverse with a mag bias of 0@25. So that non-mages(natives) can only learn 0@ skills and Mages(Outsider) can learn any skill)

For the No Mana areas first you define them a separate subuniverses but you still want the natives to have art, music, ect. so you can't define the bias as -15@ so insted we'll have a 0@0 bias and have all arcane magic power blocked

(Admittedly I would prefer just to power block all magic but that is adjainst the rules since holy magic always gets preferable treatment in the rules.)

Then define the area as a always active magic item whos effect is to give a -100(Or more) Sit Mod to all magic performed in the area (and a -30 to -50 dice mod to prevent practcally all the botches)

For higher mana levels you remove the power block and raise the Sit mod (and dice mod) to appropriate levels
for example

Low mana:-25 sit mod, -10 dice mod
normal mana: +0 Sit Mod, +0 Dice Mod
High Mana +20 sit mod, +0 Dice Mod
Very High mana +30 Sit Mod, +15 Dice Mod

Remember: The area itself is a magic item. and the feel of the mana in an area is defined bywhat that magic item does. forr example say you want an area to have Life aspected mana. You could define that area as having a +30 sit mod for healing magic.
Brock
player, 30 posts
Wed 9 Apr 2014
at 02:17
  • msg #3

Re: Magical Ideas Converted to Multiverser

Looks like an interesting system, if a bit concerning. I would think that a better way to do it that, well, more fits the Multiverser 'feel' is not to apply the effects of this to all magic in the same way. Rather, make a designated bonus for all skills which require 'Mana', such as +10 or maybe even +20 if it requires a certain 'kind' of Mana.

Then, with that in mind, every part of a world where there is a 'Mana level' has the modifiers that you proposed tacked onto all 'Mana using' Magic skills, and an even HIGHER penalty opposed to NON Mana skills. In other worlds, the GM decides if it is a Mana World, and if it is not he picks one of Normal Mana or Low Mana for all Mana skills in that world. You only have 'No Mana' when some force (magic item, creature, Gods, etc.) is actually removing the mana from an area...in effect using an anti-magic field effect. MV does have that ability, yes? Anyway, you may want one more entry on the scale...Very Low Mana, for areas where magic is harder to use, perhaps nigh impossible. That is more in keeping with the MV feel than No Mana. I really feel No Mana should only be something like I said, a force removing magic from an area, and it should be rare.

If a given world has a 'Mana level' because that is what the world's gods wanted, then can't the one God interfere with the other god and impose a sit mod on all holy magic that is no of that world? Or is that against the rules?
Eric
player, 53 posts
Wed 9 Apr 2014
at 03:35
  • msg #4

Re: Magical Ideas Converted to Multiverser

A sit mod on all extradimensional magic sounds reasonable, but I'm not a rules expert.  It would affect everyone from Outside: angels, demons, travelling wizards, and versers.
Brock
player, 35 posts
Wed 9 Apr 2014
at 04:29
  • msg #5

Re: Magical Ideas Converted to Multiverser

Yeah. And that system thus encourages the versers to learn Mana based magic in that universe because their other magic isn't working much. And that way the verser can use his low level magic if he is talented at magic, but his high level stuff is just too hard to do even though the bias of the universe allows for it. And at that point...well, introduce NPCs hurling earth shattering spells and the Verser gets to go...wait, what?

*evil GM chuckle*
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