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Magics.

Posted by NarratorFor group 0
Narrator
GM, 12 posts
Sun 14 Aug 2016
at 00:46
  • msg #1

Magics

EDIT: The mechanics described herein are no longer used, but remain principally the same. Actual dice rolls and costs will be determined by the GM case by case, though if you follow these rules and show your work in a quote, I'll accept your rolls as long as they don't break the game or storyline.

Although gameplay takes place in the infinite possibility of the multiverse, there are primarily two different kinds of magic:
Magus and Magem
Magem is easier to use in a direct fight, as it directly affects the physical world around the user.
Magus is far harder to use, as it requires a great deal of creativity, logic and intelligence.

Magem is primarily a physical magic, and by far the most popular. So much so, that the common currency is based on 1 charge of a Magem crystal.
There are two types of Magem users, Mages and Smiths. Mages cannot use Magem items and Smiths can't create spells directly.
Not everyone can use Magem at birth, but anyone can obtain the ability with surgically implanted crystals (Forged Mage) or Magem Tattoos (Smiths); although the process has a 10% chance to kill the recipient, or 100% chance if that person is a powerful Magus user (level 10 or higher).
Magem is based on the 6 elements, Earth, Air, Fire, Water and Void.
Magem uses up charges. 1 charge is the equivilant of c1 or 8 hours of work.

Magus is primarily a Psycho-Spiritual magic. It is an ancient magic. Although everyone could potentially use Magus, most never even learn of its existence. Each Magus user can create his own items to assist in the performance of any Magus spell he already knows.
Each race has unique limitations and bonuses depending primarily on their lifespan, race-specific Magus alignments, and innate Magus potential or aptitudes.
Magus has 5 fields of focus: Verimagus, Formagus, Unimagus, Imagus and Kenimagus
Each field contains 6 Elements.
Magus does not require the use of any charges, but also cannot be artificially enhanced very much.

Conflicting powers
Magus and Magem do not get along well. As a result, a player character cannot have more than 10 active cliche points distributed between Magem cliches and Magus cliches. See examples below.
This message was last edited by the GM at 04:25, Tue 24 Dec 2019.
Narrator
GM, 13 posts
Sun 14 Aug 2016
at 01:03
  • msg #2

Examples

A Fire Magem Mage [10/10] might cast a fireball. She must double pump at least by 1 point for every spell, so she would roll 12d6, and be left as Fire Magem Mage [9/10]. Her fireball would be as powerful as her roll.

A MagemSmith (10/10) might create a Fire Blaster which would shoot a fireball as skillfully as the Smith could shoot, basing the roll on a Weapon cliche plus the item's bonus.

A Kenimagus Mage (10/10) might cast a fireball or use an item he created to assist him. He would roll 5d6 and it would be as powerful as his roll. The item's bonus is at the discretion of the GM unless otherwise predetermined and approved.

If this Mage were the same person, their cliches might look something like one of these 4 examples:

quote:
Fire Magem Mage [10/10]
MagemSmith (10/10)
Kenimagus Mage (10/10) -10

quote:
Fire Magem Mage [10/10] -10
MagemSmith (10/10) -10
Kenimagus Mage (10/10)

quote:
Fire Magem Mage [10/10] -5
MagemSmith (10/10) -5
Kenimagus Mage (10/10) -5


quote:
Fire Magem Mage [10/10] -7
MagemSmith (10/10) -7
Kenimagus Mage (10/10) -3

This message was last edited by the GM at 21:37, Sat 27 Aug 2016.
Narrator
GM, 20 posts
Tue 13 Sep 2016
at 03:34
  • msg #3

Magem

Very simple.

If there is a physical way to do it, Magem can do it.

Every item or spell uses up Magem crystals or dust or charges to complete. For practicality sake, one unit of dust is the equivalent of c1 or 1 charge.

The more the item or spell costs, the greater its effectivity. Dice effect of spells and items is determined according to the Item Creation table.

There are 6 elements in Magem:
Fire, Air, Earth, Water and Void



SPECIALTIES
Portal Creator:
</b>

Do you want to be a Portal Creator? First have to have a new cliché: Portal Creator. This would be advanced differently from normal clichés. You would attempt to create a portal by using a Major Shard. You would fail, lose the Shard and 0-2 health from an explosion. but you would then have Portal Creator (0/0). Then when advancement rolls happen, you would automatically advance to Portal Creator (1/1). 
From there, successful portal creation would require a natural 20, but any time you roll to create a Portal (which uses up a Major Shard), your roll counts for an advancement roll in Portal Creator.

Activityroll target / cost
Portal creation20 / c50
Portal Anchoring10 / c50
Time spent through unanchored 2m diameter Portalc1 per hour
person passing through a 2m diameter Portal twicec1
Time spent through unanchored 2m diameter Inverted Portalc10 per hour
person passing through a 2m diameter Inverted Portal twicec10
Doubling the diameter of a Portaldouble the cost
Anchor Inverted Portal25 / c250
Flying Portal Attack30 / c250
Targeting specific known place30 / c50
Targeting specific unvisited place35 / c50
Portal Bomb40 / c2K
Targeting imagined location45 / c50
Inverted Portal50 / c250

A player who has made a Portal unsuccessfully targeted may roll 1d100 against a target TBD according to the situation.

<b>Flying Portal Attack

Requires a natural roll of at least 30
A minimum of 1 Large Magem (125/125) for 2d3 -3 damage
Additional damage based on extra spent in the following way
c250 2d3 -2
c5k 3d3 -3
c100k 4d3 -4

Portal Bomb Attack
Requires a natural roll of at least 40
A minimum of 1 Complex Magem (1000/1k) for 2d4-2 damage
Additional damage based on extra spent in the following way
c2k 2d4-2
c40k 3d4-3
c800k 4d4-4

Portal Space
Distance:
Portal space normally exists in a state wherein the circumference of the Portal Sphere is the same as the Portal space distance. Doubling the distance doubles the cost. Halving the distance doubles the cost. Sometimes a Portal may naturally form with more or less distance. These naturally formed differences don't affect the cost.


Closing Off a Portal Space from all other Oners:
A Portal Bubble is created with an Inverted Portal. Once inside, the Portal Creator enters the space and shrinks the entrance until it is at 0 width. Then she throws a Portal Attack at the entrance. At this point, five possibilities emerge:
2d3-2
0: The Portal remains. Nothing changes.
1: The Portal closes. The Portal Bubble space separates from the Oner, but the drifts back and pops into the Oner. The PortalBubble is gone, leaving the Portal Creator in the Oner.
2: The Portal closes. The Portal Bubble space separates from the Oner. The Portal Bubble space slowly shrinks away to nothing. If the Portal Creator doesn't escape, she ceases to exist after being crushed to death by her own body. If she escapes, doing so could result in unintended time travel, but usually won't.
3: The Portal closes. The Portal Bubble space separates from the Oner. The Portal Bubble space stabilizes and drifts. The Portal creator can only leave by creating a Portal to some other place. Doing so could result in unintended time travel, but usually won't.
4: The Portal closes. The Portal Bubble space seperates from the Oner and soars away while exploding. A new Oner is created with the mass of the Portal Creator spread over the new Oner mixed with the mass of a new Big Bang.

This message was last edited by the GM at 03:51, Tue 13 Sept 2016.
Narrator
GM, 21 posts
Tue 13 Sep 2016
at 03:35
  • msg #4

Magus

These are the arenas of Magus and their elements:
Formagus:
Blo od
Lif e
Tec hnology
Cos mos
Dea th
Nat ure

Verimagus:
Con trol
Min d
Sou l
Lov e
Emo tion
Spi rit

Unimagus:
Dim ension
Ene rgy
Cha os
Tim e
Voi d
Ord er

Kenimagus:
Smo ke
Fir e
Ear th
Ice
Wat er
Air

Imagus:
Dar k
Cle ar
Sha dow
Lig ht
Sol id
Ref lect


Each race has unique limitations and bonuses depending primarily on their lifespan, race-specific Magus alignments, and innate Magus potential or aptitudes. These limitations will be determined individually.

Average limitations would be:
5 elements no greater than 2
5 elements no greater than 3
5 elements no greater than 4
5 elements no greater than 5
5 elements no greater than 6
2 elements no greater than 10
3 elements unlimited

Magus Spells

All Magus Spells require study or experience in the relevant element to be able to be used.

Study/experience levels will be defined by 3 letters of the Element, followed by a number
Spell requirements will be listed by the Spell

Advancing Element Levels
To learn a new element, you must study or have significant experience. Once you have a certain number of Elements, learning new ones becomes increasingly difficult.

Study can only advance an element to level 3, and must be done in the presence of a teacher, or other source of Magus knowledge.

During regular gameplay, if you want to use Magus, first roll for it.
Then, choose any spell that you have qualified for, or describe the desired effect.
Your roll counts as a roll for advancement in any one of the elements utilized for the chosen spell.
Example: If you roll 4 dice, and your element is at level 3, you advance if at least 3 dice came up even.
quote:
4d6 rolls 2, 4, 3, 6
Spell uses Blo, Lif and Cos
Blo3 is chosen
Blo3 advances to Blo4

However, elements CANNOT advance beyond the relevant Magus level.





Formagus:
Formagus
Blo od
Lif e
Tec hnology
Cos mos
Dea th
Nat ure

https://drive.google.com/open?...Y-1RPOUhIbk9aNjNVYTQ

Healing Spells: +3 on rolls not affecting the caster

Formagus Spells Beginner
SpellRequirementTargetEffectMaximum frequency of effect
Disrupt CircuitryTec15Cause a machine with circuitry to malfunctionunlimited
Mental MappingCos15Access a mental map of where you've beenunlimited
Go-ferCos1, Tec15free +1d6 to scavenger rollonce per day
Use Healing herbs 1Nat1, Lif1, Blo15increase natural healing speedonce per person per day
Find Healing herbs 1Nat1, Blo17+1d6 to find Healing herbsonce per herb type per hour
Homeward BoundCos27Know which way home isunlimited
Guidance systemCos2, Tec18+6 to Target something when using a Targeting deviceonce per day
Perform Healing ritual 1Nat1, Lif2, Blo28increase natural healing speedonce per person per day
Laying on of hands 1Lif2, Blo211roll 1d6, if 6 is rolled, heal 1 pointone attempt per person per hour
Heal over distance 1Lif3, Blo315roll 1d6, if 6 is rolled, heal 1 pointonce per person per hour

Formagus Spells Acolyte
SpellRequirementTargetEffectMaximum frequency of effect
Use Healing herbs 2Nat2, Lif2, Blo210roll 1d6 per herb type (up to 2 types), heal 1 point for each 6 rolledonce per person per hour
Find Healing herbs 2Nat2, Blo214+2d6 to find Healing herbsonce per herb type per hour
Perform Healing ritual 2Nat2, Lif3, Blo318roll 2d6, for each 6 rolled, heal 1 pointonce per person or group per hour
Laying on of hands 2Lif3, Blo320roll 2d6, for each 6 rolled, heal 1 pointonce per person per hour
Heal over distance 2Lif4, Blo425roll 2d6, for each 6 rolled, heal 1 pointonce per person per hour

Formagus Spells Freshman
SpellRequirementTargetEffectMaximum frequency of effect
Use Healing herbs 3Nat3, Lif3, Blo315roll 1d6 per herb type (up to 3 types), heal 1 point for each 6 rolledtwice per person per hour
Find Healing herbs 3Nat3, Blo319+3d6 to find Healing herbsonce per herb type per search
Perform Healing ritual 3Nat3, Lif4, Blo424roll 3d6, for each 6 rolled, heal 2 pointstwice per person or group per hour
Laying on of hands 3Lif4, Blo429roll 3d6, for each 6 rolled, heal 2 pointstwice per person per hour
Heal over distance 3Lif5, Blo534roll 3d6, for each 6 rolled, heal 2 pointstwice per person per hour




Verimagus:
Verimagus Spells
Con trol
Min d
Sou l
Lov e
Emo tion
Spi rit

Verimagus Spells Communication (Mind and Emotion)
SpellRequirementTargetEffectMaximum frequency of effect
Convey EmotionEmo15Communicate 1 feelingonce per conversation
One WordMin15Telepathically communicate (TC)  1 wordonce per conversation
ImageMin17TC 1 imageonce per conversation
IdeaMin1, Emo18TC an ideaonce per conversation
TelepathyEmo424TC unlimited emotions 
Telepathy 1Min425TC unlimited words 
Telepathy 2Emo3, Min426TC unlimited images 
Telepathy 3Emo4, Min427TC a complex idea 
Communicate to multiple people+1+3+1 person per iterationonce per conversation per iteration - this spell may be stacked
Soul Merge 1Con6, Min6, Sou6, Lov6, Emo6, Spi6402-5 willing people can become a Hive mind entityonce ever


Verimagus Spells Sight (Mind and Emotion)
SpellRequirementTargetEffectMaximum frequency of effect
Aura 1Emo15See some aurasonce per hour
EntityMin1, Emo28Perceive the entities around you without seeing them 
3rd EyesightMin3, Emo415See the spirit realm 
POVMin4, Emo523See through another's eyes 
SightMin5, Emo635See from a particular location within 10 meters 
Sight++1+3Multiply distance of Sight by 10 

Verimagus Spells Historical (Soul and Spirit)
SpellRequirementTargetEffectMaximum frequency of effect
KnowledgeSou11Have a sense of somethingonce per meditation
DreamSpi12Visit mental representations of places in your sleeponce per sleep
VisionSou1, Spi13Be given a vision of somethingonce per meditation
Physical Trigger+1+3Touch a physical object to get above effect 
Situation Trigger+3+9Be in a situation to get above effect 
Thought Trigger+5+15Think a thing to get above effect 
Present+1+3get above effect about the present 
Past+3+9get above effect about the Past 
Future+5+15get above effect about the Future 

Verimagus Spells Astral (Love and Control)
SpellRequirementTargetEffectMaximum frequency of effect
Astral ProjectCon1, Lov13Move your Spirit body away from your physical body (up to 10 Meters) 
Physical Displacement+1+3Multiply distance of projection by 10stackable
Planar Displacement+3+10Move to a related plane of existencestackable
InfluenceCon +1+3Influence anothereffect reduced by strength of will of other
ShareLov +1+3Suggest to anothereffect reduced by other's hatred
ControlCon +2+7Control anothereffect reduced by strength of will of other
ReplaceCon +3+10Replace another1 hour, effect reduced by strength of will of other
MergeLov +3+10Merge with anothereffect reduced by other's hatred
Possess+1+3Possess anotherstacks on replace, x10 per iteration






Unimagus:
Unimagus

Dim ension
Ene rgy
Cha os
Tim e
Voi d
Ord er

Unimagus Spells Spacetime
SpellRequirementTargetEffectMaximum frequency of effect
 Dim15  
Accelerate Self 1Tim15Cause 1 damage to opponent before battleonce per battle
 Dim1, Tim17  
 Dim29  
Accelerate Self +1Tim +1+4Cause 1 damage before round, 1 round per level of spellonce per battle
 Dim2, Tim212  

Unimagus Spells Chi
SpellRequirementTargetEffectMaximum frequency of effect
 Ene15  
 Voi15  
Energy Heal 1Ene15roll 1d6, if 6 is rolled, heal 1 pointonce per day
Energy Heal +1Ene +1+4roll +1d6, if 6 is rolled, heal 1 point for each 6half of the previous level to as often as once per round
Mental Energy Map 1Ene15Obtain a mental snapshot of the area in terms of Energy12.5' radius, 5 seconds to accomplish, no frequency limit
Mental Energy Map +1Ene +1+4double area of effect for each iterationdouble area, same setup time
Mental Void Map 1Voi15Obtain a mental snapshot of the area in terms of Void12.5' radius, 10 seconds to accomplish, no frequency limit
Mental Void Map +1Voi +1+4double area of effect for each iterationdouble area, same setup time
Mental Chi Map 1Ene1, Voi17Obtain a mental snapshot of the area in terms of Chi12.5' radius, 15 seconds to accomplish, no frequency limit
Mental Chi Map +1Ene +1, Voi +1+4double area of effect for each iterationdouble area, same setup time
Redirect attackEne1, Voi17voluntarily take undoubled damageonce per battle
Energy SheildEne210reduce damage to team by 1once per battle
 Voi210  
 Ene2, Voi213  
Void SightVoi625see everything in Voidconstant
Energy SightEne625see everything in Energyconstant
Chi SightEne 6, Voi628see everything in Chiconstant

Unimagus Spells Chaos/Order
SpellRequirementTargetEffectMaximum frequency of effect
Create Weakness 1Cha15  
Find Weakness 1Ord15+1 to attack rollduration of battle
 Cha, Ord17  

This message was last edited by the GM at 05:31, Sun 19 Jan 2020.