Magic
Writing a system for magic is a
tricky maneuver. Magic is an element
which is very difficult to improvise rules for, but on the flip side, having
rules created for you can be very restrictive.
I’ve always had something against a role-playing system that writes up
all the specific categories, spells, abilities, and individual nuances for
their version of magic...essentially setting in stone the entire scientific
physics of a force which some would think shouldn’t be scientific at all. They verbally encourage the player to
customize it to their liking, but the rules themselves usually don’t lean
towards adaptation.
This role-playing system looks at
the Magic system as an opportunity for you to let your creativity run
free. Of course, to create rules for
magic the players will have to accept some
kind of definition of what magic is, but you’ll find that it’s a broad one and
might even increase the possibilities. :)
The
Nature of Magic
Magic: in the world of the Blue
Crescent, it is a force of will and mind.
In fact, no one seems to know what exactly magic is beyond that. The reason it is so hard to define is
because its nature is defined in hands of the user. The way you think about magic creates its use for you.
For instance, a character with a
fiery personality might actually use Fire magic. This isn’t necessarily because Fire is an element that shows the
true nature of the world; she can use it because she sees it as such a force. If
she thinks her personal vitality is driven by an energy form with the qualities
of a herd of Jumbo Elephants, more power to her! And if she has a very dark personality, from pessimism or
otherwise, she may use Shadow magic...even if that doesn’t necessarily mean she
is an evil or demented person.
Earning and Improving Magic
Magic-wielding characters must first
buy their magic “aura” using Character Points.
It will cost 4 CP to earn a
magic aura, whether it is at the start of the game or later on. If you want to gain a personal magical
nature later on, you’ll have to explain to the GM why your character is
learning about this new part of their personality.
Just because a character has a magic
aura doesn’t mean that he or she can use magic; it simply shows the embodied
nature of their personality. For
instance, an ocean-loving deep-sea swimmer could easily have a Water magical
aura, even if she didn’t know one word of real magic.
Rules
during Character Creation and earning the Magic skill:
Once you’ve earned the Magic skill
by spending 4 CP, the next step is
to choose the elements your character will use from now on. These should fit their personality in some
way. The GM should give you a good deal
of interpretive freedom here, as long as you demonstrate that you’re actually
taking the character’s personality into account.
The maximum number of elements a
player is allowed to choose is up to the GM, but I would suggest a limit of two
or three. He might even limit it to one
if it fits the game’s role-playing style.
Here is a short list of possible elements you might choose — you’re not limited
to them, not even by a longshot; but remember that elements are only symbolic of someone’s personality, so
elements don’t have names like “Evil” or “Silliness.”
Earth Wind Fire Water
Snow/Ice Lightning Explosion Life
Mist Light Shadow Nature
Levitation Summoning
Now you must figure out how many CP
it will cost to raise your character’s level in each element. At this point, each magical element you
chose starts off costing a price of 5 CP
to raise to the next level, but you get a bonus of 3 points to permanently subtract from them divided any way you
want.
For
example:
You want to give your character of
Annie May her magical aura, so you spend 4 CP to earn the Magic skill. You think that since she’s from the Present,
it would be a good idea for her to know some simple healing and attacks spells,
so you give her Water and Lightning.
They initially cost 5 CP to raise, but first you have 3 bonus points to
subtract. So, you take away 2 points
from the cost of Water and 1 from the cost of Lightning.
From now on, to raise Annie May one
level in Water will cost 3 CP, and raising one level in Lightning will cost 4
CP.
(If
Annie May chose to limit herself to Water magic, she could have shaved it down
to a cost of only 2 CP, but that much specialization may or may not be your
thing.)
Now that you have decided your
character’s elemental talents, you can raise individual element just like a regular
skill, although magic in general can’t be raised. Be sure to write down on your character sheet how many CP it
costs to raise each element.
Magic
as a Skill
Now that your character has magic,
you’re probably wondering how to use it.
(…More to come soon!)
|