Iridium System Magic

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    IrdumS

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    S p e l l M a g i c

    M A G I C A N D PS I 41

    Magic And Psi

    Imagine that all of creation is shaped like a book thatstretches out for infinity in all directions. Our universe, fromthe biggest galaxy to the smallest atom, would be a page inthe book. The Roma Imperious setting would be another

    page. The seven Realms of Power would each have a page inthat book. Each page would have its own set of rules on howt h e u n i v e r s ef u n c t i o n s , a n deach page wouldlie next to eachother, touching

    b u t n o tinteracting. Spellcasters have theability to act likea l ightning rodand pull energyfrom one page toanother. We callt h a t e n e rg y'magic ' and theeffects are knownas 'spells'.

    It turns out thato n l y s o m ehumans are bornwith the ability to tap into other Realms, and even then theycan touch only one Realm. This is a tricky process, sincechanneling energy can overload the nervous system of thespell caster. Spirit points are the measure of the amount of energy one person can channel at any one time. The averagehuman has ten spirit points, spell casters have between tenand th i r ty and supernaturalcreatures can have hundreds.

    Magical energies have a certainunique resonance that allows for a number of interesting things.

    First, a spell caster can detectenergies from his own Realm, soa Medicina Maga can detectwhen other Medicina Maga

    powers are in use. Second, eachR e a l m h a s a n a f f i n i t y f o r different materials (see Chart innext section). These materials can store spirit points, like a

    battery, for future use. Third, each Realm has a counter in

    different materials (see Chart in next section). Thesematerials block power use from the appropriate realm, andwill even inflict damage on spell casters if it touches their skin. Finally, it is possible to craft devices to store pre-loadedspells; this takes considerable research and knowledge about

    both science and magic.

    None of the precedinginformation is neededto run the game, but itm a y b e u s e f u l i na id ing p laye r s andGM's in des ign ing

    their own artifacts andrealms. Feel free tocontact HinterWeltwi th quest ions andideas on the topic of magic use.

    IridiumSystemMagicThe Iridium Systemhas three basic magics y s t e m s i n i t . T h e

    primary point of the different magic systems is to reflect thedifferent way magic works in the same setting. That is to saythat within a setting spell magic reflects a structured spellorganization; i.e. guilds or schools. Clerical magic reflects afreer form of magic involving divine intervention (clerics),

    gu idance f rom a h ighe r power (mystics, shamans) or effects that to not fall easilyinto a pre-specified spellf o r m a t ( a r t i f i c e r s ,alchemists, druids).

    Spell MagicRealms allow channelingfrom nearby planes that have

    pa rt ic ular at tr ib ut es . Th is power is channeled through

    the caster and given a specific form via a mnemonic process.Fatigue is represented via spell points. Spell pointsregenerate at a rate of 1 per night of rest (2 per night for the

    Wind Natural Forces2 pts/turn 500 feet

    Elements: T,G Prereq: Gust

    This spell moves winds at the casters Will in miles per hour and will dissipate gases in 2-8 rounds. This is thenext step up from the Gust spell. It is a strong breeze butnot so potent as to move people or objects.

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    Natura Maga). A caster may kill themselves via casting intothe negative spell points (usually -10). Average caster hasaround 20 spirit points but may store up to three times their normal amount in their body. If theyexceed double their normal max(i.e. 40 if they normally store 20)their body will begin to glow with aslight but noticeable aura. There arealso external storage items likegems. There are seven realmsdiscovered so far but many more aresuspected to exist.

    An example of a Spell Point basedspell is given below. It is taken for Tales of Gaea, the Realm is NaturalForces. It costs the caster two spell

    points to maintain for every turn(usually about 10 minutes). I tsrange is 500 feet. Its elements areThought and Gesture. Its prereq,and not all spells have prereqs, isGust.

    Building a spell is not difficult if one keeps in mind the relativestrength of the spell and makes sureto consider cost and the level thespell should be placed at. Completespell lists are available in Tales of Gaea, Shades of Earth, and RomaImperious.

    When c rea t ing a Rea lm, i t i simportant to think of the elementsof that Realm. Natural Forces dealswith nature and thus the storm,animals, plant control and the like.

    The realms are spell list driven.BENEFIT OF THIS SYSTEM: Pre-created lists make it a case of pointmanagement for casting spells.

    Free Form MagicFree form (also called clerical) magic is practiced by priests,druids and shamans. They channel awesome supernatural

    powers from gods, nature, and spirits respectively. There areno lists for these classes but they do have areas of influencedepending on their focus. A priest of a god of war would not

    be able to create a bucket of fried chicken. Likewise, a priestof a god of fried foods would not be able to give everyone inthe party a +1 to hit. Resolution is accomplished with acheck, on a d20, vs. the priest's PIE and CON stats (WILLand CON for druids and shamans). A modifier is applieddetermined by the GM for difficulty, casting conditions, and

    how closely it abides by the influence of the god or other power source. In addition, there is a fatigue minus reflectinghow many times the player has cast since they last prayed or

    meditated. If the PIE check ismade the effect goes off, else itdoes not. If the CON check ismade no damage is taken, elsedamage is taken to all areas tothe tune of the total minus. For instance, if attempting to createfried chicken for the third timea priest would suffer -6, allother factors being equal, and if failed then receive six points of damage to all areas. Criticalfailures result in a check on achart for possible physical or spiritual effects.

    B E N E F I T S O F T H I SSYSTEM: Flexibil i ty. The

    player who likes to come upwith their own spell effects willget into this system.

    Dedicated (Chi)MagicMonks work off a CHI systemand have a list of powers whichthey gain as they go up levels.These effects are well defineda n d p o w e r e d o f f t h e C H I

    reserve which is regeneratedwith a successful MeditationSkill roll. CHI never increases

    but the higher level effects costmore . Some of the effectsinclude increasing defense andkilling with one blow.

    B E N E F I T S O F T H I SSYSTEM: A combination of

    the spell casting-list driven abilities and the flexible castingof the clerical system. Individual monasteries havespecialized CHI powers.

    PsionicsPsi are not common because of the intense training itrequires to become one. The great ones are born with thetalent and merely need training to focus and develop their abilities. The Psis most important stat is PIE since it reflectstheir faith in their powers. Without intense concentration andthe belief that they can affect the world around them withtheir minds, they would lose the ability to use their Psionics.

    Free Form MagicFree form magic is granted by a higher power. Acharacter does not command it so much as requeststhe effect they are attempting to perform. Thehigher power may refuse it at any time in order toadvance its agenda or simply on a whim.

    Spell Based MagicSpel l based magic i s usual ly learned in aninsti tution or from a master to a student. I tfunctions at the command of the caster but fatiguesthem as they cast. The channel this power fromother planes through their body and the spell

    point mechanic tracks their fat igues. Non-spel lcasters usually only have 10 spirit points t hat aspell caster may drain before killing them. Spellcasters usually have between 15 and 25.

    PsionicsPsionics is much like the method monks use in thatall the power comes from inside. Psionics use thefree from mechanic but they do so with their ownwill. Their state of mind is often effected and theymove towards insanity as they use their powersmore and more. They must rest and meditate inorder to regain their perspective. It is not at alluncommon for them to go irrevocably insane.

    MonksThe powers that monks call upon is internalalthough it has been thought to be mystic in manysettings. The truth of it is that the power comesfrom within and their Chi points is a fatiguemechanic. They become more exhausted as theyuse their Chi and it is all the spiritual strength theywill have.

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    The next most important stat is WIS. WIS is their mentaldiscipline which allows them to focus their raw talent andability supplied by the PIE. Without WIS their power woulddo horrible damage to their own body, people and objectsaround them or just run wild.

    In most settings some form of formal schooling must take

    place. Whether it is schools or single masters teaching asingle pupil does not matter. Rarely will an individualindependently develop reliable psionic powers. Wild talentsmay manifest themselves in the gifted but little reliability or repeatability will be present.

    The Psi are limited in the range of their abilities and thenumber of times before they must meditate to regain their mental balance. This means that the Psi may use disciplineslisted here for general areas of effects. The Psi must pick onediscipline to study initially but may add other disciplines asthey gain experience.

    The GM may wish to impose their own modifiers for difficult conditions (Tele-imaging in the midst of a fire fight)or for optimal conditions (Telepathic scan of the memoriesof a person under truth drugs). AS A GUIDELINE ONLY,the following table has been supplied.

    SystemBase Chance: PIEChannel Base: WIS

    Base Modifier: -0 (- 3/additional effect)

    Psi have a base chance of their PIE to succeed in generatinga desired effect. This is modified by - 3 every time beyondthe first effect that the psi has attempted (i.e. first attempt -0,second attempt -3, third attempt -6, etc.). In addition, the GMmay modify the roll if he or she feels it appropriate (i.e.combat, difficulty of effect, Balek pounding on the foot).Finally, the player must roll under their modified PIE. If successful, the psi has created the effect with the mind. If the

    psi rolls a natural 20, the effect not only fails but backlashesand harms the psis psychic strength (see Psychic Backlashtable below). The same modifier is then applied to the

    characters WIS and another d20 is rolled. If the player rollsunder the modified WIS then no ill effects are felt. If the

    player rolls over the modified number, he fails, he takes themodifier in fortitude points to all areas (i.e. if the mod was -9then the psi takes 9 points of damage to all areas. No,

    positive modifiers do not return points). If the rol l was anatural 20 he rolls on the Mental Backlash Table below.

    NOTE: you can fail your PIE rol l (no effect generated) andsucceed at your WIS roll (no damage taken) OR you can

    Disciplines

    Telekinesis

    Telekinesis is the moving of objects withthe mind. The heavier the object, the moredistant the object or the more complex themovement, the higher the difficulty. To

    pick up an object and float it to a person ismuch easier than typing on a keyboard.Applying killing force is very difficult andrequires a to hit roll in addition to asuccessful psi roll.

    Telepathy

    Telepathy is, in its easiest from, readingthe surface thoughts of a person. Muchmore difficult is reading the memories of a target and the most difficult effect isimplanting new memories.

    Empathy

    E m p a t h y i s r e a d i n g o r p r o j e c t i n gemotions onto an individual. Reading israther simple but projecting is verydifficult.

    Illusion

    This is the power to alter the perception of an individual. To affect multiple minds atonce is more difficult than affecting themind of one person. Creating an illusion

    of something believable is easier thancreating something unreal. The illusionwill only be audible and visual. If touchedit will dissipate.

    Tele-Imaging This is a projection of the Psis mind intoanother location. The more distant thelocation the higher the difficulty.

    Mod Modifier Examples

    0 Major ity of simple things: Tele-imaging acrossline of sight, reading surface emotions, minor telekinesis

    -1 Easy: Telekinesis up to 10 kg, simple i llusions,communicating via telepathy within 5 km.

    -2 H ar d: cr ea ti ng mo vi ng il lu si on s, fl yi ng vi aTelekinesis

    -3 D iff ic ul t: Im pl ant in g m em or ie s, co mp le xmovement with Telekinesis, implanting emotions,Tele-imaging elsewhere on a planet, illusions withsight and sound

    -7 N igh Im po ss ib le : Te le -i mag in g ac ro ssinterplanetary dis tances , te lepathy acrossinterstellar distances (including orbiting craft),moving tons of material

    In general, the more powerful the effect the larger theminus since it draws more conscious thought and disciplineto focus an effect.

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