Magic Rules Synopsis

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- Main Page; Griffin Island

Divine Magic[edit]

Divine Magic (Sorcery in the BRP rules) is granted by the gods and thus always works on a roll of 01-95 on d%. If it fails for some reason, spend 1 mp and suffer no other consequences. If it succeeds spend the entire amount of mp required for the spell and get it at full effect. There are no criticals, specials, or fumbles for Divine Magic. In combat, any attempt (regardless of success) takes 5 DEX + 1 DEX/MP.

Magic[edit]

Magic is learned through rigorous study and thus is increased through experience. It is mercurial and unpredictable, but potentially very powerful. Roll against the skill for the spell being cast. On a standard success the spell goes off as desired for the number of nominal mp expenditure expected. On a failure, the spell fails to go off, but only 1 mp is expended. On a fumble, all of the nominal mp are expended and the results of the spell are completely random: from a huge fizzle to a backlash against the caster, to something completely different than expected. On a special success, the spell goes off as expected by 1 less mp is spent than the nominal amount. This may lead to a minor spell having no cost. On a critical success, the spell goes off as expected but only half the nominal mp are expended, rounding up. For a nominal 1 mp spell, the cost is 0 as with a special. In combat, a magic spell takes 5 DEX + 1 DEX/(nominal/expected mp). Level of success does not affect when the spell goes off in combat.

- Main Page; Griffin Island