Negima: High School Magical Custom

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Magic Points

Magic points are a reserve of energy some people have within themselves that allows the casting of magic. The size of such reserves vary by indivdual and are not necessarily linked with his or her spellcasting skill; an untrained but gifted mage might have huge reserves, while a skilled caster might only be able to get a few spells off before being exhausted. This is represented by the advantage Benefit: Magic Power, granting the the character 10 magic points per rank. Having any ranks of this ability designates the character as a mage for pactio purposes (though he may not realize it). Abilities may use magic points with the Depletion flaw (Flat, -2 points per rank). This flaw drains 5 magic points for an instant ability, 1 point per round for a continuous ability in combat, or 1 point per 5 minutes for a continuous ability outside of combat.

Spells

Generally speaking, magic spells (regardless of tradition) have several things in common: They require magic points (Using the above deplete flaw), they must be spoken aloud (Using Quirk: Incantation, for a flat -1 point), and they can be disrupted by anyone in melee with the mage as a reaction (Using Quirk: Stoppable, for -2 cost) . As compensation, these spells may exceed the normal power level restriction by 2. Spells without incantations are possible, but difficult. Such abilities still require magic points, but do not require the incantation or stoppable flaws. They are limited to power levels normally.

Pactio Contract

Forming a pactio contract creates a pactio card, with a picture of the Partner as well as their name and the virtue that best describes them. The mage may freely make copies of this card with only a thought. Using copies of the card, the mage and partner may communicate telepathically as a free action. This ability is inclusive to the pactio and costs nothing. The Mage may take an ability to teleport the partner to him at any time as a standard action, at the cost of one point (Rank 1, Limited to Extended, Medium: Partner only). Pactio contracts have further benefits divided into two parts, empowerment and artifacts

Empowerment

By transferring magic power, the mage is able to greatly increase the Partner's physical abilities. This commonly results in bonuses to strength, stamina, agility, dexterity, and fighting abilities, as well as possibly the leaping, protection, and speed powers. Other bonuses are possible but should be limited to direct physical boosts. The mage may activate the empowerment as a free action. This power must always have at least one rank of the deplete flaw; however the magic points are depleted from the mage's pool rather than the partner's.

Artifacts

As a benefit of the pactio, the partner receives a magical artifact that suits his or her personality and abilities and may be summoned as a free action without requiring the power or permission of the mage. Because it can be resummoned if lost or damaged it is treated as a normal power rather than a device. Artifacts possess a wide range of powers, and may or may not be combat focused. Unconventional concepts are highly encouraged.

Starting with a Pactio

Players may freely choose to start in a pactio with another PC, if both agree. If a Player wishes to start in a pactio with an NPC, they must take the minion advantage. This also means they have complete control over the minion's design and background, and he/she will be completely loyal to them. Once the game has started, Players will be freely able to create (or end) pactios with other players or NPCs.

Pactio Brokers

The magic circle needed to form a pactio is a fairly simple ritual. A mage may take it simply by buying the Advantage "Benefit (Pactio Broker) for themselves at a cost of 1 point, or if a player elects to take a familiar as a minion they may have them take it (useful, as one can't broker a pactio for oneself).

Alternate effects

Alternate effects is something I didn't really like about M&M2e, since I feel it encourages gaming the system and also trivializes a lot of non-combat oriented powers. I'm not going to strip out such a major part of the system, but I would like it treated with a light touch.