Magic

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Revision as of 15:18, 10 January 2008 by 121.45.42.62 (talk)
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The magic system in torglike can also be seen as an ORE variant.

Founding principles

  1. Magic should be fun and easy to use.
  2. Spellcasters should be able to cast as many spells as they want (and this can be kept in check with a risk/reward system)
  3. Including torg concepts such as backlash, axioms, etc

In torglike, spellcasters roll their dicepool (Spellcasting) to determine whether they have successful cast a spell. If successful, then the width determines the degree of success of the spell. If the spell fails, then the spellcaster has a -1d penalty to all future spellcasting rolls (until the caster has rested/meditated). This penalty increases by an additional -1d for every successive failed spellcasting roll. eg. a spellcaster with 7 dice pool fails at casting a magic missile. From now on, his dice pool is 6. He next tries to cast a fireball with 6 dice pool, and succeeds. His dice pool stays at 6. If he then fails at casting a sleep spell, his dice pool would now be 5. After resting for the night, the spellcaster's dice pool resets to 7. (with this system , there is no need for a mana mechanic or fixing the number of spells that can be cast per day. Also, the spells with the greatest effect (greatest width), are spells cast when the spellcaster is his freshest. As he casts more spells in a day, his chance of success lessons, as well as the strength of his spells. i.e. unsuccessfully casting spells is fatiguing).




Modifiers taking your time - +2d