Difference between revisions of "Wisrtum:Meta-RPG-Info/Guidlines for porting Wisrtum's Magic to RPG-Systems in a Nutshell"

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* The few people that have formal Psionic training are from various monastic orders. Though a few exist on Wisrtum without this background.
 
* The few people that have formal Psionic training are from various monastic orders. Though a few exist on Wisrtum without this background.
 
* An even fewer number of characters exist with Psionic talent, and formal training who are ''not of this world''.
 
* An even fewer number of characters exist with Psionic talent, and formal training who are ''not of this world''.
 
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[[Category:Wisrtum]]
{{Category:Wisrtum}}
 

Latest revision as of 21:42, 6 July 2006

In an attempt to keep the feel of magic similar, even between RPG systems, an overview of how magic should work in Wisrtum has been compiled. Magic on Wisrtum has its own unique feel, which should not be too hard to port. Some RPG systems will have an easier time dealing with the mechanics of how magic works in Wisrtum than others.

Mages[edit]

  • Mages cast spells using whatever mechanic is normal, default, or whatever method the GM prefers in the target system.
  • Mages cast arcane magic, in most parts of the world, others don't.
  • Magical potential is from ambient mana in a given area.
  • Most of the world has a "normal" mana level, meaning arcane casters do not suffer any extra penalties for casting spells.
  • The geography of Wisrtum includes ley-lines. Such ley-lines are areas where arcane spell-casters may cast spells to greater effect. This may be a bonus to the spell's effective skill, improved effect, or similar within the constraints of the target system.
  • Areas where ley-lines meet are called mana geysers. In addition to arcane spell-casters having the benefit of being on a ley-line they also are able to cast more spells than usual. This is highly system-dependent and may include the use of extra "spell-points" or "spell-slots", etc.
  • The ability of a mage to cast extra spells in a mana geyser-zone comes at a fixed rate over time, per the description of the individual geyser.
  • Some areas, called various names such as mana sand-barge or mana sink-holes make magic more difficult to cast. This represents a lower mana level, and means that mages attempting to cast spells do so at significant penalty.
  • A few areas make the casting of spells impossible. These areas are called mana dead-zones or anti-magic zones.
  • Some areas have "aspected" mana. That is, they are more conducive to a certain kind of spell than others. The kinds of spells these zones amplify or retard are usually generic enough for the GM to make an easy call as to what is affected by these zones. Examples include "Healing spells" "combat spells" "death" or "necromantic" spells, etc which may be more or less effective in such areas.
  • It is possible for a mage, or group of mages to temporarily decrease or exhaust the mana in a localized area. The kind of magic-use that would have this effect is entirely up to the GM an exists as a tool for game balance.

Clerics[edit]

  • The cleric's god determines his list of available spells.
  • Religion on Wisrtum is politically charged, adherents of one faith usually will not cast spells for the followers of another. Also, many faiths are sectarian, and even within a faith getting things done may prove difficult.
  • Clerical magic is a gift of the gods. As such, mana levels rarely, if ever, have any interaction with a clerics ability to cast divine spells.
  • Clerical spells have no prerequisite spells, unless the target system dictates otherwise; though material components are a separate issue.
  • Clerics have to worry about sancticity, or the degree of dominion the cleric's god has over a given area.
  • Most areas have normal sanctity. That is, clerics may use their spells without extra penalty.
    • Areas strongly connected to their god increase the santicity giving a bonus to the caster's roll, or to the result of the spell (but not both).
    • Areas highly connected to their god, such as the inner sanctum of an important temple have even higher levels of sancticity and have even larger bonuses to the above.
    • Areas with a strong opposition to the caster's god, such as a rival god's temple impose a stiff penalty for casting spells, or strongly limit the results of a successful cast (but not both).
    • Areas highly attune to an enemy god's completely inhibit the ability of a cleric to cast spells in that place.
    • Some relics increase the functional level of santicity for the cleric bearing the relic (or within a radius specified by the relics description). That is, a cleric may take a powerful relic into the inner sanctum of an enemy god's temple and still cast divine spells. The level of sancticity the relic bestows will be in the item's description.

Psionics[edit]

  • Psionics are rare, and are therefore a completely optional part of Wisrtum.
  • Most characters in Wisrtum with Psionic talent only have access to a small number of abilities. That is, they are wild talents or whatever the target system calls such characters.
  • The degree to which Psionics interact with arcane magic, and clerical spells is determined by the target system, or the GM's will.
  • The few people that have formal Psionic training are from various monastic orders. Though a few exist on Wisrtum without this background.
  • An even fewer number of characters exist with Psionic talent, and formal training who are not of this world.