Warlords Of Kruhl 3e EN:Magic: Difference between revisions

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All magic in ''Warlords Of Kruhl'' is either arcane or sacred. Spell casters do not have set spell lists: they can cast any appropriate spell ''if'' they have the power to fuel that spell, and ''if'' they succeed at their skill roll to cast it.
All magic in ''Warlords Of Kruhl'' is either arcane or sacred. Spell casters do not have set spell lists: they can use a standard action to cast any appropriate spell ''if'' they have the power to fuel that spell, and ''if'' they succeed at their skill roll to cast it.


==Arcane Casters==
==Arcane Casters==
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Arcane casters manipulate the raw essence of the universe through a combination of training, education, and inherent ability. The entire spectrum of magical practice is available to arcane casters, with one exception: restoration magic. Arcane casters can't use magic to heal or to restore lost attributes.
Arcane casters manipulate the raw essence of the universe through a combination of training, education, and inherent ability. The entire spectrum of magical practice is available to arcane casters, with one exception: restoration magic. Arcane casters can't use magic to heal or to restore lost attributes.


An arcane caster has Arcane Power, which is an expendable resource used to empower their spells. The character's maximum Arcane Power is equal to their Power Level ×3. The character regains all of their spent Arcane Power after a solid night's rest. They may also regain a partial amount by studying their magical texts and meditating. Once per day, they may recover half of their spent Arcane Power (rounded up) by studying their magical texts and meditating for about an hour.
An arcane caster has Arcane Power, which is an expendable resource used to empower their spells. The character's maximum Arcane Power is equal to their Power Level ×3. The character regains all of their spent Arcane Power after a solid night's rest. They may also regain a partial amount by studying their magical texts and meditating. They may recover half of their spent Arcane Power (rounded up) by studying their magical texts and meditating for about an hour.


==Sacred Casters==
==Sacred Casters==
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A sacred caster has Sacred Power, which is an expendable resource used to empower their spells. The character's maximum Sacred Power is equal to their Power Level ×3. The character regains all of their spent Sacred Power after a solid night's rest. They may also regain a partial amount by studying their religious texts and meditating. They may recover half of their spent Sacred Power (rounded up) by studying their religious texts and meditating for about an hour.
A sacred caster has Sacred Power, which is an expendable resource used to empower their spells. The character's maximum Sacred Power is equal to their Power Level ×3. The character regains all of their spent Sacred Power after a solid night's rest. They may also regain a partial amount by studying their religious texts and meditating. They may recover half of their spent Sacred Power (rounded up) by studying their religious texts and meditating for about an hour.
==Magic In Combat==
Each attack spell is either natural or unnatural.
Spells which create or redirect natural forces, such as fire, water, darkness, and light, are natural attacks. Conventional armor (or a spell which serves a similar purpose) is effective against natural attacks. To make a natural attack with a spell, the caster rolls Thaumaturgy (Presence) or Theology (Presence) and adds their Power level to their roll. Natural attacks are usually opposed with a Hand-to-hand Combat (Brawn) roll or a Ranged Combat (Agility) roll, and the defender may add the rating of their conventional defenses to their roll.
Unnatural attacks are those which affect the target's mind directly, which transform the target in some way, or which affect one of the target's attributes other than Endurance. Conventional defenses are not effective against unnatural attacks: only Magic Resistance (or a spell which serves a similar purpose) is effective against unnatural attacks. To make an unnatural attack with a spell, the caster rolls Thaumaturgy (Presence) or Theology (Presence); the caster does not add their Power Level to their roll. Unnatural attacks are usually opposed with a Magic Resistance (Presence) roll; the defender does add the rating of their conventional defenses to their roll.
In the event magic is used defensively, the caster must first cast the spell successfully.


==The Cost Of Magic==
==The Cost Of Magic==
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By default, a spell:
By default, a spell:


* Requires a '''standard action''' to cast
* Affects a '''single target''', or less than a two meter diameter area
* Affects a '''single target''', or less than a two meter diameter area
* Can '''create an ordinary object''' of mediocre quality, up to 5 kg
* Can '''create an ordinary object''' of mediocre quality, up to 5 kg
* Has a '''brief duration''' (less than a round for combat spells, less than an hour for noncombat spells)
* Inflicts or restores at most '''1 Endurance damage'''
* Inflicts or restores at most '''1 Endurance damage'''
* Has a '''brief duration''' (less than a round for combat spells, less than an hour for noncombat spells)
* Can '''move a 5 kg object''' up to 5 m (but not as an attack)
* Can '''move a 5 kg object''' up to 5 m (but not as an attack)
* Protects against natural attacks
* Has '''hand-to-hand range'''
* Has '''hand-to-hand range'''
* Can cause a noise, odour, taste, image, or other '''simple sensory effect''' (but not as an attack)
* Can cause a noise, odour, taste, image, or other '''simple sensory effect''' (but not as an attack)
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The more aspects a spell has, the greater its cost in Arcane Power or Sacred Power. The number of aspects a spell has is sometimes called its "circle" or "level". Each aspect increases the Arcane Power or Sacred Power cost by 1.
The more aspects a spell has, the greater its cost in Arcane Power or Sacred Power. The number of aspects a spell has is sometimes called its "circle" or "level". Each aspect increases the Arcane Power or Sacred Power cost by 1.


* '''Area:''' spell affects everything within an area (maximum area based on the caster's Power Level)
* '''Area:''' The spell affects everything within an area (maximum area based on the caster's Power Level)
* '''Creation:''' Creates an ordinary object of good quality (maximum mass based on the caster's Power Level)
* '''Creation:''' The spell creates an ordinary object of good quality (maximum mass based on the caster's Power Level)
* '''Damage:''' Spell inflicts +1 Endurance damage, if the spell is successful and if it inflicts at least one point of Endurance damage.
* '''Duration:''' The spell lasts beyond a single round (maximum duration equal to "general effect", based on the caster's Power Level; rounds for combat spells, hours for noncombat spells)
* '''Duration:''' spell lasts beyond a single round (maximum duration equal to "general effect", based on the caster's Power Level; rounds for combat spells, hours for noncombat spells)
* '''Injury:''' The spell inflicts +1 Endurance damage, if the spell is successful and if it inflicts at least one point of Endurance damage.
* '''Motion:''' Move an object to a location (maximum mass and range based on the caster's Power Level)
* '''Motion:''' The spell moves an object to a location (maximum mass and range based on the caster's Power Level)
* '''Penetration:''' The spell is [[Warlords_Of_Kruhl_3e_EN:Actions#Penetrating|penetrating]] (any of the defender’s dice that show a "5" or "6" are re-rolled until each die rolls lower than 5)
* '''Penetration:''' The spell is [[Warlords_Of_Kruhl_3e_EN:Actions#Penetrating|penetrating]] (any of the defender’s dice that show a "5" or "6" are re-rolled until each die rolls lower than 5)
* '''Range:''' Spell has range beyond hand-to-hand (maximum range based on the caster's Power Level)
* '''Protection:''' The spell grants protection against natural and unnatural attacks
* '''Salvo:''' spell affects multiple people simultaneously (maximum number of targets equal to "general effect", based on the caster's Power Level)
* '''Range:''' The spell has range beyond hand-to-hand (maximum range based on the caster's Power Level)
* '''Sensation:''' Creates a convincing illusion with all associated sensory effects (maximum area based on the caster's Power Level)
* '''Salvo:''' The spell affects multiple people simultaneously (maximum number of targets equal to "general effect", based on the caster's Power Level)
* '''Summoning:''' Spell summons a creature to aid the caster (maximum attributes of creature equal to "general effect", based on the caster's Power Level)
* '''Sensation:''' The spell creates a convincing illusion with all associated sensory effects (maximum area based on the caster's Power Level)
* '''Travel:''' Move a person or creature to a location (maximum range based on the caster's Power Level)
* '''Summoning:''' The spell summons a creature to aid the caster (maximum attributes of creature equal to "general effect", based on the caster's Power Level)
* '''Unnatural:''' Spell has a result that does not occur in nature
* '''Travel:''' The spell moves a person or creature to a location (maximum range based on the caster's Power Level)
* '''Utility:''' Spell has an otherwise ordinary effect that would take a person or persons with proper tools and training more than an hour to accomplish
* '''Unnatural:''' The spell has a result that does not occur in nature
* '''Utility:''' The spell has an otherwise ordinary effect that would take a person or persons with proper tools and training more than an hour to accomplish


If the aspect of the spell is greater than 0 (before any reductions for technique, below), the spell always requires a skill roll to cast. The spell is either resisted by the intended target, or it is a remarkably difficult (DV 6) task when the target is not a person or creature.
If the aspect of the spell is greater than 0 (before any reductions for technique, below), the spell always requires a skill roll to cast. The spell is either resisted by the intended target, or it is a remarkably difficult (DV 6) task when the target is not a person or creature.
When the target is a person or creature, the target's defense roll is either Hand-to-hand Combat, Ranged Combat, or Magic Resistance. Every person and creature automatically has the Magic Resistance skill. Magic Resistance is the skill used for defending against unnatural attacks (those which do not inflict ordinary Endurance damage). Magic Resistance is usually based on Presence. Unlike other skills, characters may not buy expertise with Magic Resistance (however, some creatures have it naturally).


===Techniques===
===Techniques===
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Each technique used reduces the cost of the spell by 1 Arcane Power or Sacred Power. The cost in Arcane Power or Sacred Power can be reduced by up to half (rounded in the character's favour, to a minimum of 1).
Each technique used reduces the cost of the spell by 1 Arcane Power or Sacred Power. The cost in Arcane Power or Sacred Power can be reduced by up to half (rounded in the character's favour, to a minimum of 1).


* '''Ritual''' (2d6 * 10 minutes)
* '''Contagion:''' The caster has an item important to the target, or a part of the target itself
* '''Uncommon materials''' (materials one does not normally have at hand, which are consumed by the casting of the spell)
* '''Focus:''' The caster holds a wand, staff, amulet, holy symbol, or other obvious object
* '''Gestures and incantations''' (impossible to conceal the casting of the spell)
* '''Invocation:''' The caster makes elaborate gestures and recites magic phrases
* '''Personal focus''' (wand, staff, amulet, holy symbol)
* '''Ritual:''' The caster spends 2d6 * 10 minutes to cast the spell
* '''Sacrifice''' (an animal... usually)
* '''Sacrifice:''' The caster ceremoniously kills an animal... usually
* '''Contagion''' (an item important to the target, or a part of the target itself)
* '''Material:''' The caster uses materials one does not normally have at hand, which are consumed by the casting of the spell
 
==Magic In Combat==
 
Each attack spell is either natural or unnatural.
 
Spells which create or redirect natural forces, such as fire, water, darkness, and light, are natural attacks. Conventional armor (or a spell which serves a similar purpose) is effective against natural attacks. To make a natural attack with a spell, the caster rolls Thaumaturgy (Presence) or Theology (Presence) and adds their Power level to their roll. Natural attacks are usually opposed with a Hand-to-hand Combat (Brawn) roll or a Ranged Combat (Agility) roll, and the defender may add the rating of their conventional defenses to their roll.


==Example Spells==
Unnatural attacks are those which affect the target's mind directly, which transform the target in some way, or which affect one of the target's attributes other than Endurance. Conventional defenses are not effective against unnatural attacks: only Magic Resistance (or a spell which serves a similar purpose) is effective against unnatural attacks. To make an unnatural attack with a spell, the caster rolls Thaumaturgy (Presence) or Theology (Presence); the caster does not add their Power Level to their roll. Unnatural attacks are usually opposed with a Magic Resistance (Presence) roll; the defender does add the rating of their conventional defenses to their roll.


===Stink Bomb===
In the event magic is used defensively, the caster must first cast the spell successfully. Like all unopposed spells, the caster must succeed at a remarkably difficult (DV 6) Thaumaturgy (Presence) or Theology (Presence) roll, and spend the appropriate amount of Arcane Power or Sacred Power. For the duration of the spell, the caster adds their Power level to their relevant defense rolls.


==Example Spells==





Revision as of 12:09, 13 April 2021

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All magic in Warlords Of Kruhl is either arcane or sacred. Spell casters do not have set spell lists: they can use a standard action to cast any appropriate spell if they have the power to fuel that spell, and if they succeed at their skill roll to cast it.

Arcane Casters

Arcane casters manipulate the raw essence of the universe through a combination of training, education, and inherent ability. The entire spectrum of magical practice is available to arcane casters, with one exception: restoration magic. Arcane casters can't use magic to heal or to restore lost attributes.

An arcane caster has Arcane Power, which is an expendable resource used to empower their spells. The character's maximum Arcane Power is equal to their Power Level ×3. The character regains all of their spent Arcane Power after a solid night's rest. They may also regain a partial amount by studying their magical texts and meditating. They may recover half of their spent Arcane Power (rounded up) by studying their magical texts and meditating for about an hour.

Sacred Casters

Unlike arcane casters, sacred casters do not rely on education or training. Sacred casters channel the power of their god or gods (or in the case of druids, the primal power of nature itself) to perform miracles. Sacred casters focus on the spheres of influence of their gods, and are not able to cast spells which would directly undermine their gods' authority or importance.

A sacred caster has Sacred Power, which is an expendable resource used to empower their spells. The character's maximum Sacred Power is equal to their Power Level ×3. The character regains all of their spent Sacred Power after a solid night's rest. They may also regain a partial amount by studying their religious texts and meditating. They may recover half of their spent Sacred Power (rounded up) by studying their religious texts and meditating for about an hour.

The Cost Of Magic

The more complex the spell, the more it drains the caster's reserve of magical power. However, it is possible to reduce that cost, up to a point.

Aspects

By default, a spell:

  • Requires a standard action to cast
  • Affects a single target, or less than a two meter diameter area
  • Can create an ordinary object of mediocre quality, up to 5 kg
  • Has a brief duration (less than a round for combat spells, less than an hour for noncombat spells)
  • Inflicts or restores at most 1 Endurance damage
  • Can move a 5 kg object up to 5 m (but not as an attack)
  • Protects against natural attacks
  • Has hand-to-hand range
  • Can cause a noise, odour, taste, image, or other simple sensory effect (but not as an attack)
  • Has a result that is found in nature
  • Has an otherwise ordinary effect that would take a person with proper tools and training less than an hour to accomplish

A spell of this kind is called "petty magic" or a "cantrip". Petty magic does not require a skill roll unless the target is a person or creature, and it does not cost Arcane Power or Sacred Power.

The more aspects a spell has, the greater its cost in Arcane Power or Sacred Power. The number of aspects a spell has is sometimes called its "circle" or "level". Each aspect increases the Arcane Power or Sacred Power cost by 1.

  • Area: The spell affects everything within an area (maximum area based on the caster's Power Level)
  • Creation: The spell creates an ordinary object of good quality (maximum mass based on the caster's Power Level)
  • Duration: The spell lasts beyond a single round (maximum duration equal to "general effect", based on the caster's Power Level; rounds for combat spells, hours for noncombat spells)
  • Injury: The spell inflicts +1 Endurance damage, if the spell is successful and if it inflicts at least one point of Endurance damage.
  • Motion: The spell moves an object to a location (maximum mass and range based on the caster's Power Level)
  • Penetration: The spell is penetrating (any of the defender’s dice that show a "5" or "6" are re-rolled until each die rolls lower than 5)
  • Protection: The spell grants protection against natural and unnatural attacks
  • Range: The spell has range beyond hand-to-hand (maximum range based on the caster's Power Level)
  • Salvo: The spell affects multiple people simultaneously (maximum number of targets equal to "general effect", based on the caster's Power Level)
  • Sensation: The spell creates a convincing illusion with all associated sensory effects (maximum area based on the caster's Power Level)
  • Summoning: The spell summons a creature to aid the caster (maximum attributes of creature equal to "general effect", based on the caster's Power Level)
  • Travel: The spell moves a person or creature to a location (maximum range based on the caster's Power Level)
  • Unnatural: The spell has a result that does not occur in nature
  • Utility: The spell has an otherwise ordinary effect that would take a person or persons with proper tools and training more than an hour to accomplish

If the aspect of the spell is greater than 0 (before any reductions for technique, below), the spell always requires a skill roll to cast. The spell is either resisted by the intended target, or it is a remarkably difficult (DV 6) task when the target is not a person or creature.

Techniques

Each technique used reduces the cost of the spell by 1 Arcane Power or Sacred Power. The cost in Arcane Power or Sacred Power can be reduced by up to half (rounded in the character's favour, to a minimum of 1).

  • Contagion: The caster has an item important to the target, or a part of the target itself
  • Focus: The caster holds a wand, staff, amulet, holy symbol, or other obvious object
  • Invocation: The caster makes elaborate gestures and recites magic phrases
  • Ritual: The caster spends 2d6 * 10 minutes to cast the spell
  • Sacrifice: The caster ceremoniously kills an animal... usually
  • Material: The caster uses materials one does not normally have at hand, which are consumed by the casting of the spell

Magic In Combat

Each attack spell is either natural or unnatural.

Spells which create or redirect natural forces, such as fire, water, darkness, and light, are natural attacks. Conventional armor (or a spell which serves a similar purpose) is effective against natural attacks. To make a natural attack with a spell, the caster rolls Thaumaturgy (Presence) or Theology (Presence) and adds their Power level to their roll. Natural attacks are usually opposed with a Hand-to-hand Combat (Brawn) roll or a Ranged Combat (Agility) roll, and the defender may add the rating of their conventional defenses to their roll.

Unnatural attacks are those which affect the target's mind directly, which transform the target in some way, or which affect one of the target's attributes other than Endurance. Conventional defenses are not effective against unnatural attacks: only Magic Resistance (or a spell which serves a similar purpose) is effective against unnatural attacks. To make an unnatural attack with a spell, the caster rolls Thaumaturgy (Presence) or Theology (Presence); the caster does not add their Power Level to their roll. Unnatural attacks are usually opposed with a Magic Resistance (Presence) roll; the defender does add the rating of their conventional defenses to their roll.

In the event magic is used defensively, the caster must first cast the spell successfully. Like all unopposed spells, the caster must succeed at a remarkably difficult (DV 6) Thaumaturgy (Presence) or Theology (Presence) roll, and spend the appropriate amount of Arcane Power or Sacred Power. For the duration of the spell, the caster adds their Power level to their relevant defense rolls.

Example Spells