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4. Legends of Magic (updated 2006/06/20)1. Magic Theme 2. Principles of Magic 3. Magic Actions 4. Advanced Magic Actions 5. Magic Signature Traits
Magic is a fantastic opportunity for imagery and descriptive roleplaying. This magic system is an expansion that embodies the spirit of Legends--there are just a few flexible rules that enable rather than restrict your imagination. Legends of Magic is a supplement for the Legends System. It is possible to play the game without this supplement, or for the GM to replace Legends of Magic with a magic system of his own design. The basic rules of Legends allow for free-form use of magic, with no restrictions on what magic can do, only how you determine whether or not it worked. The term "Magic" is used to indicate any sort of supernatural power, and in the broadest sense a "magic spell" is any kind of magical activity. Arcane wizard spells, priestly miracles, psychic projections, or the innate abilities of a mythic beast are only a few examples of magic. While your character might not necessarily call what he does "magic" or the act of using magic a "spell", the rules use these terms consistently to improve readability. 1. Magic Theme (updated 2006/06/18)Baal'Shem, Dragon Priest Black Wizard Hermetic Magus Wolf Shaman Just as characters who are warriors have traits dealing with arms and warfare, characters who have magic have Traits that describe their magical abilities. For example a Black Wizard might have a variety of Traits that describe his various spells and arcane skills, arcane knowledges, pacts with astral beings. These Traits define the way his magic works, the things he can do with his magic, and ultimately shape the way the character perceives the world. The list of magic-related traits is likely to grow over the course of the game as the character gains knowledge and power. This organic collection of Traits referred to as the character's "Magic Theme". Like everything else in Legends, the rules for using magic are simple and generic, with most of the detail provided by the player roleplaying within his character's Magic Theme. For example, the types of spells that a Black Wizard casts and the way he casts them is completely different than a Wolf Shaman, but the basic rules (declare Traits, roll dice) are the same. Since the Traits also function as normal Traits, there is no need to skimp and attempt to describe your magic with only a few Traits. You may even want to write a few paragraphs in your character legend to add more details. A few sample magic themes follow, and your GM may have a list of magic themes for his campaign. [ more... ] 2. Principles of MagicDefending Against Magic Magic Components Magic Nodes Maintained Magic Overchanneling Ritual Magic Spell Books and Scrolls Spell Mastery This section lists some of the essential principles of using magic. These form the foundation for the Magic Actions. 3. Magic Actions (updated 02/08)Dispel Magic Divination Magic Attack Supplication Ward (Magic Defend Action) The list of Magic Actions contains common magical activities, such as healing, warding off magic, dispelling ongoing magic, or attacking foes. These are based on the Principles of Magic. In most ways Magic Actions are no different than normal Actions from the basic rules. The player roleplays what the character will attempt to do, declares a Trait Trio, and rolls dice. The player should make it a point to roleplay within the character's Magic Theme and draw most of the Traits from the Magic Theme. If the action is successful then the player should attempt to describe the outcome, with the GM collaborating, providing guidance, or making adjustments as necessary. Unlike mundane Actions, however, most Magic Actions cost 1 Drain to attempt, because they wear down the character's supply of magic energy. The list of Magic Actions below covers the most frequent uses of magic. For anything else see the section on Improvised Magic. 4. Advanced Magic ActionsConjure Mask Magic Store Spell Summon Additional magic actions beyond the basics. 5. Magic Signature Traits (updated 2006/06/18)MAGIC TALISMAN RITUAL FOCUS SPELL ABSORPTION The following Signature Traits are useful for practicioners of magic of any kind. Note that none are actually required to use magic--only to use magic well. The standard Magic Actions are extremely limited without certain magic Signature Traits. |