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Status: Candidate
Improvised Magic (updated 07/04)
Throw together a spell on the fly. This Magic Action is an open-ended roleplaying that keeps magic very free-form. You can use this Magic Action for minor cantrips, or when nothing else seems to fit. Nearly anything can be accomplished through the use of magic. Improvised spells are works of magic that require the GM and player to work together to describe a working of magic outside the other magic actions. Note that the term "spell" is used in the generic sense and should be replaced by something more thematic and appropriate to your character, such as "incantation", "power word", "prayer", etc. Magic ActionTo cast an improvised spell you must include one or more Traits from your Magic Theme in your turn declaration. You might also choose to include other Traits that assist in magic, or special magic components. Like any action, roleplay the way the character cast the improvised spell and the effect it should produce. Stay in character and use all your creativity, within the character's magic theme. If the spell is a non-trivial "cantrip" the GM assigns a cost in dice that must be paid to attempt the spell. The cost based on the player's description of the spell, as well as any circumstantial factors. The GM is recommended to use old D&D spell levels for this cost. If the improvised spell is successful then the player should attempt to describe the outcome, with the GM collaborating, providing guidance, or making adjustments as necessary. Use your imagination! |