| Legends Roleplaying System | View Login |
| You are here: Stuff of Legend! » Legends Roleplaying Syste » 4. Legends of Magic » | < ^ > | |
|
4. Legends of Magic (updated 2006/06/20)1. Magic Traits 2. Magic Actions 3. Meta-Magic Actions 4. Magic Item Actions
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 Traits1.1. Magic Theme 1.2. Magic Components 1.3. Magic Signature Traits 4. Magic Nodes 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. Here are a few examples of the kinds of Traits you might want to include for your character:
2. Magic Actions (updated 02/08)Barrier, the warding wall Dispel Magic Divination Improvised Magic Magic Attack Magic Defense Magic Healing Magic Sight RULING, the magic of command Supplication 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. Rolling a Fumble (0 Successes) additionally causes you to take a Disadvantage on all magic actions and reactions until the end of your next Turn. The list of Magic Actions below covers the most basic a [ more... ] 3. Meta-Magic Actions (updated 07/03)Create Magic Trigger Maintain Magic Connection Mask Magic Overchannel Magic Ritual Magic Store Spell Underchannel Magic Use Focus These are special "Meta-Actions" that modify another Magic Action taken in the same Turn. For example, you can use Mask Magic to hide another Magic Action or use Overchannel Magic to boost the power of another Magic Action. You may combine multiple Meta-Magic Actions and Magic Actions together. All of the Actions and Meta-Actions must be taken in the same Turn from the same Action Pool. 4. Magic Item ActionsItem Conjuration Summon Transmutation This section contains actions for creating magic and using magic items and constructs such as potions, wands, and golems. Also discussed are rules for transmutation, purifying materials, conjuring items and summoning magical spirits, as these are all closely related. Most magic items are temporary, consumable items. If you want to create a permanent magic items then you should instead create a Legendary Item. |