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Magic System v1

Note that [DRAFT] indicates something I'm still thinking about and are completely un-tested
rules. These rules supplant the schools of magic in ICRPG Core 2e.

Terminology
In this document, certain terms are used to refer to things generically.

The term ​magical effect​, or just ​effect​ is used generically to refer to item effects or magic that
can be cast. Magic that can be cast falls into one of three ​effect categories​, of which there are
three: Spells (INT), Powers (WIS), and Charms (CHA) ​[I have not made up any charms at this
point. This is just a hook that would allow integration of CHA-based magic into the system if
desired. ~nzv]

Anyone can learn how to cast an effect. There are no class or bio-form related restrictions.
There are three main ways an effect can manifest physically - as a scroll, as an item, or through
a Focus.

In this text, the term ​caster​ refers generically to anyone who knows how to craft (see below) a
Focus of any type. Mages and Priests start knowing how to do this. PC's of other classes do
not, and are collectively called ​non-casters​.

Blunders
Per the ICRPG Core 2e, normal BLUNDER rules do not apply to casting rolls. Instead, effects
Backfire when the Attempt roll is a natural 1, and means the caster rolls on the Backfire or Holy
Backfire table as appropriate.

Currently there is no separate Backfire table for CHA Charms (though there should be!).

Scrolls
By default, INT Spells and WIS Powers are gained as loot drops come in the form of Scrolls,
unless otherwise noted in the item description or in the context in which they are dropped.

Scrolls are consumable and can be cast ​once​. A Burn Die is ​not​ used for scrolls cast in this way.
Casting still requires a roll, and the scroll must be EQUIPPED.. Scrolls are consumed - i.e. ​gone
forever​ - if successfully cast, or when an Attempt Backfires, but normal failure to cast does not
consume the scroll (e.g., you probably sneezed when you tried to pronounce "Nikto" ;-P)
Items as Spells
Spells earned as Milestone or Path rewards are normally granted to casters as scrolls, but for
non-casters, such abilities are manifested as a wearable item of some sort, e.g. a ring, a
bracelet, an earring, a locket, etc. The spell can be used over and over again, though the item is
still subject to destruction.

Foci
To reuse an effect over and over, the magic in a scroll must be "transferred" into a ​focus ​- a
receptacle which stores magical effects. Every focus falls into an effect category, which
indicates the types of effects it can store. A ​spell focus​ holds spells, a ​power focus​ holds
powers, and a ​charm focus​ holds charms.

By default, a focus stores 5 effects at the cost of 1 EQUIP slot.

Physically, a focus can be anything - a spell book, a holy symbol, or panpipes might be typical
examples. But, truly a focus can take whatever form. Characters that start the game with a focus
in their possession may choose what form it takes (with GM approval). Otherwise it's the GM will
say what the focus is.

A focus item will have ​one​ of the ​Spell Focus, Power Focus, o
​ r​ Charm Focus​ tags in its
description. The tag may be include a bonus, e.g. ​Spell Focus +3​, which is applies to both the
Attempt and the EFFORT roll of effects cast using that focus, unless otherwise specified in the
item description. Weapons with a ​Focus​ tag do WEAPON damage unless they have a tag that
lets them do MAGICAL damage.

Destroying a Focus
By default, a given focus has one HEART. If damaged, it permanently loses one EQUIP slot per
2 HP damage suffered. Roll randomly to determine the slot. At the outset there are 5 slots, so
just take an unmodified d20 and divide by five, rounding up to choose the 1st slot. Use d4 for
the next one, d6/2, then high/low roll, coin flip, or odds/even roll for the 2nd to last effect.

The effects stored in the destroyed slots are gone forever, and the caster must either
re-research them or find them again. Alternately, the rules for destroyed or lost effects may be
applied if you want to give players an out in a bad situation.
Optional: Destroyed and Lost Effects
Any effect stored in a damaged slot is considered ​destroyed​ if its focus was CARRIED, or ​lost​ if
its focus was EQUIPPED. Destroyed effects are gone forever and can no longer be cast. For
lost effects, however, there is yet hope!

Casting Lost Effects


Lost effects remain in the caster's mind and can still be cast, though from memory. Such an
effect is still EQUIPPED, but does not take an EQUIP slot. Even if the caster unslots the focus
that formerly contained them, the effect remains.

To cast a lost effect, the roll is HARD, and the focus' bonus, if any does not apply. On failure,
the effect is destroyed. Either way, casting this way is very draining, and automatically maxes
the caster's Burn Die, forcing a Burn Check.

Recovering Lost Effects


With time and the correct materials, a caster may attempt to transfer the lost effect into a slot in
another focus, to an empty slot in the damaged focus (if available), or to a scroll.

To do so, make INT/WIS/CHA attempts to accumulate 1 HEART of MAGIC EFFECT, when you
have DAYS of time. The attempts are made at NORMAL difficulty, but on ​any​ failed attempt, the
transfer fails and the effect is lost forever, or at least until the caster finds it again or takes the
effort to learn it.

Crafting Foci
Crafting a focus of in a given category is how one gains access to the magical disciplines, kind
of like Jedi with their lightsabers. A character cannot attune (see "Attunement", below) to a focus
unless they know how to make foci of the same category as the one to which they wish to
attune. So, if a mage finds a power focus, she must first know how to make a power focus,
before she can use the one she found (and then she'll have TWO power foci, yay!). Crafting a
focus of a given category is the barrier to entry, if you want to be considered a caster of that
category's effects.

The GM and player should discuss the nature and design of the Focus before the roll is made.
The GM will decide how much it costs, whether any special side-quests are required, and
whether the default mechanic below is appropriate, or should be modified to better suit the
situation.

Crafting a focus for the first time requires HARD INT/WS/CHA rolls to accumulate double the
number of hearts the completed focus will have. At the GM's option, on any failure, the
accumulated EFFORT dissipates, and the hero must start the process over. OR On a
BLUNDER (per standard ICRPG Core 2E rules), the base item is ruined, and roll on the
appropriate Backfire table.

Characters may receive assistance from a caster who know how to make foci of the desired
effect category - in such a case, the helper first rolls a NORMAL check, and if they succeed, the
hero's next roll is NORMAL. Afterward, the target goes back to HARD again, though the helpful
caster can continue helping on subsequent Attempts. The GM should consider how to work any
fee(s) - money, goods or deeds in kind - this mentor might require for his aid.

Once a character has made a focus for the first time, they can roll NORMAL attempts instead of
HARD attempts. Mages, Priests, and other heroes that start the game with a focus, also start
knowing how to make foci of the relevant type - after all they had to make their foci to finalize
their knowledge. Damaged foci may be repaired, at the GM's discretion, with access to
appropriate materials and tools for crafting foci (in video game terms - you need the right
ingredients and access to a crafting station).

A focus that a character makes for themselves is automatically attuned to the caster after
creation - no attunement roll is needed - see "Attunement", below for more info on this.

Using a Focus
There are 3 things you do with a focus: attunement, casting, and transference.

Attunement
Casters must ​attune​ a focus before it can be EQUIPPED. A caster cannot attune to a focus
unless he knows how to craft foci in the same category (see also "Crafting Foci"). Again, a focus
that a caster has just crafted is attuned during the crafting process, so no roll is necessary to
attune in that case.

The attunement roll is a NORMAL roll vs. Target, and the character needs to accumulate 1
HEART of MAGICAL EFFORT when time matters. When time is not an issue, it's just a simple
check. On a BLUNDER, the caster and the focus both suffer 1d8 MAGIC EFFECT damage,
rolled separately.

An attempt to attune a focus that is attuned to some other caster will reveal that fact, and the
attunement automatically fails. The owner's attunement must first be broken.

Breaking Attunement
A caster may voluntarily break attunement with a focus as a free action with no consequence,
other than the fact that they can no longer EQUIP that focus or cast the effects it holds.
Breaking someone else's attunement to a particular focus normally cannot be done in combat,
though items may grant that ability, or a monster or NPC might be able to do so.

The caster must at least have HOURS of downtime, and must be able to handle the focus in
ritual fashion, meaning that constant physical contact with the focus is not required, necessarily,
but the caster needs "alone time" with it. Within those parameters, what attunement looks like
"on screen" is up to the player. Mechanically, handle this like a standard attunement roll, but the
roll is HARD.

After the old attunement is broken, the caster can attune the item as normal. Note that the
effects the previous caster stored within the focus are not lost.

Casting
Once they've attuned a focus, the caster must EQUIP it to be able to cast any of the magic
effects within. Doing so is just a normal casting roll. Spell Burn and Backlash are A Thing for all
casters who cast from foci.

Transference
To ​transfer​ an effect into a focus is to EQUIP the effect in one of the focus's slots. The focus
must be attuned first, and transference requires downtime of at least a few HOURS. The player
should let the GM know they are transferring the scroll.

No roll is required to transfer spells, however, to transfer magic from one Focus to another, the
caster must attune both Foci.
Casting Mechanics

Rules of Thumb
Spells that affect an area affect a NEAR area by default. Use D&D 5e SRD as a guideline for
area shapes. Unless the shape is defined (implicitly or explicitly) by the mention of a shape in
the name or description of the spell, the area of effect can be shaped by the caster

Boosting Effects [DRAFT]


Casters can make their effects more powerful in various ways by giving them a ​boost.​

To do this, the caster has to expend another action, and cannot move while casting. Casting
rolls are required each time. On the 2nd success, the magic released is boosted in some way
chosen by the caster - see below for suggested boosts.

If a boost doesn't make sense for a given effect, it can't be applied. For example, if a spell
doesn't require a save, then a caster can't make it Hard to Resist.

Suggested Boosts
New ideas for boosts are welcome - players should discuss ideas for such boosts with the GM.

➔ Embiggen: ​Increase either the effect's range or AoE (caster chooses) one distance
category (CLOSE to NEAR, NEAR to FAR, FAR to DISTANT).
➔ Increase EFFORT:​ Double EFFORT dice and bonus (e.g., 1d8+2 becomes 2d8+4)
➔ Lasts Longer:​ Double the spell's duration, if any.
➔ Hard to Dispel:​ ​Counterspell​ rolls against the effect are HARD, or require 1 HEART
EFFORT (caster chooses). Note that ​counterspell's​ cooldown applies, so it works like
this: The caster attempting ​counterspell​ rolls the attempt, applies their EFFORT, and can
make another attempt in d4 ROUNDS as per the spell, and the EFFORT applied on the
previous roll still counts.
➔ Hard to Resist:​ Saves against the effect are HARD.
➔ More Targets:​ The effect applies to 1 additional target.
➔ Summon More:​ The effect summons 1 more creature than it normally would.
➔ Summon Safely:​ Summoned creature is less likely to turn on the caster.
➔ Summon the Best:​ Summoned creature(s) have better stats than normal. Use At Own
Risk. ;)
➔ Distraction-free:​ The spell doesn't require concentration to maintain.
➔ Defensive Casting:​ Do not increment Spell Burn after your casting Attempt.
Odds and Ends
The following are ideas for ways in which loot, monsters, or the environment can impact effect
boosts.

➔ cast & boost with 1 roll (specific spell, or any spell)


➔ apply multiple boosts to an effect by extending the casting to 1 round per boost
➔ apply boosts in TURNS instead of ROUNDS
➔ buff a specific boost
➔ always apply a specific boost
➔ nerf a boost
➔ deny the ability to boost
➔ deny the ability to apply a specific boost
➔ applying a boost takes longer
➔ make counterspelling easier
➔ boosts

Spirits [Draft]
I've been working out a system for conjuring spirits. I've always enjoyed the Shadowrun magic
system, and this is my attempt to bring some of the flavor of its conjuring mechanics into my
game.

Elementals are a specific implementation and will be covered here, hopefully with more added
as time goes by and the torrent flows.

Things I hope to address:

➔ Summoning in different time frames


➔ Default spirit stats
➔ Binding a summoned spirit to service, or to a place.

I'm thinking each different spirit category (elemental, necrotic, nature, fey, celestial, infernal,
draconic, Ogdru) requires its own summoning spell. Maybe even a spell per type within that
category (​summon fire elemental​, ​summon ancestor, summon angel, ​etc.). I'll leave this up to
the GM. These are spells, powers, or charms that any caster could devise or find and transfer
into a focus.

[TODO: identify existing summoning spells in ICRPG Core 2E.]


Spirit Base Stats, Moves, and Qualities
Base spirit stats increase with their Hearts, in a manner similar to Swarms.

FX Success Max Added Spell


Hearts Rolls Actions Damage
Threshold Range/AoE Burn

1 +1 1 BASIC HARD +3 CLOSE 0

2 +2 1 WEAPON HARD NEAR 1

3 +3 2 WEAPON HARD NEAR 2

4 +4 2 MAGIC NORMAL FAR 2

5+ +5 3 ULTIMATE* EASY* DISTANT 3

➔ Hearts​ is obviously the number of Hearts the spirit will have.


➔ Rolls​ is the bonus the spirit gets on all its rolls. Generally this increases by 1 per Heart
the spirit has.
➔ Actions​ is the number of actions it has. Generally calculated as Hearts divided by 2,
rounded UP.
➔ Damage​ is the damage the spirit deals when it attacks. At 4 and 5 Hearts, the GM
should feel free to alter what's in the chart based on the fiction - these are powerful,
powerful spirits!
➔ FX Success Threshold​ is the target the spirit must beat to apply its special effect (FX
for short) to a target. As an example, a 1 Heart fire elemental needs a crit or better on an
attack roll, in order to set its opponent on fire. See "Spirit FX" below.
➔ Max Range/AoE​ is the suggested max range or area of effect to use for DISPERSE
AND REFORM and any other powers the creature might have. For example, these are
used to constrain the reach of an Elemental's SHAPE ELEMENT or ELEMENTAL
ATTACK abilities. For ghosts, this might govern their movement, or their ability to
communicate/possess someone.
➔ Added Spell Burn​ is additional spell burn the caster takes after summoning a spirit of a
given strength. Spell Burn always goes up by 1 - the number in this column is ​added​ to
that, so after summoning a 1-Heart spirit, Burn increases by the normal amount of 1. For
a 5-Heart spirit, a conjuror increments his spell-burn counter by 4. If that causes their
Spell Burn counter to have a value greater than 4, the conjuror immediately rolls their
Burn check and resets the counter to 0.

Moves & Abilities


All spirits can do the following:
DISPERSE and REFORM:​ As its move (or at sufficient levels, as a reaction if the GM sees fit),
a spirit can basically teleport FAR. The nature of the spirit and the environment may constrain
where a spirit can go, or whether it can do this at all. For example, a summoned fey might not
be able to enter ground hallowed by a priest of celestial gods. Conversely, a celestial being may
only be able to manifest on grounds hallowed by priests of the same deity it serves.

ATTACK:​ Deal its damage out to Max Range and/or AoE. Provide narrative to fit the act. The
summoner/spirit can choose whether to apply to a single target or make it an area effect. In
general, ​unless a spirit's description indicates otherwise,​ to affect multiple targets, spirits need to
use an AoE attack affecting all creatures in the area. If the spirit beats its FX Success
Threshold, then apply its Spirit FX, if any (see below.)

DEFEND:​ The spirit may actively defend someone or some thing. This makes the target HARD
to hit, or otherwise grants a +3 armor bonus, whichever is easier to think about in the moment. :)
Optionally, if the attacker against which a spirit is defending fails to beat their EASY target
(Target - 3 or Armor - 3, depending on the target), then apply the spirit's FX to the attacker.

ASSIST:​ The spirit may assist in some task, to which its nature is suited. This could be a menial
task requiring Effort, or the equivalent of research (e.g., DM: "So how do you go about your
research?" PLAYER: "I ask my ancestor spirit, Holds Two Knives, and ask if she might know
anything about these fearsome death hogs.")

IMMUNITY:​ At a minimum, only MAGICAL effort can harm a spirit. Feel free to alter this on a
per-spirit-type basis. Fey spirits might be vulnerable to silver or cold iron, necrotic and infernal
spirits to holy water or other consecrated items, etc.

Conjuring Spirits

Summoning Spells
The summoner must know a spell that allows them to conjure the desired type of spirit. The
basic rule of conjuring spirits is, you get what you pay for.

Conjuration is a casting Attempt based on the caster's primary stat. Spell Burn and Backfire
rules apply. Effort is rolled and accumulated - the conjuror accumulates Effort that translates
one for one to the Hearts the spirit will have. Extra Effort beyond the conjuror's goal, but short of
the next Heart, is discarded. Accumulated Effort is lost on Backfire, but not on a normal failure -
in the latter case, it just takes longer to summon the spirit, which is penalty enough.
For example, to summon a 1-Heart spirit, a conjuror needs 1 Heart of Effort. Let's say a conjuror
rolls 5 Effort one round, then 7 Effort the next, and decides to stop there. The spirit he or she
summons will have 1 Heart, not 12 hit points.

[TODO Conjuration Backfire table!]

Binding Spirits
To get a conjured spirit to do something takes a certain force of personality, so conjuror's have
ways of binding spirits to service, and spirits will only serve for so long before they return to their
home plane. To do this, we use a mix of PbtA and TBH mechanics. Namely, graduated results
based on the Check result, which determines the Usage Die the caster gets to use.

Immediately after the spirit is successfully summoned, the caster should roll+CHA. If the
conjuror beats the HARD Target, the Usage die is d6, otherwise, d4. On a failure, the spirit
shakes its head and leaves, possibly irritated. If the conjuror misses the EASY target, the GM
makes a move.

Of course, the above is just the default way to do it. With very powerful spirits, for example, you
may wish to alter the deal, so to speak - and make your players pray you don't alter it further!
For powerful, intelligent spirits, these creatures have motives and feelings, and arrogant
conjurors might be surprised, or shocked, to find out what happens when their Usage Die runs
out, if the spirit was mistreated or insulted in any way.

Limitations
There are limits to how many spirits a conjuror can bind. Specifically, 1 Heart per point of
whatever casting stat used to summon. So a Mage with total INT bonus of +5 can bind 5 Hearts
worth of spirit, and that's that. This could be one spirit with 5 Hearts, or it could be 5 spirits with
1 Heart each, or combination in between.

Now consider items that enhance the amount of Effort a conjuror can output (exploding
MAGICAL Effort, etc.). It is up to the GM what happens if a caster rolls a crap-ton of Effort and
rolls Hearts over his ability to handle. On the surface, you've 2 choices - the conjuror summons
a spirit that has the caster's stat bonus in Hearts, or the conjuror summons a spirit that is way
more powerful than he/she can handle. Have fun with that!

It's also up to your table what happens if the conjuror has, say, 2 of 5 Hearts of spirit bound
already, and conjures a 4-Heart spirit. Does the caster need to relinquish 1 Heart of bound
spirit? Would that even be possible? What if it's just one 2-Heart spirit already bound?

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