Nova Magik.pdf

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Magik
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magik
For the Nova game engine
magik
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The power of Witchcraft for Nova
Written by George Chatzipetros
Contact me at neonblue@GameBox.net
Rules for sorcery and
magical workings,
character creation for
wizards and other
magic-using characters
and a legion of spells.
Contact me at neonblue@GameBox.net
Download new sourcebooks and updates at
Download new sourcebooks and updates at
http://members.xoom.co
http://members.xoom.com/sidhe7
m/sidhe7
No, this game is not Satanic
No, it does not promote the ritual sacrifice
No, it does not promote the ritual sacrifice
of siblings or fellow citizens (did I forgot
of siblings or fellow citizens (did I forgot to
to
mention parents?)
No, you will not burn in hell if you read it
No, you will not burn in hell if you read it
Yes, I do like to role
Yes, I do like to role-play
play
Written by George Chatzipetros
Contact me at neonblue@GameBox.net
Download new sourcebooks and updates at
http://members.xoom.co
No, this game is not Satanic
No, it does not promote the ritual sacrifice
of siblings or fellow citizens (did I forgot
mention parents?)
No, you will not burn in hell if you read it
Yes, I do like to role
play
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Contents
The ancient craft………..4
Magick………………………..4
Realms………………………..4
Casting………………………..4
The toll……………………….6
Autonomous…………………7
Powered……………………...7
Awakening……………………7
Experience…………………….8
Gifts…………………………...8
Drawbacks……………………9
Spells…………………….10
Necromancy………………...36
Nethermancy……………….38
Obedience…………………..40
Opthalmomancy…………...42
Prescience…………………...44
Pyromancy………………….46
Rejuvenation………………..48
Theriomancy………………..50
Spells…………………….10
Aeromancy…………………..11
Alchemy……………………...13
Ambience…………………….15
Botanomancy………………..17
Druidism……………………..19
Ethermancy………………….21
Fortification…………………23
Gaiomancy………………….25
Geomancy…………………..27
Haemomancy……………….28
Hydromancy………………..30
Magery………………………32
Morphing……………………34
Contents
The ancient craft………..4
Spells…………………….10
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4
The Ancient Craft
agic is a favorite theme of role-
playing games, appearing in a great
variety of genres, from light fantasy
to far-future games. This is not
strange, since role-playing is a way of
escaping for a brief time from reality
and magic is one of the things our
reality lacks.
When researching literature,
one can see that every author of a
fantasy work handles magic in a dif-
ferent way. Although there are com-
mon points from book to book,
there is no universal prototype.
There shouldn’t be after all, as magic
isn’t a universal principle like gravity
but something completely unreal and
fictitious, therefore diverse.
because magic is so diverse
and different, the game mechanics
need also to be very flexible and ad-
justable. They rules below may seem
complicated but they are made to
suit a wide variety of game settings.
over magic. With greater Magick,
someone can use magic more effi-
ciently or cast more powerful spells.
Magick is determined by a
character’s intelligence and wisdom.
It is the average of the character’s
Intellect and Insight dice. This
amount may be modified by the race
of the character, if you decide that
some races are more magically in-
clined than others. For example, a
common concept in fantasy RPGs is
that elves are good magicians
whereas dwarves prefer to have little
or no dealings at all with magic. You
might award one extra point of
Magick to elven characters and halve
the Magick of dwarven characters.
In general, use the side table
to decide upon racial modifications
to Magick.
Everyone with a Magick rating
greater than zero can learn to cast
magic. This is good if everyone can
work magic in your game. In most
games however, only a special cate-
gory of people can use magic. These
people are said to have their Magick
rating “awakened”
Magick modifier
Description
+2
Members of this race have extraordinary magical power
from the moment they’re born. Magic literally flows in
their veins.
++1
This race is more magically inclined than others and pro-
duces magicians of great talent.
-1
Members of this race have traditionally little talent in
magic, although individuals may break this rule.
x 1/2
This race naturally has very little talent in magic. Magic-
users will be rare and lesser in power than those of other
races.
x 0 (no Magick) Members of this race are born without any natural magical
talent at all. They lack the power and ability to use magic
and can never wield such a power.
fect.
But who has his Magick rating
awakened? In game terms, only
those characters that chose some spe-
cial gifts during character creation.
These gifts are described below and
only one may be taken by a charac-
ter.
Magical knowledge (15 points):
Magical talent (6 points): The charac-
ter possesses some limited magical
ability which spans only a few spells
and sorcerous techniques.
Magick
Magical knowledge (15 points): The
character is a true mage with knowl-
edge that extends to many different
techniques and spells. The cost of this
Realms
Magick is a new secondary attribute,
like Stamina or Defense, that meas-
ures someone’s power and control
“awakened”, ie being able to
use it consciously to invoke some ef-
Magic is a primal force. Its use to ac-
complish something specific is called
a spell. There are lots of possible
Magic
agic
Magick modifier
+2
++2
+1
+1
x 0 (no Magick)
gift may be great but it doesn’t count
against the 10-point limit of gifts.
Magical talent (6 points):
Magical talent (6 points):
Magical knowledge (15 points):
Magick
Magic is a primal force.
“awakened”
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spells but if someone examines them
closely, he’ll discover that many
spells have a similar purpose or prin-
ciple of function. Similar spells are
categorised in divisions called
Realms.
points if he has the magical talent
one. These points aren’t used like
skill dice. Each of them increases the
realm’s rating by one. It is recom-
mended that the GM imposes a 2-
point increase limit during character
creation. Magicians can always learn
more magic later in the game and a
mage with a rating of 3 in a realm
would be too powerful for a starting
character.
For the casting roll to be suc-
cessful, the character must accumu-
late a number of successes at least
equal to the Effort
Realm rating
Target number
1
6
Effort rating of the spell.
Extra successes over the Effort may
serve to increase the spell’s potency.
So, the casting successes begin at one
if the sorcerer equals the Effort of the
spell and increase for every extra suc-
cess. This way, Effort determines the
difficulty of the spell. The more pow-
erful a spell is, the greater its Effort.
The Effort of all spells can be
modified to reflect the potency of
magic in your campaign. Is magic an
all-powerful force, the might of gods
in your campaign. Then, you should
lower the Effort of all spells by one
point to make more powerful spells
accessible to more magicians. Would
you like a world in which magic is
less powerful but still present (like in
the works of Tolkien)? Then you
should increase Effort by one or two
points. This will make the casting of
spells much more difficult and can
also deny the magic-users of some of
the most powerful spells.
A character needs to have a
rating in the appropriate realm at
2
5
Realms.
Realms are in essence group-
ings of spells. A magician who pos-
sesses knowledge of a realm has ac-
cess to a broad range of spells inside
it. Of course, you may choose not to
use the realm system and decree that
a magician must learn each spell
separately, particularly if your cam-
paign will be a low-magic one. Or
you could have the character know
say, half of a realm’s spells and re-
search the others one by one.
Every realm is a skill in that it
has a rating of one to four. Any simi-
larities stop there however. A realm’s
rating isn’t used as a skill neither is it
increased as a skill. During character
creation, the player doesn’t use skill
generation dice to learn realms of
magic.
During character creation, a
character should get 7 points to dis-
tribute among realms of magic if he
has the magical knowledge gift or 2
3
4
4
3
least lower by one than a spell’s Ef-
fort to even attempt the casting roll.
A magician with a rating of one in a
realm simply can not cast spells with
Efforts greater than two.
What happens when a magi-
cian scores a critical failure in a cast-
ing roll? A general rule of thumb
would be to reduce his Magick by
one (to a minimum of one [or even
zero, this is an interesting idea which
can spice up your campaign with sor-
cerers that lost their power and seek
a way to get it back]) until he suc-
cessfully casts a spell having the
maximum Effort his realm rating can
handle (eg for a magician with rating
one this will be Effort 2).
Along with this rule or instead
of it you may want to use other bad
effects depending on the flavor you
Casting
ower to take
shape and have a specific effect is
something that requires time and
concentration. As with many things
in life, magic will not always succeed
even when attempted by someone
very proficient in its use.
To succeed in casting a spell, a
character must make a successful cast-
ing roll. This roll uses a number of
dice equal to the Magick rating of
the character. The t#s of the roll are
determined by the character’s rating
in the particular realm, as shown in
the side table. All of the dice have
the same t#.
ower
Effort
Realms.
Forcing your magical p
Forcing your magical power
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