[note: these rules are based very heavily on a post to GMAST-L in 1990 by
Clay Luthor, the remainder is copyright 1995 by Mark Damon Hughes]
All magic, even that of priests, requires the Gift of Magic to cast. At
most 5% of Humans have the Gift (certain races, notably Elves, have the Gift as
a racial characteristic; others, such as Trolls, can never have the Gift). Not
all of those with the Gift train it, but they are capable of learning magic.
The Gift cannot be gained after character creation.
Magic is learned in different philsophies, such as Word Magic, Rune Magic,
Spellsinging, Chanelling, etc. No spell-user can have more than two
philosophies of magic (thus, a Priest/Air Elementalist is possible, but he
could not then add Elemental Fire).
Most spell-users should purchase the Knows own True Name perk and some
Mystic Power Defense. This Power Def can be increased with experience. All of
the spell-users have Detect Magic - every use of this ability costs 1 point of
Long-Term Endurance. The maximum range is 40", with the standard range
penalty, and a bonus of +1 for every 10 active points in the spell being
detected. Chanelling spell-users can not improve their activation roll for
Detect Magic, unless they beseech their god for a spell to detect magic.
10 Perk: Gift (only those with the Gift can ever cast magic).
1 Perk: Knows own True Name.
1 Perk: Legal right to give True Names (only those with the Gift can
actually give a valid True Name).
_______________________________________________________________________________
Realms:
There are three Realms of power: Essence, Chanelling, and Mentalism (also
called Psionics).
Word Magic, Rune Magic, Elementalism, Spellsinging, and Alchemy are all
philosophies in the realm of Essence. The philosophies of Priests, Druids, and
Witchcraft are in the realm of Chanelling. The philosophy of Mentalism is in
the realm of Mentalism.
All Essence magic has the following rules in common:
All magic is built using a multipower.
All slots must be multi - ultra slots are not allowed.
An Essence user may have up to (EGO/5) powers active at any one time.
All spells require a skill roll (usually INT-based).
All magic powers must cost the mage something to cast - nothing can
ever be done for free. This does not necessarily imply an END
drain; Focus, Charges, and Side Effects are also acceptable.
All magic takes at least a half-phase to cast.
Chanelling magic has the following rules:
All magic is built in a variable power pool.
A Chanelling user may have any number of powers active at any one time.
No skill roll is required.
All spells must be bought at 0 END cost or with charges.
The power pool represents the Priest's ability to call upon the power
of his god to perform a miracle. Priests can only do the asking,
or grovelling as the case may be, the gods do the rest. If the
Priest is not in the god's favor, the spell will be denied.
(Religious Restrictions -0.5)
Mentalism magic has the following rules:
All magic is built using a multipower.
All slots must be multi - ultra slots are not allowed.
A Mentalism user may have up to (EGO/5) powers active at any one time.
A skill roll is required (EGO-based).
Mentalism spells do not have Gestures or Incantations, and usually have
Invisible Power Effects to all but the Magic sense.
Mentalism spells usually only affect the caster or one target.
Requires an hour of quiet meditation every day to be able to use any
spells that day (-0.5).
Side Effects of Ego Attack, 30 pts or half AC of power, whichever is
greater (-0.5).
_______________________________________________________________________________
ESSENCE
_______________________________________________________________________________
Word Magic (Wizardry):
A Wizard is a magician who uses the secret words of power to control and
shape magic. This is the most basic, and probably the most powerful, of the
forms of magic, but it does have one major limitation, True Name Knowledge.
All things have a True Name. If they have not been given an individual True
Name by a Wizard or a Priest, then their True Name is the same as for all other
un-Named beings/things of their kind (ex: A pet badger could have a True Name
of Eric, but a wild badger would have the same True Name as all other un-Named
badgers. Of course, most people wouldn't bother to have their pet badger
Named.) The only way to discover a True Name is to have the target or someone
else willingly reveal it. No coercion can force someone to reveal their True
Name or that of anyone else.
If a Wizard does not know the True Name of the target, he can only affect
it with 75% of his power. The remaining 25% of his power cannot be used until
he knows the True Name of his target.
Wizardry Multipower: (-1.25 * 75% / -3.25 * 25% = AC * 20/51)
True Name Required, applied to 25% of active points (-2)
Requires Skill Roll (-0.5)
Incantation (-0.25)
Focus: Expendable (-0.5 or more)
or Increased END Cost: x2 (-0.5)
or Side Effects: 30 pts or half AC of power, whichever is greater (-0.5)
Ex: a 50 pt Wizardry Multipower has a real cost of:
( 75% * 50 / 2.25 ) + ( 25% * 50 / 4.25 ) = 17 + 3 = 20
Without a True Name, only 38 active points are available.
Each spell in the Multipower must have one of the last three limitations
listed above.
Wizard Package Deal:
10 Perk: Gift
1 Perk: Knows own True Name
3 Wizardry Skill
4 Detect Magic (discrim., ranged, requires skill roll, 1 pt LTE loss per
use (-1.5))
1 KS Fam: Words of Power 8-
1 KS Fam: Philosophies of Magic 8-
1 Perk: Can give True Names
1 Contact: Another Wizard, 8-
3 Inventor: Spell Research or Enchanting
5 Lang: Ancient w/ literacy
- 6 Package Bonus
- 5 Reputation as a Wizard, 8-
_______________________________________________________________________________
Rune Magic (Runemage):
The Runemage uses the power of arcane runes, sigils, circles, and symbols
to create his spells. Usually the caster must perform elaborate rituals to
cast his spells, but he can also "pre-cast" spells to be cast at a moment's
notice. He also uses some of the Wizard's art, in that he accesses the words
of power to activate his spells.
Runemage Multipower: (-4)
Requires Skill Roll (-0.5)
Incantation (-0.25)
Gestures (-0.25)
Concentration: 0 DCV (-0.5)
Extra Time: at least 5 minutes (-2 or more)
Expendable Focus (-0.5 or more)
plus possibly:
Delayed Effect (+0.25)
Side Effects: 15 points or 1/4 of the spell's AC, whichever is greater
(-0.25)
(these two must be taken together)
Runemage Package Deal:
10 Perk: Gift
1 Perk: Knows own True Name
3 Runemage Skill
4 Detect Magic (discrim., ranged, requires skill roll, 1 pt LTE loss per
use (-1.5))
1 KS Fam: Philosophies of Magic 8-
1 KS Fam: Words of Power 8-
2 PS: Artist 11-
5 Lang: Ancient w/ literacy
3 Inventor: Spell Research or Enchanting
- 6 Package Bonus
- 5 Reputation as a Runemage 8-
_______________________________________________________________________________
Elemental Magic (Elementalism):
The Elementalist allies himself with one of the four elemental forces: Air,
Fire, Water, or Earth, and all of his power comes from that elemental plane.
Although the Elementalist aligns himself to one element, he reveres and
respects the other elements as well. Once an Elementalist has selected his
element, he can never change it, and can only use spells based on his element,
but he does gain certain advantages.
Elementalism Multipower: (-0.5 or more)
Requires Skill Roll (-0.5)
Must be touching element with bare flesh: Air (-0), Earth (-0.25),
Water (-0.5), Fire (-0.75)
Elementalist Package Deal:
10 Perk: Gift
1 Perk: Knows own True Name
3 Elementalism Skill
1 KS Fam: Philosophies of Magic 8-
1 KS Fam: Elemental Planes 8-
1 KS Fam: Words of Power 8-
3 Inventor: Spell Research or Enchanting
4 Lang: Specific elemental tongue
2 Lang: Ancient
4 Detect Magic (discrim., ranged, requires skill roll, 1 pt LTE loss per
use (-1.5))
4 Detect Elementals (discrim., ranged, requires skill roll, 1 pt LTE loss
per use (-1.5))
2 Perk: Non-agression from all elementals - Elementals will not attack
the Elementalist unless he attacks them, but this does not protect his
friends or allies. It can give the Elementalist the chance to parley
with the Elemental, though.
Elemental Life Support: The Elementalist takes no damage from the
harmful effects of his element and may sustain his life indefinately
within his element, as shown below. All include Lim: Costs END (-0.5).
32 Air: Doesn't Need to Breathe, Vacuum, High Pressure
16 Earth: Breathe Earth, High Pressure
22 Water: Breathe Water, Intense Cold, High Pressure
16 Fire: Breathe Fire, Intense Heat - note that a Fire Elementalist will
not take damage from quick casual contact with small flames, but can
still be damaged by medium and large flames used to attack him.
- 7 Package Bonus
- 5 Reputation as an Elementalist 8-
-15 Psych: Duty to Elemental Lord (Common, Strong)
-10 Watched: By the Elemental Lords, 11- (More Power, NCI, Geo, Watching)
_______________________________________________________________________________
Spellsinger (Bards):
Most Songs of Power affect all within hearing radius, which is directly
related to the power of the song. A few songs are directed toward a particular
end, and as such, do not affect everything. All songs require that the targets
be able to hear the music.
Spellsinger Multipower: (-1.5)
Incantation (-0.5): The song must be sung audibly.
Requires skill roll (-0.5): Bardic skill (PRE-based, costs 3/2) is required
for all bard songs.
Must be able to hear the song (-0.5): Song won't affect deaf persons; it
also won't work in a Silence field, or if it is drowned out by loud
noise. Effect falls off proportionally to falling volume level.
Spellsinger Package Deal:
10 Perk: Gift
1 Perk: Knows own True Name
3 Bard skill
4 Detect Magic (discrim., ranged, requires skill roll, 1 pt LTE loss per
use (-1.5))
3 PS: Singing (PRE-based)
1 KS Fam: Philosophies of Magic 8-
1 Detect Magic (1 pt LTE loss per use, -1.5) (Active Cost=3)
3 Inventor: Spell Research/Songwriting
- 5 Package Bonus
-10 Reputation as a Bard, 11-
_______________________________________________________________________________
Alchemy (Alchemist):
[currently still on paper in a notebook - bitch at Mark and tell him to type
them in one of these days if you care]
_______________________________________________________________________________
CHANELLING
_______________________________________________________________________________
Priest:
Priests are spell-users who draw their power from gods, rather than by
manipulating natural environmental mana (as Essence users do) or personal mana
(as Mentalism users do). Chanelling differs from Essence in that it uses a
Variable Power Pool rather than a Multipower, and does not require a skill
roll. The power pool represents the Priest's ability to call upon the power of
his god to perform a miracle. Priests can only do the asking, or grovelling as
the case may be, the gods do the rest. Unlike Essence and Mentalism users, a
Chanelling user may have any number of powers active at any one time. Priests
must buy their spells to 0 END or use charges, as they do not cast the spells
themselves - their god does.
A Priest can learn Essence magic as well as Chanelling by taking a second
magical philosophy.
Priest Magic Pool: (control = -1)
Religious Restrictions (-0.5)
No choice of how powers change, restricted type of powers (-0.5)
No skill roll
Ex: A 50 pt Priest pool has a real cost of 50 points.
The control cost is ( (50 / 2) / 2 ) = 12.
Total real cost for the pool is 62 points.
Each spell must have:
One of:
0 END cost (-0.25 or -0.5)
or charges (var.)
Religious Restrictions (-0.5)
Priest Package Deal:
10 Perk: Gift
1 Perk: Knows own True Name
2 Detect Magic (discrim., ranged, 1 pt LTE loss per use (-1.5),
activation roll 11-)
1 PS: Priest 11-
2 KS: Philosophy 11-
2 KS: Religions 11-
2 KS: History 11-
3 Any one KS, PS, or SS as a specialty, +1
3 Persuasion
3 Oratory
1 SS Fam: Psychology 8-
1 Literacy
3 Lang: any
1 Perk: Can perform ceremonies
3 Perk: Low Justice
1 Perk: Can give True Names
- 7 Package Bonus
-10 Reputation as a Priest of , 11-
-15 Psych: Duty to Gods (Common, Strong)
-13 Watched: By the Gods, 14- (More Power, NCI, Watching)
_______________________________________________________________________________
Nature Magic (Druids):
See FH pg.25 for description. Otherwise as Priests.
Druid Package Deal:
10 Perk: Gift
1 Perk: Knows own True Name
2 Detect Magic (discrim., ranged, 1 pt LTE loss per use (-1.5),
activation roll 11-)
3 Animal Handler
3 Paramedic
3 Survival
3 Talent: Lightsleep
2 KS: Nature 11-
2 AK: wilderness area 11-
3 Tracking
- 6 Package Bonus
- 5 Reputation as a Druid, 8-
-15 Psych: Protects the Wilderness (Common, Strong)
-10 Psych: Uncomfortable in Cities (Common, Mild)
_______________________________________________________________________________
Witchcraft:
Witchcraft is fundamentally identical to Priesthood, except that a Witch
worships and gains power from powerful demons, not gods (priests of evil gods
are still Priests). Witches focus on destructive, manipulative, deception, and
nature-based spells (unlike Druids, Witches mostly use them for deception and
destructive purposes), as well as those dealing with demons and other-
dimensional forces. Like Priests, Witches use a Variable Power Pool, do not
require a skill roll to cast their spells, and must buy their spells to 0 END
or use charges - the patron demon is the one actually casting the spell, the
Witch is just a focus.
Witches almost always have Alchemy as a second philosophy.
Note that the Witches described here are not the New Age Wiccan religion -
these are traditional Witches.
Witchcraft Magic Pool: (control = -1)
Religious Restrictions (-0.5)
No choice of how powers change, restricted type of powers (-0.5)
No skill roll
Ex: A 50 pt Witchcraft pool has a real cost of 50 points.
The control cost is ( (50 / 2) / 2 ) = 12.
Total real cost for the pool is 62 points.
Each spell must have:
One of:
0 END cost (-0.25 or -0.5)
or charges (var.)
Religious Restrictions (-0.5)
Witch Package Deal:
10 Perk: Gift
1 Perk: Knows own True Name
2 Detect Magic (discrim., ranged, 1 pt LTE loss per use (-1.5),
activation roll 11-)
1 PS: Witch 11-
1 KS: Philosophy 8-
2 KS: Demons 11-
2 KS: Poisons 11-
- 3 Package Bonus
- 5 Reputation as a Witch, 8-
-15 Psych: Duty to Patron Demon (Common, Strong)
-13 Watched: By Patron Demon, 14- (More Power, NCI, Watching)
-25 Hunted: Paladins, Priests of good gods, 11- (More Power, NCI)
_______________________________________________________________________________
MENTALISM
_______________________________________________________________________________
Mentalism:
Mentalism is the ability to wield personal mana, rather than environmental
mana as Essence users do. This means that Mentalists can operate even in low-
mana regions, but their ability to make fundamental changes to the world is
limited. They are usually only able to affect the mind or body of themselves
or one other target.
Mentalism Multipower: (-1.5)
Requires Skill Roll (-0.5)
Requires an hour of quiet meditation every day to be able to use any spells
that day (-0.5).
Side Effects: Ego Attack, 30 pts or half AC of power, whichever is greater
(-0.5)
optional: Invisible Power Effects to all but Detect Magic (+3/4)
optional: Increased END Cost: x2 (-0.5)
not allowed: gestures, incantations, area of effect, charges
Ex: a 50 pt Mentalism Multipower has a real cost of: (50 / 2.5) = 20
Mentalism Package Deal:
10 Perk: Gift
1 Perk: Knows own True Name
3 Mentalism
4 Detect Magic (discrim., ranged, requires skill roll, 1 pt LTE loss per
use (-1.5))
- 3 Package Bonus
- 5 Reputation as a Mentalist, 8-
_______________________________________________________________________________
Spell Colleges:
The spell colleges, as such, are not used. Some Mageguilds will specialize
in one kind of magic or another, and priests can only take spells approved by
their gods, but for the most part a spell-caster can learn any spell desired.
OTOH, it is much simpler for a player to use a pre-designed spell than to
design new ones. Most spells will need to have their real costs recalculated
to fit individual philosophies, but the GM can do that, and the spell's effects
are usually unchanged. The "Must have XX points in College" limitations are
deleted.
Books: FH=Fantasy Hero, FHC=Fantasy Hero Companion, AC=Adventurer's Club
The files are iceblade's spell lists, available at
<ftp://ftp.cs.pdx.edu/pub/frp/hero/fantasy-hero/magic/>
Philosophies:
Al Alchemy
Ba Bard
Dr Druid
EA Elemental Air
EE Elemental Earth
EF Elemental Fire
EW Elemental Water
Me Mentalism
Pr Priest
Ru Runemage
Wt Witchcraft
Wz Wizard
College Books Files Philosophies
_________________________________________________________________
Air FH, FHC 01air Wz EA
Animal Control FHC Wz Pr Dr Wt
Animal Powers FH 14animal_powers Wz Pr Dr Wt
Animation 05animation Wz Wt
Arch-Magery 19archmagery Wz
Bard bard Ba
Body Manipulation FHC Wz Dr Wt
Circus Magic circus_magic Wz Ba
Conjuration conjuration Wz Ru Wt
Darkness FHC darkness Wz Wt
Demonology FH 15demonology Wz Wt
Earth FH 04earth Wz EE
Empathy FH Dr Wt
Fire FH 02fire Wz EF
Gates & Planes 13gates_and_planes Wz Wt
Healing FH Pr
Hedge 18hedge Wz Dr Wt
Ice FHC 06ice Wz
Illusion FH 10illusion Wz Wt
Iron Slayers iron_slayers Me
Light FHC Wz
Mentalism FHC 16mentalism Wt
Metal FHC Wz
Moon Priest 07moon_priest Dr Wt
Necromancy FH 11necromancy Wz Wt
Plant & Wood FH Wz Pr Dr Wt
Purity FHC Pr
Sanctuary 09sanctuary_priest Pr
Sense & Exploration FHC Wz Dr
Shaman AC17 Dr Wt
Sonic FHC 17sonic Wz
Storm FH Wz Pr Dr
Time FHC Wz
Trade & Negotiation FHC Wz
Transport FHC 08transport Wz
War FH Pr
Warrior Mage warrior_mage Wz
Water FH 03water Wz EW
Last modified: 96Feb06 17:49
Created