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MagiSchool - Education on a Higher Plane

Started by Werekoala, July 02, 2009, 04:18:17 PM

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Werekoala

Based on a "Why isn't there a Harry Potter RPG" comment in another thread, I decided to try my hand at the bare-bones mechanics of a school of wizardry RPG. No idea if it'll go beyond this point or not, but so far, with this and what I'm brainstorming in my noggin, I think it'd be a good, if specialized, game. I want to keep it fairly simple, but with a broad range of spells for people to play with - in reality, I'd love the Ars Magica "noun-verb" style magic system, but don't want to be too derivative. Go easy, this is my first "published" attempt at system rules - I'm usualy Mr. Fluff, not Mr. Crunch.



MagiSchool - Education on a Higher Plane, or "How Do They Learn All Those Nifty Tricks?"

Stats:

Physical - athletic, powerful, combative
Mental - knowledgeable, intuitive, superior
Magical - adaptable, wise, power-hungry

2d6; 2d8 for "primary" stat. Students earn 1 point for each step of their education (4 during freshman year, sophmore, junior, etc.) that can be applied to any stat, but at least one per year has to go to Magical.


Classes Taught:

Conjuration - create a cool drink or summon a dragon
Demonology - speak with an imp or bind a demon lord
Hospitaler - buff your nails or resurrect the dead
Knowledge - answer a riddle or uncover ancient lore
Manufactory - create match-stick men or powerful artifacts

Tiers for Spells:

4 tiers per rank of student, representing semesters of learning. Spells are learned each semester, so there are d4, 2d4, 3d4, and 4d4 level "freshman" spells, d6, 2d6, 3d6, and 4d6 "sophomore" spells, etc.

d4    Freshman
d6   Sophomore
d8   Junior
d10   Senior
d12   Grad Student
d20   Professor/Doctor

1st Semester
1x die type

2nd Semester
2x die type

3rd Semester
3x die type

4th Semester
4x die type

Students learn 1 new spell per semester (16 by end of senior year), but only within the given semester's spell list. Grad Students pick a class to specialize in and gain 2 spells per year over two years in that school (20 total spells by end of formal education), from any grade level in their particular class. Professors can learn 2 per year in any school, from any grade level, up to their maxium of (Magical) stat in total spells.

The number of spells available will increase with each semester/year, with some "required" spells in the Freshman year. Students can specialize or generalize as they see fit, but for the most part they will find themselves pursuing one particular branch of magic.

Result Levels (the actual effect will be based on what is being attempted / what spell is cast):

Minor:         1 - 10
Mediocre:      11 - 20
Average:                   21 - 30
Impressive:      31 - 40
Amazing:                   41 - 50
Unbelievable:      51 - 60
Epic:         61 - 70
Legendary:      71 - 80
Mythical:                   81 - 90+


Roll dice and add (Stat) to roll to get result level. Note that this applies to all (stat) rolls, not just (Magical) The more the roll is made by, the better the results. Dice "explode" on maximum rolls (per die), so even low-level students can get lucky and produce powerful results.

Using a focus (wand, amulet, etc.) lets you add one die to your (Magical) rolls.

Using a one-hour ritual, cast solo or with the help of others of equivalent level, lets you add 1/2 die per person-hour. If it is just you, one hour of ritual
adds 1/2 die, round down. If you add 3 assistants, that's 1 1/2 more dice. A focus will add one die only, no matter how many are used. There is a maximum of 3 assistants per ritual (one at each cardinal point of the compass, including you), so a ritual with the maximum assistants and a focus results in 3 extra dice to the spell.


More later, maybe, but that's the bare-bones beginning. Truthfully, I don't think it'll need a lot more aside from spells, creatures, and some non-magical bits.
Lan Astaslem


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