WCMuX Magic 2.0

Windy City MuX Magic System 2.0

Mission/Vision: To Provide the Windy City Chief of Staff and Board of Staff Members with a viable, balanced rule's system that is fair and simple to use in it's nature. In order to give this system to the player base so that they may use it and have this information to rely on during Plot and Roleplay.

Version History

  1. Version 2.0: Basic Rules set in place, no ability systems in place.
  2. Version 2.1: Basic rules foundations expanded and ability systems first iteration inplaced.
  3. Version 2.2: Rules foundations finalized and finished, basic ability systems expanded to include Tier foundation's.
  4. Version 2.2.1: Ability Systems Iteration 2.0, added proposed Temporal ability system and changed Mind/Spirit Systems.
  5. Version 2.2.2: Ability Systems Iteration 2.1, changed basic foundations of Enchant Magic ability to use Drain instead of HP vaule.
  6. Version 2.2.3: Ability Systems Iteration 2.2, Temporal ability system re-work.
  7. Version 2.3.1: Rules Foundation Iteration 2.3, Each Rule foundation expaned and re-written to include rolling examples.

Rules Foundations and Examples

The Basics of these rules foundations are based mostly in simple mathmatics and divisions of 10's and 5's. The two main statistics that a person will need to rely on are their Power stat and Willpower stat. Followed ofcourse by the specific magical abilities in question when one atempts to do magic.

Doing a Magical Cast: To Cast magic in any given situation the very basic formula of Power + Ability = Base % to cast is all anyone need ever rely on. A roll to cast a spell using any magical ability would be typed in as "+roll/per Power +Ability".

If Electra wants to Cast a Life Spell on a friend and her power and Life Abilities were both 15 she would input those numbers and rolls as follows, "+roll/per 15 +15" to get her base chance to cast the spell. 30%.

Resisting the effects of Failure: When a mage fails a atempt at casting a spell, the strain of the backlash from the failure is felt in Drain. The only way a mage can resist this magical drain is by strong will. The % the mage fails by on a roll is divided by that mages willpower to get the ammount of drain the mage takes from the failure.

Example: Electra wants to cast a life spell to heal a friend of hers, so she rolls her basic forums "+roll/per power +life" to get her base cast of 30%.
The roll: Electra rolls 66 against 30% : 36% failure
Electra Failed the spell by 36%, that's bad. But, thankfully she's strong willed. Her willpower is 15. So we take the 36% Failure and Divide it by Electra's Will power like so, 36/15=2.4 (allways round to the nearest number) So 2 Drain Electra takes from the failure. Just a Minor headache. She can try again later.

Extending a Cast:
A mage may choose to use his or her willpower to cast a spell of an extended period of time. Figureing out how many poses you can extend and what this does for you is rather easy. The mage takes his/her willpower and divides it by 5, the number you come up with is how many poses you can extend. Each Extended pose adds a 10% bonus to base chance cast, however this bonus does not count towards the effectiveness of the spell cast. It's only there to make sure you cast the spell, not increase how good the spell is.

Example: Electra wants to cast a life spell on her wounded friend again, and wants to make sure she succeeds this time. So she takes her Willpower/5 and comes up with 3. 3 Poses she can extend and a total of 30% bonus to her base cast chance. Each bonus or negative to casting chance is just added in order to the roll code. "+roll/per power +life +extended bonus". Electra's POwer is 15, Life is 15 and she has 30% bonus from Extending. "+roll/per 15 +15 +30" or 60%. So we see she has a 60% base cast chance now, though only the first 30% counts towards how strong her magic is.

Complimentary Skill: Complimentary skills give a % bonus to base chance per every 5 levels of the skill. So, Medical 5 would give a 5% base chance bonus towards a Cast roll. This bonus DOES count towards "Effect" of spell. Based of the fact, that your knowledge helps your magic. Again as with everything else, any bonus or negative is simply added to +roll in orderm "+roll/per power +ability +extended +compskill". Simple as that.

SpellMagic Effects: Based on Tier System. Same as wiki.

  1. Levels 1 to 5 of Life limit "how good your spell is".
  2. Levels 6 to 10 of Life increase "how good spell is" and so on.

Example: Life 1-5 = 1 Points Healed per/5% Success. Life 6-10 = 2 Points Healed per/5% Success.

This new Tier system does not place any limit on "attempting" a spell. Only on "how good your spell is."

Judging Success: Whenever a spell is successfull, one need only consult the specific ability in question on the wiki to see what they did, but the general rule of thumb is that every 5% of success increases the effectiveness of the spell in question.

Drain Effect on Casting: Normal Penalties. If you fail a bunch, you're going to get a nasty headache, and magic is going to be harder to do simple as that.

Ritual Casting: Still a 5% to 20% bonus to base chance, as with old system.


Power StatBonus to Base Chance.

For every 5 full levels of Power, the mage receives a +5% bonus to base cast chance.
Lvl 01: No Bonus
Lvl 05: 05%
Lvl 10: 10%
Lvl 15: 15%
Lvl 20: 20%
Lvl 25: 25%
Lvl 30: 30%

This bonus is held to the same rules standard as all other bonuses, simply added in. "+roll/per Power +Power Bonus +Ability"


Split/Multiple School's Casting.

When a mage chooses to use multiple schools in a single effect, each school's bonus to base chance drops. Each school loses its effectiveness based on the number of schools used.
• 1 School: Full Level
• 2 Schools: Each school at 1/2 Level
• 3 Schools: Each school at 1/3rd Level
• 4 schools: Each School at 1/4th Level

Example Rolls: Electra's going to try and use Life and Force's at the same time to do some really nifty magic, each ability is only 10 and there are two she's using, so she has to cut them in half. So they only operate at 5. +roll/per power +power bonus +1/2life +1/2forces". Her power is 15 and her power bonus is 15. Her roll would look like this, "+roll/per 15 +15 +5 +5". Only a 50% chance to cast, using multiple magics is hard to do.


New Schools/Abilities

Life

The Ability to Manipulate Life in all its forms and functions. This new school encompasses magical shape shifting, self body manipulation, healing and magical harming.

Healing: 1 Point of HP Healed/5% Success, ability increases 1 point per every 5 levels. Example=2 Points Healed/5% Success at levels 5-10.

Harming: 1 Point of HP Damaged/5% Success, same as above, ability increases every 5 levels by 1 point.

Shapeshifting: To shape shift, the caster must study the animal in question for full day. Every 5% success is how long the caster can maintain the shape before either reverting back, or loosing themselves in the form. This is 1 hour/5% success, and increases 1 hour per every 5 levels. (Shifter pelts not required to become normal animals with out shifter bonuses.)

Self Body Manipulation: To manipulate one's body, change hair color, eye color, facial features..even sex, the caster may roll life. Every 5% success is how long the change can be maintained. 1hour/5% + 1 hour/5% every 5 levels.

Forces

This new school encompasses the old Elemental ability, but takes it to the next step allowing the magic user to manipulate the fundamental forces of the universe. Such as Kinetic/Potential energy manipulation. Gravity Manipulation, and of course all the "Elements"

Elemental Manipulation: 1 point damage/5% success +1 point dmg/5% success every 5 levels.

Basic force manipulation: Caster may convert and direct kinetic/potential energy on a successful casting. Taking a moving vehicle and changing its kinetic force to potential force stops the vehicle, it does not stop the occupants inside the vehicle.

Gravity Manipulation: +1 earth gravitates/5% success, to a 2m +2m every 5 level's area.

Mind

This new school of magic allows the magic user to mimic Psychic Mental abilities, such as Empathy, Telepathy and using mental impulse to control others. This also includes allowing the magic user to empower their own mind's against attack or control.

Telepathy: On a successful cast, the caster may mentally communicate. If the other person chooses to resist, the caster must have succeeded more then their willpower.

Empathy: On a successful cast, the caster can ask for general emotional state of the target. This is a passive scan, and is only picking up what the person is already putting out. It can not be resisted.

Mental Impulse/Control: If the caster choses, they may plant an mental impulse in the mind of a target, only a basic command, and only 1 commander every 5% success. This is resisted with the targets willpower, if the caster succeeds, the spell over the target's willpower the target is still commanded, but knows their mind has been invaded.

Self Empower: The caster may add +1 point to willpower per 5% success. This lasts 1 hour / 5% success.

Spirit

This is an experimental school that allows Magic users to call on and talk to spirits. Also allows them to see and interact with them as well.

Spirit Talking: On a successful cast, the caster may see, talk to, and request aide from spirits. Only one request from any spirit per 5% success.

Enchantment

This takes over from the old Meta Ability. This allows the mage to enchant their own form or the form of another. Increasing over all effectives of an ability, or allowing a mage to increase the duration of an ability beyond it's normal limits.

Self Enchantment: The caster may temporarily enchant a skill, or ability. This temporary boost lasts 1 hour / 5 success, and raises an hour every 5 levels. The boost itself is only 1 point to a single stat/ability every 5% success.

Perm Enchantment: The caster man permanently enchant a skill or ability, 1 point per every 5% success on a ritual magical casting. This requires the caster to sacrifice blood to complete. Every point raised is 5 points of Drain damage taken.

Enchant Others: Same as above.

Spacial Control

Think "Jumper" but only with more toys. This allows the mage to create small temp gates and step through them, teleporting from A to B. This also allows the mage to /scry/ on distant locations. Discerning number of people and objects..and at higher levels specific information about those people and objects.

Scrying: The caste, on a successful cast..may "look" at another location and ascertain information about it. Number of people, genders, races, etc.. Range/Radius is 1 mile per 5% success, increasing a mile every 5 levels.

Teleportation: The caster must be able to see the location via scrying, or have already been at the location to teleport to it. A failed cast means the teleport did not take affect. A critical failure means the caster mishap and ended up somewhere else.

Touching the Beyond: The mage my open a gate, restricted by scrying range and cast spells to affect the place on the opposite end, including people.

Fate

This School allows the mage to attempt to predict the direction of a pattern, and even pull the strings of fate as it where.

Pattern Control: The mage my attempt to increase their odds of doing a skill, or using an ability by using fate. Every 5% success on this skill roll adds a 5% base chance to another non-magical skill. Such as hand to hand combat, the caster is attempting to manipulate fate in their favor. Failures, manipulate fate in the opposite direction. Giving instead…a 5% advantage to the other person, or a 5% negative to a skill check if not other person is involved.

Matter

This school allows the mage the same control over physical things as they have over elemental forces.

Morph: The mage, on a successful cast..may morph any base substance into another base substance.

Destroy Object: The mage my choose to break down a substance using this school, dealing damage to the object itself. Destroying 10LBS of the object per 5% success. Raising 10 pounds every 5 levels.

Create Object: The mage my choose to control the base building blocks of nature and attempt to create and object or thing, from a mental image from scratch. Same as above. 10 pounds per 5% success, raising 10 pounds of weight ever 5 levels.

Time

This School would allow the mage to see into the past/future, attempt to travel there but at extreme risks with out a link to the present and affect minor changes to the timeline. This school is dangerous, and highly highly limited in it's ability.

Step Back: On a successful cast, a mage may attempt to step back in time and re-do actions, this can cause causality if not used with extreme caution. The mage may have all present members of a scene step back a number of poses equal to 1 pose every 25% success.

Look Forward/Back: The mage may request that all members of a scene inform him of choices they would be making a total of 1 pose every 10% success. He may also look back a number of minuets equal to 1 every 5% success.
a number of minuets equal to 1 every 5% success.

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