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  • #16
    Re: Magic: The Gathering

    https://kanestarkillerd20.blogspot.c...gathering.html

    GIANT GROWTH

    ◊Descriptors – Green, magic, size, spell
    ◊Effect – Growth 8• 8 points

    Giant Growth (unreliable Growth 8)

    ◊Modifiers – unreliable: -1/rank
    ◊Action – free
    ◊Requirement – access to one Green mana resource
    ◊Range – personal
    ◊Duration – sustained
    ◊Results – you grow to a height of 30 feet and gain several bonuses and penalties

    Description

    You grow to huge size (Size rank 0) and gain the following bonuses and penalties:

    • +8 Strength
    • +8 Stamina
    • +4 Intimidation
    • -8 Stealth
    • -1 Dodge
    • -1 Parry
    •+1 Speed rank

    This effect lasts for 5 rounds, after which you shrink to your natural height. You must rest one hour and expend another Green mana resource in order restore your Giant Growth ability.

    Note: The details of this effect assume that you are medium size (size rank -2). If you are a different size when this spell is cast, calculate your new size using by finding your starting height in the distance column of the ranks and measurements table and moving up two ranks (see Ranks & Measurements).


    GIANT GROWTH RITUAL
    Preparation 32 hours • Performance 80 minutes • DC 18 • Fast-Casting 8 rounds DC 23
    My M&M conversions blog
    http://kanestarkillerd20.blogspot.com/

    My Star Wars M&M setting blog
    http://starwarsmandm3e.blogspot.com/

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    • #17
      Disenchant

      https://kanestarkillerd20.blogspot.c...gathering.html


      DISENCHANT

      ◊Descriptors – magic, spell, White
      ◊Effect – Nullify Magic 5 Limited to Enchantments —or— Weaken Magic 10 Limited to Artifacts and Equipment • 11 points

      Disenchant (limited, sustained Nullify 5 or limited, ranged Weaken 10 which affects only objects)

      ◊Modifiers – alternate effect: 1 flat point; limited: -1/rank, sustained: +2/rank (Nullify); affects only objects: +0/rank, increased range: +1/rank, limited: -1/rank (Weaken)
      ◊Action – standard
      ◊Requirement – ranged attack; access to two mana resources, one of which must be White
      ◊Range – S/M/L 125/250/500 feet (Nullify); S/M/L 250/500/1000 feet (Weaken)
      ◊Duration – sustained (Nullify) or instant (Weaken)
      ◊Results – counters enchantments or reduces the traits provided by magical devices
      ◊Resist – Will or opposed check (Nullify) or Fortitude (Weaken)

      Description

      Disenchant counters magical enchantments (effects with both the enchantment and magic descriptors). You can target the creator of the effect (or the effect’s subject) by making a ranged attack check. Then make a power check opposed by the targeted effect’s rank. If targeting the effect’s creator, they may resist with their Will defense if it is higher than the effect rank

      If you win the opposed check, the targeted effect turns off and can’t be restored as long as you can use maintain the disenchantment (as a free action). If you lose the opposed check by two or more degrees of failure, trying again against the same subject in the same scene requires extra effort.

      You can also use Disenchant to counter an enchantment as it is being cast or the lingering results of an enchantment with an instant effect (such as an Affliction) by making an opposed power check (no attack roll is needed). See countering under Effects for more information).

      As an alternate effect, Disenchant can be used to reduce the potency of a magical device created through artifice or magical equipment. You must succeed a ranged attack check to hit the target (although inanimate objects are defenseless and can be attacked with a routine check). The target makes a Fortitude resistance check (DC 20) and loses character points from its magical trait equal to the difference between the check result and the DC (up to 10). Magical devices usually have no Fortitude defense and therefore will lose 10 character points worth of magic automatically. Typically, these points are permanently lost given the limitations of the Artificer and Equipment advantages.


      DISENCHANT RITUAL
      Preparation 44 hours • Performance 110 minutes • DC 21 • Fast-Casting 11 rounds DC 26
      My M&M conversions blog
      http://kanestarkillerd20.blogspot.com/

      My Star Wars M&M setting blog
      http://starwarsmandm3e.blogspot.com/

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      • #18
        Lightning Bolt

        https://kanestarkillerd20.blogspot.c...gathering.html

        LIGHTNING BOLT

        ◊Descriptors – electrical, magic, Red, spell
        ◊Effect – Indirect Ranged Damage 8 • 8 points

        Lightning Bolt (unreliable, indirect, inaccurate, limited, extended 2, ranged Damage 8 with limited multiattack)

        ◊Modifiers – extended range 2: 2 flat points, inaccurate: -1 flat point, increased range: +1/rank, indirect: 2 flat points, limited: -1 rank, limited multiattack: 4 flat points, unreliable: -1/rank, quirk: -3 flat points
        ◊Action – standard
        ◊Requirement – ranged attack; access to one Red mana resource
        ◊Range – S/M/L 800/1600/3200 feet
        ◊Duration – instant
        ◊Results – Multiattack Damage (single target only)
        ◊Resist – Toughness

        Description

        Lightning Bolt hurls a surge of electrical power at your target from a point approximately 400 feet overhead. Each time you call forth a Lightning Bolt, roll a die. On a 10 or less, the bolt strikes something other than your intended target. Otherwise, make a ranged attack roll to hit your target with a -2 penalty, due to the erratic nature of the energies you are attempting to wield. If your attack succeeds by two degrees, increase the damage resistance DC by +2, or by +5 for three or more degrees of success.

        Whether or not your Lightning Bolts work as intended, you can only call 5 bolts before exhausting the supernatural energies which empower them. Afterwards you must rest one hour and expend another Red mana resource in order to use this spell again.

        You can only use Lightning Bolt under the open sky and under the right atmospheric conditions.


        LIGHTNING BOLT RITUAL
        Preparation 32 hours • Performance 80 minutes • DC 18 • Fast-Casting 8 rounds DC 23
        My M&M conversions blog
        http://kanestarkillerd20.blogspot.com/

        My Star Wars M&M setting blog
        http://starwarsmandm3e.blogspot.com/

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        • #19
          Dark Ritual

          https://kanestarkillerd20.blogspot.c...gathering.html

          DARK RITUAL
          Preparation 24 hours • Performance 60 minutes • DC 16 • Fast-Casting 2 rounds DC 21

          You must expend one Black mana resource to complete this ritual. Upon doing so, you gain a +8 bonus to Expertise: Magic skill checks and access to mana that is the equivalent of three Black mana resources. Both effects fade after 5 rounds. The mana can be spent to cast spells or complete rituals normally until the last round ends.

          Dark Ritual: Enhanced Expertise: Magic 4 (+2 skill ranks per rank), Feature 3, Unreliable • 2 points +1 point per rank • 6 points
          My M&M conversions blog
          http://kanestarkillerd20.blogspot.com/

          My Star Wars M&M setting blog
          http://starwarsmandm3e.blogspot.com/

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          • #20
            Unsummon

            https://kanestarkillerd20.blogspot.c...gathering.html

            UNSUMMON

            ◊Descriptors – Blue, magic, spell
            ◊Effect – Nullify Magic Summon 10 • 5 points

            Unsummon (Nullify)

            ◊Modifiers – limited: -1/rank
            ◊Action – standard
            ◊Requirements – ranged attack check; one Blue mana resource
            ◊Range – S/M/L 250/500/1000 feet
            ◊Duration – instant
            ◊Results – banish one summoned creature
            ◊Resist – Will or opposed check

            Description

            This spell can undo any one magic Summon effect within range.

            You can target the summoner (or summoned creature) by making a ranged attack check. Then make an Unsummon check opposed by the targeted effect’s rank. If targeting the effect’s creator, they may resist with their Will defense if it is higher than the effect rank

            If you win the opposed check, the creature is sent back to its home plane. This doesn’t prevent the creature from being summoned again. If you lose the opposed check by two or more degrees of failure, trying again against the same subject in the same scene requires extra effort.

            You can also use Unsummon to counter a magical summon as it is being cast by making an opposed power check (no attack roll is needed). See countering under Effects for more information).


            UNSUMMON RITUAL
            Preparation 20 hours • Performance 50 minutes • DC 15 • Fast-Casting 5 rounds DC 20
            My M&M conversions blog
            http://kanestarkillerd20.blogspot.com/

            My Star Wars M&M setting blog
            http://starwarsmandm3e.blogspot.com/

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            • #21
              Re: Magic: The Gathering

              So I'm settling on a few ideas, but I'm interested in hearing feedback... I think I'll cross-post in the rules board to see what people think of the nuts and bolts.

              Seems like most 1 casting cost spells should probably equate to 5-10 point effects.

              I'm thinking of adding a Spell Library feature for installations with the assumption that planeswalkers all have (or eventually build) one.

              The ritualist advantage will be what "player" (as in playing the card game) planeswalkers use to generate spell effects, with the Readied Rituals Benefit from Gadget Guides being a key mechanic.

              A player's turn in the card game represents a variable amount of time but could usually be thought of as a scene, so a ritual effect lasts for the whole turn. I'm thinking "instants" particularly those that deal damage, will have usually have the unreliable (5 uses) flaw, as you see with Lightning Bolt and Giant Growth.

              Expertise: Magic is used for the rituals (makes sense!) but other Expertise skills will be important to planeswalker types and their other abilities (like Expertise: Multiverse).

              I'm thinking that when a planeswalker engages in a duel, the first step is stocking their library (see below), then readying rituals, then travelling to the plane the duel is to take place on. Once there, the planeswalker uses Descry Mana to find mana sources as every planeswalker ritual requires mana. First, they'd scan their surroundings for mana sources and then "attune" to them. If the immediate area doesn't have enough for what the planeswalker wants to cast, they'd move on to remote sensing (and an Investigation check) to find more. This represents drawing lands and other mana sources in the card game.

              I'm still unsure of how (and if) I'll represent the "luck of the draw" with regard to spells. Maybe the stocked rituals have a physical representation like a scroll and you have to actually travel back to your library (via Planeswalk) to find what you need, then bring it back to the "battlefield" on the plane hosting the duel.

              In any case, a lot of this would be "meta" as few RPG experiences would have multiple planeswalkers running around on a regular basis, although it might be cool to try once or twice. I just want an idea of how all that works, to see what trickles down to "street level" in the Magicverse.

              Here's what I have on libraries right now:

              ______________

              A wizard’s library contains the rituals a planeswalker knows or represents a subset of those rituals as many planeswalkers collect a tremendous number of rituals in their lifetimes. A planeswalker must “stock” their library with rituals which they intend to ready using the Readied Rituals advantage and can store one spell for each rank of that advantage which they possess. Stocking a ritual normally takes 1 hour (Time rank 9).

              Planeswalkers tend to stock their libraries with their favorite rituals unless they expect to engage in a duel with one or more other planeswalkers, in which case they stock the rituals they expect will be most efficacious in the upcoming contest.

              The library provides a +2 circumstance bonus to Expertise checks made to prepare and perform rituals with which it is currently stocked. With each additional Library rank, the planeswalker gains the equivalent of a +5 bonus to Expertise: Magic when determining the total effect cost of stocked rituals which may be readied in advance (but not to any checks to prepare or perform the ritual) up to a +20 bonus with 5 Library ranks.

              For example, a planeswalker with a +19 Expertise: Magic skill can normally only ready rituals with an effect point cost of 19 or less. With a rank 3 Library, they can ready any stocked ritual with a total effect cost of 29 or less and have a +2 bonus to prepare or perform such rituals.


              Let me know if anyone has any thoughts to share on this. Thanks!
              My M&M conversions blog
              http://kanestarkillerd20.blogspot.com/

              My Star Wars M&M setting blog
              http://starwarsmandm3e.blogspot.com/

              Comment

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