Announcement

Collapse
No announcement yet.

magic expansion: cantrips and rituals

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • magic expansion: cantrips and rituals

    The fage magic system gets the job done as far as tactical magic but it is a bit thin on characterization. I've adapted some ideas I've used in other games and present them to you all.

    Cantrips are minor magicks that all mages (those who know at least one arcana) can use. Rituals are long, involved magical processes that allow non-mages who are schooled in arcane lore to cast some spells and also allow producing more strategic magical effects.

    http://demiurge.proboards.com/thread...ntrips-rituals
    https://drive.google.com/open?id=0B7FwXQHZFXPwRVVJTjMwbXNtNDg
    The (updated) Fantasy AGE Atomic Expansion with new arcana, talents, specialisations, expanded magic rules, and arcane orders/rune cults.

    https://drive.google.com/open?id=0B7FwXQHZFXPwdWF3ZTRicnQ0ZHc
    Fantasy Age Atomic Monster Index Vol. 1 with 21 new monsters and 7 types of minions.

    Agent of Satan, but my duties are largely ceremonial.

  • #2
    Re: magic expansion: cantrips and rituals

    Originally posted by Doctor Atomic View Post
    The fage magic system gets the job done as far as tactical magic but it is a bit thin on characterization. I've adapted some ideas I've used in other games and present them to you all.

    Cantrips are minor magicks that all mages (those who know at least one arcana) can use. Rituals are long, involved magical processes that allow non-mages who are schooled in arcane lore to cast some spells and also allow producing more strategic magical effects.

    http://demiurge.proboards.com/thread...ntrips-rituals
    I guess I am a little confused as I am new to the system. How do you figure Magic Points for non-mages? I suspect people have been doing hacks involving non-mages having one arcana or something, but I don't see how the system allows it as is. Or is your "at least one arcana" just shorthand for Mage?

    Comment


    • #3
      Re: magic expansion: cantrips and rituals

      Cantrips are usable by anyone who has at least one arcana, aka characters from the mage class or rogues/warriors who have gained an arcana by taking a specialisation or talent.

      Mana Points
      All characters have Mana but most of them cannot use it. Warriors and Rogues have Mana
      equal to 10+WILL+4 at first level, at each level after that they gain Mana equal to WILL.
      Last edited by Doctor Atomic; 9th August 2016, 10:45 AM.
      https://drive.google.com/open?id=0B7FwXQHZFXPwRVVJTjMwbXNtNDg
      The (updated) Fantasy AGE Atomic Expansion with new arcana, talents, specialisations, expanded magic rules, and arcane orders/rune cults.

      https://drive.google.com/open?id=0B7FwXQHZFXPwdWF3ZTRicnQ0ZHc
      Fantasy Age Atomic Monster Index Vol. 1 with 21 new monsters and 7 types of minions.

      Agent of Satan, but my duties are largely ceremonial.

      Comment


      • #4
        Re: magic expansion: cantrips and rituals

        Originally posted by Doctor Atomic View Post
        Cantrips are usable by anyone who has at least one arcana, aka characters from the mage class or rogues/warriors who have gained an arcana by taking a specialisation or talent.

        Mana Points
        All characters have Mana but most of them cannot use it. Warriors and Rogues have Mana
        equal to 10+WILL+4 at first level, at each level after that they gain Mana equal to WILL.
        So that's just a house rule you threw in or does it come from somewhere in the rules? (I have noticed they aren't exactly organized well.)

        Comment


        • #5
          Re: magic expansion: cantrips and rituals

          No, that is a house rule, part of my magic expansion. It supports my Arcane Blade specialisation that allows rogues and warriors to learn arcana and also allows the non-mages to use rituals (which was the point of the rituals). The idea of mana for non-mages is floating around out there on various fage fan content sites, I just borrowed the concept.
          https://drive.google.com/open?id=0B7FwXQHZFXPwRVVJTjMwbXNtNDg
          The (updated) Fantasy AGE Atomic Expansion with new arcana, talents, specialisations, expanded magic rules, and arcane orders/rune cults.

          https://drive.google.com/open?id=0B7FwXQHZFXPwdWF3ZTRicnQ0ZHc
          Fantasy Age Atomic Monster Index Vol. 1 with 21 new monsters and 7 types of minions.

          Agent of Satan, but my duties are largely ceremonial.

          Comment


          • #6
            Re: magic expansion: cantrips and rituals

            Originally posted by Doctor Atomic View Post
            No, that is a house rule, part of my magic expansion. It supports my Arcane Blade specialisation that allows rogues and warriors to learn arcana and also allows the non-mages to use rituals (which was the point of the rituals). The idea of mana for non-mages is floating around out there on various fage fan content sites, I just borrowed the concept.
            Thanks. I mean, I figured *someone* had to do it, since it was so weirdly restrictive otherwise. How to balance it or how the MP situation even fits into current balancing remains opaque as well.

            I am not sure why Rogues and Warriors get better Mana than Mages though, unless you houseruled that as well somewhere?

            Comment


            • #7
              Re: magic expansion: cantrips and rituals

              They don't, see pages 20-21 of FAGE, mages get 10+WILL+D6 Mana at first level, and gain D6+WILL each level after (I and others have changed the D6 to a flat +4). If you note from what I wrote warriors and rogues get the same starting Mana but only gain WILL in Mana for levelling up, so they are falling behind the mages by 4 Mana per level. Thus by level 10 a mage will have 36 more points of Mana than a rogue or warrior.
              Last edited by Doctor Atomic; 10th August 2016, 08:49 PM.
              https://drive.google.com/open?id=0B7FwXQHZFXPwRVVJTjMwbXNtNDg
              The (updated) Fantasy AGE Atomic Expansion with new arcana, talents, specialisations, expanded magic rules, and arcane orders/rune cults.

              https://drive.google.com/open?id=0B7FwXQHZFXPwdWF3ZTRicnQ0ZHc
              Fantasy Age Atomic Monster Index Vol. 1 with 21 new monsters and 7 types of minions.

              Agent of Satan, but my duties are largely ceremonial.

              Comment


              • #8
                Re: magic expansion: cantrips and rituals

                Originally posted by Doctor Atomic View Post
                They don't, see pages 20-21 of FAGE, mages get 10+WILL+D6 Mana at first level, and gain D6+WILL each level after (I and others have changed the D6 to a flat +4). If you note from what I wrote warriors and rogues get the same starting Mana but only gain WILL in Mana for levelling up, so they are falling behind the mages by 4 Mana per level. Thus by level 10 a mage will have 36 more points of Mana than a rogue or warrior.
                i actually have a similar houserule but mine comes from the Free From FAGE here: http://roninarmy.com/threads/3089-HO...rm-Fantasy-AGE

                My formula(s) have been redefined a smidgen but here they are:
                MAGES:
                HP: base 20 + (5 x Constitution) + (2 x Level)
                MP: Base 20 + (5 x Willpower) + (2 x Level)

                Rogues: Same formula but...
                HP: Base 25
                MP: Base 15

                Warriors: Same formula but...
                HP: Base 30
                MP: Base 10

                you can find more information on the Homebrew Wiki by these two links:
                1: https://sites.google.com/site/fagewi...lth-mana-rules
                2: https://sites.google.com/site/fagewi...wn-class-guide
                both are mine. you can use them if you wish just please site me if you do. enjoy
                [URL="https://drive.google.com/open?id=0ByE2hNokDtpAR0pWWHBadjJQdkU"]Age of Alchemy[/URL]
                [URL="https://drive.google.com/open?id=0ByE2hNokDtpAY1JteV9mQjhxamc"]Battlemap Rules based on HeroScape[/URL]
                [URL="https://drive.google.com/open?id=0ByE2hNokDtpAVzNDRUtWT0pjSnM"]Kingdom Hearts/Final Fantasy - Playtest version[/URL]
                [URL="https://drive.google.com/open?id=0ByE2hNokDtpATDZrZUhXaHBJd00"]Magic Items Repository Volume 1[/URL]
                [URL="https://drive.google.com/open?id=0ByE2hNokDtpAcHVOdVUtajJnV1k"]Magic Items Repository Volume 2[/URL]
                [URL="https://drive.google.com/open?id=0ByE2hNokDtpAcWM5VWFhcXVZUEU"]FAGE-TitansGrave Random Character Generator[/URL]
                [URL="https://drive.google.com/open?id=0ByE2hNokDtpANUxzNHo2aDYxejA"]20 races for FAGE...enjoy[/URL]
                [URL="https://vladgenx.wordpress.com/"]https://vladgenx.wordpress.com/[/URL] This is my new log Site i just created. it is going to have fantasy short story snippets for you guys. Enjoy

                Comment


                • #9
                  Re: magic expansion: cantrips and rituals

                  I have a list of dozens of cantrips. If I think about it later, I'll put them on. Mine are 1 MP and a minor action only. I use the D-AGE stats, so this would translate to INT, but mages get access to MAG number of effects.

                  Comment


                  • #10
                    Re: magic expansion: cantrips and rituals

                    Originally posted by Doctor Atomic View Post
                    They don't, see pages 20-21 of FAGE, mages get 10+WILL+D6 Mana at first level, and gain D6+WILL each level after (I and others have changed the D6 to a flat +4). If you note from what I wrote warriors and rogues get the same starting Mana but only gain WILL in Mana for levelling up, so they are falling behind the mages by 4 Mana per level. Thus by level 10 a mage will have 36 more points of Mana than a rogue or warrior.
                    Ahh, I missed the d6+will per level aspect.

                    Comment

                    Working...
                    X