Jump to content

Magic System?


nero1861
 Share

Recommended Posts

I just wondered if anyone out there had a cool system or uses a system that works well. I want to mesh the three games into a "Hero" setting, but I really want something differant for my Magic Users. I'm sure that this has come up, but I'm new, so please don't hurt me!

Thanks in advance for the advice!

Link to comment
Share on other sites

I find that the Sorceror supplement for Mage: The Ascension makes a very nice magic system for Adventure!. I haven't tried it in Aberrant and I don't play Trinity, but the power levels of the 1-3 dot effects are comparable to the Knacks and things don't end up out of balance. I've only used it as a guide for a couple of NPCs, but switching it into something useful for PCs shouldn't be that hard. I have one PC right now with Psychometry as a Level 2 Psychic Knack, and it works quite well.

Vampire: The Masquerade's Disciplines also make nice Knacks, so a Discipline Path could be converted into a magical path pretty easily. Another of my players' characters is running around with a couple of the Necromancy Disicplines as Knacks, and again, it works well. None of my players has asked for anything out of the other Storyteller books, but the 1-3 level Werewolf Gifts and Hunter Edges seem like they could adapt easily.

Another option would be to severely tone down the Mage: The Ascension spheres until they were more like the Ars Magica Techniques and Forms, and then use those. This seems like it might be more work, however.

Link to comment
Share on other sites

My personal favourite magic system will probably always be the one from FFVIII. You know, with the drawing of magic out of things, creatures, nature etc. We adapted it for non-WW use and it worked well. I love the flavour of it - inside a volcano you can not draw any water spells for example... Yeah, I suggest you try that!

::tongue

Chloe

Link to comment
Share on other sites

I like the forums alot here ::bigsmile, and I'll be around alot I hope too. I'm starting a new game and this is just the site I've been looking for! You guys did a great job, I hope someday I have something to contribute. Thanks alot for making me feel welcome, not alot of forums do that now a days! ::thumbsup

Link to comment
Share on other sites

Cool! I do like Worship ::devil!

What kind of stuff are you guys looking for right now? Any specific game in the Aeonverse that needs a little more? I've run all three of them and now I'm combining them, that's why I asked the Magic question, so I have alot of cool material just sitting.

I've recomended your site to all my players, I really love the atmosphere here. I feel wanted, that isn't something that most forums do for new people. In fact, I can't think of one...

Link to comment
Share on other sites

  • 2 weeks later...
Another option would be to severely tone down the Mage: The Ascension spheres until they were more like the Ars Magica Techniques and Forms, and then use those.

I seem to recall my own Ars Magica character starting play with a "Lance of Solar Fury" that'd give a fully fledged Nova a run for his money, & many of the other effects available for starting characters were easily more powerful than those available to starting Mage characters - but I guess that's a topic for a different forum...

In Adventure! I just use the Knacks as they are, & have the guy using them call them 'magic' (a fireball is a fireball after all) - the same goes for Aberrant, no new systems needed. In Adventure! I've had an NPC with Science [Alchemy] at the Mastered level, & the "Mad Scientist" (or "Mad Alchemist") Knack - he can whip up pretty much any potion you could ever want, & again no rules changes are needed. If you wanted you could just have an "Occult" Ability that allows characters to recognise (& use, if available) mystic spells, rituals & devices - & to design & build those things if it's at the Mastered level (just like Engineering, Science, or Medicine). That way your "sorcerer" can produce any magical effect needed, but only after the time, effort, preparation & ritual that is common to pulp magic-users. For more immediate effects just use Knacks.

Link to comment
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
 Share

×
×
  • Create New...