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Post by fertobardi on Feb 29, 2024 23:14:47 GMT
Heya Folks!
Another thing that i suppose have also a lot of variation trought out all the series despite the most iconic of all that is Sorcery! is the usage of magic in some FF books.
I would like to know from you guys wich book of the FF canon came up with the most neat and interesting magic system in your opinion amongst all that you played let Sorcery! alone. Lets speak of Wizardry here.
With a magic system inside i have only played Citadel of Chaos and i like the mechanic of it a lot!
Having a number of spells to cast choosed by quantity insted of using magic points to drain gave me that feel that i was playing Magic the Gathering with my deck of 4 copies of each spell cards max.
Althought the rules in Citadel didnt gave any limit for each spell you can choose i find it quite neat and cohesive. I wonder if anyone have choosen maybe 18 copies/cards of fire spell.
I liked so much that mini magic system inside Citadel that im using it as main inspiration to run my own stuff. Reminds me a little of hero quest also.
But in case you might consider or remind of a touch in another book that is superior i thanks a lot in case you share it with me so i can dig in.
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Post by slloyd14 on Mar 1, 2024 10:51:36 GMT
Ages ago, someone called Larni posted an idea for a list of spells that characters could use in any Fighting Fantasy book. These spells can slip into any gamebook and be used without having to think about the consequences, which I thought was very clever.
Here is Larni's post:
These rules are for playing books that you have played before and have found them either crazy hard (CotSK I’m looking at you) or you’ve played them long ago and want to give them another go with a bit of added complication (although I’ve tried to keep it simple).
Your character begins play the ability to cast magic spells if you decide to play a magic using hero. Your magical ability is determined by your skill score.
As you can see:
Skill 7 8 9 10 11 12 Spells 14 12 9 6 4* 3*
Your characters spells can be selected at will. You may not select the same spell multiple times.
*May not select from Offensive or Defensive Magic School: you rely on your sword arm more than magic! A hero with a skill of 11 or 12 may only select spells from Utility and Restoration.
Casting a Spell You may cast as spell in any situation where you would be able to eat provisions. Casting a spell from the Offensive or Defensive school drains 2 points of Stamina. Casting spells from the Utility and Restorative schools costs nothing. You may also cast a spell in combat but if you cast a spell after the first round of combat you must take 2 additional stamina points of damage as a result of diverting your attention away from the fight.
Important If you choose to use these rules you may only have half the normal amount of provisions and you are not able to use the magical potions mentioned in most books. It is not advised that you use these rules when you can already cast spells in the main rules of the book (although only for reasons of internal verisimilitude [such as it is]). However, don’t let me stop you.
Optional Rule I’ve played around with these rules a bit and I hope they are balanced but if you think they are not roll randomly for your spells. This removes as much imbalance as I imagine you can.
Have fun people.
Larni.
Spells
Offensive Magic
Agony: the target is covered in glowing chains that cause intense pain causing -3 Skills to one target for 1d6+1 rounds with that individual i.e. only one enemy. Weakness: your target is weakened unable to land solid blows -1 point of damage per each hit for 1d6+1 rounds. Fireball: your fiery powers of fiery fire call forth a fiery ball of fiery fire that causes all enemies to catch fire. Every target suffers 1d6 damage (roll once for each target). This is fire damage. Might: you inflict +1 points of stamina damage per hit with your weapon for 1d6+1 rounds. Rain of Knives: magical daggers of force rain down on one of your enemies. The target suffers 1d6+4 points of damage. Stun Creature: the target is stunned for 2 rounds of combat allowing you to cast two more spells without being hit for the usual damage. Attacking the creature ruins the spell and the target can act normally.
Defensive Magic
Battle Fate: for the next 3 rounds of combat you do not deduct luck points for testing your luck in combat. Blur: you are difficult to see or strike: +3 to attack strength until you lose an attack round. Creature Copy: you create a duplicate of one enemy to fight its duplicate for 1d6+1 rounds. Quickness: you move like quick silver. +1 to your attack strength for the duration of the combat and you may always fight multiple opponents one at a time.
Utility Magic
Chance Encounter: your magical power allows you to influence fate: whenever there is an arbitrary dice roll to dictate fate (CotSK I'm looking at you again) you can re roll the die or dice if you don't like the first roll. Create Object: a temporary item of your choice is created in your hands. This may be used to replace a required item. This magic is only capable of creating items that are specifically mentioned in the text and are not required to perform a magical effect or have a specific reference tied to their use e.g. you could create a bamboo flute but not a magic bamboo flute or one that tells you to 'turn to reference xxx'. Favoured by Fate: When Testing you Skill you may use your Initial Luck instead. Fools' Gold: you create 2d6 gold pieces to immediate use (such as at a market or wizards’ tower). It lasts as long as the encounter lasts so you cannot stock pile magic gold pieces! Prescience: casting this spell allows you foreknowledge of one event. You may return to the last paragraph read if (an only if) you fall victim to an 'instant death'. This must be cast immediately after reading the offending page with a special arcane spell phrase which you must learn phonetically, as follows: “Ey wuz ceepng mi phingur on teh larst paigue, onist!.” Say it allowed to whoever will listen. Puissance: your magical arts aid you in one difficult task. You may subtract 2 from your roll when you Test your Skill. Serendipitous Occurrence: this spell can be cast if you fail a test your luck test. You are now lucky and do not lose a point of luck.
Restoration Magic
Fortune: you gain luck points equal to half your initial level rounded down. Healing: you gain stamina points equal to half your initial level rounded down. Mettle: you gain skill points equal to half your initial level rounded down.
Create food and water
Casting this spell will create a variety of good foods to appear along with up to a gallon of fresh water to pour out of the hero's cupped hands. This spell will create 5 meals of provisions which follow the rules for provisions for whatever book they are in (so they could do nothing (Scorpion Swamp) or restore 4 stamina points (as in a lot of FF books) or whatever effects in between).
The water does not restore stamina but if the hero casts the spell when they are prompted to have a container of water (such as in the desert in Temple of Terror) then they can act as if they have that water.
I was thinking if 5 is too much and maybe 3 would be better.
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Post by fertobardi on Mar 4, 2024 19:39:55 GMT
Thanks Stuart. Indeed pretty nice the overall idea of the guy. I work a lot on these lines. Althought some stuff its on the too much side like the materialization of an item.
I had developed something similar that i called for a magical abilitie: Trinket Mage. Inspired by an old MTG card. It gaves the ability to materialize some itens but itens that you already made physical contact and manipulated before. And the item must fit inside of the hand. And it was not possible to materialize potions. I was aiming for small consumable itens for the sorcery! spells on open RPG campaings.
I liked a lot the spell Blur. Reminded me of that one of the Jai Hulud assassins i think from Moonrunner. They were magically fast and could roll 3 dice for the attack strenght and keep the 2 highest values. It gives adds in that sensation of speed.
Also, rain of daggers its nice for a rogue-mage style. I have barrage of arrows for new turned mages that came out fresh from the forest of Yore academy.
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