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Sylvano's Magic System for Scape 2015
This is our revised 2015 magic system.
First off I will say that this is only partly mine- it has been created by all the players at my house, this version especially by my eldest son. This system has been revised five times over the years. We tried to keep it simple, though I'm afraid it doesn't sound simple. Once you start playing with it though it is simple and fun to use. There are two parts, mages, and the spell book. mages Every mage has approximately the same stats. Live: varies move: varies range: 6 attack: 2 defense: 4 In order to use the spell book mages are given the special Magecraft, which costs 10% of their price. Spells can be cast on an 8+ of the 20d. Spell Proficiency is the other special mages can have, but they don't have to have it. Spell Proficiency lowers the 20d success number when rolling spells. Spell Proficiency 1 add +1 to 20d roll costs 5% of total price Spell Proficiency 2 add +2 to 20d roll costs 10% of total price Spell Proficiency 3 add +3 to 20d roll costs 15% of total price Each mage usually has a natural spell too which they pay for in their point price. eg. Magic arrow- a ranged attack of an energy blast A3. Usually their natural spell does not require a 20d roll to succeed- it is automatically successful. Now comes the tricky part. The cost of using the spellbook is paid for with charges (they could be called spell points too). You purchase charges at the start of the game, when you build your army. charges are 5 points each. Example: We are playing a 500 point game. I chose an 80 point mage, and then buy 10 charges (10 X 5) which totals 50 points. The mage is now worth 80 + 50 = 130 points. We use pennies to represent charges and put them on the figure's card. Spell book The spell book is divided into three categories: Magical (level 1), Sorcerous (level 2) and Furious (level 3). A mage can attempt spells totaling 3 levels on their attack turn if they wish. (or less or none at all) example: 3 level one spells, or one level three spell, or 1 level two and 1 level two. The charges required to pay for the spells are removed from their card. level one spells cost 1 charge, level two costs 2 charges, level three costs 3 charges. The 20d is shaken to see if a spell is successful. If the spell fails, the charges are not refunded. Casting a spell is a figure's attack turn. However another mage in range can use block and reflect spells defensively as Instants. There is no limit on the number of instants that can be used. Example: Mage 1 cast Furious Arrow. mage 2 casts block to stop the spell. Mage 1 casts block to block the block, etc. We call this a mage duel. It can be exciting, but it also burns your spell points off quickly. Note: a level 2 (sorcerous) spell must be attacked with a level 2 block, etc Warning: Mages tend to be targets. Your enemy will want to kill the mage before they can use those charges, thus wasting your points. Heroscape 2015 Spellbook Spell: Arrow magical: 4A on target figure in range sorcerous: 4A on target figure + 1 adjacent figure both in range furious: 4A on 3 connected figures all in range Haste magical:+3M for 2 figures sorcerous:+3M for 4 figures furious:+3M for 6 figures Bloodlust magical:+1A for 2 figures sorcerous:+1A for 4 figures furious:+1A for 6 figures Focus magical:+3R for 2 figures sorcerous:+3R for 4 figures furious:+3R for 6 figures Stoneskin magical:+1D for 2 figures sorcerous:+1D for 4 figures furious:+1D for 6 figures Curse magical:-1A for 2 figures sorcerous:-1A for 4 figures furious:-1A for 6 figures Slow magical:-2M for 2 figures sorcerous:-2M for 4 figures furious:-2M for 6 figures Flight magical:1 target now has the flying power sorcerous:2 targets now have the flying power furious:3 targets now have the flying power Numb magical:-3R for 2 figures, cannot reduce range below 2 sorcerous:-3R for 4 figures, cannot reduce range below 2 furious:-3R for 6 figures, cannot reduce range below 2 Daze magical:1 target deals no leaving engagement attacks sorcerous:2 targets deals no leaving engagement attacks furious:3 targets deals no leaving engagement attacks Superjump magical:Add 20 to 2 targets jump rolls sorcerous:Add 20 to 4 targets jump rolls furious: Add 20 to 6 targets jump rolls Blast magical:2A on target hex + 2 adjacent hexes sorcerous:2A on target hex + 5 adjacent hexes -no level 3 Fireball -no level 1 sorcerous:3A on target hex +2 adjacent hexes furious: 3A on target hex + 4 adjacent hexes Frost Ring -no level 1 -no level 2 furious: 3A on all hexes adjacent to target hex Teleport magical:Teleport 2 target 5 hexes sorcerous:Teleport 4 targets 5 hexes furious: Teleport 6 targets 5 hexes Block magical:Counter target Magical spell that passes within range sorcerous: Counter target Sorcerous spell that passes within range furious: Counter target Furious spell that passes within range Reflect magical:This spell functions identically to Block, except that when casting this spell you subtract 5 from your roll on the d20 and if you successfully counter the spell then you may cast it immediately as a free action sorcerous: This spell functions identically to Block, except that when casting this spell you subtract 5 from your roll on the d20 and if you successfully counter the spell then you may cast it immediately as a free action furious:This spell functions identically to Block, except that when casting this spell you subtract 5 from your roll on the d20 and if you successfully counter the spell then you may cast it immediately as a free action Waterwalking magical: 2 targets gain waterwalking sorcerous: 4 targets gain waterwalking furious:6 targets gain waterwalking Berserk magical: 1 target with base stat total worth 25 points or less berserks sorcerous: 2 targets with base stat total worth 25 points or less berserks furious:3 targets with base stat total worth 25 points or less berserks Mind Control magical:1 target worth 25 points or less is now under your control, subtract 5 from the when casting this spell sorcerous: 2 targets worth 25 points or less is now under your control, subtract 5 from the when casting this spell furious:3 targets worth 25 points or less is now under your control, subtract 5 from the when casting this spell |
#2
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Re: Sylvano's Magic System for Scape 2015
Well met! Sounds interesting. How do you determine your mages' base stats and price? |
#3
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Re: Sylvano's Magic System for Scape 2015
Since it's all custom work, we make the mages' stats whatever we want.
We like to keep the range at 6, attack at 2 and defense at 4 because that works best in our custom game. That makes them dependable even if they run out of charges. The other stats very. One of my favorite mages is a little gnome named Bartholomew Silverhair and he has a move of just 4 and just fthree little life. We have over time evolved a pricing formula and we use that to set the price initially. Then after play testing the price is sometimes adjusted. |
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