Utgardloki
Mongoose
I've had a post about different types of magic that could coexist in a Runequest Modern world. Now I've been thinking about how to make rules for them.
I realize, of course, that my system of providing advantages and disadvantages in Runequest is controversial, but I bet my rules for wizardry will be even more controversial.
What I'm thinking is adapting a lot of D&D rules. Characters can spend hero points to gain levels of wizardry, probably 10 or 20 hero points per level (I'm not sure). Every other level of wizardry allows them to cast spells of a new school of magic, and allows them to cast higher magnitude spells, as well as potentially memorize more spells, although PCs need to spend 5 hero points per magnitude to memorize a spell (it's not automatic), and they don't forget spells when they're cast. (It's not quite like AD&D.)
The Wizardry skill is used to learn and cast spells. A successful Wizardry roll allows a spell to be cast from a spellbook, provided the wizard is capable of casting it and has the spellbook with him. It typically takes one combat round per spell magnitude to read a spell from a book, while memorized spells can be cast in just one or a few combat actions. Wizard spells cost Manna to cast just like Runecasting.
(I decided that I'd rather call "Magic Points" "Manna" because the latter sounds better, IMHO.)
In Runequest Modern, Wizardry coexists with Runecasting, but Runecasting is a legendary ability that costs 10 hero points and requires 90% skill in the Occult, 90% skill in Archeology Lore, and 90% skill in an Archeology specialty. Runecasting works as specified in the MRQ rulebook, except as modified by the campaign and house rules.
The major change is that in Runequest Modern, runecasters can make their own runes by investing the power points and incorporating at least 1/4 ounce of gold per magnitude of spell that can be cast through that particular rune. A lesser change is that the runes are variable and based on the archeology specialty of the runecaster (nordic, chinese, mayan, etc).
As further heresy, I'll probably base psionics on the 1st edition D&D psionics rules. :shock:
I realize, of course, that my system of providing advantages and disadvantages in Runequest is controversial, but I bet my rules for wizardry will be even more controversial.
What I'm thinking is adapting a lot of D&D rules. Characters can spend hero points to gain levels of wizardry, probably 10 or 20 hero points per level (I'm not sure). Every other level of wizardry allows them to cast spells of a new school of magic, and allows them to cast higher magnitude spells, as well as potentially memorize more spells, although PCs need to spend 5 hero points per magnitude to memorize a spell (it's not automatic), and they don't forget spells when they're cast. (It's not quite like AD&D.)
The Wizardry skill is used to learn and cast spells. A successful Wizardry roll allows a spell to be cast from a spellbook, provided the wizard is capable of casting it and has the spellbook with him. It typically takes one combat round per spell magnitude to read a spell from a book, while memorized spells can be cast in just one or a few combat actions. Wizard spells cost Manna to cast just like Runecasting.
(I decided that I'd rather call "Magic Points" "Manna" because the latter sounds better, IMHO.)
In Runequest Modern, Wizardry coexists with Runecasting, but Runecasting is a legendary ability that costs 10 hero points and requires 90% skill in the Occult, 90% skill in Archeology Lore, and 90% skill in an Archeology specialty. Runecasting works as specified in the MRQ rulebook, except as modified by the campaign and house rules.
The major change is that in Runequest Modern, runecasters can make their own runes by investing the power points and incorporating at least 1/4 ounce of gold per magnitude of spell that can be cast through that particular rune. A lesser change is that the runes are variable and based on the archeology specialty of the runecaster (nordic, chinese, mayan, etc).
As further heresy, I'll probably base psionics on the 1st edition D&D psionics rules. :shock: