|
Magic System Design is covered
here |
The limitations and restrictions of a Magic
System often define that Magic System more
surely than anything else. Following are
some suggestions on ways to use Limitations
in a consistent fashion to achieve various
effects in the HERO System. |
Following are some recommendations and guidelines
for GM's and Players alike to use when designing
Magic Systems and "Spells" or
other Magical effects. Options that are
in effect in my campaigns are noted, but
Players should check with their GM's to
determine what options are generally appropriate
to their Magic Systems, and any broad restrictions
on what Magic can accomplish. |
Limited Power |
This option is in effect in my campaigns |
The HERO System's catch all "isn't
listed elsewhere" Limitation sees a
lot of use in making unusual Spell effects.
|
Because the uses for this Limitation are
pretty broad, a comprehensive list isnt
possible, however there are a few reoccurring
Limited Power Limitations that I cover below. |
UNDEAD |
Some Magical Effects have specific interactions
with Undead; some only affect Undead, and
some explicitly do not affect Undead for
instance. |
UNDEAD ONLY |
As a Campaign Groundrule, Undead Only is
worth a flat -2 Limitation. All Magical
Effects presented as examples herein that
are Undead Only use the Limitation at this
value. |
However, obviously in some settings (Ravenloft
or similar) or circumstances (such as a
campaign centered around an Undead infested
ancient city in a setting that otherwise
has a fairly normal distribution of Undead
or similar) it's much less limiting than
a -2. |
GM's expecting to run Undead heavy campaigns
should consider refactoring this to a -1
Limitation and either back filling affected
Magical Effects they want to use with another
-1 in Limitations from other sources or
increasing the Real Cost of the affected
Magical Effects accordingly.
Alternately, given that this would be a lot of work, another option is to
compensate with an ambient environmental effect, such as each
usage of an Undead Only spell or ability in such a setting affects the
caster / user with a 1 point CON Drain with a FADE Rate of 5/Day.
This avoids the nuisance of having to re-math the various mechanical
write ups.
|
Undead Only: Limited Power (Only
vs. Undead, -2) |
DOES NOT AFFECT UNDEAD |
As a Campaign Groundrule, Does Not Affect
Undead is worth a flat -1/4 Limitation,
but see "Living Only below" |
Undead Exclusion: Limited Power (Not
vs. Undead, -1/4) |
BODY REQUIRED |
Many of the Spells and other Magical Effects
presented herein that create Undead are
built using the Summon Power. However, the
user of such a Magical Effect typically
isn't calling a creature from somewhere
else to do their bidding; they are creating
the Undead creature on the spot. Thus many
such Magical Effects require a dead body
to work with which is effectively used to
"build" the resulting Undead.
|
Such Spells may take Body Required for a
-1/2 Limitation. This is essentially a variation
of the "Summoned Being Must Inhabit
Locale" option for Summoning and should
not be combined with that Limitation. |
Need A Body: Limited Power (Body
Required, -1/2) |
LIVING ONLY |
Some fantasy settings feature "creatures"
which are not actually alive, most typically
Undead, but also Constructs (golems and
similar), Magically animated or created
entities, and similar. It's up to an individual
GM's discretion whether "demonic"
or other "outsider" creatures
count as Living or not. Also, Magic Items,
and even mundane Equipment, terrain features,
buildings and the like all obviously qualify
as "Not Living". |
Magical Effects which Only Affect Living
Creatures may take a flat -1/2 Limitation.
They have no effect whatsoever on things
that are not actually organic and alive.
|
This Limitation is actually a little more
limiting than a -1/2 in some circumstances,
but has some benefits as well which counteract
this. The primary benefit to this Limitation
is that damage Effects that kill living
opponents but don't destroy their Equipment
or cause collateral damage in the process
can be very useful. |
You cannot combine this with another Limitation
that targets a subset of non living things,
such as Not vs. Undead or Not vs. Constructs. |
Living Only: Limited Power (Only
Affects Living Creatures, -1/4) |
ONLY WHILE IN CONTACT WITH THE GROUND |
This is a common Limitation for Earth oriented
Magical Effects, particularly Geomancy Spells
from "Elementalist" types of Magic
Systems. If a Magical Effect is only usable
while the Magic User is on the ground this
Limitation is worth -1/4; if it only works
if they are in contact with raw earth, rock,
or stone its worth -1/2. |
Grounded: Limited Power (Only While
In Contact With The Ground, -1/4) |
Earthy: Limited Power (Only While
In Contact With Raw Earth, Stone, Soil,
-1/2) |
ONLY WHILE IN SANCTUM |
It is possible for a Magic User to use Magical
Effects that only work when used in a Base
(or Demesnes in the Fantasy parlance) that
the Magic User has listed on their Character
sheet, defined in points using the Base
rules (whether they paid points for the
Base(s) or were allowed to purchase the
Base(s) with money is immaterial).
|
This is a pretty significant Limitation,
although less so for a Character with a
large Demesnes. This Limitation would be
ideal for certain Ward type Magical Effects
for example. However, it raises some balance
and playability issues. |
While it does seriously curtail the usefulness
of a Magical Effect, reasonably Magic Users
simply wont prepare or use such effects
other than when in their Demesnes. Thus
its not really as limiting in context as
it would seem on the surface.
|
Considering the actual playability of the
Limitation, I would recommend -3/4.
|
Sanctum Sanctorum: Limited Power
(Only Functions in/on Base/Demesnes, -3/4) |
RITUAL |
A new Limited Power sub-system is introduced
on page 135 of Fantasy HERO for HERO System
5th Edition called Ritual. This is a really
useful and flavorful Limitation which requires
multiple Magic Users to work in tandem to
activate a Magical Effect.
|
This Limitation is particularly appropriate
for lower Fantasy milieus, and/or Magic
Systems that don't grant a lot of individual
power to it's users, but is still capable
of powerful feats when several practitioners
work together. |
Any time a Spell needs more than one Magic
User to be used, Ritual is the best way
to model this. The values for the Ritual
Limitation vary based upon the number of
Magic Users required; consult Fantasy HERO
as needed. |
Ritual: Limited Power (Requires Multiple
Magic Users, var); consult Fantasy HERO
pg 135 |
WINDOW OF OPPORTUNITY |
A new Limited Power sub-system is introduced
on page 136 of Fantasy HERO for HERO System
5th Edition called Window of Opportunity.
This is a really useful and flavorful Limitation
which allows a Spell to only be cast at
certain specific times.
|
This Limitation is particularly appropriate
for lower Fantasy milieus, and/or Magic
Systems that isn't as strong for day to
day use, but can work powerful Magic during
certain timeframes. |
Any time a Spell can only be cast "Once
A Century" or "When The Stars
Are In Alignment", or "Once In
A Blue Moon", etc, Window of Opportunity
is the best way to model this. The values
for the Limitation vary based upon the frequency
and duration of the Window of Opportunity;
consult Fantasy HERO as needed. |
WoO: Limited Power (May Only Be Cast
At Certain Times, var); consult Fantasy
HERO pg 136 |
REQUIRES A
MAGIC SKILL ROLL VS SPELL RESISTANCE |
This option is in effect in my campaigns |
As indicated under the Spell Design section,
one use of Requires a Skill Roll is to represent
Spell Resistance. Some creatures and Characters
have a Custom Talent called
Spell Resistance which provides
a Skill Roll only usable for opposed rolls
against the Magic Skill Rolls of opposing
Magic Users.
|
If this option is used then many (but not
necessarily all) offensive Magical spells and abilities should
take this Limitation if their Magic System
interacts with Spell Resistance.
|
If used the "No Active Point Penalty
To Skill Roll" option is advisable,
resulting in a net -1/4 Limitation when
combined with "RSR Skill is subject
to Skill vs. Skill contests".
|
Some of the Magic Systems presented herein
do not interact with Spell Resistance; all
of the Magic Systems indicate whether they
do or do not. |
If this Limitation is applied to a Spell
or other Magical Effect, the Magic User
makes a single Skill Roll with the appropriate
Magic Skill Roll when he casts the Spell.
Following is a list of possible outcomes. |
Skill Roll Failed |
- Magical Effect fizzles and has no effect
- If on Charges a Charge is expended
- If costs END then END is expended
|
Skill Roll Succeeds |
- Target(s) with Spell Resistance make Spell
Resistance Roll
- If Spell Resistance Roll made by more than
Magic User's Skill Roll, Target not affected.
- If Spell Resistance Roll made by less than
Magic User's Skill Roll, Target is affected
|
|
An important note is that if this Limitation
is applied, then the Magic User must make
a successful Magic Skill Roll even if the
targets do not have Spell Resistance. If
the Magic Skill Roll is failed its important
to note that the Spell is still successfully
cast, is visible unless normally not visible,
and anything else tied to it's casting occurs,
it just failed to affect the targets.
|
The Magic User only makes one Magic Skill
Roll; if the Spell has an Area of Effect
(AoE), than any and all targets in the AoE
that have Spell Resistance compare their
individual Spell Resistance Rolls to the
Magic User's single Magic Skill Roll. Targets
that roll better than the Magic User are
not affected, but everyone else in the AoE
is affected. |
This Limitation is risky, in that it can
cause Spells to effectively fizzle which
is a major downside for a mere -1/4 (on
average) Limitation. However, the percentage
chance of this occurring should be relatively
small for the average Magic User, and most
opponents will lack Spell Resistance. Thus
under normal circumstances this Limitation
wont affect the Magic User that often so
it's a bit of a gamble. |
Resisted By Spell Resistance: Requires
A Magic Skill vs. Spell Resistance Roll
(No Active Point penalty to Skill Roll,
RSR Skill is subject to Skill vs. Skill
contests -1/4) |
SKILL BONUSES ONLY VS SPELL RESISTANCE |
To approximate the concept of "Spell
Penetration", i.e. the ability to blow
through Spell Resistance with Spells or
other Magical Effects, a Magic User could
buy Skill Levels with their Magic Skills
with the Limitation "Only for making
Magic Skill vs. Spell Resistance Rolls"
for a -2 Limitation if using individual
Magic Skills or -1/4 if using the
Spellcraft ability. Thus each +3
to a specific Magic Skill Roll would cost
2 points, or 5 points for Spellcraft. |
Spell Penetration: +3 with Specific
Magic Skill (Evocation, Pyromancy, etc);
Only for making Magic Skill vs. Spell Resistance
Rolls (-2); 2 points |
Spell Penetration - Spellcraft: +3
with Spellcraft; Only for making Magic Skill
vs. Spell Resistance Rolls (-1/4); 5 points |
SIDE EFFECTS |
Side Effects is a very flexible and useful
Limitation for making Spells with; any time
a Spell has some down side involved with
it Side Effects is the most likely appropriate
Limitation. |
ALWAYS OCCURS |
An important detail to remember is that
the Side Effects Limitation only occurs
if used in conjunction with a Required Skill
Roll (RSR) or Activation by default. However,
if a Side Effect always occurs, its worth
double the value as a Limitation and can
be used with Magical Effects that do not
have an Activation or RSR Limitation. |
FATIGUE |
An excellent use of Side Effects is to model
the concept of Fatigue. Some Spells or other
Magical Effects are very powerful and may
tire a Magic User considerably when used.
This is primarily a game balance consideration,
to reduce the number of times a Magic User
might use a particular Magical Effect in
a short period of time.
|
DRAIN BASED |
Fatigue can be represented by a Drain vs.
END or STUN in a Side Effect. Use the Side
Effect rules to determine how many points
of effect a given level of Side Effect causes,
and buy a Drain vs. END or STUN (or both)
with that many Active Points. Because it's
a Side Effect, a Magic User does not get
to apply any Power Defense against this
"damage".
|
A smaller number of dice with a Delayed
Return Rate can be used for "long term
fatigue", or a larger number of dice
at the normal Fade rate for a "short
term fatigue" that is shaken off in
about a minute or so. |
This method does have a few downsides however.
Not only does it requires more book keeping,
but more significantly the effect often
Fades away very rapidly with no long term
impact on the Character. In a Fantasy setting
with copious Healing magic it can also be
effectively erased or minimized by the application
of an appropriate Healing Spell. |
LONG TERM ENDURANCE LOSS BASED |
This option is in effect in my campaigns |
Another way to do fatigue with Spellcasting
is to use a variant of the Long Term Endurance
Loss Optional Rules on page 286 of the HERO
System 5th Rules Edition Rulebook combined
with Side Effects.
|
A Character recovers their REC in LTE after
5 hours of rest or once per day otherwise.
Thus, this is a very useful mechanic for
slowing the casting of powerful Magical
Effects, and many of the more powerful long
lasting sample Magical Effects provided
within this web site use this method.
|
Even practitioners of Magic Systems that
do not use Endurance for Magical Effects
(being either 0 END or Charges based) or
that use END Reserves are slowed down by
LTE loss; eventually they can be reduced
to being unable to walk or exert any STR
without taking STUN loss.
|
For simplicities sake, since not all Magic
Systems use Endurance, I ignore the normal
LTE Accrual by END Spent rules and instead
use Side Effects to drive the amount of
LTE accrued based upon the number of Active
Points in the Magical Effect. |
As a Campaign Groundrule, a Spell may take
Side Effects at the following levels: |
Mildly Fatiguing (Minor SE, Always Occurs) |
AP/10 |
-1/2 |
Fatiguing (Major SE, Always Occurs) |
AP/5 |
-1 |
Greatly Fatiguing (Extreme SE, Always Occurs) |
AP/3 |
-2 |
|
The LTE Loss from this Limitation is in
addition to any END Costs a Magical Effect
has, and is applied after the initial END
cost in the same Phase the Magical Effect
is activated. Thus if a Character activated
a Magical Effect with 30 Active Points that
costs 3 END normally and is also Fatiguing
(AP/5 = 6 LTE), the Character would spend
3 END and then takes 6 LTE loss. If the
Magical Effect is constant and costs END
each Phase then on following Phases the
Character spends 3 END but does not take
6 more LTE loss. |
EXAMPLE: Unza is a practitioner of
a Magic System with some fatiguing Magical
Effects that use the LTE Side Effect Option.
One of Unza's Magical Effects has 90 Active
Points and is "Greatly Fatiguing",
indicating that it's use accrues 90/3 =
30 Long Term Endurance loss. Unza only has
35 END, so using this Magical Effect leaves
him with 5 END until he can recover from
the LTE loss. |
Mildly Fatiguing: Side Effects (Minor,
Always Occurs): Magic User suffers (AP/10)
in LTE loss; -1/2 |
Fatiguing: Side Effects (Major, Always
Occurs): Magic User suffers (AP/5) in LTE
loss; -1 |
Greatly Fatiguing: Side Effects (Extreme,
Always Occurs): Magic User suffers (AP/3)
in LTE loss; -2 |
Material Components and Physical Objects |
Material Components can help give a Fantasy
Magic System greater flavor and verisimilitude,
but can also become a major impediment to
fun and enjoyment if left to run amok. Following
are some considerations pertaining to Material
Components |
Some Magical Effects might require unusual
physical components to function, collectively
referred to as Material Components. Some
Material Components are relatively mundane,
such as charcoal, chalk, candles, string,
etc. Others are expensive or exotic or both,
such as gems, rare spices, or raw metal.
Still others have mystical or alchemical
qualities, such as the cliched Eye Of Newt,
Hair of the Dog, etc. |
The HERO System provides many ways of representing
a Material Component or Physical Object
in the context of a Spell, and it can be
confusing to the uninitiated as to which
is the most appropriate for a given circumstance.
Following is coverage of the four most relevant
Power Modifiers dealing with a tangible
object related to a Power Construct, and
recommendations on when to use which. |
FOCI |
This option is in effect in my campaigns |
In the HERO System if you need an item to
use a Power construct, you take the FOCI
Limitation for that Power construct. If
the item is consumed with the use of the
Power you may also apply the Expendable
option which grants a greater Limitation
value depending on how unusual the item
is. However, if the item can't actually
be taken away from the Character, or is
so obtainable as to be easily replaceable
then the FOCI Limitation may not be taken. |
HOLY SYMBOLS |
Divine Magic Users often have a different
sort of "Material Component" in
the form of a Holy Symbol. Holy Symbols
vary by patron entities, but are almost
never expendable. They are typically brandished
with the casting of each Spell, and a Divinist
uses the same Holy Symbol over and over
again for various Magical Effects.
|
I recommend representing Holy Symbols using
the FOCI rules; I opt towards OIF (Obvious
Inaccessible) since any appropriate Holy
Symbol will do (Holy Symbol of Opportunity
essentially), but some GM's may prefer OAF
(Obvious Accessible). Players should confer
with their GM's about this. |
USING FOCI |
If a particular Magical Effect has Material
Components defined via use of the Focus
Limitation, then to activate that Magical
Effect the Magic User must be able to manipulate
the Focus with their own hands, or use it
in some fashion. Simply having it on their
person in a pouch or backpack is not sufficient
unless the Focus is both Inobvious and Inaccessible. |
AD&D 2e Conversion |
If converting to the HERO System from AD&D
and the GM wants to model AD&D as closely
as possible, then all converted Spells with
listed Material Components in AD&D should
take the FOCI Limitation; typically with
the Expendable option. |
D&D 3e Conversion |
If converting to the HERO System from D&D
3rd Edition and the GM wants to model D&D3e
as closely as possible, then when converting
Spells with Material Components only use
FOCI for Material Components with an explicit
gold cost. Spells which lack a specific
gold cost for their components are assumed
to be available in D&D 3e as long as
the Magic User has access to their Spell
Component Pouch and thus Restrainable is
a better Limitation to use in most cases
(see below). |
RESTRAINABLE |
This option is in effect in my campaigns |
Rather than taking FOCI, Magical Effects
may take a Limitation new to the HERO System
in the 5th Edition called Restrainable to
indicate that the Power can't be taken away
from a Character, but its usage can be curtailed
in certain circumstances.
|
In a Fantasy HERO context a Character might
be allowed to take Restrainable by Removal
of Spell Component Pouch (-1/4) if the GM
allows it indicating that as long as the
Character has access to a Spell Component
Pouch they are assumed to have whatever
they need to cast individual Spells, but
if they can't get to their Pouch for one
reason or another then they can't cast Spells
that are built with the Restrainable Limitation.
This is a more abstracted, less tedious
way to handle Material Components, requiring
no book keeping. |
USING RESTRAINABLE BY SPELL COMPONENT POUCH |
If a GM has permitted it and a Magic User
has Spells or other Magical Effects which
requires a "Spell Component Pouch"
to be cast, then that Magic User must be
able to access their Spell Component Pouch
to use those Spells. Mere proximity is not
sufficient. Further this Spell Component
Pouch must be displayed somewhere about
their person and be reasonably accessible.
|
D&D 3e Conversion |
If converting to the HERO System from D&D
3rd Edition and the GM wants to model D&D3e
as closely as possible, then all converted
Spells which lack a specific gold cost in
their write up should use the Restrainable
Limitation instead of FOCI. |
PHYSICAL MANIFESTATION |
This option is in effect in my campaigns |
Some Magical Effects in addition or instead
of requiring physical items to be activate
create some kind of physical manifestation
which can be attacked and destroyed, which
will also deactivate the effect. This could
be modeled using the FOCI rules, except
that FOCI are normally needed for activation
of a Power construct, whereas this sort
of manifestation is brought into being by
activation of a Power construct.
|
Fortunately, a new Limitation called Physical
Manifestation can be found on page 100 in
the UNTIL Superpowers Database. Physical
Manifestation is a -1/4 Limitation that
essentially is treated as a Breakable Focus
brought into being by activation of a Power,
with a DCV equal to the Base DCV of the
originating Character (or logically 0 if
left unattended and immobile). |
This Limitation is tailor made for making
Spells that create a Ward, or a Symbol,
or call forth "weapons" which
may be attacked directly, and similar effects.
I personally favor this new Limitation and
encourage it's use where appropriate. |
USING PHYSICAL MANIFESTATION |
A Physical Manifestation must be accessible,
must be attackable, and must be breakable
via mundane means. If it is not any one
of these things, then it is not really a
Physical Manifestation and is just a SFX. |
REF: Physical Manifestation, consult Page
100 UNTIL Superpowers Database, Sidebar |
LINGERING |
This option is in effect in my campaigns |
On a related tangent to Physical Manifestation,
some attack Spells bring into being an object
which may be used to convey an attack repeatedly,
such as a Magical Effect that "summons"
or "creates" a "weapon"
like a Sword. However, most Attack Powers
are Instant in nature, and thus don't lend
themselves to bringing a reusable "weapon"
into effect. |
While this could theoretically be represented
as a Constant Power construct using the
FOCI or Restrainable rules to represent
the "weapon", it makes for a relatively
clumsy Power construct. Fortunately Fantasy
HERO provides an ideal solution in the form
of a new Advantage called Lingering detailed
on page 257 of the Fantasy HERO Genre Book
for HERO System 5th Edition.
|
Lingering may only be applied to Instant
powers and varies in its value based upon
how long the Power sticks around on the
Time Chart. Without impinging on the IP
of HERO Games, suffice to say that a Lingering
Instant Power may be used or not used on
successive Phases, targeted anew each time,
for the duration of the Lingering Advantage.
By default the Lingering attack is perceivable
for the duration (a variation of Invisible
Power Effects may be applied to avoid this),
and the SFX of the attack may be defined
creatively as usual for the HERO System.
|
Thus, a "Summon Sword" Spell may
be defined as a Lingering Hand Killing Attack,
and the SFX of the Spell can be defined
as "A sword appears and may be used
to strike at opponents". The
"sword" can't be taken away from
the Character or attacked directly (unless
Physical Manifestation is also taken for
the Spell), and really doesn't exist in
any meaningful fashion, but has the appearance
of being a physical sword. |
USING LINGERING |
Lingering is a fabulously useful Power Advantage
for creating Spells with and I recommend
its use, both in and out of conjunction
with Physical Manifestation. |
However, there have been several clarifying
points made by Steve Long regarding the
Advantage on the HERO System Rules Questions
Forum, available in the
HERO System Rules FAQ for Fantasy HERO.
|
The most significant ruling made thus far
as pertains to the content of this website
is the relation of Lingering and Charges;
Lingering qualifies to unlock the "Continuing"
option for Charges, just as if it were a
Constant or Continuous Power. This feature
of Lingering is used heavily in the
Spells provided on this website
and should be noted. |
Lingering FAQ Entries (as of August 2, 2004) |
Q: Regarding the Lingering Advantage on
FH 257:
- If the spell is in a Multipower and the
Multipower is switched to another slot,
does the Lingering power remain in effect
for its defined duration?
- Does a Lingering spell automatically become
Persistent?
-
How does Lingering interact with Charges?
-
Can characters apply the Uncontrolled Advantage
to powers bought with the Lingering Advantage?
|
A:
- As a default, no switching to another Power
Framework slot cancels the spell. The GM
is free to change that rule for a particular
spell or magic system if he sees fit.
- No.
- If a power has Charges, each use ends after
one Phase passes, even if its also a Lingering
power. If a character wants to have a Lingering
power that has Charges and for which each
activation lasts for the specified Lingering
duration, he must make them Continuing Charges
with a duration equal to the Lingering duration.
Since the characters already paying extra
for Lingering, (a) he is allowed to apply
Continuing Charges to an Instant Power,
and (b) you should cap the value of Continuing
Charges at -0. The GM can change
either of these rules if he prefers otherwise
for reasons of campaign balance or the like.
-
No.
|
REF: Lingering, consult Page 257 Fantasy
HERO for HERO System 5th Edition |
Disruptible
Limitations |
A staple of many fictional and game sources
is the idea of "disrupting" a
Magic User. It is often one of the primary
survival mechanisms for non-Magic Users
when facing a Magic User. Suggestions on
how to handle this in the HERO System follow. |
One of the primary differences between a
Spell or other Magical Effect and a Superpower
is that most Superpowers are just activated
by will alone, whereas Spells usually must
be "cast". Casting a Spell or
other Magical Effect connotates an accomplishment
unto itself, rather than just an assumed
non-issue. Many Magical Effects require
lengthy preparations, concentration, intricate
mystic gestures, and arcane incantations
which are delicately arranged just-so to
cause the desired result. All of this lends
itself to interruption by outside forces,
often in the form of an angry opponent wielding
a sharpened piece of metal. |
The disruptability of an individual Magical
Effect is determined by the Limitations
placed upon it however. For instance a "Spell"
designed as a Power construct without Extra
Time, Concentration, Incantations, Gestures,
Restrainable, or FOCI may not be disruptable
at all, depending upon what other Limitations
apply. |
Some of the most common Limitations which
create opportunities for the activation
of Magical Effects to be disrupted are listed
below. |
EXTRA TIME |
The primary single determinant of a Spell's
disruptability is Extra Time. A Spell that
resolves immediately doesn't leave much
time for disruption even if it has taken
other Limitations that would make it vulnerable
to such.
|
DISRUPTED BY ATTACKS AND DAMAGE |
This option is in effect in my campaigns |
For the purposes of Spells it is recommended
that the "GM's Option" to have
an Extra Time Power be disrupted if the
user takes damage or is affected by other
attacks before the Extra Time has elapsed
described in the 1st col, 4th para on page
186 of the HERO System 5th Edition Rulebook
under "Extra Time" be implemented
as a Campaign Groundrule. |
ONLY TO ACTIVATE |
Most Constant/Continuous Spells should apply
this modifier to represent a Spell which
takes a while to cast initially, but afterwards
are not disruptable and work normally. |
CONCENTRATION |
This option is in effect in my campaigns |
If a Magic User must Concentrate to cast
a Spell, then the rules provided on page
184 of the HERO System 5th Edition Rulebook
indicate that STUN or BODY damage will disrupt
the casting the Spell. It is recommended
that the GM's Option to allow an EGO roll
at -1 per 2 points of STUN or other Damage
be implemented as a Campaign Groundrule.
|
DISTRACTIONS |
This option is in effect in my campaigns |
Further, it is recommend that any situation
which would make it difficult to Concentrate
also require occasional Magic Skill Rolls
or EGO Rolls (at the GM's discretion). Trying
to cast a Spell requiring Concentration
while moving at Non Combat Movement speeds
in a wagon or while riding, in an environment
with strong sensory input (a noisy tavern,
a fetid cell, while covered in bugs, etc)
and other similar distractions could all
impose a Magic Skill or EGO Roll to prevent
disruption of a Magical Effect that requires
Concentration. |
INJURY |
This option is not in effect in my campaigns |
To increase the grittiness of a campaign,
or to depict lower Fantasy, a GM might consider
imposing Concentration penalties on injured
Magic Users; it's difficult to concentrate
when you are in pain, after all. In such
a case, a Magic User must make an EGO or
Magic Skill Roll to cast a Spell when below
normal STUN or BODY. The following modifiers
are suggested only; Magic Users could buy
Penalty Skill Levels to offset these penalties. |
NOTE: This option will seriously curtail
combat casting. |
75% STUN or BODY:
|
-1 to Roll |
50% STUN or BODY:
|
-2 to Roll |
25% STUN or BODY:
|
-3 to Roll |
10% STUN or BODY:
|
-4 to Roll |
At 1 STUN or BODY:
|
-5 to Roll |
|
INCANTATIONS |
This option is in effect in my campaigns |
If a Spell requires Incantations, then anything
that prevents the Magic User from speaking
will disrupt the Spell. Further, as noted
on page 192 of the HERO System 5th Rules
Edition Rulebook, if the Character takes
damage or is affected by any Power construct
requiring an Attack roll or ECV Attack Roll,
the Power is disrupted or turns off (in
the case of Incantations throughout). |
DARKNESS VS HEARING |
This option is in effect in my campaigns |
Per page 192 of the HERO System 5th Rules
Edition Rulebook, a Magical Effect with
Incantations cannot be cast in a Darkness
vs. Hearing Group Area of Effect. |
VOICE RANGE |
This option is in effect in my campaigns |
On page 133 of Fantasy HERO for Hero System
5th Edition an option for Incantations is
presented called Voice Range. Normally Incantations
have to be obvious "words of power"
or similar, but this type of Incantations
can be disguised as normal speaking, singing,
etc.
|
However, the target(s) must be able to hear
the Incantations, and must be within about
20" of the Magic User if no other strong
noise is present. If they can't hear it,
whether because there is too much background
noise, they are too far, they have been
deafened, they block their ears, or otherwise,
then they are not affected by the Spell. |
Thus such a Spell could be effectively disrupted
on a group or individual basis by something
making a lot of noise, a person clapping
their hands over their ears, someone yelling
at the top of their lungs to drown out the
Incantations, or similar. |
However, as a downside Magic Effect which
cause damage would effect the Magic User
as well unless they took steps to protect
themselves or if the Effect also has Personal
Immunity applied to it. |
NOTE: This variant of Incantations is used
by the
Sortilege Magic System detailed
on this site. |
COMPLEX |
This option is in effect in my campaigns |
On page 255 of Fantasy HERO for Hero System
5th Edition an option for Incantations is
presented called Complex. A Complex Incantation
imposes an additional -3 penalty to any
Required Skill Roll, or forces an INT Roll
at -3 if no Skill Roll is required normally.
Failing the appropriate Roll disrupts the
Magical Effect. |
DEAFENED |
This option is in effect in my campaigns |
As an extension of the normal Incantation
rules, it is suggested that if the Magic
User is rendered unable to hear (via a Flash
vs. Hearing or a Transform into a Deafened
state or something similar) that they suffer
difficulties using Spells with Incantations.
If the Spell also requires a Skill Roll,
it is recommended that the Skill Roll suffer
an additional -3 penalty; if the Spell does
not require a Skill Roll then it is recommended
that the Magic User has to pass an INT Roll
at -3 to avoid mangling the Incantations
and disrupting the Magical Effect.
|
GESTURES |
This option is in effect in my campaigns |
If a Magical Effect requires Gestures, then
anything that prevents the Magic User from
making obvious Gestures with at least one
hand (or if the "Two-Hands" option
is taken, all manipulatory limbs) prevents
the casting of that Magical Effect. If the
Magical Effect requires both Gestures and
Extra Time, then stopping the Magic User
from Gesturing after he has started activating
the Magical Effect but before the Magical
Effect has activated will disrupt the Magical
Effect. |
COMPLEX |
This option is in effect in my campaigns |
On page 254 of Fantasy HERO for Hero System
5th Edition an option for Gestures is presented
called Complex. A Complex Gesture imposes
an additional -3 penalty to any Required
Skill Roll, or forces a DEX Roll at -3 if
no Skill Roll is required normally. Failing
the appropriate Roll disrupts the Magical
Effect. |
ARMOR |
This option is in effect in my campaigns |
As noted below, Magical Effects with Gestures
may force DEX Rolls on Arcane Magic Users
wearing Armor, or Encumbered, or both. Several
variations on this theme are provided under
Casting and Armor
below; check with your GM to determine if
they are using one or more of the options
provided. |
FOCI |
If a Magical Effect requires a Focus to
be cast, if that Focus is taken away from
a Magic User before the Magical Effect activates
or the Magic User's ability to manipulate
the Focus is curtailed (via a grab or an
Entangle) before the Magical Effect activates,
the Magical Effect is disrupted. Further,
if the Focus is broken (using the rules
provided on page 189 of the HERO System
5th Rules Edition Rulebook) either during
casting or in the case of a non-Expendable
Focus on a Constant or Lingering Magical
Effect after the Magical Effect has activated,
the Magical Effect is disrupted. |
RESTRAINABLE |
Similar to disrupting a Magical Effect that
requires a Focus, if a Magical Effect has
the Restrainable Limitation and the Restraining
clause occurs before a Magical Effect activates,
that Magical Effect is disrupted. |
PHYSICAL MANIFESTATION |
If a Constant or Lingering Magical Effect
has a Physical Manifestation, if the Physical
Manifestation is broken the Magical Effect
is disrupted. |
In some games it might be appropriate to
restrict the wearing of Armor for Magic
Users at a GM's discretion. Following are
various ways to do so. |
Casting and Armor |
As attacks are most typically of the Killing
variety in Fantasy HERO, Armor takes on
a good deal of significance. Since Armor
and Magic both are major concerns for play
balance, unsurprisingly how they relate
to one another is correspondingly also a
major concern. If Magic Users can run around
in magical plate mail whipping out Magical
Effects, non Magic Users will have a correspondingly
tougher time of it. |
One approach towards handling this is to
simply not allow Magic Users with largely
offensive Magical Effect lists to wear any
Armor at all, and many games have taken
this tact over the years. Alternately, you
might allow Armor to Magic Users, but with
the opportunity for the activation of Magical
Effects to be disrupted. |
NO ARMOR AT ALL OPTION |
This option is not in effect in my campaigns |
If the GM has deemed that physical Armor
and Magic Use simply don't mix, affected
Magic Users have a 100% failure rate of
activating Magical Effects while wearing
Armor. They may try to activate a Magical
Effect if they wish for some reason, but
it will always fizzle out, wasting the Effect.
|
Affected Magic Users may take a Physical
Limitation: May Not Activate Magical Effects
While Wearing Armor for -15 points.
Alternately a GM may determine that such
a Disadvantage is a Campaign Groundrule
and not worth any points. Check with your
GM first on this subject if playing an Arcane
Magic User. |
AD&D 2e Conversion |
If converting to the HERO System from AD&D
2e and attempting to remain close to the
source material, then this restriction should
be in place.
|
ARMOR BUT WITH PENALTIES OPTIONS |
Allowing Magic Users to activate Magical
Effects while wearing Armor, but with an
opportunity cost such as chance of failure,
Character Point cost, or a reduction in
the Active Points of Magical Effects is
a fair alternative to an arbitrary "NO
ARMOR" ruling. There are several means
by which wearing Armor while using Magical
Effects may be penalized; they range from
Skill or Characteristic checks, fatigue,
Pool-based restrictions, and other options. |
These penalties might be used singly or
in some combination. |
DEX CHECK PENALTIES |
This option is in effect in my campaigns
for Arcane Magic Users |
Under this method Magic Users wearing Armor
must make a DEX check whenever they activate
a Magical Effect with the Gestures Limitation.
This DEX check is penalized for wearing
Armor heavier than Light Armor. Similar
penalties may be applied for other circumstances
as well. These penalties are in addition
to the standard penalties for Armor listed
in the
Weapons and Armament section. The
applicable penalties follow. |
D&D 3e Conversion |
If converting to the HERO System from D&D
3e and trying to remain close to the source
material, this version of armored casting
restrictions should be used. |
Light |
-2 to DEX Check (-2 Total, -4 if non-proficient) |
Medium |
-4 to DEX check (-5 Total, -8 if non-proficient) |
Heavy |
-5 to DEX Check (-7 Total, -11 if non-proficient) |
Shield |
-1 to DEX Check (-2 Total, -4 if non-proficient) |
Tower Shield |
-4 to DEX Check (-8 Total, -12 if non-proficient) |
Gauntlets |
-1 to DEX Check |
Fully Enclosed Armor |
-2 to DEX Check |
|
Magic Users may buy Penalty Skill Levels
to offset these penalties if they wish. |
ARMOR PENALTY SKILL LEVELS TO OFF SET GESTURES |
Armor DEX Offset: Penalty Skill Levels:
+2 to Offset Gestures DEX Penalty of Armor;
Real Cost: 3 points |
Shield DEX Offset: Penalty Skill Levels:
+1 to Offset Gestures DEX Penalty of Shield;
Real Cost: 1.5 points |
ENCUMBRANCE BASED VARIANT -- GESTURES ONLY |
This option is not in effect in my campaigns |
Alternately, it may not be Armor per se
which interferes with Magical Effects, but
rather Encumbrance. As Armor is heavy and
most Magic Users are puny physical specimens,
the net effect is that most Magic Users
can't activate Magical Effects while in
Armor. |
Instead of using the above arbitrary penalties,
instead base the penalties off of the Encumbrance
Table on page 250 of the HERO System 5th
Edition Rulebook. Anytime a Magic User is
Encumbered, whether from Armor or other
sources, they must make a DEX check and
suffer the listed DEX Roll Penalties when
using Magical Effects with the Gestures
Limitation.
|
REF: ENCUMBRANCE TABLE, Page 250 HERO System
5th Edition Rulebook |
ENCUMBRANCE BASED VARIANT -- ALL SPELLS |
This option is not in effect in my campaigns |
Instead of using the above arbitrary penalties,
instead base the penalties off of the Encumbrance
Table on page 250 of the HERO System 5th
Edition Rulebook. Anytime a Magic User is
Encumbered, whether from Armor or other
sources, they must make a DEX check and
suffer the listed DEX Roll Penalties when
using all Magical Effects, whether they
have the Gestures Limitation or not. |
REF: ENCUMBRANCE TABLE, Page 250 HERO System
5th Edition Rulebook |
FATIGUE PENALTIES |
This option is not in effect in my campaigns |
Under this method Arcane Magic Users wearing
Armor grow tired quickly when using Magical
Effects. There are various levels that this
might be set at, and may interact with one
or more Power Limitations taken on Spells. |
ENDURANCE LOSS |
With this variant using a Magical Effect
while wearing Armor is tiresome in much
the same fashion that swinging a sword is.
The Magic User spends Endurance equal to
the Active Point Cost of the Spell divided
by 10 (AP/10) just as they would for any
Endurance costing Power.
|
If a Magical Effect already costs END, this
END cost is in addition to any other END
cost but must be paid for with personal
END, not from an END Reserve. |
LONG TERM ENDURANCE LOSS |
With this variant using a Magical Effect
while wearing Armor saps the strength of
the Magic User and takes quite a while to
recover from. The Magic User suffers Long
Term Endurance (LTE) loss equal to the Active
Points of the Power divided by 10.
|
If a Magical Effect already costs Long Term
Endurance for some reason, such as a Side
Effect, this LTE loss is in addition to
any other LTE loss. |
MAGIC SKILL ROLLS AND PENALTIES |
This option is not in effect in my campaigns |
Under this method Arcane Magic Users using
Magical Effects while in Armor must succeed
at an appropriate Magic Skill roll. If the
Magic Users system of magic already requires
such rolls to activate Magical Effects,
a couple of ways of dealing with that are
covered as well. |
NO MAGIC SKILL NORMALLY REQUIRED |
If this option is used with a Magic System
that does not require Skill rolls be made
to activate Magical Effects, then for no
extra Limitation value wearing Armor forces
a Skill Roll with either a suitable Magic
Skill or failing that a Characteristic Roll
(typically INT or EGO), and suffers the
standard -1 per 10 Active Points penalty. |
MAGIC SKILL NORMALLY REQUIRED, DOUBLE JEOPARDY |
If a Magical Effect already requires a Skill
Roll to activate, one way to handle Armored
casting is to have the Magic User make two
such skill rolls; one to activate the effect
normally and another to see if the effect
fizzles due to the Armor (conceptually either
because Armor intrinsically disrupts Magic
or because the Magic User's freedom of movement
is curtailed, depending on the GM's preference). |
MAGIC SKILL NORMALLY REQUIRED, GREATER PENALTY |
An alternative for systems with a Required
Skill Roll is to just increase the existing
penalty to the roll (if any). I would recommend
the following penalties in such a case.. |
Light |
-1 to Magic Skill Check |
Medium |
-2 to Magic Skill Check |
Heavy |
-3 to Magic Skill Check |
Shield |
-1 to Magic Skill Check |
Tower Shield |
-4 to Magic Skill Check |
Gauntlets |
-1 to Magic Skill Check |
Fully Enclosed |
-2 to Magic Skill Check |
|
POOL AVAILABILITY RESTRICTION |
This option is not in effect in my campaigns |
Another way to restrict Armored Magical
Effects use is to permit it only for Magical
Effects that are "casual" for
an individual Magic User, granting more
powerful Magic Users greater capability
to wear Armor. This has the benefit of allowing
something to Characters that are likely
so powerful it's a moot point regardless.
The Magic User that can cast a 100+ Active
Point defense Magical Effect isn't likely
to sludge along in Plate Mail after all. |
Under this type of variant, Magical Effects
with a fraction of the Magic User's normal
Active Point limit are castable in a given
type of Armor, as depicted below. All penalties
are cumulative. |
Light |
-25% |
Medium |
-50% |
Heavy |
-75% |
Shield |
-15% |
Tower Shield |
-50% |
Gauntlets |
-15% |
Fully Enclosed Armor |
-30% |
|
EXAMPLE: Findros the Magnificent
has a 120 Pool Magic VPP. While wearing
Heavy Armor he can cast Spells of 30 Active
Points or Less (25 % of 120), but may not
cast Spells of 31 or more Active Points;
if he also carried a Shield, he would only
have -75% + -15% = -90% = 12 Active Points
available -- not enough to cast much of
anything with. Conversely if wearing Light
Armor he would have 90 Active Points available,
and with a Shield 78 Active Points. |
TALENT BASED RESTRICTION |
This option is not in effect in my campaigns |
Yet another way to restrict Armored Magical
Effect use is to permit it, but only for
those who have purchased a costly Talent
for the privilege. This has the advantage
of allowing certain Character concepts,
but with an "overhead cost", while
at the same time acting to generally restrict
Armored juggernauts whipping out Fireballs
and Lightning Bolts. |
The cost of such a Talent might need some
adjustments depending on the overall point
level of a given campaign, but the following
should work for most circumstances. |
Armored Casting (Custom Talent) |
This Talent allows a Character to activate
Magical Effects while wearing Armor. The
Character must also be proficient with the
applicable Armor. |
Armored Casting: 10 Points to activate
Magical Effects while in Light Armor and/or
with a Shield, 15 Points while in Medium
Armor, or 20 Points while in Heavy Armor.
+5 Points to use a Tower Shield while casting
Spells whether in Armor or not.
|