Magic is a major force and
defining element of just about any High Fantasy setting. Therefore it is
important to have very clear-cut ways of interacting with it. Following are
some basic considerations a GM should ponder regarding Magic in their
setting. |
WHO CAN USE MAGIC |
As a default it is assumed that any
character can be taught the rudiments of any
Magic System unless the write up for that system
specifically limits itself.
However in some campaigns this may not be true and Magic Use may be
something that only specially talented people can do. Following are several
ways in which a GM might limit who can use Magic in their setting. |
By Birth |
This option is not in
effect in my campaigns |
By this method characters are either
born with the capacity to use Magic or they are not. To indicate that they
have the potential to become Magic Users, whether they start off as one or
not, a character must purchase a Custom Talent at character creation that
does nothing for the character save allow them to use Magic in the campaign
setting. This is essentially just a "place holding" and forces players to
commit some points for the privilege of hooking into Magic use either
initially or later in-play. |
The actual cost of the Talent is up
to the individual GM. |
This Talent
allows a Character the inherent
capacity to understand and use Magic. This is typically attached to a particular Magic System, so that a Character would buy a Gift of Magic for a specific Magic System.
At the GM's discretion, Gift for Magic may
only be taken at Character creation, indicating that a Character is either
born with this capacity or not. |
Gift for Magic Cost: X points; may
only be taken at Character creation. |
By Race |
This option is in
effect in my campaigns where indicated |
Another option to limit who can use
Magic is to simply dictate as a campaign guideline that specific Races can
use Magic (or even certain types of Magic) and others cannot. This can be as
straight forward as the old-school "Dwarves can't be Magic Users" of D&D or
something more complex. If this method of determining who can use Magic is
in effect then Races that are not able to use magic may or may not qualify
for a Physical Limitation as part of their Race packaged based upon the GM's
discretion. |
By Character Points |
This option is not in
effect in my campaigns where indicated |
Another option is to limit Magic Use
to characters over a certain point threshold. A GM might determine for
example that no character can use Magic if they are less than 200 points or
some other similar arbitrary determinant. Perhaps Magic Users are
sequestered and in training until they reach that point, or simply can't use
Magic without a mentor's assistance until that point. This type of
restriction could be used to prevent beginning characters from being Magic
Users, or demonstrate an Earthdawn-like maturation process whereby all
characters start off basically normal but start evincing effectively Magical
adeptness as they progress in experience. |
MAGIC SFX AND ADJUSTMENT POWERS |
Magic is an extremely broad SFX in a
Fantasy context, and some GM's might be hesitant to allow Dispels and
Adjustments to affect all Magic for a mere +1/4 Power Advantage as listed in
the HERO System 5th Edition Rulebook. The following is presented as an
alternative. |
"Fantasy Magic" Redefinition |
This option is in
effect in my campaigns |
By the HERO System 5th Edition
Rulebook, a single +1/4 Advantage allows Dispel and by extension Adjustment
Powers to affect all Fantasy Magic one Power/Spell at a time. In my opinion
while that may work in a superheroic game where Magic is fairly generalized,
it's too powerful in most Fantasy contexts. |
EXPANDED "EXPANDED GROUP" |
As an alternative to this, a +1/4
Advantage will affect all Fantasy Magic of a specific category one
target at a time. Thus a +1/4 Advantage could be used to make Dispel Magic
(Wizardry) or Dispel Magic (Sortilege). To affect All Arcane Magic or All
Divine Magic one target at a time is a +1/2 Advantage. To affect All Magic
one target at a time is a +1 Advantage. |
SIMULTANEOUS TARGETS FOR
EXPANDED EFFECT |
As an adjunct to this change,
Simultaneous Targets must also be modified. Simply add the difference of the
Expanded Group to the total for this Advantage; thus to Dispel All Arcane
Magic All At Once is a +2 1/4 Advantage and to Dispel All Magic
Simultaneously
is a +2 3/4 Advantage. |
SPELL
RESISTANCE |
This option is in effect in my campaigns
for the various Vancian
Magic Systems, but is not mandatory |
Because of the many ways in which Magic abilities can be
fashioned in the HERO System it is difficult to defend against Magic
uniformly as there is no intrinsic game mechanic which makes a character
resistant to Magic. |
D&D 3e STYLE SPELL RESISTANCE |
The following is a suggested alternative mechanic which
allows a character to resist offensive Magic in a fashion consistent with
the way Spell Resistance works in D&D 3e, based upon a Custom Talent with an
associated Skill Roll called Spell Resistance. |
This method has a drawback in that in order to work it
requires Spells to be designed a certain way to interact with it. |
Essentially Power Constructs for
Magic abilities can be built with a special form of Requires Skill Roll,
taking the Opposed option (and typically no Active Point Penalty to Roll for
a net -1/4 Limitation). When such as Power Construct is used against a
character with Spell Resistance they roll off. If the caster makes their
roll by more the target is effected, but if the target makes their roll by
more they are not affected. |
Spell Resistance generally
requires GM permission for Player Characters unless
contained in a pre-constructed Package Deal or a Race Package Deal. |
This Talent allows a
character to resist Magic Spells and Spell-like Abilities that have the RSR:
Magic Skill vs. Spell Resistance Limitation. |
The Talent serves as an Opposed Roll vs. the
Spellcaster's appropriate Magic Skill Roll, resolves automatically when the
character is targeted by a Magic Spell with the RSR: Magic Skill vs. Spell
Resistance Limitation, and takes no time. |
If an entity with Spell Resistance
makes his Spell Resistance by more than the Spellcaster makes their Magic
Skill Roll or if the Spellcaster fails their Magic Skill Roll, the Spell or
Spell-like ability has no effect upon the Spell Resistant entity. |
This does not nullify Spells, it
simply protects the Spell Resistant character;
thus an AoE Spell targeting a protected character
would still go off and effect its normal Area of Effect including any other
viable targets in that Area (unless they too have Spell Resistance and
succeed at an opposed roll versus the Spellcaster). |
Spell Resistance Cost: 10 Points for a
base 11- roll, +1 to roll for 2 points |
SPELL RESISTANCE AS DAMAGE REDUCTION |
This option is in effect in my campaigns. |
Another options (which can be used instead of or in
addition to other Spell Resistance options) is to allow a special form of
Damage Reduction be purchased that only works vs. Magic, but protects vs.
any sort of Magical damage whether it be Physical or Energy. |
This requires GM permission as the price is basically
cut in half, but its effect is generally in line with its functionality in
most games. Some GM's may allow this ability, but require it to be bought
vs. Physical and Energy separately as is normal for Damage Reduction. GM's
might also require mandatory Limitations on such abilities such as an
Activation Roll. |
Magic Resistance: Damage Reduction 25% Resistant; Only
vs. Magic
(-1) |
Real Cost: 15 Points |
Magic Resistance: Damage Reduction 50% Resistant; Only
vs. Magic
(-1) |
Real Cost: 22 Points |
Magic Resistance: Damage Reduction 75% Resistant; Only
vs. Magic
(-1) |
Real Cost: 30 Points |
SPELL RESISTANCE AS A FIGURED CHARACTERISTIC |
This option is not in effect in my
campaigns. |
Suggested in Fantasy HERO, a GM could add a new Figured
Characteristic called Magic Defense, similar to PD and ED. If you use it I
would recommend the following: |
- Base it on (EGO / 10) + (PRE / 10) + (CON / 10)
- Costs 3 character points per 1 point
- Characteristic Maxima = 10
- It is Resistant
|
This defense subtracts directly from all Magical damage
in exactly the same fashion that Armor subtracts from mundane damage. |
SPELLCRAFT |
This option is in effect in my campaigns
for the various Vancian
Magic Systems |
All of the Vancian Magic Systems involve some sort
of Magic Skill Roll, (each such Magic System lists the Magic Skill or
Skills appropriate to that style of Magic), and the differences in the way
individual Magic Systems organize their Spells into Skill groups provide a
major point of stylistic diversion to them. |
However, a GM might want to allow for a more genericized
Magic Skill either in addition to or instead of the more elaborate and
specific Magic Skills described elsewhere. Also, a GM might want to allow
non-Magic Users an opportunity to be familiar with Magic even if they
themselves cannot use it. |
Thus at the GM's discretion a character
might
choose to learn a Custom Talent called Spellcraft. Spellcraft
represents a very general
but flexible knowledge of Magic and
while it will
rarely yield the same depth of knowledge on a given subject
as the
appropriate Spell School Skill for a particular Spell
would, it is convenient and overall less
expensive than buying a separate Knowledge or Power
Skill for a wide variety of Magic Systems.
Spellcraft can also represent the inborn understanding of a Sorcerer,
a flair or genius for applied theory, or the
generalist knowledge of a "Mage", Hedge Wizard, Witch, or less studious
Wizard. |
Non-Magic Users can purchase
Spellcraft as well even if they lack the ability to cast Spells. This would
allow them to use some Magic Items that require a Magic Skill Roll to
activate, and of course to identify Magic Spells being cast at them. However
the cost is sufficiently high that few characters bother unless they intend
to become Magic Users eventually. |
At the GM's discretion a character
with Spellcraft may later cannibalize the points they have spent on
Spellcraft to purchase Spell School Skills with, but this is not recommended
as it can lead to logical inconsistencies depending on events that have
transpired in play. |
SPELLCRAFT FEATURES |
The Spellcraft Talent allows a
character to make Magic Skill Rolls when they do not
otherwise have the correct Spell School Knowledge Skill to
identify, learn, or cast Spells. Spellcraft may act as a proxy in the place
of any Spell School Skill. Thus if a character needs to make a KS:
Necromancy Skill check but lacks KS: Necromancy, they may make a Spellcraft
check instead. |
A person using Spellcraft in lieu of
the correct Magic School Skills only grasps the observable effects of Spells
and understands the practical necessities of casting Spells, but that is
enough to function as a Magic User if the character has the other necessary
trappings of a Magic System. |
Spellcraft may be used as a proxy
for any Vancian Magic School Skill for the purposes of learning, casting, and
identifying Magic. |
Spellcraft Cost: 15 Points for a
base 11- roll, +1 to roll for 2 Points |
SPELLCRAFT LIMITATIONS |
Spellcraft will never yield the same depth of knowledge
on a given subject as the appropriate Spell School Skill would, but is
enough to get the general ideas of what is going on. |
Thus, a person with KS: Evocation would likely know
things like the actual named theories involved with an Evocation Spell, and
perhaps even things like the Spellcaster who discovered or invented the
Spell and when; they may even know contextual data such as schools where the
Spell is taught, notable practitioners who favor the Spell, or even minor
subtle variations indicating the caster's mastery of the Spell; in short any
bit of scholarly information associated with a Spell is accessible by a
person with the actual Magic School Skill based upon how much they make
their Skill Roll by in the normal fashion. |
Spellcraft can also not be used in
the creation of new Magic Spells or Magic Items; the understanding of Magic
gained via Spellcraft is insufficient for that level of complexity. |
ANTI-MAGIC |
This option is in
effect in my campaigns |
D&D source material has the concept of Anti-Magic,
which is
a very arbitrarily absolute effect only available at higher levels of Magic
use and cautiously employed. Some GM's like this concept and would like to
model it in the HERO System. |
However, the HERO System does not recognize absolute
effects by default, so it can be difficult to generate enough Active Points
to achieve the same level of effect in the HERO System with Anti-Magic as is
typical in
the source material. |
For GM's that wish to overcome this difficulty, the
following recommendations are made: |
- The term "Anti-Magic" or "Anti-Magic Field" refers to any AoE
Continuous Uncontrolled Suppress or Dispel bought to affect All Magic
Simultaneously (+2 3/4)
- All Magical Effects on Continuing Charges are deactivated by contact
with an Anti-Magic Field that has equal or greater Active Points,
expending the current Charge.
- This can also be expanded to include any Constant/Continuous
Magical effect at the GM's discretion.
- Instant effects that cross or enter an Anti-Magic field that has
Active Points at least double that of the Instant effect in question are
nullified on contact.
- The effects of the Anti-Magic field are still applied to Instant
effects that are not nullified.
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