Newsgroups: rec.games.frp.misc
From: [s--s] at [oz.plymouth.edu] (Steffan O'Sullivan)
Subject: gurps: Improv Magic, 2nd Draft
Date: Sun, 26 Jun 94 17:00:37 GMT

Last year, I posted a first draft of my latest improv magic system.
After playing a bit more with it, I've changed it - gone to specialized
magic as the norm, instead of total freeform.

This is the 2nd draft - still needs lots of work, still much undefined,
and not near enough examples.  Just put out for any that want to try
it.  Feedback welcome - please post.

----------------begin text-------------------------

Copyright 1994 by Steffan O'Sullivan.  (GURPS is copyright by Steve
Jackson Games.)
 
A System of Improvised Magic in GURPS, June 26, 1994
 
1.  Character Advantages
   1.1  Magical Aptitude (Magery)
   1.2  Base Skill Level
   1.3  Magic Lore
      1.3.1  Specializations
      1.3.2  Magic Lore Cost Table
   1.4  Magic Resistance
2  Mana Level
3  Using Magic
   3.1  Modifiers to the Character's Skill
   3.2  The Dice, Please
4  Spell Results
5  Loss of Magical Aptitude
   5.1  Regaining Lost Magery
6  Enchanting Items
 
 
As an alternate magic system for GURPS, this system would totally
supplant the magic system in the Basic Set and GURPS Magic.  This
system must be instituted at character creation, and cannot easily be
adapted to existing characters.  It has nothing to do with the
improvised system suggested in GURPS Magic.
 
1.  Character Advantages
 
1.1  Magical Aptitude (Magery)
 
Magery is totally changed from the Basic Set and GURPS Magic.  There
are an unlimited number of levels of Magery available, and each costs
a straight 5 points.  Further levels of Magical Aptitude may be added
after character creation, for double cost.
 
A character with Magical Aptitude is a mage.  Non-mages can cast
spells only if the GM has set up the campaign world to include that
option.  Perhaps non-mages can cast spells only in high mana zones, or
at any time, or not at all.
 
A character's Magery level can actually fluctuate throughout the game,
as failed spells can temporarily reduce it.  If a mage is ever reduced
to a negative level of Magery, he becomes seriously ill, which may
lead to death.
 
The level of Magery is not added to skill level in this magic system,
but does affect skill level - see below.
 
1.2  Base Skill Level
 
The base skill level for casting a spell is IQ-4 - with a ceiling of
10.  That is, IQ 14 has a base skill for casting spells of 10, and IQ
15+ has a base skill level for casting spells of 10, also.  However,
skill can be increased through study and practice.  The skill used to
cast spells is called Magic Lore in this system.
 
1.3  Magic Lore
 
While Magic Lore is technically a skill, it functions more smoothly in
the game as an advantage, like Literacy in the Basic Set.
 
Magic Lore is learned in levels.  Unlike most other GURPS advantages,
it can be learned after character creation at the normal cost.  The
cost for the first level of Magic Lore in a given specialization is 4
points, then each additional level costs the previous level, plus 4
points.  Thus, level 2 Combat Magic Lore costs 8 points - but level 1
must first be bought at 4 points, so it would cost 12 points total to
have Combat Magic Lore 1 & 2.  Level 3 of Combat Magic Lore costs
another 12 points, so all three levels cost 24 points together, and so
on.  Most pure mage characters will be saving their earned character
points for additional levels of magic lore, which represent learning
and practice in the magic arts.
 
There is a ceiling of 24 points for a level of Magic Lore.  That is,
once a character pays 24 points for his 6th level of Magic Lore, the
7th and all further levels are 24 points each.
 
If a mage is illiterate, Magic Lore costs 1 additional point per
level.
 
1.3.1  Specializations
 
All levels of Magic Lore must be specialized.  For example, a
character may specialize in magic that must involve fire in some way.
Most specializations should be defined somewhat narrowly, such as
``involves water,'' ``only works on sentient beings,'' or ``involves
knowledge.''  A simple system is to use the GURPS Magic Colleges for
specializations: Healing Magic, Plant Magic, Sound Magic, Air Magic,
etc.  However, the specialization does not automatically include - or
limit itself to - the spells listed in a given college.  For example,
a GM might decide that Lightning Bolt has nothing to do with Air in
his world.
 
If a specialization is very narrow, such as ``only involves oak trees
and things made from them,'' it should cost less than a broader
specialization such as ``plant magic.'' Such extremely narrow
specialized Magic Lore levels are available for half cost.
 
The GM is the final arbiter on whether a chosen topic is narrow enough
to be worth half cost.
 
If a GM is willing to be flexible on this issue, there may be Magic
Lore specializations that are 3/4 cost, or even 1/4 cost.  There may
also be a specialization that is so broad as to be double cost.  This
is strictly up the GM.
 
It is possible to have levels of Magic Lore that are specialized in
different areas, such as one level on Fire and another on Living
Creatures.  The player must keep track of which levels are specialized
in what way.  Magic Lore for each specialization starts over at 4
points for the first level.  In this case, a spell to set a living
being on fire would come under the domain of both levels of Magic
Lore, and the mage's skill level for that spell would include both
types of Magic Lore.
 
There is a ceiling of 12 points for a level of narrowly specialized
Magic Lore.  That is, once a character pays 12 points for his 6th
level of narrowly specialized Magic Lore, the 7th and all further
levels are 12 points each.
 
Example 1: Slyboots the Mage (IQ 14) learns his first level of Magic
Lore specialized in Knowledge: 4 points.  His second area studied is
Flying Magic Lore, also 4 points since it's the first level of that
type of magic.  Slyboots then decides to study Flying magic again:
this is his second level of flying magic, so it costs him an
additional 8 points.  For any spell involving flying, Slyboots has a
skill of 12: the base of 10 from his IQ (see above), +2 for his
specialized Magic Lore about flying.  If he wants to cast a spell
gaining knowledge about a certain flying monster, he is at skill 13,
since his Knowledge and Flying Magic Lore levels would all apply.  He
may continue to specialize in either Knowledge or Flying, or may
specialize in something completely different.
 
Example 2: Harbeus (IQ 12) wants to be a combat mage, and nothing
more.  Since casting spells quickly is difficult in this system, he
needs a high skill level to overcome the heavy penalties.  If he
specializes in Combat Magic for five levels of Magic Lore, it would
cost him 60 points: 4 + 8 + 12 + 16 + 20 = 60.  He would then cast any
skill involving combat at level 13.  The player decides this is too
expensive for too low a skill level, so he specializes even further:
Dancing Weapon Magic.  The player defines this as the ability to make
a weapon fight an enemy without anyone wielding it.  The GM agrees
this is narrow enough to warrant half cost, so Harbeus takes seven
levels: 2 + 4 + 6 + 8 + 10 + 12 + 12 = 54 points for skill 15.  This
looks better to the player, so he takes it.
 
The additional 1 point per level for an illiterate mage is added after
halving for any very specialized level cost.
 
1.3.2  Magic Lore Cost Table
 
          Average Specialization           Narrow Specialization
Level     Cost      Running Total          Cost      Running Total
  1         4            4                   2            2
  2         8           12                   4            6
  3        12           24                   6           12
  4        16           40                   8           20
  5        20           60                  10           30
  6        24           84                  12           42
  7        24          108                  12           54
  8        24          132                  12           66
  9        24          156                  12           78
 10        24          180                  12           90
 
1.4  Magic Resistance
 
As in the Basic Set and GURPS Magic.
 
2.  Mana Level
 
While mana levels are still used in this system, there is a much
greater continuum of mana levels.
 
Each area has a mana level described by a number.  An area, in this
case, can mean an entire world or even universe, if desired, or it can
be a very small geographic location on an individual world.  The
average fantasy world will have mana level of 0, while a magic-rich
campaign might have a mana level of +5.  The base level on a
particular world may be 0, but a magic forest might have a mana level
of +1 to +3, the deeper one goes into it.
 
Modern Earth will have, overall, a low mana number - perhaps -5, or
even lower if the GM wants to make magic extraordinarily unlikely.
Individual places on Earth may have a higher mana level, at least for
certain types of magic.  For example, it is possible that Lourdes
might have a higher mana level for healing magic.  Or higher mana
zones might follow Ley lines, or be located at the sites of certain
ancient monuments.  Likewise, certain times of the year might have
increased mana, such as Hallowe'en or Walpurgisnacht.  Mana might also
wax and wane with the moon, or even opposite of the sun (strongest at
midnight, weakest at noon, for example).
 
There can even be ``currents'' or ``tides'' of mana that change course
periodically.  These may be regular and predictable, or uncertain and
spontaneous.  Mana droughts are also possible, sending the mana in an
area on a normal fantasy world down to -10 or worse!
 
A mage will usually know the mana level and patterns of his home area.
He may or may not know whether this differs elsewhere, or in what way.
The only way to tell the current mana level is to cast a spell to that
effect.
 
3.  Using Magic
 
Magic use is defined simply as tweaking natural laws.  While a human
jumping over a 15-foot crevice doesn't require any natural law to be
tweaked, a human jumping over a 150-foot crevice does, at least in
normal Earth gravity.  Carrying on a conversation with a stranger is
normal, but carrying on a conversation with a leopard isn't - at least
if the leopard is answering in English! In either of the unnatural
instances, a magic spell must be cast before they can happen.  In the
case of the leopard, this may be an inherent magic spell in the animal
rather than something cast by an outside agency.  Likewise, there may
be a magical air wafting out of a certain crevice that allows any
character to jump 150 yards.  In each case, though, a magic spell
occurs, either by the nature of the area or subject, or by human
intervention.
 
Casting a spell, then, is bending at least one natural law.  Any mage
may try any spell effect, but staying to areas he has studied (a Magic
Lore skill specialization) is highly recommended.
 
No list of natural laws or spells is provided; instead the GM should
use common sense.  The player merely describes the results he wishes
to occur, and the GM will assess the difficulty of the spell (the
modifier to the die roll) and the fatigue and duration involved.  The
spells in GURPS Magic or GURPS Grimoire can be used as a basis for
determining fatigue cost and relative difficulty, or the GM can simply
use his own judgment.  If a desired effect seems outrageous to the GM,
it should be very difficult and draining to accomplish.  The Game
Master should give the player a chance to revise his original request,
toning it down to something more plausible.  Example: shapeshifting to
a full-grown dragon should be very difficult and fatiguing, but
shapeshifting to an animal closer in size to a human would be much
easier.
 
The GM should assess a modifier based on the difficulty of the spell.
This is an entirely subjective call, and will vary from GM to GM, and
from campaign world to campaign world even of the same GM.  If a GM
considers the Fireball spell to be the average spell in his world, for
example, then anything equally difficult will have no modifier.  A
more difficult spell will have a negative modifier, while an easier
spell will have a positive modifier.  Thus trying to ignite a fire on
a thatched roof should be easier than creating a Fireball out of
nothing (+1 or +2, perhaps), while trying to Breathe Fire as hot as
dragon's breath would be very difficult: -3, at least.
 
A mage would have a general sense of how difficult a spell is - the GM
should say something like, ``You think this is slightly more difficult
than the average spell,'' or, ``You're pretty sure this is beyond your
powers unaided!''
 
For high-level magic campaigns, Flying Carpets and Wish Rings may be
the norm, meaning simple spells will be cast at +5 or so! For low-
level magic campaigns, even levitating a quill pen across the room to
your character may be difficult: -1.
 
Optional, but recommended: to encourage creative uses of magic in PC
mages, a GM may say that the mana of a region gradually depletes with
repeated uses of the same spell!  (This can either be because a
particular type of mana is used up, or the area develops a ``callous''
against a certain type of magic as it is cast.)  For example, the
first fireball of the day cast in a particular area (say, within 100
yards of a given spot) will be at -0.  But the second fireball in that
area, whether cast by the same mage or a different one, will be at -1,
and the third at -2, and so on.  The area should recharge (or the
callous wear off) in 24 hours.  This can work to the PCs' advantage in
confronting a known foe: a PC mage might stop outside a mage's house
and cast a few of the enemy's favorite spells to make it hard for the
foe to use them against the PCs.  Of course, if he's a good mage,
he'll have some warning spell in effect to detect such usage . . .
 
This optional rule will insure that players constantly vary their
spells, which makes for a refreshing game.  The area of effect can be
a radius of 100 yards for the average fantasy game, or much smaller
for a high-level magic game.  It might be very large in a low-level
magic game, which would give new meaning to the phrase, ``This city
isn't big enough for both of us!''
 
The draining effect only applies to repeated usage of the same spell.
There would be no penalty to cast a Lightning Bolt after a Fireball,
for example.
 
3.1  Modifiers to the Character's Skill
 
A mage may add at most +3 in final modifiers beyond his Magic Lore
level.  There is no limit to the amount of negative modifiers,
however, and positive modifiers may total more than +3 if some of them
are offset by negative modifiers.  Only the final modifier to the
Magic Lore+Base Skill roll is limited to a maximum of +3.
 
Base Skill = IQ-4 (base maximum = 10 except in magic-rich campaigns)
 
Mana level:
Add the mana level to skill level.
 
Difficulty of spell:
For spells easier than the game-world average: +1 to +3 (or more)
For spells of the game world average difficulty: -0
For spells more difficult than the game-world average: -1 to -100
 
Current Applicable Magical Aptitude level:
Magery 2 or less: -1
Magery 3: -0
Magery 4 to 5: +1
Magery 6 to 8: +2
Magery 9 to 11: +3
Etc. (For Magery 4 and above, divide Magery level by 3 and drop
      fractions.)
 
Time to cast:
Spell cast in 1/2 hour: +3
Spell cast in 5 minutes: +2
Spell cast in 1 minute: +1
Spell cast in 1/2 minute: -0
Spell cast in 10 seconds: -1
Spell cast in 4 seconds: -2
Spell cast in 2 seconds: -3
Spell cast in 1 second: -4
Spell cast instantly: -5
 
Rituals in casting:
Spell cast with elaborate, obvious ritual: +2
Spell cast with obvious ritual: +1
Spell cast with normal speaking and gesture: -0
Spell cast with only one word spoken and one gesture: -1
Spell cast with only one word spoken or one gesture: -2
Spell cast without any words or gestures: -3
 
Fatigue: fatigue cost for each spell is set by the GM.  The mage may
   choose instead a modifier to change the amount of fatigue spent:
Spell drains an additional 3 fatigue (or 30%, whichever is more): +3
Spell drains an additional 2 fatigue (or 20%, whichever is more): +2
Spell drains an additional fatigue (or 10%, whichever is more): +1
Spell drains 1 less fatigue: -1
Spell drains 2 less fatigue: -2
Spell drains 3 less fatigue: -3
 
For Repeated Castings (Optional):
-1 per repeated casting of the same spell in the same area in a 24-
   hour period (by the same or different mage).
 
Other Modifiers:
Subject is intimately known to the caster (includes self): +1
Subject is mildly known to the caster: -0
Subject is unknown: -1
Caster touches subject (automatically includes self): +1
Range to subject: use the range chart on p. B201 (but never better
   than -0 unless touching)
Caster cannot see or touch subject: -5
 
As in GURPS Magic, -1 per hit received in the previous second, and the
caster must make a Will-3 roll to maintain concentration anytime he
uses an Active Defense.
 
Authentic techniques are used, such as the Law of Contagion or the Law
of Similarity: +1 to +3.  These magic laws (discussed in Sir James
Frazer's _The Golden Bough_) usually require some physical components
and time.
 
The GM may also use the Ceremonial Magic rules from GURPS Magic.
 
3.2  The Dice, Please
 
Once the final modifier is determined, the player rolls the dice.
Note that the player may not know the exact modifier - there may be a
fluctuation in the mana that he is unaware of, for example.  If the GM
wishes the player to be totally in the dark about the state of the
mana, he should roll the dice in secret and simply tell the player the
end result.  This isn't usually necessary, however.
 
Resisted spells are handled as in GURPS Magic.
 
4.  Spell Results
 
There are five possible outcomes of the spell-casting.  In order of
preference for the mage, they are:
 
Critical Success:
   As in GURPS Magic.  That is, on a Critical Success, there is no
   fatigue cost, and the spell is especially effective in some way:
   increased potency, duration, or quality, etc.
 
Making the spell roll by 1 or more:
   The spell succeeds as above, fatigue cost and duration are normal.
   If the spell is one that needs maintenance, it is maintained as in
   GURPS Magic.
 
Making the spell roll exactly:
   A weakened version of the spell occurs, which may affect either
   potency or duration or both.  Fatigue cost is increased by 1.  It
   is not possible to maintain the spell - the caster must concentrate
   and cast it again if desired.
 
Missing the spell roll by 1 or more, but not critically:
   Nothing happens except the mage pays 1 fatigue.
 
Critical Failure:
   On a Critical Failure, the mage has succeeded in setting an
   uncontrolled magic force in action.  While this force isn't
   necessarily hostile to the mage, it certainly won't do what he
   expected it to do! It will usually have negative results for the
   mage who cast it - or his friends.  Also, the failed attempt to
   alter the laws of nature has hurt the mage's psyche.  He pays full
   expected fatigue, and his Magical Aptitude level is reduced by one
   immediately.  (See section 5.)
 
5.  Loss of Magical Aptitude
 
When a character attempts a spell and does very poorly, he loses a
level of Magery - see Spell Results, above.  If this does not reduce
him to negative Magery, it is treated as automatically failing a
Fright Check.  Roll 3 dice, and add the amount he missed the spell
roll by (but subtract any Strong Will or add in any Weak Will at this
point), consulting the Fright Check table as usual (p. B94).
 
Once he regains control of himself, he may act as he wishes.  He may
even cast more spells, as long as his Magery level is 0 or higher.
 
However, if loss of a level of Magical Aptitude ever brings the mage
to negative Magery (-1), he immediately falls into a coma, as if he
had automatically rolled a 29 on the Fright Check table on p. B94 (no
modification for Will).  Once he comes out of the coma, he may not
cast any spells until his Magery level is up to at least 0 - see
below.  In addition, while at negative Magery, he must make a HT roll
every morning: a failed roll means loss of 1 HT that cannot be healed
until his Magery is at 0 or higher.  It also means the character feels
very ill the entire day: -3 to all skills and attributes.  If he rests
for an entire day, he does not have to make this roll on the next day,
but does need to make it on the morning after any activity or
disturbance.
 
5.1  Regaining Lost Magery
 
A character that has lost Magical Aptitude due to a failed spell must
rest to recover it.  Lost Magery levels are regained at a rate of one
per (17-HT) days of resting (minimum: 2 days).  In this case, resting
means doing nothing.  This time cannot count as study time for
learning skills, or be used to research anything.  The situation
should be as calm and peaceful as possible - any combat going on in
the immediate area disturbs the rest!  In this case, the character
must begin the recuperation period again.  The resting time must be
uninterrupted to regain one level of Magery.
 
Even a character with no Magical Aptitude can regain that level if he
was reduced to negative Magery trying to cast a spell.
 
Resting for (17-HT) days is also the only way in which a character can
raise his Magery level beyond his starting level.  In this case, he
must have the 10 character points available to spend in order to
succeed at raising his level.
 
The GM may make it easier to regain a level of Magery in a magic-rich
game.
 
6.  Enchanting Items
 
Magic items can be made in this system.  A magic item can be created
in stages; each stage requires one month of time and two rolls.  The
GM determines how many months each magic item requires.  The Energy
Cost to Create given in GURPS Magic and GURPS Grimoire can be used as
a basis for determining how long to allot for an item, or the GM may
use his own judgment.  If magic items are plentiful in a given
campaign, then a month's work might easily imbue 5,000 energy points
or even more.  A mage in a more subdued game might be able to invest
only a few hundred energy points into an item in a month.
 
The mage who desires to make a magic item must work with the item for
a month, imposing his will on the object for eight uninterrupted hours
per day.  At the end of a month, he makes a roll.  The roll is
modified for spell difficulty as usual, but the length of time
involved, elaborate rituals, and touching the object that are required
grant their usual bonuses.
 
At this point, the mage automatically loses one level of Magery,
whether the first step of enchantment is successful or not.  On the
next day, he may continue the next month's work (if needed), if he
still has any Magery left.  He may instead rest to recover some
Magical Aptitude before continuing.  On a failed roll, there is no
magic in the item for that month's work: the month is wasted, though
any previous levels of successful enchantment in the item are still
valid.  If the roll is made exactly, the magic item is enchanted an
appropriate amount, but the spell is weaker in some way than desired.
 
The GM determines how long it takes to work a given spell into an
item.  This can range from the minimum of one month to many years.  If
an item is successfully enchanted with one spell, any failures on the
item while attempting further spells do not affect the spell already
on the item.  An exception would be a critical failure that actually
broke the item, of course.

-- 
 -Steffan O'Sullivan  | "Lose no chance of doing service, wherever you
 [s--s] at [oz.plymouth.edu]  |  may find it; and if you should see sorrow,
 Lamson Library, PSC  |  pass not by until the sorrow be lightened."
    Plymouth, NH      |  -Rhiannon's advice to Pwyll, _The Mabinogian_