Sunday, August 6, 2006

Learning Magic


Depending on how a spell is learned, a character first coming into contact with a new magical spell will have to make a roll to successfully learn the spell permanently.
Until doing so, there is a chance of failiure when casting the spell.
The following rules are based on the ole rifts gamescreen with some additions by me.
Simple Spells
1-4 Misred ppe spent
5-9 misred no ppe spent
10-20 success! +4 on next roll
Once successfuly cast, make a roll to learn the spell permanently:
15% + 10% per success + half the characters Lore:Magic skill
Average Spells
1-6 Misred ppe spent
7-12 misred no ppe spent
13-20 success +3 on next roll
Know perm 10%10% per success + third of lore:magic
Moderate Spells
1-7 misred ppe spent
8-13 misred no ppe spent
14-20 success +2 on next roll
10% + 8 per success + quarter of lore:magic
Difficult spells
1-8 misread ppe spent
9-15 misred no ppe spent
16-20 success +1 on next roll
10 +5 for each success + tenth of lore:magic
Rumors exist of magical tombs, artifacts and godly essences capable of enhancing the speed at which the user can permanently learn spells.
Rumored artifacts and sources of knowledge include:
The Mobius
“The Philosophical Theory of Magic” by Erin Tarn (basic concepts and theory +2% to learn lvl1 spells)
“Places of Power” by Victor Lazlo
(location of major leylines)
“The Book of Nord” by Olaf Helzinki
(sea serpent summoning magic)
“The Romanomican” by Char NoGuul
(Ancient roman rites used to beg Mars for power in battle, said to ease the learning of certain combat magics)
Magical scrolls must first be identified with a Lore Magic roll.
A character then tries to study the magics in the scroll while reading it. He then has a 10%+2% per level chance to learn the spell well enough to start casting it on the above tables. Each try uses the scroll up in the process. If the character can read the native language on the scroll it is possible to “transcribe” the scroll to another while he reads it (copying). This requires properly prepared scrolls or at least a notebook.
provides intbonus x2 for notebook or x3 for magic scroll
Buying magical Knowledge is possible, but costly.
First, the character will have to find a mage willing to part with some arcane knowledge. Depending on the area this could be quite difficult. Simply walking around and looking for subtle signs of the arcane may net a magic shop if a Lore:Magic roll is made. Streewise also works though with a -10% penalty.
Characters can then ask for a specific spell. Depending on conditions the teaching mage will charge a certain rate to tutor the character well enough to start rolling to learn the spell permanently.
Length of tutoring:
Depending on the teach and conditions, tutoring takes 1d6hrsXspell level for Simple spells
2d6hrsXspell level for Average Spells
1d6daysXspell level for Moderate Spells
1d6WeeksXSpell level for Difficult spells
RollLore:Magic roll -1% per level of the spell being learned to learn it well enough to cast haphazardly while rolling on the earlier table. Failiure means the character must repeat 2d10% of the lesson inorder to try again.
Cost:
Lore:Magic roll to determine the characters ability to acurately price magic knowledge. Success means using the following table, failiure usualy means the character is willing to overpay a % based on the margin of failure in the roll.
Level 1 5000c
Level 2 10000c
Level 3 20000c
Level 4 30000c
Level 5 40000c
Level 6 70000c
Level 7 90000c
Level 8 120000c
Level 9 180000c
Level 10 500000-1milc
+10% premium for offensive and 20% for metamorph and summoning spells.
Most magic shops do not offer teaching services, and the few places that do usualy can only teach spells levels 1-4.

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