Project Nemesis is a fan driven website for games that use the One-Roll Engine (like Nemesis, Wild Talents, Reign and Monsters) or Chaosium's Basic Roleplay System (BRP) (like Call of Cthulhu) and the Delta Green setting.
While I was happy enough with the adaptation of Wild Talents to handle
my Reign->D&D conversions magic needs it is somewhat slow unless
the player has a good handle on WT power creation and by introducing a
skill priced at stat levels it feels somewhat inelegant.
Now that the Reign magic rules are out it would be handy enough, though
time consuming, to go through the D&D spell lists converting spells
over. However, I'd prefer a more dynamic magic system (which also
spares me mass conversion
). With that in mind, and the expanded rules for Reign magic in hand,
I've been thinking about how to convert it to a more dynamic system.
The basic idea I had was that instead of spending character creation or
xp points on individual spells you spend them on an "Intensity pool"
which you can then draw spells from during a set period of time before
it resets itself.
The xp/character point cost for the pool would be based on the multiple
spell cost listed in the main rulebook. But with no upper limit, or
possibly a limit of the characters Sorcery skill x 10 or x X.
Then whenever a spellcaster wanted to create a spell he would throw it
together with the spell creation system from Supplement 3 and dedicate
a number of points from his Intensity pool equal to the Intensity of
the spell.
This would allow him to cast that spell as many times as he wished
until such a point as his Intensity pool reset and the points dedicated
to that spell were freed.
The creation of a spell doesn’t cost an action as its done at a metagame level.
An example: Peng Tong the Reviled, Magus extraordinaire, has
being accosted on his way home by a score of suicidally dissatisfied
customers. Peng Tong the Reviled has an Intensity pool of 10 points,
which cost 5 character creation points.
As he hasn't cast a spell so far today all 10 Intensity points are
available. Seeking a quick end to the incident Peng Tong decides to
unleash "Peng Tong's Pernicious Projectile", his trademark crowd
killer.
So quickly putting the spell together we first select "Target". 20
Targets cost's us +4 Intensity. Its a Direct Damage effect of Width
Killing, which costs +1 Intensity. The Duration is Instant so that’s
+0. The spell can be dodged (-1 to Intensity) and requires a small
glass rod to cast (-1 to Intensity). This gives the spell a total
Intensity of 3.
Peng Tong intones the spell and laughs as his assailants flee, lurid
purple lightning eating away their flesh. Peng Tong has now dedicated 3
points of his Intensity pool to the spell "Peng Tong's Pernicious
Projectile", he can use the spell as many times as he wants for the
rest of the day. But for casting any new spells he only has 7 intensity
points with which to create them. After resting for eight hours Peng
Tong will have his full Intensity pool available again.
That’s the general idea in its entirety. It's fairly basic at the
moment but I can't see any obvious flaws with it. Though perhaps its
overly versatile to the point of over-shadowing non-casters?
A few ideas about making it more D&D specific follow below.
Firstly instead of one basic Sorcery skill there would be three
different magic using skills to represent the three different
spell-casting paradigms common to most D&D worlds. These would be
as follows:
As the scope of D&D magic, no matter the casting paradigm, is much
broader than that of individual Reign styles its largely impossible to
associate a stat with them which doesn’t infringe on some niche or
other. As such I think associating a stat which fits the iconic image
of the various casters will do in its stead. So Prayer and Thaumaturgy
are associated with Knowledge and Sorcery is associated with Command
(or Charm?).
Further information on the various casting methods, as well as suggested effects, bonuses and restrictions follow below.
Prayer (Knowledge)
This is the ability of the truly devout to harness their god's powers
to change the world. Prayer is the only casting paradigm which gives
its users access to direct healing effects.
Healing effects Intensity cost is equal to the Intensity cost of its
Direct Damage counterpart (e.g. to heal Width Killing costs +1
Intensity). Reincarnation is an Intensity 5 effect. Resurrection is an
Intensity 7 effect. If this makes healing too accessible a simple fix
would be to increase all Intensity's by +1.
If a Cleric prominently displays his Holy Symbol while casting a spell
that is not opposed to his faith then he may squish the roll one step.
A Prayer users Intensity pool resets once per day after he prays to his deity.
Prayer based spells very rarely require ingredients
No direct damage spells above Intensity 5 ?
Sorcery (Command)
This is the skill that sorcerer’s use to channel the magic of their blood to change reality.
No direct healing effects
A sorcerer receives a bonus number of Intensity points per day equal to his Sorcery skill (or Sorcery Skill x 2?).
A Sorcerers Intensity pool resets after eight hours sleep.
Sorcery based spells often require ingredients
Thaumaturgy (Knowledge)
This is the ability of Wizards to shape reality through learning and the mastery or arcane secrets.
No direct healing effects
When casting a spell directly from a scroll or spellbook the caster
dedicates Intensity points as normal but may squish the roll one step.
To create a scroll or transcribe a spell takes hours equal to the
spells Intensity and counts as a purchase costing Wealth = Intensity of
the spell -1
A Thaumaturgist's Intensity pool resets after eight hours sleep.
Thaumaturgy based spells require ingredients most of the time
Specialists - When casting a spell who's effect falls within their
school's purview the specialist may squish the roll one step (this is
cumulative with the bonus for casting from a scroll/spell book).
However the specialist must also select two schools who's effects he
can no longer access.