Thread View: rec.games.design
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Started by Lisa Dusseault
Wed, 27 Jan 1993 18:12
FUDGE Magic System
Author: Lisa Dusseault
Date: Wed, 27 Jan 1993 18:12
Date: Wed, 27 Jan 1993 18:12
20 lines
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1643 bytes
Hi all, I'm beginning a FUDGE campaign with my preferred, personal mish-mash of a magic system. Beginning mages/wizards/sorcerers must learn spells from other mages and cast them in the way that they were taught. These spells are cast in a ritual (words, gestures, and/or components, depending on spell). More experienced magic-users can do without words, gestures or components with a penalty, and can affect how exactly the spell works (changing the colour of the fire, the range, etc.) with similar penalties. (It's just that casting a standard, researched spell is easier.) Very experienced magic-users can design their own spells, trying different rituals until they find the one that seems to work best. Okay, description done with, here come the questions: Any ideas on how I decide when a low-level magic-user can learn a new spell? when a high-level magic-user can start to design a spell? how complicated a spell they can design? I can use my judgement a lot for the last two, but the first question is tougher; I'd like an objective way of deciding that keeps the magic-user at a reasonable level of power.
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