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projects:odds_rpg:modules:magic [2026/02/17 20:25] – created freedomotterprojects:odds_rpg:modules:magic [2026/02/17 21:03] (current) freedomotter
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 ====== Magic Module ====== ====== Magic Module ======
  
-Cast: 1d20 + Mind + Arcana+This module adds structured spellcasting to ODDS RPG.
  
-Minor TN 10   +It may represent:
-Standard TN 15   +
-Major TN 18   +
-Legendary TN 22  +
  
-Impact: 2d10 + Mind  +  * Arcane magic 
 +  * Divine miracles 
 +  * Psionics 
 +  * Super science 
 +  * Ritual technology
  
-Lose Resolve equal to spell tier (1–4).+The GM decides how magic fits the setting. 
 + 
 +---- 
 + 
 +===== Using This Module ===== 
 + 
 +A character must have: 
 + 
 +  * The Arcana (or equivalent) skill 
 +  * Narrative justification (training, mutation, blessing, implant, etc.) 
 + 
 +Magic is powerful but carries cost. 
 + 
 +---- 
 + 
 +===== Casting a Spell ===== 
 + 
 +Roll: 
 + 
 +  1d20 + Mind + Arcana 
 + 
 +Compare to spell TN. 
 + 
 +^ Spell Tier ^ TN ^ 
 +| Minor | 10 | 
 +| Standard | 15 | 
 +| Major | 18 | 
 +| Legendary | 22 | 
 + 
 +If successful: 
 +  Roll Impact (2d10 + Mind unless stated otherwise). 
 + 
 +---- 
 + 
 +===== Spell Strain ===== 
 + 
 +After casting, lose Resolve equal to spell tier
 + 
 +Minor → Resolve   
 +Standard → 2 Resolve   
 +Major → 3 Resolve   
 +Legendary → 4 Resolve   
 + 
 +If Resolve reaches 0: 
 +  The caster becomes Broken. 
 +  Spell still resolves unless GM rules otherwise. 
 + 
 +Magic always has a cost. 
 + 
 +---- 
 + 
 +===== Spell Tiers Explained ===== 
 + 
 +Minor: 
 +  Simple, quick effects. 
 +  Combat utility or small manipulation. 
 + 
 +Standard: 
 +  Strong combat or utility effect. 
 +  Most commonly used spells. 
 + 
 +Major: 
 +  Large-scale effect. 
 +  Scene-changing ability. 
 + 
 +Legendary: 
 +  Rare, powerful, dangerous. 
 +  Campaign-impacting. 
 + 
 +---- 
 + 
 +===== Sample Minor Spells ===== 
 + 
 +Arcane Bolt   
 +  2d10 damage at Near range. 
 + 
 +Shield Flicker   
 +  Gain +2 Defense until your next turn. 
 + 
 +Light   
 +  Illuminate Close range area for scene. 
 + 
 +Detect Energy   
 +  Sense magic, tech, or psychic activity nearby. 
 + 
 +---- 
 + 
 +===== Sample Standard Spells ===== 
 + 
 +Fire Wave   
 +  2d10 damage to all enemies in Close range (Agility TN 12 halves). 
 + 
 +Barrier   
 +  Reduce incoming damage by 5 for one round. 
 + 
 +Teleport (Short)   
 +  Instantly move to any visible location within Near range. 
 + 
 +Mind Jolt   
 +  Deal 2d10 Resolve damage. 
 + 
 +---- 
 + 
 +===== Sample Major Spells ===== 
 + 
 +Chain Lightning   
 +  2d10 damage to 3 targets. 
 + 
 +Mass Heal   
 +  Restore 2d10 Health to all allies in Close range. 
 + 
 +Summon Entity   
 +  Call a temporary creature (Standard role from enemy builder). 
 + 
 +Wall of Force   
 +  Create barrier that blocks movement for one scene. 
 + 
 +---- 
 + 
 +===== Sample Legendary Spells ===== 
 + 
 +Meteor Strike   
 +  2d10+5 damage to all in Far range (Agility TN 15 halves). 
 + 
 +Planar Gate   
 +  Open portal to another location or realm. 
 + 
 +Resurrection   
 +  Restore a recently deceased character (major narrative cost required). 
 + 
 +Reality Warp   
 +  Temporarily alter environment drastically. 
 + 
 +Legendary spells should require preparation or rare components. 
 + 
 +---- 
 + 
 +===== Ritual Casting (Optional Rule) ===== 
 + 
 +For powerful magic: 
 + 
 +  * Requires Extended Task (Goal 38). 
 +  * Each failure increases risk. 
 +  * On final failure, backlash occurs. 
 + 
 +Backlash examples: 
 + 
 +  * Lose additional Resolve 
 +  * Attract hostile entity 
 +  * Environmental anomaly 
 +  * Gain Condition 
 + 
 +---- 
 + 
 +===== Backlash (Optional Rule) ===== 
 + 
 +If a caster rolls a Natural 1: 
 + 
 +Roll 1d6: 
 + 
 +1 Spell affects caster   
 +2 Lose additional 2 Resolve   
 +3 Environmental surge   
 +Nearby ally affected   
 +5 Magical signature attracts attention   
 +6 Wild surge (GM improvises) 
 + 
 +Backlash adds risk and tension. 
 + 
 +---- 
 + 
 +===== Design Notes ===== 
 + 
 +Magic should: 
 + 
 +  * Expand options 
 +  * Not overshadow martial characters 
 +  * Carry visible cost 
 +  * Influence story tone 
 + 
 +If magic dominates combat, increase Resolve cost. 
 + 
 +If magic feels weak, reduce TN by 2. 
 + 
 +---- 
 + 
 +ODDS RPG Magic Module v1.0
  
projects/odds_rpg/modules/magic.1771359958.txt.gz · Last modified: by freedomotter

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