projects:odds_rpg:modules:magic
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| projects:odds_rpg:modules:magic [2026/02/17 20:25] – created freedomotter | projects: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 → 1 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 3–8). | ||
| + | * 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 | ||
| + | 4 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
