Conversion: Fantasy Rules into Star Frontiers

As far as a cap for Spell power levels... undecided. I think one of best limiters for the most powerful magics is to make those powers 'cooperative magic' or ritual magic, essentially taking several casters working collectively to create some effect.

Summoning some Demon critter, major creation effects, advanced divinations etc. will be out of the typical player's realm because some number of casters will need to be on hand... making those effects something of plot devices or campaign elements controlled by the referee
 

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Shadow Magic Spell Skill - Shadow magic spell skill deals with the generation, depletion, and manipulation of the stuff of shadow. A character who toys with the magic of shadow is often referred to as a shadowmancer or shade.

Level 1, Shadowshape
- Casting Time - 10 minutes
- Range - Self or Touch
- Cost to Cast - 1 spell points per day
- Effect - When cast on the caster or a willing target, the caster may specifically describe the way in which the recipient's shadow is cast for the rest of the day. For example: a shadowmancer may wish to have his shadow appear to have horns and bat wings. For the rest of the day, his shadow will look like it should but will include horns and wings. The shadow appears as would a normal shadow. If cast on an unwilling target (unlikely considering the casting time), that target may make a LOG avoidance roll to resist the effects with a penalty equal to 10% per level of the caster. Note that once a shadow is so shaped, the caster may continue to fuel the effect by spending 1 spell point per day.

Level 2, Shadow Play
- Casting Time - 1 turn, immediately available at the end of the turn.
- Range - 10' per level
- Cost to Cast - 2 spell points per minute.
- Effect - When this spell is cast, the shadowmancer will be able to manipulate shadows to entertain or intimidate. They cannot use this to create the shadow, but they can move the shadows around and change their shapes. The shadows have no physical force, of course, but can certainly strike fear into someone when controlled creatively. The shadows cannot be moved beyond the range of this spell.

Level 3, Darkness/Light
- Casting Time – 1 turn, immediately available at the end of the turn.
- Range – Touch 1 object or 1 area.
- Cost to Cast – 3 spell point per 10 minutes.
- Effect – Creates a 20' radius sphere of light or darkness (decided upon at the time of casting). If cast on an item, the effect is portable. The light/darkness source creates no heat or cold. It can be as dark as complete darkness or as bright as strong torchlight. Magical darkness or light supersedes any natural light or darkness, including that created by fire.

Level 4, Cloak of Shadow
- Casting Time - 1 turn, immediately available at the end of the turn.
- Range - Self
- Cost to Cast - 4 spell points per 10 minutes
- Effect - Draws darkness around the caster, and drapes on him like a lowing living animated cloak. It conceals the position of his limbs and body and helps conceal him. In game terms, all attacks have a 25% chance to miss even if their hit roll was successful. This doesn't apply to attacks which damage an area. The wearer gets a bonus of +25% to any stealth rolls involving hiding in darkness, providing there is any sufficient amount of darkness present in which to hide.

Level 5, Shadow Creature
- Casting Time - 10 minutes
- Range - Touch 1 shadow
- Cost to Cast - 5 spell points per hour
- Effect - The caster spends the casting time using his hands to shape his own shadow, slowly shaping it as desired and giving it physical form. At the end of the casting, the eyes of the shadow suddenly open with a very dim light (eyes of dusk). The creature is given sentience by the summoned essence of an extra planar being. While formed, the shadow will follow the orders of the caster. It understands and can speak any language the caster also knows. The shadow is only partially physical and cannot lift much weight, but can act as an excellent spy. The Shadow has the following statistics:

Code:
STR/STA - 10/10      Racial Abilities:
DEX/RS  - 80/80       Remain Unseen 50%
INT/LOG - 45/45       Fly 100 meters per turn
PER/LDR - na          Travel through walls up to 1 meter thick
IM/PS   - +8/+1       See in even complete darkness

Level 6, Shadow Walk
- Casting Time - 1 turn, immediately available at the end of the turn.
- Range - 1km or 10km (see effect)
- Cost to Cast - 6 spell points
- Effect - The caster steps into his own shadow, and can step out of any shadow within range of the spell. The destination must be known at least generally (at least by description). If the destination is known intimately (like the caster's own home), the range can be up to 10km.
 

Great one to tackle! I can already imagine the next stage (Advanced Caster), where mastery of Shadow Magic coupled with a few levels of the previous Force Magic, can lead to 'quasi-real' shadow effects, or basically shadow effects with some ooommpphh behind it. I also think you should add a 'fear' effect to one or more of these abilities... Shadow Play, Shadow Cloak (maybe), and Shadow Creature... all very creepy in my mind.

Good Show
 

smootrk said:
Great one to tackle! I can already imagine the next stage (Advanced Caster), where mastery of Shadow Magic coupled with a few levels of the previous Force Magic, can lead to 'quasi-real' shadow effects, or basically shadow effects with some ooommpphh behind it. I also think you should add a 'fear' effect to one or more of these abilities... Shadow Play, Shadow Cloak (maybe), and Shadow Creature... all very creepy in my mind.

Good Show

YAY HE LIKES IT!!! *does a lil dance*

Yeah, I was wondering about the fear effect. There currently isn't a mechanic to govern fear in SF. Any type of intimidation occurs as a LDR check I guess, resisted by... um... LOG I guess. No game mechanic really in place. If there is to be scary stuff for Fantasy Frontiers, you think there should be some small mention of fear somewhere? If so, maybe magic in general can be used to intimidate. I can see any form of magic being scary :-P
 

I would like to throw down a few guidelines in the hope that a couple of folks might want to contribute to the magic aspects of this kind of mod.

1. Damage should be limited to 1d10 per level, or scale with the overall character's level in the particular spell-skill suite. Roughly 6d10 max, although it could increase for special cases, for instance fire spell vs. a cold nature creature.

2. We can all safely assume that D&D will be a huge source of inspirational material. I would like to somewhat limit the top level effects of Spell Skills to approximately 3rd to 4th level spell equivalents. Some 4th level effects might even need to be pared down a bit.

3. Spell Casting costs should be approximately 1 Spell Point per Spell-Skill 'level' to fire off the spell. There can be additional costs for extending duration, adding extra effects, or otherwise modifying the effect.

4. Everything we produce need not have a D&D (or other system) equivalent spell. Some can be simple special abilities gained upon reaching certain levels in a Spell-Skill. For instance, a Fire inspired spell skill might grant some sort of continuous fire resistance.

5. Spell-Skill suites can be flexible, and need not all be related by the exact type of magic cast. For instance, a Faerie Spell-Skill might have Invisibility, Size Reduction/Growth, Charm/Friendship, Summon Animal, and other only thematically-related powers. This might/can be especially true when it comes to some Divine Spell-Skill powers that might be related only by the Deity/Power in question.

Anyhow, in the next few days, I will go ahead and post up the document of modifications that I have been working on for anyone to comment or critique. Any Star Frontiers fans should feel free to pipe in... especially I am looking for a decent Shield Equipment/Shield Skill mechanism (as I am not very satisfied with my own design).
 

Now, once we get a decent basic assortment of Spell-Skills, then I will tackle Advanced Casters of some types where 'higher level' effects can be laid out.

For example, a couple of levels in a Protective Circle Spell-Skill, a couple of levels in a Charm/Command Spell-Skill, and a solid mastery of some sort of basic Conjuration Spell-Skill, ought to provide the prerequisites for a 'Demon Binder' Advanced Caster Spell-Skill Suite. Some special equipment or other prerequisites such as 'pacts', certain magical items, group affiliation, or similar things might also fit it.
 

Good stuff smootrk ... and CleanCut! ;)

If concerned about time for some reason maybe it would be better to release a "Basic" conversion book and later on work on an "Expert" one? Ya know ... like the versions of DnD were organized back in the day....

Just a thought.
 

There is no time requirement for this, but likely, sooner is better than later in most minds.

Development has stalled for a little while, a factor of other endeavors, and life. I am hoping that when the forums at Star Frontiersman come up, then there will be additional inspiration and others' ideas to contribute... further firing-up my creative energies.

Not long for that now.
 

smootrk said:
There is no time requirement for this, but likely, sooner is better than later in most minds.

Development has stalled for a little while, a factor of other endeavors, and life. I am hoping that when the forums at Star Frontiersman come up, then there will be additional inspiration and others' ideas to contribute... further firing-up my creative energies.

Not long for that now.

Quite soon, my friend! I'm excited about bringing a few folks into a betatest of the new site... all Star Frontiers... all collaboration :-) I plan on inviting you, mr. Smootrk... and one or two others from over at RPG.NET. that should be enough input to help hammer out the deficiencies. :heh:
 

OK, I have the document here for folks to take gander at. There are various notes to myself included in the document. There is plenty of room for other folks to contribute to this little project.
 
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