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Let's Read Sword World 2.5!
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<blockquote data-quote="Iosue" data-source="post: 8769584" data-attributes="member: 6680772"><p>So how does Sword World 2.5 handle <strong>Magic</strong>?</p><p></p><p>So, there are four Magic-user Skill Packages: Sorcerer, Conjurer, Priest, and Magitec. All four make use of Mana Points (MP). Each needs a focus of some kind: wands and the like for the Sorcerer/Conjurer, holy symbol for the Priest, and Magisphere for the Magitec. Each uses a different magical language, and all need to be able to speak their language to cast their magic. Magic can only be cast if the caster has taken Limited Movement.</p><p></p><p>Magic-users use their Magic Bonus (Skill Package Level + Wisdom Bonus) to make Wield Magic checks. Unless the roll is opposed due to resisting a spell, the target number is 0, but a check for an auto-fail is still required. Auto-failing a Wield Magic check means that there is absolutely no effect, but the MP required for the spell are expended anyway.</p><p></p><p>Mana Points can only go as far as 0, and there are no ill effects if they do so. MP can be augmented by magic crystals. When casting the caster can have the crystal bear part of the MP cost. As far as general spell rules, they are essentially the same you'd expect from a D&D type game: range, target, area of effect, etc. In general, spell effects don't stack, except in the case of strengthening weapons. In that case, spells of identical properties stack, but if a spell of a different property is cast, the later spell takes precedence.</p><p></p><p>The properties that spells can have are Earth, Water, Ice, Flame, Wind, Lightning, Pure Energy, Cutting, and Shock (all kinds of damage), Poison, Sickness, Spiritual Effect, and Curse.</p><p></p><p>Once a Magic-user reaches a certain level, they have access to all the spells of the level and below. That said, generally each level only has 4 spells or fewer.</p><p></p><p><strong>Skill Package-specific Magic Rules</strong></p><p><strong>Sorcerers</strong> and <strong>Conjurers</strong> use different magical languages (True Word Magic vs Manipulation Magic), but otherwise their restrictions are the same: they must spend 100 G on a magical focus, they must have one hand free to cast (they draw magical letters in the air), and their access to armor is limited.</p><p></p><p>Focuses can be something held in the hand, like wand or rod, weapons, or rings. They can have as many focuses as they want, nor are focuses dependent on the user. A Sorcerer or Conjurer can use another Sorcerer's (or Conjurer's) focus to cast their own magic. </p><p></p><p>Metal armor imposes a -4 penalty on Wield Magic checks, and heavy non-metal armor (requiring a Strength of 10 to wear) imposes a -2 penalty. This means that Sorcerers and Conjurers are generally limited to soft leather armor. However, the armor and speech restrictions do not apply to a Nightmare when they Transform.</p><p></p><p><strong>Priests</strong> cast using the Holy Language and use a Holy Symbol are their focus. They have a list of general Holy Magic, but they also get access to a couple of spells unique to the god they have chosen to follow.</p><p></p><p><strong>Magitec</strong> use the Magitec language, and their focus is a Magisphere. Magispheres come in S, M, and L sizes, and the S ones float! It is this Magisphere that powers and interacts with their Magitec. In Rulebook I, at least, there's only one Magitec, and that is Guns. Each Magitec spell in the book is actually a different kind of bullet. A character buys regular bullets, but when they cast, the Magisphere interacts with the Gun to give the bullet the desired spell effect. This casting on the bullets can be done as a minor action, and thus is done just before firing the gun. The Magitec then needs to make a to-hit roll to hit with the bullet. As near as I can tell, the caster does need to roll to cast a spell on the bullet, but only to confirm no auto-fail. Otherwise, they use their to-hit bonus. Magisphere's can also power some other, non-Gun effects.</p><p></p><p>That's it for magic. We'll take a closer look at spells when we get to the Data section of the book. Next up is a closer look at Special Combat Abilities.</p></blockquote><p></p>
[QUOTE="Iosue, post: 8769584, member: 6680772"] So how does Sword World 2.5 handle [B]Magic[/B]? So, there are four Magic-user Skill Packages: Sorcerer, Conjurer, Priest, and Magitec. All four make use of Mana Points (MP). Each needs a focus of some kind: wands and the like for the Sorcerer/Conjurer, holy symbol for the Priest, and Magisphere for the Magitec. Each uses a different magical language, and all need to be able to speak their language to cast their magic. Magic can only be cast if the caster has taken Limited Movement. Magic-users use their Magic Bonus (Skill Package Level + Wisdom Bonus) to make Wield Magic checks. Unless the roll is opposed due to resisting a spell, the target number is 0, but a check for an auto-fail is still required. Auto-failing a Wield Magic check means that there is absolutely no effect, but the MP required for the spell are expended anyway. Mana Points can only go as far as 0, and there are no ill effects if they do so. MP can be augmented by magic crystals. When casting the caster can have the crystal bear part of the MP cost. As far as general spell rules, they are essentially the same you'd expect from a D&D type game: range, target, area of effect, etc. In general, spell effects don't stack, except in the case of strengthening weapons. In that case, spells of identical properties stack, but if a spell of a different property is cast, the later spell takes precedence. The properties that spells can have are Earth, Water, Ice, Flame, Wind, Lightning, Pure Energy, Cutting, and Shock (all kinds of damage), Poison, Sickness, Spiritual Effect, and Curse. Once a Magic-user reaches a certain level, they have access to all the spells of the level and below. That said, generally each level only has 4 spells or fewer. [B]Skill Package-specific Magic Rules Sorcerers[/B] and [B]Conjurers[/B] use different magical languages (True Word Magic vs Manipulation Magic), but otherwise their restrictions are the same: they must spend 100 G on a magical focus, they must have one hand free to cast (they draw magical letters in the air), and their access to armor is limited. Focuses can be something held in the hand, like wand or rod, weapons, or rings. They can have as many focuses as they want, nor are focuses dependent on the user. A Sorcerer or Conjurer can use another Sorcerer's (or Conjurer's) focus to cast their own magic. Metal armor imposes a -4 penalty on Wield Magic checks, and heavy non-metal armor (requiring a Strength of 10 to wear) imposes a -2 penalty. This means that Sorcerers and Conjurers are generally limited to soft leather armor. However, the armor and speech restrictions do not apply to a Nightmare when they Transform. [B]Priests[/B] cast using the Holy Language and use a Holy Symbol are their focus. They have a list of general Holy Magic, but they also get access to a couple of spells unique to the god they have chosen to follow. [B]Magitec[/B] use the Magitec language, and their focus is a Magisphere. Magispheres come in S, M, and L sizes, and the S ones float! It is this Magisphere that powers and interacts with their Magitec. In Rulebook I, at least, there's only one Magitec, and that is Guns. Each Magitec spell in the book is actually a different kind of bullet. A character buys regular bullets, but when they cast, the Magisphere interacts with the Gun to give the bullet the desired spell effect. This casting on the bullets can be done as a minor action, and thus is done just before firing the gun. The Magitec then needs to make a to-hit roll to hit with the bullet. As near as I can tell, the caster does need to roll to cast a spell on the bullet, but only to confirm no auto-fail. Otherwise, they use their to-hit bonus. Magisphere's can also power some other, non-Gun effects. That's it for magic. We'll take a closer look at spells when we get to the Data section of the book. Next up is a closer look at Special Combat Abilities. [/QUOTE]
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