Improvised Magic in the Hero System

Copyright © 1996, 1999 by Christopher A. Goodwin.

Contents:

  1. Introduction
  2. Characters
  3. Creating and Casting a Spell
  4. Fumble Points
  5. Endurance
  6. Skills
  7. Powers
  8. Advantages
  9. Limitations
  10. Disadvantages
  11. Example Verbs and Nouns
  12. Learning a Specific Spell
  13. Spell Books and Scrolls
  14. Skill Levels
  15. Designer's Notes
  16. Legal Stuff

Introduction

This began life as a Usenet post in 1996.  I had forgotten about it entirely until I ran across an archive of it at Juha Vesanto's web page.  (Thanks, Juha!)  I decided to expand on it and rewrite it some because a good improvisational magic system is something I've been wanting for a long time (or, as I put it in 1996, the "Holy Grail of a magic system").  This doesn't use Variable Power Pool, though it does break the Hero System power rules pretty badly (hopefully in a way that's not too unbalancing!).  Anyway, on with it.

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Characters

The GM may require all characters to take a certain power or skill if they want to be mages; she may require them to take a mage package; she may require certain initiation rites or disadvantages (including markings); or, she may simply require nothing extra at all.

All characters start with a base roll of 0 or less in spellcasting.  This value is increased by making complementary skill rolls, taking Limitations, and manipulating circumstances to the character's benefit (being well rested and alert, taking extra time, reducing distractions, etc.).

You can increase your spellcasting roll by using magical skills, to wit a verb and a noun (or, if you prefer, an Action and a College, or Discipline and School, or whatever).  The verb is the skill you are using to form the magical energy into something usable, and the noun denotes the type of magical energy you are shaping (and, thus, the special effect of the spell).  The possibilities are theoretically limitless, though in practice only a few different examples of each are available. Note:  Unless otherwise specified, the words "bonus" or "penalty" refer to the base spellcasting roll, not to any other skills that may be involved in the process.

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Creating and Casting A Spell

To create a spell, write it up in standard Hero terms.  The maximum Active Points any spell may contain is equal to 3 * the character's EGO.  If a spell does not include the Trigger advantage, it may be held for one full phase; if it is not cast at the end of that phase, treat it as an immediate Fumble for 1 Fumble Point / 5 Active Points in the spell.  A character may have a total number of Real Points worth of Triggered, Constant, and/or Continuous spells going equal to 3 * his EGO.  Note:  You don't pay any points for the power itself.

To cast the spell, you need to roll against your base value in spellcasting.  Here's where the skills come in: each skill involved in the casting is complementary to your spellcasting roll.  It definitely helps to have high rolls here.  You can increase your base spellcasting roll from 0 through limitations.  Limitations that apply to every casting of a spell, or every casting of all spells in a college, are worth more (see below under Limitations for more info).  Also, other factors can come into play:
 

  • Subtract 1 from the spellcasting roll for every 10 base points in the spell.

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  • Add 1 to the spellcasting roll for every 2 points you make your verb, noun, and SC: Magical Theory rolls by

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  • Add 1 to the spellcasting roll for every -1/4 worth of total Limitation applied to the spell

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  • Subtract 1 from the spellcasting roll for every +1/4 worth of total Advantage applied to the spell.

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  • Characters may take additional Fumble Points (see below) and gain +1 to their roll per Fumble Point taken.  On a critical failure, the character gains additional Fumble Points equal to double the amount of the bonus taken, and the Fumble Points take effect as normal.

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  • The GM may apply other bonuses or penalties to the roll as she sees fit.
  • Casting Time

    It generally only takes one phase to cast a spell.  If extra time is taken, note that it is a -1/2 Limitation per level on the Time Chart.  Optionally, the GM can state that each skill roll takes 1/2 phase, and that it takes 1/2 phase (acting as a combat action) to loose a spell that has been cast.  The caster can continue to hold the spell in mind while casting it, though if the caster is stunned, knocked unconscious, or killed, consider this to be an immediate Side Effect equal to 1/2 the total active points of the spell, along with all of the caster's accumulated Fumble Points at +5 active points per.

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    Fumble Points

    Whenever a character fails his spellcasting roll, the character gains a number of Fumble Points equal to the amount the roll was failed by (minimum of 1).  If the roll was a critical failure (17 or 18), then all of the saved up Fumble Points take effect at once, including the Fumble Points gained from the critically failed roll.  Fumble Points manifest as Side Effects equal to 5 Active Points of effect for every Fumble Point; additionally, the caster suffers from 1 level of Unluck (not die) per 3 Fumble Points, applied directly to the character.  If the character has Luck, he may roll his Luck dice to counteract this; however, if the character has any Unluck, he must also roll his Unluck.  Levels of Luck rolled subtract from levels of Unluck; levels of Unluck rolled simply add to the total amount of Unluck suffered.  (Yes, a fumble can sometimes be dangerous to bystanders!)  Usually, the Side Effects will be suggested by the special effects of the spell.  Often, a harmful spell will simply be turned right back on the caster.  A helpful spell may be mistargeted, or may affect the caster in reverse.  It is possible that a being might be summoned.  GMs should feel free to be creative but fair when applying Fumble Points.  Fumble Points are lost when the fumble takes effect.

    Taking the Side Effects Limitation is effectively the same as accepting additional Fumble Points in order to gain a bonus when casting the spell.  The character gains +1 Fumble Point for every +1 added to the spell roll, which is equivalent to +1/4 Limitation.

    The GM may, if she wishes, create a list of possible fumble effects based on the amount of Fumble Points; this could be a simple table lookup based on the amount of points, or, for even more fun and excitement, be randomly rolled!

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    Endurance

    All spells require Endurance to cast, unless an Expendable Focus is used; any powers that have no Endurance cost should be cast with the Costs Endurance Limitation (whether to allow a bonus or not is up to the GM).  The GM may allow characters to cast spells at 0 END, but should then require an Expendable Focus to be used with the spell.  It would be well within genre for certain types of magic to require characters to take an Endurance Reserve, with Recovery based on a ritual, skill roll, and so on.

    Mana, Ley Lines, Places of Power

    To simulate an overall ambient mana level, the presence of ley lines, or magical power sources in general, the GM can either provide extra Endurance for casting spells, reduce Endurance costs of spells (even to 0), add Recovery (either personal or to an Endurance Reserve as noted above), add bonuses to cast spells, or some combination of these.  These can be aspected toward or against certain magical colleges (providing additional bonus to spells of those colleges), and can provide more or less bonus based on the character's proximity to the source as well as the power level of the source.  A given area may only be able to provide a certain amount of bonus before it is exhausted.

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    Skills

    All skills listed have a base cost of 3 points for 9 + CHA/5, +1 per 2 points (this is in line with 5th edition Hero; all skills are now bought at this rate, including Knowledge, Professional, and Science skills).  Magical skills (verb and noun) are usually based on INT, though they can be based on other characteristics (EGO and PER are common).

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    Powers

    The GM should require the characters to take certain skills based on the powers available in a spell college they wish to use.  Of course, allowance must be made in the case of weird special effects.  An example list is provided below:
     
    Power  Required Skill(s)
    Transform / Shapeshift  Warp + college skill based on target
    Dispel / Suppress Disenchant + college skill based on target spell 
    (or Metamagic)
    Summon  Summon + college skill based on target entity
    Energy Blast / Killing Attack  Conjure + college skill based on special effect
    Drain  Destroy + college skill based on target
    Enhanced Senses / 
    Clairsentience / Detect 
    Know + college skill based on target or sense
    Transfer / Aid Power Tap + college skill based on source 
    (possibly Metamagic as well)

    If it makes it any easier to wrap your mind around the concept, consider each character to have access to a Variable Power Pool equal to 3 * his EGO, and special effects limited to the college (noun) skills that character has taken.

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    Advantages

    The GM may allow certain Advantages to be taken on all spells at no extra cost (all spells might be Indirect, or Invisible, for free); she may also require the character to have certain skills in order to use certain Advantages.  An example list of required skills for Advantages is below:
     
    Advantage  Required Skill
    Range (including any powers 
    that are normally ranged)
    Spell Throwing (required only to 
    target a spell, not to cast)
    Trigger or Usable By Others  Enchant

    If a character wants to set up a spell that is cast now but usable later, he must use the Trigger advantage.  The Enchant skill is not required if he wants to set such a spell up for himself; however, if he wants to set one up for someone else, he must use the Enchant spell.

    If a spell is bought to 0 Endurance Cost, it must be bought with an expendable Focus.

    The GM should watch carefully any spells with the Continuous advantage, either Controllable or Uncontrollable.  If the spell is bought to 0 Endurance, the GM will need to determine how much endurance is provided to the spell by the expendable Focus.  This amount should be related in some way to the size, volume, or, if the focus is a currently or formerly living creature and the caster knows Metamagic, the creature's BODY or EGO (see below under Metamagic).

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    Limitations

    Requires Skill Roll

    This works exactly as normal.  You need to roll against another skill in order to succeed at the spell; this skill has a difficulty level of -1 per 10 Active Points in the spell.  These additional skill rolls don't add to your bonus.

    Gestures, Incantations, and Focus

    The GM may require that all spells take some combination of Gestures, Incantations, and Focus; in this case, it is up to the GM whether to allow the character to gain a spellcasting bonus from any Limitations that are required.

    Gestures

    The GM may specify that certain types of gestures are more effective or less effective when casting certain types of spells.  Gestures that are more elaborate (see below) should be worth more points, and if the Gestures are required for the full length of a (constant) spell, the base bonus for those Gestures should be doubled.  The base bonus for Gestures should be +1 per -1/4 Limitation.  For really elaborate Gestures, make the spell Accessible (-1/2) and Requires Skill Roll (DEX-based Gesture skill) (-1/2) and get +4.

    Incantations

    The GM may specify that certain languages have mystical properties, and thus provide a bonus to casting the spell, or, for that matter, that these languages are required in order to cast.  Thus, Pig Latin may provide +0 to cast a spell (possibly meeting a GM's requirement that a spell must be cast in a mystical tongue), while Ancient Sanskrit would provide +5 or more; the secret tongue of the Fireshapers' Guild may provide +2 to cast Fire spells.  If Incantations are required for the full length of the spell, double the base amount.

    Focus

    The GM may specify that certain materials may be required as a Focus to cast a certain spell; if the spell has been bought to 0 END, a Focus is required, and it must be Expendable.  Materials that are fragile or difficult/dangerous to acquire may be worth additional bonus, and materials that fit well with the special effect of the spell may be worth additional bonus still (the canonical bat guano/sulfur mixture required to cast a fireball is one example, and may provide an additional +2 when casting fire spells).  Depending on the exact Focus, the GM may require the character to have some skill or ability to create the Focus.

    Other Limitations

    If a character takes, at the time of creation, a given set of limitations that always apply to some of his spells, the bonus gained from those limitations when casting those spells is multiplied by 1.5; the character cannot cast those spells without those Limitations.  For example, the Silent Mages of Deep Contemplation require no Incantations or Focus, but do require Gestures (a long, complicated dance which must be performed silently at casting time).  The limitations involved are Extra Time: 1 Minute or more (+6), Gestures (+1), Accessible (+2) and Requires Stealth Roll (+2) for a total of +11; multiply this by 1.5 for a total of +15.5 (which rounds to +16).  Note that each level further on the Time Chart taken would add an additional +2 at casting time.

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    Disadvantages

    Distinctive Features

    Characters may take Distinctive Features related to their magical abilities.  The most common are a tattoo or marking to the body as the result of some kind of initiation ritual, or showing up on magical senses.  If the character shows up on magical senses, use the chart in Mystic Masters to determine how many points this is worth.

    Vulnerability

    Some characters have a Vulnerability to magic that manifests itself in such a way as to make it easier for others to cast spells on the character.  The Vulnerability cost is modifed as follows:
     
    If others get...
    Treat Vulnerability as...
    +3
    1 1/2*
    +5
    2*

    If the GM allows it, characters may also take "normal" Vulnerabilities (such as "Takes 2* STUN from Fire").  These should all count as Vulnerabilities toward the maximum disadvantages per category.

    Loses Powers in Situation X

    The character simply loses his powers at certain times.  This could be used to simulate sun mages, whose powers only work while the character is exposed to sunlight, or to simulate priests, who must follow their deity's teachings and can lose their powers (possibly requiring some kind of penance) if they don't.  It could also simulate a True Name, and the character's powers could be lost if the True Name is exposed.  See below for the costs:
     
    Frequency of Condition Points
    Uncommon -5
    Common -10
    Very Common -15

     
    Powers Are Lost: Points
    Only while exposed to condition -0
    For some time after exposure to condition ends (less than a day) -5
    For a day or longer, or moderate penance done -10
    For a month, or until regained (by fasting, heavy penance, heroic quest, etc.) -15
    Permanently (may be taken by GM permission only) Stop! -20

    Note:  Permanently means permanently!  GM, don't let players abuse this.  Make sure they understand what they're getting into.  Regaining one's powers after a Permanent loss should be the equivalent to a major campaign quest, complete with descents into Hell, communion with gods and dark powers, and the like.  Note that a character who loses his powers still has his skills, and can teach magic to others, act as a consultant, and so on.  He just can't cast any spells himself.

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    Example Verbs and Nouns

    We obviously can't provide an exhaustive list here, though we can give some good examples.
     
    Verbs:

    Throw Spell 
    Enchant 
    Disenchant 
    Conjure 
    Destroy 
    Mend 
    Summon 
    Dismiss 
    Bind 
    Loose 
    Shape 
    Know 
    Cloak 
    Power Tap

    Nouns:

    Air 
    Earth 
    Fire 
    Water 
    Life 
    Death 
    Mind 
    Light 
    Darkness 
    Food 
    Animal 
    Person 
    Metamagic 
     

    Metamagic is the college that encompasses all colleges: it is the study of how magics interact and the common elements of all magics.  It is used to detect, redirect or destroy manifestations of magic.  A user of Metamagic can Dispel or Suppress spells of any College; he may increase or decrease their power; he may even capture them and use their power for himself.  Using the Metamagic and Life or Death colleges, a mage can Transfer a victim's BODY into END for powering a spell -- 1 BODY yields 4 END; thus, taking a normal person from 10 to -10 BODY would provide 80 Endurance!  (No wonder necromancers are so powerful -- and unpopular.)

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    Learning a Specific Spell

    It is possible to learn specific spells.  To do that, buy a skill in that specific spell.  Write up the spell as normal.  Note down the specific limitations required to cast this spell, and note any associated skills that might be complementary.  Other associated skills, such as SC: Magical Theory, college skills, and the like, would be complementary.  To cast the spell, the character would roll against the skill in the spell.  This would be complementary to the spellcasting roll, as would any of the other associated skills.  If the caster has appropriate verb and noun skills, these are also complementary.  Once all of the associated skills are rolled, roll against the final spellcasting roll.

    Example:  Honym the Fire Shaper wants to learn a specific spell, Honym's Fire Bath.  He builds the spell as 2d6 RKA (30 base points), Explosive (+1/2), 0 END (+1/2), OAF Expendable - bat guano and sulfur (worth an additional +2), Gestures, Incantations.  The base modifiers to Honym's spellcasting roll would be -3 (for 30 base points), -4 (from total advantages); the total bonus for limitations would be +15 (+8 for the OAF bonus, +2 for the combination of Gestures and Incantations, and * 1.5 because the limitations are required for every casting of the spell) for a net +11.  Honym buys his Honym's Fire Bath skill at 16- based on his INT of 18, so he pays 9 points.  He also buys SC: Magical Theory at 13- for 3 points, and KS: Fire Magic at 13- for 3 points.  Honym also buys 20 Ego so as to be able to cast a 60 Active Point spell.

    To cast the spell, Honym would roll against his Honym's Fire Bath, Magical Theory, and Fire Magic skills.  The amounts by which he makes each of these rolls add to his final spellcasting roll, as does his base +4 from Advantages and Limitations.  Note that Honym didn't build a trigger into the spell, so he can hold it for 1 phase before having to let it go (the GM rules that if he does not, the spell will backlash on him and do its full damage as a Side Effect).

    The GM may, if she wishes, permit characters to improve a specific spell after a successful casting.  It is recommended that, after every adventure in which a specific spell was successfully used, the GM allow a character to spend 3 points for +1 to the spellcasting bonus for that specific spell only.  This is the only way, other than using skill levels with everything, to increase your spellcasting bonus.

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    Spell Books and Scrolls

    A spell book or scroll is simply a written description of how to learn a spell.  To use a written spell, a character needs to study the spell off of the work, but this is time consuming: one hour of study time per active point in the spell.  The character must have at least three points in the language the spell is written in, and must be literate in this language as well.  A person can only effectively study for about 10 hours a day maximum (+1 for every 5 points of Ego the student has), taking into account rest and meal breaks.  After the full amount of study time, the character will have a short term 8- skill in the specific spell, which will last several hours or enough time to cast the spell once, whichever is longer.  At the end of this study period, the student can spend 1 experience point to acquire the Familiarity with the specific spell skill at 8-.  If the work is sufficiently detailed, the student can continue to study the work.  Advanced study again requires one hour per point in the spell.  After this study period is over, the student may spend 2 additional points to buy the full skill.  No further advancement is possible from a single spell book or scroll.

    If study conditions are not conducive to good study habits, an INT roll is required after each four hour study period; missing this roll halves the effectiveness of the study time, while critically failing this roll means that the entire benefit of the study period is lost.  KS: Research acts as complementary to the INT roll here.

    If you have the college or verb skill associated with the spell in the work, after each four hours of study you can roll against these skills.  If you make these rolls, you gain the benefit of one additional hour of study for each roll you make.  If you have a teacher, the teacher may roll against his PS: Teaching skill after every four hours of instruction time; succeeding here means you gain the benefit of an hour of additional study time (however, if the teacher critically fails his teaching roll, you gain no benefit at all from the time spent).

    Some wizards write their spells out in code.  Assuming the student understands, can break, or has a key to the code, the effectiveness of study time can be halved or worse.  Also, an INT roll is required after every two hours of study time or the benefit from that time is lost, whether the roll is critically failed or simply failed.  KS: Research and KS: Cryptography can act as complementary to this INT roll.

    Having the Cramming talent can give the character a short term 8- in the specific spell much more quickly (1 minute per active point in the spell), but to increase it to the full skill takes the regular amount of time.  Having Eidetic Memory gives you an effective 8- in the spell for the entire time you are studying it, but only for purposes of acting as a complementary roll for studying the spell.  Speed Reading divides the time requirements by 4.  If a character has all three of these Talents, he can gain the short term 8- skill (and the opportunity to spend 1 point on Familiarity) in as much time as it takes him to turn the pages, but it still takes the regular amount of time to gain the full skill.

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    Skill Levels

    Characters will certainly want to purchase skill levels to improve their magical abilities.  Use the following table to determine skill level costs:
     
    Cost Skill Levels
    2 Adds to any skill for a specific spell.  Example:  +1 with Honym's Fire Shaping.  This could apply to either Shape or Fire, when used with that specific spell.  It could also apply to a theoretical Honym's Fire Shaping skill. 
    3 Adds to one college/verb skill combination.  (Example:  +1 with Shape Fire.  Works with any fire shaping and may be added to either Shape or Fire.) 
    5 Adds to a group of related colleges or verb skills. (Example:  Bind, Loose, Shape or All Elemental Colleges)
    8 Adds to all magical skills
    10 Levels with anything you can do.  This is the only level that can add directly to your bonus for casting a spell rather than to an associated skill. 

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    Designer's Notes

    First, I wanted a magic system where anyone could cast a spell, yet the process isn't so easy or unbalancing that everyone does -- the base roll starts at 0 precisely so it's not easy.  The GM can set this at a base starting point (5, 8, or 11, for example), can base this on a skill or characteristic roll, or anything else that might occur to her.

    I also wanted the system to be flexible enough that the GM can decide whether it requires some special ability (such as being born with the Second Sight, faerie blood, etc.) or allows literally anyone to use magic.  If the GM wants to make mages less common, she can require the character to spend a few points on this ability.

    Finally, I wanted to be able to simulate various levels of ambient magical power.  Want a high mana level?  It's easy.  You can provide one that increases the base spellcasting roll and reduces the Endurance cost to cast spells; you can provide one that increases the active points of all spells cast in it, either by a set amount or by some fraction of the base (anywhere from 1/4 to 1 times the active points).  You can increase personal Recovery or Recovery of an Endurance Reserve.  As GM, you have lots of control over how magic works.  You can also have lines of magical power -- simply increase the ambient "mana level" as you get closer to the line.  You can even have magical places -- the "mana level" is highest near Stonehenge, for example.

    I hope that what I've come up with meets those requirements, and is easy and fun to play with as well (this is the important part, remember).  I'm always looking for feedback; feel free to e-mail me at archer@nc.rr.com .  Especially let me know if you use it, the options you use, and how well it worked.

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    Legal Stuff

    This document is Copyright © 1996, 1999 by Christopher A. Goodwin.  May be reprinted or linked to as long as all copyright information remains intact, and as long as you e-mail me if you link to this page or reprint it somewhere.  If you charge for the medium in which this piece appears (for example, on a pay-to-view web site or in a magazine) you must ask me for permission first.  I can be reached at  archer@nc.rr.com.

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    Created:  9/28/99 8:30pm EDT
    Last Updated:  10/9/99 3:36pm EDT