To perform Magic in Myth, one must first learn the Magic ability. After that, a character must learn schools from a proficient spellcaster or a tome. Schools are the different branches of magic such as Fire or Healing. Once a magic user has learned a school, they can make a check using their rank in the school to perform a spell that falls within the description of the school.
Water: Create cold and control water
Air: Control air
Earth: Move rock, sand, soil, and other natural, nonliving solids
Mood: Create an aura of a specific emotion
Illusion: Change the way something is perceived
Magic Sense: Detect the presence of magic
Empowerment: Help someone accomplish a difficult task
Justice: Create laws
Hi, this is Ezra.
ReplyDeleteI'm just documenting the idea for restructuring magic away from individual spells.
Instead Myth could use a style similar to Dungeoneering (http://forum.tip.it/topic/254701-dungeoneering/ and a few other places)
The system is pretty simple:
The character has a skill rank
example: Earth rank 2
The Player can attempt anything related to that skill
examples: Craft an armor from living Earth
Shake the ground a little
The GM decides the difficulty loosely based on skill rank and decides outcome
examples from before: roll a d20 and get a 20 to make armor
flip a coin; heads is success
Its also the GM's call if things go horribly horribly wrong. (the armor the player tried to create is impossible to make, and the player went ahead despite warnings and it suffocates him/her)
Oops, I forgot to finish the previous comment, I hit publish by accident.
ReplyDeleteThis encourages creativity (or impracticality and exasperating behavior) in the players.
Dungeoneering didn't use a method of "spells per day" or mana, so, if you use this system, you might want to add a limiter. (could just be GM's call, or no limiter, just spell difficulty)
Oh, and don't bother trying to read all of the Dungeoneering game - its 875 pages long.
Hope this is useful,
-Ezra