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Roborifts Zeta Magic Rules

NEW PRIMARY CHARACTERISTIC

For this system a new Primary Characteristic is needed. This characteristic is called MAGIC (MAG), which basically determines your magic potential. This characteristic can be taken at a level from 1 to 10, and above under GM approval.


DERIVED CHARACTERISTICS

There are two MAGIC derived characteristics. They are: Magic Points (MP) and Magic Point Recovery (MPR).

Magic Points are determined by the following:

In Mekton Zeta = 2D10 x MAGIC

In FUZION = 3D6 x MAGIC


Your Magic Point Recovery is Determined by:

In Mekton = MAGIC + BOD

In FUZION = MAGIC + CON

For Magic Point Recovery consutlt the following table for how quickly the recovery is.

Level of Magic------Time
Next to None-------Days
Very Low-----------Hours
Low----------------10 Minute units
Normal-------------Minutes
High----------------Turns
Unlimited-----------Turns / 4 (Mekton), Phases (FUZION)


MAGIC SKILLS

There are four new skills involved with magic. They are: Spellcasting (MAG), Enchanting (MAG), Alchemy (INT), and Magical Theory (INT). In order to use spellcasting and enchanting you must have MAGIC. Alchemy and magical theory do not need MAGIC in order to be used.




SPELLCASTING

All Spells have a minimum spellcasting level needed in order to be cast.

Low level spells (minimum Spellcasting of 1-4) can be cast twice per turn (FUZION) or once per turn (Mekton) unless otherwise indicated.

Mid level spells (minimum spellcasting level of 5-7) can be cast once per turn (FUZION) or once evey other turn (Mekton) unless otherwise indicated.

High level spells (minimum spellcasting level of 8-9) can be cast once every other turn (FUZION) or once every four turns (Mekton) unless otherwise indicated.

Extremely high level spells (minimum spellcasting level of 10+) need a minimum of four turns (FUZION) or eight turns (Mekton) to be cast unless otherwise indicated.

All spells will have the following characteristics:

Name:
Min. Cast Level:
MP Cost:
Time to Cast:
Duration:
Range:
Effect:

Example:

Name: Globe of Daylight
Min. Cast Level: 1
MP Cost: 1
Time to Cast: Standard (Twice per turn - FUZION, Once per turn - Mekton)
Duration: Three Minutes per level of Spellcasting (3 min at +1, 6 at +2, 9 at +3, etc)
Range: Near Self or upto 30ft away
Effect: 12ft area (per level of spellcasting)* of daylight

*24ft area at +2, 36ft are at +3, etc, etc


INITIAL SPELL KNOWLEDGE

The number of spell first know to the character is equal to the level of the characters MAGIC (1-10). The character also recieves spellcasting at +1 free. A charcater may opt to not have any spellcasting ability but they forfeit all initial spell knowledge while keeping their magic potential. This allows for charatcers to have a goal of searching out a master to teach them, etc.


IMPROVING YOUR MAGIC ABILITIES

Increasing your MP

For every level of spellcasting you advance above +1 you gain 3D6 (FUZION) ar 2D10 (Mekton) additional MP. You may also trade CP for MP at a 1:1 ratio.

Increasing your spell knowledge

For every level of spellcasting you advance above +1, you gain two additional spells to your arsenal.

For example at Spellcasting +6 and MAGIC 5 you would have 15 spells you could use.

You may also use CP to get additional spells at the following costs:

Minimum spellcasting level of 1-2: 5 CP
Minimum spellcasting level of 3-4: 7CP
Minimum spellcasting level of 5-6: 10CP
Minimum spellcasting level of 7-8: 14CP
Minimum Spellcasting level of 9: 20CP
Minimum Spellcasting level of 10+: GM's discretion


Email: jlaflamme7521@rogers.com