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Making Magic Work In Magic Horizons
Magic is the defining ingredient of fantasy fiction and fantasy
gaming. The concept is so integral to the theme that Magic
Horizons even has the word in the name of the game.
Making magic work in a Live Action Roleplaying Game has been a
challenge since the beginnings of the hobby. The rough details of the
Magic Horizons magic system are detailed in this article;
further information should be sought in the rulebooks.
- Basic Concepts
- Casting Spells Without Knowing
Them
- Types Of Spellcasters
- Other Considerations
Basic Concepts
Magic in Magic Horizons uses a spell packet system. A
spell packet is roughly a teaspoon of birdseed wrapped up in a square
inch of fabric, with the corners tucked in and folded over like the
tail of a comet.
In order to cast a spell, your character must know the spell being
cast. You recite the incant, followed by a null word, and toss the
spell packet as you say the null word. If the spell packet hits the
target, the spell takes effect on the target. If you miss, the spell
is wasted, but still costs the points needed to cast it.
Spells cost spell points to cast, equal to the Rank of the spell
being cast. Spells range from Rank 1 to Rank 11, through 5 different
spell lists for Mages and 5 different Discourse lists for
Philosophers.
Characters get 8 spell points per pick put into Mystic Arts or
Philosophic arts. Spell points from either of these sources can be
used to cast spells from any spell list. (In other words, a spell
point is a spell point is a spell point.) Certain races get advantages
or have disadvantages with regards to spell points and spell casting.
Casting Spells Without Knowing Them
There are two ways to cast spells without actually knowing the spell
in question: Use of magic items and scrolls.
Magic items can allow their users to cast spells; the user needs to
touch the target with a spell packet, but does not need to recite the
incant. Magic items can also store spell points for other spellcasters
to use, in much the same way that electricity is stored in batteries.
Magic items work for anybody, but can only have spells from the Mage
lists enchanted into them.
Scrolls allow the bearer to read the spell off from the scroll, hit
the target with a spell packet, and have it take effect. Casting a
spell off of a scroll requires ranks in Literacy, but scrolls can be
inscribed with Philosophic Discourses.
Spell resists, with one exception, will resist
the next spell from any source -- even if it's a healing spell cast by
a friend.
Types Of Spellcasters
There are two broad categorizations of spellcasters: Mages and
Philosophers.
Mages are flexible. Choosing a spell for a mage does not preclude
learning spells on other lists. Mages can also make magic items,
through the skills of Alchemy, Scrollcrafting and Enchanting.
Philosophers are exclusive. You cannot have spells from more than
one philosophic list. Philosophic spells cannot be enchanted into
magic items, but can be recorded as scrolls. (A philosopher cannot use
a scroll containing a spell from a different philosophic list.)
Philosophic spells are generally 50% to 100% more effective than a
mage spell of a comparable rank and effect, and some philosophic
spells are duplicated nowhere else. Philosophers also have a Logic
list, which involves longer rituals and talents, giving commensurately
greater effects. Many of the Logic lists are frighteningly effective
at higher levels.
There is no prohibition against taking both Mage and Philosophic
disciplines; a character with one pick in each has dabbling access
into 7 different spell lists, although they'll never advance far in
any of them.
Finally, there is no prohibition against taking Mage or Philosophic
lists with your free picks -- even if you have no Mage or Philosophic
picks normally.
For more on picks, check out the character creation
page on this site. A detailed analysis
of character creation is also available.
Other Considerations For Spellcasting
One of the important considerations for spellcasting is the effect
of spell resists. Some spells grant their targets the ability to
resist other spells, burning off the resist. Spell resists, with one
exception, will resist the next spell from any source -- even if it's
a healing spell cast by a friend.
In order to use a spell resist, you need to address the caster of
the spell, and say "Resist!".
Spells will affect you (or their target) if they hit anything on
your person: weapon, cloak, shield -- whatever. Spell packets should
never be targeted at an illegal target area (see the
safety rules for more
information), but will still take their effect if they hit there.
Like a feint can open an opponent's body for
another shot in a combination, a low level spell can open up a monster
for a more potent spell later.
When throwing spells at the monsters, make sure you train the
shieldmen in front of you in the fine art of blocking shoulder shots
without catching your spell packets in the back of their shield.
Some of the most effective offensive spells do no damage; when
reading a spell's description in the rulebook, try looking at it
creatively. Look at it from the perspective of a chess player playing
for position. Sure, the spell didn't directly harm the monster -- but
it denied the monster something, be it a weapon, the ability to run
away for ten seconds, or forcing it to run away from you. Even if the
spell merely forced the monster to burn off a resist, it cost the
monster something. Like a feint can open an opponent's body for
another shot in a combination, a low level spell can open up a monster
for a more potent spell later.
The final consideration is stacking limitations. Some spells can be
stacked on top of one another for cumulative effects. Other spells
cannot; this is designated by a letter code next to the spell in the
rulebook.
Further information on spells,
their effects, and their stacking
codes is also available.
Problems with the page? Email
Ken Burnside. |