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Magic Realm magic system for BRP


Questbird

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Magic Realm was a sprawling fantasy boardgame by Avalon Hill from the 1980s. It had many innovations for its time including an elaborate magic system which is of some interest (to me at least and anyone else interested in tinkering with BRP magic systems). Here's a summary of the system and how it might work for BRP.

Magic Realm magic system

Summary

Magic is energised by 5 different colours, which are present at certain places and times. Each spell is one of eight types, and each uses a particular colour. Spellcasters need access to the right colour before they can cast a spell. This system allows instantaneous casting of spells only with some forethought, preparation or serendipity. Magic use becomes more planned, more strategic by necessity. This system is useful for lower-magic campaigns, or at least to add a planning side to a high-magic campaign.

5 Colours of magic

There are 5 'colours' of magical energy, which each 'power' a certain kind of magic

+ White - Power from On High, working beneficient magic

+ Grey - Natural Laws, controlling nature

+ Gold - Woods Sprites, working elvish magic

+ Purple - Elemental Energies, twisting and reshaping reality

+ Black -Demonic power, working infernal magic

Sources of colour magic

Time

Certain days are energised with magic (assuming a 28 day lunar cycle; for a 30 day month just use 7, 15, 22, 30)

+ 7th day of month - White or Black magic, alternating monthly

+ 14th day of month - Grey

+ 21st day of month- Gold

+ 28th day of month - Purple

Place

Certain places are naturally energised with different colours of magic, eg. temples, stone circles, places of power. All spell casters in the area can use the colour for their spells. Places can also be temporarily enchanted by spellcasters (see Enchantment below).

Enchanted items

Enchanted items pulse with a particular colour of magic, energising a locality with that colour. All spell casters near the item can use the colour for their spells

Enchantment

Spellcasters can energise their own magical materials with the appropriate colour for their own spells.

4 hours preparation time

followed by

4 hours + 1 MP to enchant materials with colour for one spell

8 hours + 5 MP to enchant an area with a colour -- supplies all spells of that colour in the area

MP remain committed (cannot be regenerated) until the colour is used to activate a spell

8 types of magic

There are several types of magic, a little similar to schools or some such, but encompassing different magical traditions (a bit like spirit magic vs. divine magic in Runequest). Each type of magic is learned by a spell caster as a separate skill. The first five types are strongly associated with the colours of magic. Each type contains several spells (not listed here, but you can imagine them). Each spell uses a particular colour (or occasionally any colour) to energise it.

1. Type I Righteous invocations (white)

2. Type II Pagan rites (grey)

3. Type III Elvish lore (gold)

4. Type IV Energy-binding alchemy (purple)

5. Type V Diabolic ceremonies (black)

6. Type VI Conjuring techniques

7. Type VII Good luck knacks

8. Type VIII Malicious tricks

Casting spells

Casting a spell requires the correct colour of magic be present. Each spell requires a colour to cast, usually but not always the colour associated with its type. Some spells can be cast with any colour. Casting time is normal ie. 1 combat round is typical.

Magic points spent are committed (cannot be regenerated) until the spell expires. This could be instantly for a combat spell, or longer for a day spell or permanent spell.

Permanent spells have an effect while their colour is present; they become dormant at other times.

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  • 1 month later...

Thanks for showing interest. I would probably start by classifying existing spell lists; Elric! RQ3 or the Big Gold Book are the sources I have to hand. Since the Big Gold Book is the only one in print, I could start there. In my own campaign I often use Rolemaster's Spell Law. I didn't list the spells from the original game, because they are mostly specific to that, but some of them would give me a clue about how to classify similar spells.

(Later)

OK, this didn't take too long. Here's the Big Gold Book spells classified by colour and type according to this system. It's a first cut, you may not agree with the classifications but it is a demonstration.

Big Gold Book sorcery spells (p.129) classified for Magic Realm colour and type

Spell Type Color
Cloak of Night Pagan Rite Grey
Sorcerer's Leap Pagan Rite Grey/Gold
Sorcerer's Sureness Elvish Lore Gold
Sorcerer's Beauty Elvish Lore Gold
Sorcerer's Plasticity Elvish Lore Gold/Purple
Sorcerer's Soul Diabolic ceremonies Black
Sorcerer's Speed Elvish Lore Gold
Sorcerer's Strength Elvish Lore Purple
Sorcerer's Suppleness Elvish Lore Gold
Sorcerer's Vitality Diabolic ceremonies Black
Sorcerer's Wisdom Diabolic ceremonies Black
Sorcerer's Armor Good luck knacks Purple/Grey
Sorcerer's Bulwark Good luck knacks Purple/Grey
Sorcerer's Hammer Good luck knacks Purple/Grey
Sorcerer's Razor Good luck knacks Purple/Grey
Sorcerer's Sharp Flame Good luck knacks Purple/Grey
Sorcerer's Talons Good luck knacks Purple/Grey
Make Fast Energy-binding alchemy Purple
Make Whole Righteous invocations White
Midnight Pagan Rite Grey
Moonrise Energy-binding alchemy Purple/Grey
Bounty of the Sea Pagan Rite Purple/Grey
Flames of the Sun Energy-binding alchemy Purple
Gift of the Earth Pagan Rite Purple/Grey
Wings of the Sky Pagan Rite Grey
Curse of Sorcery Malicious Tricks any
Fury Malicious Tricks any
Liken Shape Malicious Tricks Grey
Muddle Malicious Tricks Grey
Pox Malicious Tricks Black
Unbreakable Bonds Conjuring techniques Purple
Brazier of Power Energy-binding alchemy Purple
Chain of Being Energy-binding alchemy Grey
Undo Sorcery Conjuring techniques Purple
Ward Conjuring techniques any
Summon Demon Diabolic rituals Black
Summon Elemental Conjuring techniques Purple
Bird's Vision Pagan Rites Grey
Breath of Life Pagan Rites Grey
Rat's Vision Pagan Rites Grey
Refutation Conjuring techniques Purple
Sorcerer's Ear Pagan Rites Grey/Gold
Sorcerer's Eye Pagan Rites Grey
Witch Sight Conjuring techniques Black/White

 

Each of the 'types' of magic could be a separate skill:

1. Type I Righteous invocations (white)
2. Type II Pagan rites (grey)
3. Type III Elvish lore (gold)
4. Type IV Energy-binding alchemy (purple)
5. Type V Diabolic ceremonies (black)
6. Type VI Conjuring techniques
7. Type VII Good luck knacks
8. Type VIII Malicious tricks

Additionally each 'colour' of magic would have a skill associated with chanelling it and storing it for magical use

+ White - Power from On High, working beneficient magic
+ Grey - Natural Laws, controlling nature
+ Gold - Woods Sprites, working elvish magic
+ Purple - Elemental Energies, twisting and reshaping reality
+ Black -Demonic power, working infernal magic

You might therefore have the skill to use a particular type of magic eg. Pagan Rites, but not necessarily the skill to channel the appropriate colour magic for your spell; you would have to rely on naturally occurring phases of the right colour, magical apparatus or perhaps the activity of other sorcerers to create the right conditions.

With the combination of the magic skill types, the classified BRP spells, and the magic colour channelling skills you could construct a range of different types of spell casters.

 

 
 
 
 
 
 
 
Edited by Questbird
updated table
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  • 2 weeks later...

We.....eeelll. I recently went through a long exercise to reprint the game from components redesigned on Boardgame Geek. That went well. The game is quite interesting in that it allows a lot of freedom of action...for a boardgame. You can play co-operatively or not with other characters, you can hire the locals as well as trade with them. And the magic system as I've noted is quite singular. But on the downside, the rules are *very* convolutedly written (more so than necessary IMHO) and, ultimately it's a very open-ended boardgame but not a role-playing game. Some people still love the game, although it's been out of print for years. I prefer rpgs, and I don't mind stealing the interesting bits, like the 'colours' of magic.

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  • 10 years later...
On 9/3/2013 at 3:00 PM, Questbird said:

Thanks for showing interest. I would probably start by classifying existing spell lists; Elric! RQ3 or the Big Gold Book are the sources I have to hand. Since the Big Gold Book is the only one in print, I could start there. In my own campaign I often use Rolemaster's Spell Law. I didn't list the spells from the original game, because they are mostly specific to that, but some of them would give me a clue about how to classify similar spells.

(Later)

OK, this didn't take too long. Here's the Big Gold Book spells classified by colour and type according to this system. It's a first cut, you may not agree with the classifications but it is a demonstration.

Big Gold Book sorcery spells (p.129) classified for Magic Realm colour and type

Spell Type Color
Cloak of Night Pagan Rite Grey
Sorcerer's Leap Pagan Rite Grey/Gold
Sorcerer's Sureness Elvish Lore Gold
Sorcerer's Beauty Elvish Lore Gold
Sorcerer's Plasticity Elvish Lore Gold/Purple
Sorcerer's Soul Diabolic ceremonies Black
Sorcerer's Speed Elvish Lore Gold
Sorcerer's Strength Elvish Lore Purple
Sorcerer's Suppleness Elvish Lore Gold
Sorcerer's Vitality Diabolic ceremonies Black
Sorcerer's Wisdom Diabolic ceremonies Black
Sorcerer's Armor Good luck knacks Purple/Grey
Sorcerer's Bulwark Good luck knacks Purple/Grey
Sorcerer's Hammer Good luck knacks Purple/Grey
Sorcerer's Razor Good luck knacks Purple/Grey
Sorcerer's Sharp Flame Good luck knacks Purple/Grey
Sorcerer's Talons Good luck knacks Purple/Grey
Make Fast Energy-binding alchemy Purple
Make Whole Righteous invocations White
Midnight Pagan Rite Grey
Moonrise Energy-binding alchemy Purple/Grey
Bounty of the Sea Pagan Rite Purple/Grey
Flames of the Sun Energy-binding alchemy Purple
Gift of the Earth Pagan Rite Purple/Grey
Wings of the Sky Pagan Rite Grey
Curse of Sorcery Malicious Tricks any
Fury Malicious Tricks any
Liken Shape Malicious Tricks Grey
Muddle Malicious Tricks Grey
Pox Malicious Tricks Black
Unbreakable Bonds Conjuring techniques Purple
Brazier of Power Energy-binding alchemy Purple
Chain of Being Energy-binding alchemy Grey
Undo Sorcery Conjuring techniques Purple
Ward Conjuring techniques any
Summon Demon Diabolic rituals Black
Summon Elemental Conjuring techniques Purple
Bird's Vision Pagan Rites Grey
Breath of Life Pagan Rites Grey
Rat's Vision Pagan Rites Grey
Refutation Conjuring techniques Purple
Sorcerer's Ear Pagan Rites Grey/Gold
Sorcerer's Eye Pagan Rites Grey
Witch Sight Conjuring techniques Black/White

 

Each of the 'types' of magic could be a separate skill:

1. Type I Righteous invocations (white)
2. Type II Pagan rites (grey)
3. Type III Elvish lore (gold)
4. Type IV Energy-binding alchemy (purple)
5. Type V Diabolic ceremonies (black)
6. Type VI Conjuring techniques
7. Type VII Good luck knacks
8. Type VIII Malicious tricks

Additionally each 'colour' of magic would have a skill associated with chanelling it and storing it for magical use

+ White - Power from On High, working beneficient magic
+ Grey - Natural Laws, controlling nature
+ Gold - Woods Sprites, working elvish magic
+ Purple - Elemental Energies, twisting and reshaping reality
+ Black -Demonic power, working infernal magic

You might therefore have the skill to use a particular type of magic eg. Pagan Rites, but not necessarily the skill to channel the appropriate colour magic for your spell; you would have to rely on naturally occurring phases of the right colour, magical apparatus or perhaps the activity of other sorcerers to create the right conditions.

With the combination of the magic skill types, the classified BRP spells, and the magic colour channelling skills you could construct a range of different types of spell casters.

 

 
 
 
 
 
 
 
 

Spells from the original Magic Realm game, categorised.

In most cases the spell names are self-explanatory or evocative enough to let you know what the spell will do.

Spell Duration Type Color
Exorcise Instant Type I Righteous invocations White
Make Whole Instant Type I Righteous invocations White
Peace Combat Type I Righteous invocations White
Small Blessing Instant Type I Righteous invocations White
Blend into Background Day Type II Pagan rites Grey
Fog Day Type II Pagan rites Grey
Prophecy Day Type II Pagan rites Purple
Stones Fly Attack Type II Pagan rites Grey
Talk to Wise Bird Instant Type II Pagan rites Gold
Witch's Brew Day Type II Pagan rites Grey
Elven Grace Combat Type III Elvish lore Gold
Faerie Lights Day Type III Elvish lore Gold
Illusion Permanent Type III Elvish lore Gold
Lost Permanent Type III Elvish lore Gold
Persuade Day Type III Elvish lore Gold
See Hidden Signs Day Type III Elvish lore Gold
Blazing Light Day Type IV Energy-binding alchemy Purple
Elemental Spirit Day Type IV Energy-binding alchemy Purple
Fiery Blast Attack Type IV Energy-binding alchemy Purple
Hurricane Winds Fly (move) Type IV Energy-binding alchemy Purple
Lightning Bolt Attack Type IV Energy-binding alchemy Purple
Roof Collapses Attack Type IV Energy-binding alchemy Purple
Violent Storm Day Type IV Energy-binding alchemy Purple
Absorb Essence Permanent Type V Diabolic ceremonies Black
Ask Demon Instant Type V Diabolic ceremonies Black
Broomstick Fly (move) Type V Diabolic ceremonies Black
Curse Instant Type V Diabolic ceremonies Grey
Pentangle Combat Type V Diabolic ceremonies Black
Power of the Pit Instant Type V Diabolic ceremonies Black
Dissolve Spell Instant Type VI Conjuring techniques Purple
Enchant Artifact Permanent Type VI Conjuring techniques Purple
Melt into Mist Permanent Type VI Conjuring techniques Purple
Phantasm Day Type VI Conjuring techniques Purple
Transform Permanent Type VI Conjuring techniques Purple
Unleash Power Day Type VI Conjuring techniques Purple
World Fades Permanent Type VI Conjuring techniques Black
Control Bats Day Type VII Good luck knacks Any
Peace with Nature Permanent Type VII Good luck knacks Gold
Premonition Day Type VII Good luck knacks Grey
Protection from Magic Phase† Type VII Good luck knacks Gold
Sense Danger Permanent Type VII Good luck knacks Purple
Bad Luck Permanent Type VIII Malicious tricks Any
Deal with Goblins Day Type VIII Malicious tricks Black
Guide Spider or Octopus Day Type VIII Malicious tricks Grey
Poison Day Type VIII Malicious tricks Grey
Remedy Instant Type VIII Malicious tricks Grey
Whistle for Monsters Instant Type VIII Malicious tricks Purple

† a Phase is a part of a day

 
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