Questbird Posted July 21, 2013 Share Posted July 21, 2013 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. Quote Link to comment Share on other sites More sharing options...
tzunder Posted July 28, 2013 Share Posted July 28, 2013 Ok, a good start. But now are you going to classify a spell list using an existing d100/BRP list or write a new one? It's a great idea but a huge task. Good luck. Quote Link to comment Share on other sites More sharing options...
Questbird Posted September 3, 2013 Author Share Posted September 3, 2013 (edited) 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 11 hours ago by Questbird updated table Quote Link to comment Share on other sites More sharing options...
Chaot Posted September 15, 2013 Share Posted September 15, 2013 This is cool! I have zero experience with the board game itself. Is it something that I should pick up? Quote 70/420 Link to comment Share on other sites More sharing options...
Questbird Posted September 21, 2013 Author Share Posted September 21, 2013 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. Quote Link to comment Share on other sites More sharing options...
Questbird Posted 4 hours ago Author Share Posted 4 hours ago 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 1 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.