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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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Just wondering but do some things overlap?

 

For instance what if a spellcaster were to raise a thrunderstorm. Technically, it's controlled natures, so it's Grey Magic, but it's unleashing elemental energies so it would be Purple Magic.  Is such magic in both colors? If not, what if the rule to determine what color.

If a spell can be in or require multiple colors then you might want to make your colors White (Silver), Blue, Yellow (or Gold), Red and Black so that you can mix colors for spells that mix categories. So a spell that is both Yellow and Blue would be Green, and so forth. 

 

 

 

Chaos stalks my world, but she's a big girl and can take of herself.

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4 hours ago, Atgxtg said:

If a spell can be in or require multiple colors then you might want to make your colors White (Silver), Blue, Yellow (or Gold), Red and Black so that you can mix colors for spells that mix categories. So a spell that is both Yellow and Blue would be Green, and so forth. 

Does that mean White mixed with any other color makes a pale color ? Pale Blue, Pale Yellow, Pink, Grey ? Same with Black : Dark Blue, Dark Yellow, Dark Red ?

To be honest, this 5 colors system sounds a lot like Magic:the Gathering to me (and predates it by more than a decade), but I think it's easier to know where each spell goes in M:tG. In part because there's litterally thousands of examples in...

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1 hour ago, Mugen said:

Does that mean White mixed with any other color makes a pale color ? Pale Blue, Pale Yellow, Pink, Grey ? Same with Black : Dark Blue, Dark Yellow, Dark Red ?

Yeah, if the OP wants to go with that idea. That way mages could get some clue about a spell by the aura it gives off. So if you see a spell with a dark yellow (mustard?) color aura you know it some sort of mix of elf/faerie magic and infernal magic. . A healing spell could be palet green (or pale grey) and so on. That could be a cool form of shorthand communication to spellcasters. 

1 hour ago, Mugen said:

To be honest, this 5 colors system sounds a lot like Magic:the Gathering to me (and predates it by more than a decade), but I think it's easier to know where each spell goes in M:tG. In part because there's literally thousands of examples in...

That's exactly what I thought, except some of the colors are different. Still, I think the core concept is sound, that is subdividing the spells by their effects. Ars Magica did something similar with Techniques and Forms. Come to think of it Ars Magica's spell domains (Magical, Faerie, Infernal, Holy) are also similar, but concered more with the source of  a spell rather than the effect. 

Chaos stalks my world, but she's a big girl and can take of herself.

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16 hours ago, Atgxtg said:

Just wondering but do some things overlap?

 

For instance what if a spellcaster were to raise a thrunderstorm. Technically, it's controlled natures, so it's Grey Magic, but it's unleashing elemental energies so it would be Purple Magic.  Is such magic in both colors? If not, what if the rule to determine what color.

If a spell can be in or require multiple colors then you might want to make your colors White (Silver), Blue, Yellow (or Gold), Red and Black so that you can mix colors for spells that mix categories. So a spell that is both Yellow and Blue would be Green, and so forth. 

 

 

 

 

There are some spells which can be powered by multiple colours, or any colour. So with the thunderstorm it might be made active with either Grey or Purple. I would probably give it a single Type though.. in this case probably I'd make it Type II Pagan Rites, since it's mostly to do with natural phenomena.

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11 hours ago, Atgxtg said:

Yeah, if the OP wants to go with that idea. That way mages could get some clue about a spell by the aura it gives off. So if you see a spell with a dark yellow (mustard?) color aura you know it some sort of mix of elf/faerie magic and infernal magic. . A healing spell could be palet green (or pale grey) and so on. That could be a cool form of shorthand communication to spellcasters. 

That's exactly what I thought, except some of the colors are different. Still, I think the core concept is sound, that is subdividing the spells by their effects. Ars Magica did something similar with Techniques and Forms. Come to think of it Ars Magica's spell domains (Magical, Faerie, Infernal, Holy) are also similar, but concered more with the source of  a spell rather than the effect. 

 

The difference is there's divisions of the spells by Type (eg. Diabolic Ceremonies, Malicious tricks etc) and by the colour of magic which powers them. In some cases there is complete overlap, like all of the Elvish Lore spells are powered by Gold colour magic; but in others there are multiple colours that work, as for Malicious Tricks, where some spells use Black, Grey or Purple magic, or any colour in one case. Also the spells themselves need to be found and learned individually. The designer of Magic Realm was trying to model fantasy literature, but in the case of the magic system I think he just made it up. Still did a pretty good job though.

In the Magic Realm game your character was basically a collection of chits for moving, fighting and magic. Different combinations of magic chits made for very different spell casters. For example the Magician had chits for many Types of magic -- but no duplicates so they couldn't both have the correct Colour of magic and use a chit for a spell. So they could cast a lot of different spells but only where they could power it from the area or time or a magical artifact with the right emanation. Other characters could do only one Type of magic but had multiple chits of the same type so could carry the correct colour around. Of course the more Magic chits you had, the fewer for Moving and Fighting (I think each Magic Realm character had 12 chits total). In BRP terms these translate to skills in the Types and separate skills with manipulating the Colours. Then you'd learn each spell (with the normal INT limit); your chance to cast it would be your skill with its Type.

 

 

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So pretty much like Mugen said, it's Magic the Gathering. Not that there is anything wrong with that.

So how do you get the magic to power stuff? For instance, if a human wizard finds a tome of elish spells (Gold), how does he get gold magic to power the spells that require gold magic? 

In BRP POW has no affiliation, it just is. But with colors will each caster devote themselves to a single color,  and their power gets that affiliation? Or can they be affilated to multiple colors (and if so what the point of the colors). Are there schools that teach spellcasters special techniques to attune their magic? The cloest we have to this in BRP is the cult affiliations in RQ.

I'm not knocking it, I'm  just trying to figure out how this would work in game for the player characters. 

 

Chaos stalks my world, but she's a big girl and can take of herself.

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8 hours ago, Atgxtg said:

So pretty much like Mugen said, it's Magic the Gathering. Not that there is anything wrong with that.

So how do you get the magic to power stuff? For instance, if a human wizard finds a tome of elish spells (Gold), how does he get gold magic to power the spells that require gold magic? 

In BRP POW has no affiliation, it just is. But with colors will each caster devote themselves to a single color,  and their power gets that affiliation? Or can they be affilated to multiple colors (and if so what the point of the colors). Are there schools that teach spellcasters special techniques to attune their magic? The cloest we have to this in BRP is the cult affiliations in RQ.

I'm not knocking it, I'm  just trying to figure out how this would work in game for the player characters. 

 

 

The different colours swirl around. Certain times, places and artifacts emanate particular colour power, which can be used by any spellcasters in that location/time. There might be spells or rituals which convert one colour of power to another. Additionally some spellcasters can 'bottle' a bit of localised power to make it usable later -- the POW is locked away until it used.

In the case of the wizard with the tome of Elvish spells, which use Gold colour magic to power them, the wizard would have to learn Elvish Lore magic skill. Then he or she would have to learn the individual spells in the tome (INT limit). Then to actually use the spells, he or she would have to journey to a place where Gold magic flows (eg. a forest), or wait for Gold magic to manifest, or find an apparatus or relic which emanates Gold magic. If the wizard also had skill to manipulate Gold magic, he or she could 'bottle' that magic to use later, when outside the influence of the Gold (each 'bottling' costs a temporary POW). The referee can decide how common these events/places/artifacts are for the different colours. The overall effect is that magic generally has to be planned for, or magicians will seek out natural sources of colour magic and live near them, so that they always have access to their power.

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That is somewhat reminiscent of Ars Magica.

It that RPG magical power (Vim) can come in multiple forms, say to a type of spell (usually a form, i.e. air, fire, water, earth, animal, plant, body, mind, image, a raw magical power).  Also different sources of magical power (magic, faerie, divine, infernal) work differently, and interfere with each other, and sometimes bleed over into each other. . A mage can collect magical energy and either use it or store it (depending on their abilities). Most covenants of magi form near a source of magical power that they can tap for thier own uses. POW that is tied to a specific purpose can be very useful to a mage working on projects in that area. For example a mage who was strong in plant magic might benefit from being near a faerie forest, as a magical faerie plant might how POW that he could tap. 

Casting if done by combining their skill in a technique (Create, Destroy, Control, Change, Perceive) with one of the Forms I mentioned above and rolling that against a spells difficulty. In BRP terms, this would be similar to RQ3 Sorcery/BRP Wizardry and rolling against the lower of the two skills.

 

But not that much different.

 

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Chaos stalks my world, but she's a big girl and can take of herself.

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6 hours ago, Atgxtg said:

Casting if done by combining their skill in a technique (Create, Destroy, Control, Change, Perceive) with one of the Forms I mentioned above and rolling that against a spells difficulty. In BRP terms, this would be similar to RQ3 Sorcery/BRP Wizardry and rolling against the lower of the two skills.

That's more or less what I was expecting for RQG Sorcery when Techniques and Runes were first teased during the game development.

Edited by Mugen
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