Hot Topic (More than 10 Replies) Magic Spells: Hex Power (Read 4738 times)
John
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Magic Spells: Hex Power
Jun 21st, 2009 at 3:12pm
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I have another house rule for Magic Spells.   Type A Magic would be the familiar process of learning to cast spells like in most fantasy/adventure stories and comics.  Research and wands,  quests, reagents and what not.   
   Magic Spells B: Hex power would be a more comic book version.   This variant is more designed to replicate the powers of magic users in comics such as Dr Strange, Zatanna,  Dr Fate and what have you.  Its similiar to Pcionics B.

   Hex Power:  The Magician must be able to think and concentrate. He must think of the effect he wishes to employ and then roll Id20.  Since this is magic, the magician need not know any knowledge areas.  Then the magician rolls Wd20 to make it happen.  There are no bonus as there are in Pcionics as the magic either happens or it does not.    If a 20 is rolled on either die roll to summon the effect, then a Magic Backlash occures.  This us up to the GM. 
   When the two rolls are made successfully, then the effect happens.  The damage is based on the actual power copied or 2d8 if one can not be substituted.     Power cost is as the power copied +2, or 5 if no particular power could be copied.   

This is intutitive magic and not spell magic as is more common.    People born with intutive Hex magic were commonly refered to as witches or warlocks. Sometimes the witch or warlock didn't even realise that they were the ones causing the hexes to happen.
Range is as the power copied or IxCxLevel if unknown.
  

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Re: Magic Spells: Hex Power
Reply #1 - Jun 21st, 2009 at 10:11pm
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Great idea, and captures the feel of Doc Strange.

I'd only add that once the character casts a spell, the PC should name it and record it in the PC's Grimoire.
Then, maybe using those past spells don't require the Id20 save?

  
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Re: Magic Spells: Hex Power
Reply #2 - Jun 21st, 2009 at 11:18pm
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I agree that once its been used, he doesn't need to roll vs Int.  Naming it and writing it down only helps me be more consistant in the future.  And my players know, I need all the help I can get.
  

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Re: Magic Spells: Hex Power
Reply #3 - Jun 22nd, 2009 at 9:44am
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The way it's stated above, hex seems the same as your pcionics B in another thread. To me, a hex is a curse and maybe should be treated as such. But that is just my opinion.

For example, a hex might be turning the subject into an animal, or freezing them in place, or a curse of tongues where the subject cant talk, etc. I guess what I am saying is, as opposed to being a physically damaging attack, a hex should be more of a dibiliating effect, one that the subject must make saves to get out of etc.

  

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Re: Magic Spells: Hex Power
Reply #4 - Jun 22nd, 2009 at 5:33pm
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Yes the two powers are very similiar.   That is because  they seem to cover the same thing, that is characters that can pretty much do anything.    Its a pretty common power in comics so I wanted to do a write up for it.  If you notice, the magic version is slightly more powerful than the pcionics one, that is also on purpose due to the nature of magic.
  I also used the word hex as its  what the Scarlet Witch uses for her power's name.  I think the word hex, for me, means  "all purpose spell" which this power is.    If I think of a better name, i will change it.
  

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Re: Magic Spells: Hex Power
Reply #5 - Jun 22nd, 2009 at 5:57pm
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fwiw, I also think of a hex as a curse.
Wanda is warping probability to negatively impact a target.
Doc Strange casts spells.
  
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John
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Re: Magic Spells: Hex Power
Reply #6 - Jun 22nd, 2009 at 6:19pm
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Any better name then?   I wanted to differentiate spells which to me is magic gained by research and ritual where as hexes are inate and instanteous.
« Last Edit: Jun 22nd, 2009 at 7:16pm by John »  

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Re: Magic Spells: Hex Power
Reply #7 - Jun 22nd, 2009 at 7:07pm
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I think I have a different take, but I love the write up you've created.

I thought that you could use this approach for "formal spells" like Doc Strange's stuff. He acts like he's recalling old spells sometimes. Then they have official names and magic words, in rhyme no less, that must be uttered... sometimes.
I see it as a near infinite pool of spells from a previously memorized tome.

Names:
Grimoire
Book of Spells
or
Iron Man's gadgets! (see 1980's Avengers thread).
  
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Re: Magic Spells: Hex Power
Reply #8 - Jun 22nd, 2009 at 7:22pm
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John wrote on Jun 21st, 2009 at 11:18pm:
I agree that once its been used, he doesn't need to roll vs Int.  Naming it and writing it down only helps me be more consistant in the future.  And my players know, I need all the help I can get.


That's because you're getting old.
  
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Re: Magic Spells: Hex Power
Reply #9 - Jun 22nd, 2009 at 7:27pm
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John wrote on Jun 22nd, 2009 at 6:19pm:
Any better name then?   I wanted to differentiate spells which to me is magic gained by research and ritual where as hexes are inate and instanteous.


This is looked at as an innate ability? Like a Power?
  
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Re: Magic Spells: Hex Power
Reply #10 - Jun 22nd, 2009 at 7:34pm
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THE ONI wrote on Jun 22nd, 2009 at 7:27pm:
John wrote on Jun 22nd, 2009 at 6:19pm:
Any better name then?   I wanted to differentiate spells which to me is magic gained by research and ritual where as hexes are inate and instanteous.


This is looked at as an innate ability? Like a Power?



Yes  kind of a hybrid power/magical ability.
  

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Re: Magic Spells: Hex Power
Reply #11 - Jun 23rd, 2009 at 7:32pm
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  Based off all the work and changes you already made to magic it seems like this would replace "Magic Spells". The way magic is working now in your game it's all based off Knowledge Areas and actually finding a mentor to teach the character Spellcraft. That actually seems to be the hardest part. To be able to learn to cast all spells the character has to use about 10 points from their Inventing Points. Does the current way of doing spells also take an inventing point to learn the spell from the list that was created also?

  Spell Power would be a corny name but it's the best I can come up with at the moment. I would guess Scarlet Witch to have this power but Dr. Strange to have both the power and all the knowledge area expertise.
  
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Re: Magic Spells: Hex Power
Reply #12 - Jun 23rd, 2009 at 7:40pm
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No,  90% of the time you would get the spells like you have.   If you roll Magic Spells in my game,  you get the three knowledge areas required to learn spells for free then you go off and learn and create.   This power is extremely rare and is just made to explain some comic book powers.
  

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Re: Magic Spells: Hex Power
Reply #13 - Jun 23rd, 2009 at 9:06pm
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So did you think of a name? There's really nothing wrong with Magic Spells B as you already have it.
  
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Re: Magic Spells: Hex Power
Reply #14 - Jun 30th, 2009 at 3:04pm
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I've used a similar idea (see my house rules thread), but I tend to keep it simple. As long as the player has the Power, and can reasonably articulate what it is he wants to do, then he could cast the spell.

The GM would determine the Power cost, and whether or not the spell would require a die save  to be successful or not. I'd also allow modifications for experience (higher level characters would get bonuses), and for Intelligence and/or Charisma.
  

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Re: Magic Spells: Hex Power
Reply #15 - Jul 6th, 2009 at 5:00pm
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I am changing this from Hex Power to Magic Spells B: Sorcery.
  

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Re: Magic Spells: Hex Power
Reply #16 - Jul 6th, 2009 at 5:44pm
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That works!
  
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Re: Magic Spells: Hex Power
Reply #17 - Jul 6th, 2009 at 7:41pm
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Cool

Sorcery is the ablity to use magic from other sources.  Either other beings like the Hood does with Dormammu, or tapping huge natural sources of magical power.  So it would be instanteous and not need formulaes and such.
  

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Re: Magic Spells: Hex Power
Reply #18 - Jul 9th, 2009 at 4:03pm
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New thread about sorcery.
  

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