After The Fall: EarthFall
Magic How Does it Work
Magic is the simple result of willpower over nature. Spellcasters are men and woman and creatures trained in the art of identifying likelihoods and exploiting those likelihoods as actual results. It is like a child dreaming of flying. Here a spellcaster’s intense willpower manifests the actual power of flight by wrapping nature around his or her own desires and creating something from the very energy around them.
Fantasy books of yore describe pointy hatted wizards flinging spells from their fingers in a multitude of ways for hours on end in epic mage battles. However, the truth is far more grim. If two skilled magic users were to battle the result is most likely death upon the use of the very first spell.
The power of magic is so dangerous for the caster and the target that one mishap results in death. It is very literally rock paper scissors death. Magic is also so draining that if a magic user casts a damaging spell and it is overpowered it can knock him unconscious leaving him at the mercy of anyone or anything around. That is why many magic users travel with others for protection or support.
Magic cost is 1 willpower or 1 Self-control point for every drawn card of damage a magic user wants to deal, heal, add to a statistic of an ally, remove from an ally, or defend against. This number can not be purposefully added to or reduced once the spell is began but can be modified if the caster draws his suit and a face card, thus making that spell not require any willpower.
However since 10’s are rerolled a magic user runs the risk of a runaway spell dealing far more damage than they desire or healing a comrade fully instead of for a small amount. Both could tax and ultimately knock out the magic user. The willpower is burned regardless of if they wanted it to be.
Magic users can burn Self-Control ONLY when assisting others to minimize danger however if their temporary willpower is lower than their permanent willpower they can not.
For a point of Self-Control they can cut off the flow of magic. 1 self-Control point for every 1d10 they wish to heal. If a 10 is rolled and they have spent the humanity they can cease the reroll.
Spells are not based on any particular level but only on the fixed ability of the user and their permanent willpower pool. If a character has 6 permanent willpower they can affect up to 3d10 points in one direct manner. This is never based on temporary willpower.
A spell caster CAN cast their permanent willpower worth of a spell even if they have a lower score in their temporary willpower. This is almost never done as the change of an overflow is so high that most do not do such a thing.
Delvin wants to heal his friend who lays on the ground his chest flayed open by the claw of a strange creature. Delvin has 7 permanent willpower and 5 temporary.
Delvin does an intelligence + medicine check to see if he can identify how much he needs to concentrate. He fails the roll and has to decide. Since his temporary is lower than his permanent willpower he can’t control himself to minimize the risk to himself that the spell will spiral out of control.
Delvin decides to simply heal 1d10 worth of damage. He rolls and gets a 4 and heals his friend, however, since he failed his medicine roll he didn’t notice the poison cursing through his friends veins and he simply heals the gaping wound in the man’s flesh. His friend is healed, smiles at him, then chokes on his own vomit, goes into a seizure, and dies. The poison does 1D10 damage every turn and the DM rolled a 6 and the poison effects the statistics themselves.
Had Delvin rolled successfully on the medicine check he would have seen that he had to heal at least 5 points of statistic damage(the poisons damage up to that point), as well as 3 points to close the wound.