inigo
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Posts: 11
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Magic
Jan 12, 2012 4:20:01 GMT -5
Post by inigo on Jan 12, 2012 4:20:01 GMT -5
I enjoy the free form nature of the magic sytem, but is it too free form?
For example, one GM decided a Healing Elixir heals 4 points of damage, another decides it adds +2 CS to heal rolls, another decides a +6 CS.
Unless I've missed it, there's very little advice on what to do.
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Magic
Jan 14, 2012 20:12:34 GMT -5
Post by markkrawec on Jan 14, 2012 20:12:34 GMT -5
No, you haven't missed anything. Individual refs & players are pretty much up to their own devices to decide what a magical effect can do & what its difficulty level is. It's strictly a matter of personal preference, since magic in ZeFRS is so idiosyncratic. There's no common repertoire of spells all casters know, & for that matter the same spell may have different results when cast by different people!
I'm afraid it's pretty much up to the ref to determine how powerful magic can be & how difficult it is to cast each spell.
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inigo
New Member
Posts: 11
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Magic
Jan 20, 2012 12:22:45 GMT -5
Post by inigo on Jan 20, 2012 12:22:45 GMT -5
Thanks for the reply. Personally I've gone with a roll against the Magic Talent - target's wounds and +1 healed for a green result, +2 for a yellow and so on. I'm using the Yellow, Green, Red, Black resolution chart.
Absolutely love this game! The system is awesome and the Erisa setting, is one of, if not the best I've ever come across.
Any plans for Zefrs/Erisa in the future?
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Magic
Jan 20, 2012 19:17:56 GMT -5
Post by markkrawec on Jan 20, 2012 19:17:56 GMT -5
Thanks! Erisa does indeed kick all kinds of ass. Jeff really knocked that one out of the park.
One of these days I'm going to post the con adventure that never was. It's a manhunt set in & around Taurus.
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inigo
New Member
Posts: 11
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Magic
Jan 21, 2012 2:47:09 GMT -5
Post by inigo on Jan 21, 2012 2:47:09 GMT -5
Looking forward to that
Thanks
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inigo
New Member
Posts: 11
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Magic
Jan 22, 2012 19:03:08 GMT -5
Post by inigo on Jan 22, 2012 19:03:08 GMT -5
I notice there aren't any 'point and zap' spells in Zefrs. It probably doesn't sit well with the sword and sorcery theme, but I'm sure there were instances of some sorcerer firing off bolts of eldritch darkness or gouts of fire for example.
I was thinking they could be dodged using Prowess or something.
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Magic
Jan 23, 2012 18:45:00 GMT -5
Post by markkrawec on Jan 23, 2012 18:45:00 GMT -5
Yeah, it's a thematic thing. Although I do seem to remember one story that had Conan dodging bolts of lightning from a wizard's staff.
Anyway, if I were going to go that route I might have it work like missile fire - the caster has to succeed at a casting check against magic rating minus the target's movement.
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inigo
New Member
Posts: 11
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Magic
Jan 24, 2012 2:22:13 GMT -5
Post by inigo on Jan 24, 2012 2:22:13 GMT -5
Thanks for the recommendation, I'll use it.
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inigo
New Member
Posts: 11
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Magic
Jan 27, 2012 5:58:23 GMT -5
Post by inigo on Jan 27, 2012 5:58:23 GMT -5
Something like:
The Sorcerer’s ‘Staff’ There are no ‘point and zap’ spells in Legends of Steel, the sword and sorcery setting doesn't really feature such spells. But spell casters can use their staff, wand, finger ring, or some other personal item in order to send out a stream/bolt of energy. The item acts as a channel for the magical energies being released.
The caster has to succeed at a casting check against magic rating minus the target's movement.
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