Alternate Section 7.1, FUDGE Magic
==================================

By: Reimer Behrends, r_behren@informatik.uni-kl.de

7.1  FUDGE Magic
----------------

Magic in this system is handled by skills, similar to those for more
mundane tasks. However, only persons that are magically imbued
(henceforth called 'mages') can handle them. It is up to the GM whether
this ability is inborn or can be learned.

7.11  Magical Skills
--------------------

Ususally, a magical skill is defined by *what* it manipulates and *how*
it manipulates its target. Examples would be 'control mind of human
beings', 'shape fire', 'summon demons'. The GM is the sole authority on
what skills are allowable, but most GMs will be open to players' ideas.

Magical skills are learned on the usual scale Terrible..Fair..Superb.
However, it isn't as easy to raise them as it is for normal skills.
In particular, in the Objective Character Creation System, you will have
to buy more one levels of the Superpower 'Magic'. And, of course, *all*
magical skills have a default of Non-Existent.

That is, for buying Magic once, you can get one magic skill at
Mediocre, up to three at Poor and up to five at Terrible. For spending
one level more, you can instead have one magic skill at Fair, three at
Mediocre, five at Poor and an unlimited number at Terrible. Each
additional level of Magic raises this accordingly, as shown in the
following table:

Levels of Magic   1  2  3  4  5  6  7
--------------------------------------------------------
Number of skills
at Terrible       5  *  *  *  *  *  *
at Poor           3  5  *  *  *  *  *
at Mediocre       1  3  5  *  *  *  *
at Fair           0  1  3  5  *  *  *
at Good           0  0  1  3  5  *  *
at Great          0  0  0  1  3  5  *
at Superb         0  0  0  0  1  3  5
at Legendary      0  0  0  0  0  1  3

* means unlimited.

The GM can adjust the numbers as she seems fit. For example, the above
values limit mages quite a lot. In a more heroic game, the GM might
decide to have any level except the first cost only have as much (i.e. a
gift). Or make magic even rarer by making magic skills cost twice as
much as normal skills (which is recommended anyhow if the other skills
are very narrow). Or combine both schemes.

7.12  Casting spells
--------------------

Casting a spell may be hard in reality, but in a game it should be
simplicity itself. For this, casting is just resolved as an Unopposed
Action with the additional condition that your skill level must equal or
exceed the difficulty level to achieve the desired effect *before* the
roll. That is, a character who is Good at telekinetically moving objects
will never have a chance to topple a boulder if the corresponding
difficulty level is Great. However, only the level at which the
character *learned* the skill is important. The *effective* skill level
may well be below the difficulty level. For while a wound or whatever
handicaps the character might make spellcasting harder, it usually won't
let him forget his magical formulas.

To assess the difficulty level, it is useful to list one or more effects
for each magic skill and difficulty level in advance. Factors to be
taken into account are the size of the target or the area affected, at
which range the spell is being cast, the amount of energy involved, the
inherent difficulty (telekinetically picking a lock from the inside vs.
just breaking the door down). You may want to define what a spell with
Fair difficulty level of the appropriate type is and then modify the
difficulty level up or down dependent on the above factors.

Some spells affect other beings (or objects imbued with a natural
resistance against magic). In these cases, spellcasting is resolved as
an Opposed Action where the caster has to equal or surpass *both* the
difficulty level and the result obtained by his opponent. Resistance is
determined by the attribute that would naturally oppose such a spell.
For instance, mind control magic would be resisted by a Will attribute
or something similar, while shapeshifting a persons body would be
resisted by that persons constitution attribute (or whatever is
closest). There is no resistance roll, however, against a fireball that
explodes nearby.

In addition, characters can get additional magic resistance. A bonus of
+1 is the equivalent of one superpower, a bonus of +2 the equivalent of
three levels of superpowers and a bonus of +3 the equivalent of seven
levels of superpower. This bonus gets added to all resistance rolls.

The time needed to cast a spell is also assessed by the GM. Of course,
some skills (like some kinds of shamanistic magic) can by definition
only be used for ritual magic (which takes quite a lot of time anyway).
In other cases, however, the basic time unit for casting time is usual
the combat round (as otherwise time usually isn't that important). As
a rough guideline, spells at the caster's skill level may take four
combat rounds, spells one below the caster's skill level three combat
rounds, two below the caster's skill level take two combat rounds and
everything below a single round. Of course, the time needed can increase
or decrease depending on other factors if the GM desires. For example,
there may be areas with a natural magic resistance that doesn't make
spells harder to cast but slower (like trying to drive a car without the
brake released) or anything else. How magic works in a particular world
is up to the GM and the players anyhow.

Now mages of course can't be allowed to cast spells all day without any
drawbacks (after all, even good fencers can't fight for a long time
without tiring). First of all, it is suggested that rolling a natural -4
means a backfire (magical backfires are to much fun to leave them out of
the game). Second, failed spells mean fatigue. Your constitution
attribute or whatever is used to measure stress and exhaustion drops
temporarily by one per failed spell. (The GM can of course also
introduce an additional Spellpower attribute for mages if she thinks the
fatiguing effect of spells doesn't fit in with her understanding of
magic). Fatigue lost by magic returns at a rate of one level per two
hours of rest.

There is no explicit need for gestures, spoken words or material
components in this system. However, you may want choose that *not* using
any of them gives a negative modifier to the effective skill level. That
is, at least one of them is needed to avoid being penalized. On the
other hand, using more than one of them in a creative fashion might even
earn the caster a small bonus if the GM thinks so and is willing.

Appropriate spells may be maintained indefinitely. However, the caster
is at -1 to *all* actions and reactions for each spell maintained,
including resistance to other spells. Also, if his concentration is
broken (for instance, by getting wounded and failing a concentration
roll or by having to sleep), the spell ends. 

To cancel a spell with a permanent effect, there are three viable
options.  One, the caster can just tell the spell to stop (as if it were
being maintained). Two, the caster has to cast the same spell in reverse
(which is being controlled by the same skill, although normally Create
Water is a different skill from Destroy Water). Three, it is impossible
unless the caster knows a spell to achieve the desired effect.

The particular way a magic ritual has to be conducted and what
requisites are needed is (as usual) decided by the GM, although most GMs
will highly value player input here. Of course, for less important
rituals the details can be skipped (meaning that no obscure requisites
etc. are needed).

7.13  Sample Magic Skills
-------------------------

This section lists some examples of what magic skills there might be.
Nothing in them is obligatory. Be creative and modify them as you will.
As always, the GM is the final arbiter as to what magic may be used in
her campaign.

7.131  Shape Darkness
---------------------

Assuming that Darkness is an elemental force, this skill allows you to
manipulate it, transforming the shape of a shadow, enveloping a candle
with darkness drawn from the surrounding night, etc.

7.132  Move Objects (Telekinesis)
---------------------------------

This allows the mage to move objects around that he isn't touching, like
levitating a ring of keys, closing a door, moving a boulder. However, to
pick a lock from afar you still need the appropriate lockpicking skill.
And this kind of magic doesn't influence fluids or living beings.

7.133  Heal Wounds
------------------

This skill is useful for attending to characters involved in combat. It
will heal all external wounds. It doesn't help, however, with internal
injuries or diseases.

7.134  Trigger Spell
--------------------

As a meta magic spell, this skill allows you to set conditions that will
trigger another spell. The difficulty level is determined by how
complicated the condition is. Two skill rolls are required, one for the
trigger and one for the spell to be triggered. Of course, this can be
used to build large spell chains, but the probability of a backfire
increases proportionally.

7.135  Dispel Magic
-------------------

Stops any spell (but not permanent enchantments) from working.
Difficulty level is that of the other spell. Effects might involve
disrupting a flight spell or cancelling a light spell. However, a magic
sword will remain magic (it usually gets crafted using ritual magic
which is fairly resistant to such approaches).

7.136  Bind Spell
-----------------

This is used to 'attach' a spell to an item. However, unless months of
work are invested, the spell will not be permanent and disappear after a
few hours or days (GM decision). This can be used to create a sword that
fights on its own or a magic seal that serves as a ward (and blasts the
unfortunate visitor with a fireball). The Trigger Spell skill comes in
handy here (and don't forget to teach the sword to stop fighting). The
difficulty level is, as with most meta-magic skills, the level of the
spell to be bound (plus, maybe, modifiers).

7.137  Create Image
-------------------

Allows you to create optical illusion. This kind of illusion can't just
be 'disbelieved'. It is created from light, not in the mind of the
viewer. However, as soon as the caster doesn't maintain the spell
anymore, it ends. It might be useful to also learn Create Sound to make
the illusion more real (a mute dragon just isn't that terrifying).

7.138  Transform Body
---------------------

This is generic shapeshifting skill. And while it will be of Superb
difficulty to perform a full shapeshift, it can also be handy to grow an
extra limb or snake fangs which is much easier (whether the effect needs
to be maintained or is permanent until revoked is up to the GM to
decide). Note also that this cannot be used to cause wounds to another
characters body.

7.139  Sense Living Beings
--------------------------

This skill allows you to discover the whereabouts of living beings in
the vicinity of the caster (or even their presence, if that is unknown).
More difficult spells involve finding out what kind of living being is
around (Sentients, Animals, even down to a particular species).

7.14  More Ideas for Magic Skills
---------------------------------

Neutralize Poison, Create Undead, Glue Matter, See Future, Change Sound,
Analyze Matter, Magic Shield, Countermagic, Cause Wounds, Heal Illness,
Summon Fire Elemental (the GM may want to require ritual magic for
summoning, including pentagrams and stuff).

7.15  Magic Items
-----------------

Magic Items are basically created by the Bind Spell skill. (or by an
Alchemy skill for potions). To get a permanent effect, expect to put
several months of work into it.

To limit an items power, there are several possibilites. The number of
charges (i.e. how often it can be used) may be limited, it may be
necessary to recharge between uses, if used to often there is a
possibility for it to burn out or backfire, etc.