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Результаты охоты на БЕСМ в сети: Slayers

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1

The Slayers!

Right. Now that the formalities are over with, it's time for the action to begin! As of the day this page was made, March 30th 2003, I'll be showing you all around the world of my first BESM campaign! I hereby entitle this campaign... The Slayers!

The setting takes place in the mystical world of Ru, and after a long, drawn out history that I won't bother to get into, as it would spoil a whole bunch of stuff anyway, humans exist on a world teeming with life. On this world, however, Humans are among a plethora of sentient races. Spirits, Trolls, Goblins, other assorted Monsters, and the Mazoku also inhabit this world. Unfortunately, almost every one of these races either hates human guts, or love human guts in a rather disturbing way...

Luckily, the players (Who are all human) just happen to wield legendary skill with the sword, and have access to ancient magics passed down through the millennia. But can they stop the evil forces that are approaching? Do they even WANT to stop the evil forces approaching? All this and more soon to come!

Magic: The Slaughtering

Please don't knock me for the title on this one, folks. I mean, magic is a really dangerous substance, even in the right hands! However, slaughtering isn't exactly accurate, since magic also covers healing, as well as a bunch of non-harmful effects. Magic can actually fit into any category! At any rate, the magic in this game is fairly reminiscent of Slayers: magic can be used a lot, and is typically more powerful than swinging a sword around.

Now, Magic is split into 4 different elemental categories; you can read more about this in the Spells section, but basically, we have white magic, black magic, shamanistic magic, and omni magic.

White Magic -  Without a shadow of a doubt, White magic is one of the most useful magics there is- capable of curing dire wounds, and removing poison from one's body. It is a little weak on the attack side, since most attack-type white spells, which are few in number, attack only spirits or demons, but the healing aspect rocks. This is when you consider that no other magic element heals things. Yeah.

Black Magic -  Watch out, kids; this is the occult pagan stuff that your parents want you to shield your eyes from! Black Magic is almost specifically there for the purpose of hurting others, but there is a very good reason for this - in the world of The Slayers, a lot of people want to hurt you, too. I mean, honestly, black magic has the power to slay Gods, provided you use the right spell. That's right- next time you see that accursed school bully, you'll know what to do, won't you?

Shamanistic Magic -  Now, as some of you know, a shaman is basically an important figure to a village, who knew how to talk with spirits in order to solve daily problems. Shamanistic magic is much like that- contacting certain types of spirits, or magic that generally has to do with the soul. This can often include astral projection, communicating with the spirits of the elements, summoning up spiritual energy, etc.

Omni Magic - Okay, so I lied a bit. Omni magic is merely magic that could fit in all three magic categories, so I put them in this one. Anybody can cast Omni-magic, no matter what their magic focus is. They can cast Omni-type spells at their Dynamic Sorcery level.

And now, boys and girls, it's time to talk about the role magic has in character creation. When you create your BESM character, you should make the simple choice of 'will my character use magic, use physical prowess, or practice a little of both?' If your character is going to be a magic user, either fully or partially, you then need to make a second choice.

See, every basic mage has to choose what element he follows, so you need to choose a field of magic to be your focus - either Shamanistic, White or Black magic. Your focus magic is the magic category that you are most adept at casting. After this, you must choose a field of magic aside from your focus that you cannot cast at all. Everybody specializes in one thing, and in exchange sacrifices something else. Now to go over the use of magic.

In order to use magic, your character must first have the Dynamic Sorcery attribute. It is a bit high priced at 4 points/level, but the magic is worth it. It doesn't really matter what level your Dynamic Sorcery attribute is at right now, but it will affect what spells you can cast in the game. Each spell has a certain level of Dynamic Sorcery required to cast it, and here is the important part. Spells that are under your spell focus are the spells that you can cast at your Dynamic Sorcery level. For example, Fireball is a black magic spell that requires you to have Dynamic Sorcery, level 3 to cast. If your focus were black magic, and you had Dynamic Sorcery at the third level, then you could cast Fireball with no problems.

However, the other field of magic that you did not select, you may cast spells from as though you has Dynamic Sorcery at 2 levels lower than you did. Let's say that you chose black magic as your focus, shamanistic as the magic you could not use, and then you have white magic all alone. You have Dynamic Sorcery at the 3rd level, and you want to heal your wounds. Heal is a white magic spell that requires Dynamic Sorcery at level 1 to use. Since you can currently cast white magic spells that are 2 levels lower than your Dynamic Sorcery attribute, you can heal with no trouble. However, you would not be able to cast Barrier, a level 3 white magic spell.

There is a way, however, to cast Sleeping, a 2nd-level white magic spell under these circumstances. If you wished to cast a spell that is one level above your current Dynamic Sorcery level, for either White or Black magic, you would have to perform an incantation. With incantations, you recite a phrase of some sort in order to cast a spell. This will take one round to do, though most spells are normally done instantaneously without an incantation. After you spend a round speaking aloud the spell's incantation, you must then make a soul check for the spell with a +1 penalty to see what the spell did. That's all there is to it, really.

Now, casting magic is a bit tricky. When you cast any magic at all, you need to make a soul check to determine the spell's outcome. This check is made with a bonus for every level of Dynamic Sorcery that you have over the spell's level. If you wish to cast Healing, as before, you would make a soul check at -2 for your 3rd-level Dynamic Sorcery. If you fail the check, the spell doesn't necessarily fail, but it is up to the DM to decide what happens. Even if the spell does fail, you still expend the energy points required for the spell, which can suck at times.

Attacking with magic is also a tricky process. Attack spells are treated like normal attacks, so after you make the soul check, if the DM says that the spell succeeds, then you make an attack roll to hit an enemy with the spell. But this also means that the enemy gets to make a defense roll to see if he can dodge or defend against the spell. I'll cover that some more later. Also, when an attack spell does hit the opponent, rather than adding your ACV to the damage, you would add your soul stat to the damage.

About using magic in combat- if during battle, one person launches a magic attack at another person, whose attention is either diverted or not entirely focused on the magic spell being lobbed at him, he still has a chance to properly defend himself. He first must make a body check, specifically for reflexes. If the body check fails, the warrior gets hit by the magic attack. But if the warrior succeeds, he has a chance to dodge the attack in the nick of time. After the successful body check, the player being attacked makes a defense roll, and if he succeeds, then he manages to dodge out of the way. Way to go!

These rules about magic dodging also work for countering a person's magic spell. When one person lobs a spell at another spellcaster, if that spellcaster still has his attack action to use, he may spend it trying to send some magic to counter the opponent's spell. Attack spells are considered countered when it is hit with a spell that does as much or more damage than the first spell. When countering, you must make a body roll to see if you can cast the countering spell quickly enough. Then, if you succeed, you go about casting an attack spell of your own as normal, and then you make the attack roll for your spell. You could also take this opportunity to send a powerful spell right back at the mage who was attacking you, but countering a spell with another produces a cool Anime effect that leaves your opponent having wasted EP, and you walk away unscathed.

Well, this is about all I can say about magic. Good luck, potential mages!

2

Edited BESM Stuff

In the process of creating The Slayers, I have decided to edit a few rules, and add a few things, to enhance the playing experience. Of course, by 'enhance,' I do not mean 'improve,' for I am a monopolistic bastard. Anyway, the first change is that none of the three main stats for any PC may go beyond 10, merely because to have any stat go beyond that is ridiculous. World-class ability is fine; you do not need to be the 'best in the universe.'

I have added two combat skills to the list of combat skills, and it should come as no surprise to anyone that Magic Attack and Magic Defense are now added to the combat skills list. Magic Attack is, of course, the ability to be accurate and true in casting attack spells. Meanwhile, Magic Defense recognizes the ability to see when an opponent is speaking an incantation, and the ability to act accordingly.

This BESM campaign starts as a medium-powered game. Each character has 35 attribute points and 20 skill points. You may have no more than 20 skill points to begin with. Thus, Highly Skilled is not valid during character creation. This is for all the munchkins out there who tick me off. You know who you are. Also, you may have no more than 5 extra attribute points derived from defects. Any more than that is just for character flavoring.

Also, just because I like munchkins when they're good and dead, the Magic Attribute is not available. Dynamic Sorcery is for magic spells, so having a Magic attribute would be plain redundancy.

I will probably post some more rules up here when I can think of more. Just remember, this IS a medieval fantasy-type campaign, so make your character accordingly... please.

3

The Holy List of Spells...and Stuff

Okay, so I'm going to try to display this list as well as I can. But anyway, each spell in the list will have the following information: What branch of magic it is from, how much EP it costs to cast, special attributes that individual spells have, a spell's base damage, the spell's name, what level of Dynamic Sorcery you need to cast it, and general information about the spell. Let's start with White Magic.

White Spells

Healing - Level 1 Spell

Cost: 4 EP per minute
The ability to heal wounds; a magic most cherished by the warriors and travelers of this day. Healing is as simple to do as a light spell, assuming you are a white mage. Healing works like so: Take the healer's soul stat and the body stat of the wounded person. The average of these two numbers is how much HP a healer can restore within a minute. However, the healer can only heal each day for a number of minutes equal to his/her soul stat.

Mending - Level 2 Spell

Cost: DM's decision
The ability to restore old, tattered, or worn inanimate artifacts, which can range from a simple potted planted to an entire house that has been leveled. This magic allows the user to restore something along these lines to its former condition.

Sleeping - Level 2 Spell

Cost: 5 EP
This spell forces its victim into a trance-like slumber, unless disturbed, for a full 2 hours. If the victim doesn't want to sleep, or is not tired in any way, then they are to make a resisting soul check. This spell is capable of putting a large crowd to sleep by expanding the area of the spell. The extra cost for this would be about 3 EP for every 15 feet.

Barrier - Level 3 Spell

Cost: 8 EP per round
A magical shield that can protect you and your friends from attack. While projecting the barrier, the caster can take no other actions, and anybody inside the barrier can only launch magic or other ranged attacks through the barrier in order to stay inside. The only way to let someone else into the barrier is to shut the barrier down and cast it again around the other person. The shield has a certain amount of HP, which is 20 x the level of Dynamic Sorcery the caster has. After the HP of the shield, or the EP of the caster is depleted completely, the barrier flickers and then disappears.

Cureal - Level 3 Spell

Cost: 9 - 15 EP or more.
Cureal is a simple spell which many doctors were once fond of. It cures most basic illnesses, and may take a bit more energy, but can help a person stave off certain worse conditions as well.

Resurrection - Level 4 Spell

Cost: 12 EP per minute
A very powerful form of healing, it heals wounds faster and more efficiently, though it is not meant to bring the dead back to life. It heals at a rate of (the caster's soul stat + the wounded's body stat + the level of dynamic sorcery used) HP per minute.

Holy Protection Seal - Level 4 Spell

Cost: 18 EP
A powerful way of warding evil away, the Holy Protection Seal can be made by pouring water in the shape of a circle, and placing white stones along the edge of where the seal is supposed to be. While the seal is up, no astral creature can penetrate its sanctity, but people on the inside of the circle must not attempt to attack anything, lest they negate the Seal's protection over them

Meggido Flare - Level 5 Spell

Cost: 30 EP
The Meggido Flare is an age-old purification spell of awe-inspiring proportions. When used, this spell has the ability to wipe an entire countryside clean of impure spirits. A column of light comes down from the heavens, bathing everything in pure white as the evil spirits are wiped away. However, evil spirits are the only thing that this spell is capable of combating.




Shamanistic Spells

Astral Projection - Level 1 Spell

Cost: 3 EP per minute
Astral Projection, as many know, is merely the release of the spirit from the body, allowing the spirit to wander the world around it. Unless somebody casts Detect Magic, or can somehow sense magic around, a person's Astral body will usually remain unseen. The astral projection counts as an astral creature, and if it is attacked, removes EP as opposed to HP. Once the caster's EP runs down to 10 or below, the astral body must return to the physical body immediately. If EP completely depletes before the astral body returns to the physical body, the astral body gets the chance of a lifetime to feel the pain of being exorcised. The person's spirit will return to their body after this, but the caster will lay in a trance-like state for an indeterminate period of time.

Ray Wing - Level 2 Spell

Cost: 6 EP
Ray Wing summons a powerful wind that encases the caster in a sphere of air. This sphere allows the caster to fly through the air at a controllable pace, but Ray Wing can be cancelled out if it is hit with a projectile of some sort. You can, however, travel underwater without having to surface, for their is air within the sphere.

Astral Vine - Level 3 Spell

Cost: 10 EP
The Astral Vine is a spell which imbues a weapon with energy. Not only does this make each sword stroke more powerful, but it also allows the weapon to hit astral-based creatures such as ghosts and Mazoku. The spell will last for 4 rounds before the energy dissipates, or it can be cancelled out at any time by an attack spell hitting the sword.

Adds 10 extra damage to base damage for the weapon. When attacking an astral creature with Astral Vine, negate the bonus damage.

Damu Bras - Level 3 Spell

Cost: 6 EP
The Damu Bras summons the fury of a blaze that erupts in the form of a large explosion emanating from your hands. It is none too precise, but it is just the thing you need when trapped in a corner. Base damage is 8.

Elmekia Lance - Level 3 Spell

Cost: 8 EP
The Elmekia Lance is a powerful shamanistic spell that takes the form of a beam of light that can pierce most astral-based beings, and even has a bonus in damage toward such creatures. Base damage against Astrals is 15, base damage against physical things is 10.


Bram Blazer - Level 3 Spell

Cost: 12 EP
The Bram Blazer is a spell which involves calling a wind spirit to assist you. This spirit takes the form of a column of wind that strikes the opponent with a cutting gale. If the opponent somehow makes it inside the funnel, he/she is must make a body save against being lifted off the ground for 1 round. Base damage for Bram Blazer is 15, but does not affect astrals.

Van Rehl - Level 3 Spell

Cost: 10 EP
Summoning a spirit of the water in the form of a wall of ice provides an efficient shield for the caster, especially considering that fire magic will never get through the ice. Van Rehl acts like the Shamanistic form of Barrier, only it is weaker; its HP is calculated by 10 x the level of the caster's Dynamic Sorcery. You also add your soul stat to this number.

Shadow Slithz - Level 3 Spell

Cost: 12 EP
Borrowing a form from the Rune of Bloodlust, Slithz, this spell summons a shadow creature to attack an opponent. This creature is not controlled by the caster, driven only by manic bloodlust. It's HP is equal to 5 x the caster's soul stat. Requires in incantation before summoning. There is a chance the creature may turn on the summoner if the summoner attacks it by chance.

'The echo of a howl in the night, let your fury rise into lust for the blood of my foe! Shadow Slithz!'

Soul Body - Level 3 Spell

Cost: 6 EP per round
This is an advanced form of Astral Projection, in which the caster's astral body separates from the physical body to combat the opponent's soul. Damage done is translated to EP as opposed to HP, and the opponent is capable of attacking and dealing damage as normal to the person's astral body.

Hashel Brim - Level 4 Spell

Cost: 16
The Hashel Brim is a shamanistic spell which allows you to communicate with the very ground itself. The ground rises in the form of a huge spike, which comes up right beneath the opponent, usually impaling the enemy. The base damage for Hashel Brim is 22, and you can summon additional spikes for an extra 8 EP added to the spell's cost for every other spike summoned..

Daak Shine - Level 4 Spell

Cost: 15
Daak Shine crafts the power of the Rune of Light, Daak, into an exploding ball. This ball's explosion releases a blinding light that is seen for several miles. It may deal 10 damage directly to people who see the light when it explodes, and everyone caught within the vast explosion must make a body save or be blinded for rounds equal to the caster's soul stat. It'd be so much easier for the caster if the light weren't so bright that he/she couldn't see their targets...

'Light from the skies and deep below, surround! Daak Shine!'

Rah Tilt - Level 5 Spell

Cost: 30 EP
One of the most powerful shamanistic spells in existence, the Rah Tilt is an attack spell that lays siege to a person's very soul. The caster must spend 1 round preparing the Rah Tilt by speaking aloud an incantation. After this, the caster may perform the spell. The Rah Tilt forms as a large white circle that opens up beneath the opponent. If the opponent fails a defense check, then the Rah Tilt envelopes them in an enormous pillar of light that seems to reach the very heavens. The base damage for the Rah Tilt is 55, and drains the victim's soul stat by 1 and their EP by 10.




Omni Spells

Lighting - Level 1 Spell

Cost: 2 EP
This spell is the most basic spell for any mage. It summons a ball of energy into the hand that gives off a luminescent light. This light will shine for 2 minutes x the caster's soul stat. You may increase the ball's light intensity and/or duration by increasing the EP cost.

Hide Magic - Level 1 Spell

Cost: 3 EP or more, depending on object
Much like cutting a wire to disconnect two machines, hiding something is even simpler than searching for it. With Hide Magic, an object is placed in an anti-magic field that prevents it from being seen from the Astral Plane.

Detect Magic - Level 2 Spell

Cost: 5 EP
In order to detect magic of any kind, a person must either have very keen senses, or must be able to cast this spell. Detect Magic sends the caster's soul to the astral plane, where they can easily see where magical items lie. It's only a matter of translating the astral plane to the real world, and you'll have found your item.

Levitation - Level 3 Spell

Cost: 4 EP per person per 10 minutes of flight
Levitation is just what it sounds like- the ability to fly under one's own power using magic. Levitation is a bit unstable, since the caster is merely left to dangle with no support around him/her. Also, levitation leaves a person to be a 'sitting duck,' as the spell will cancel out as soon as the levitating person is attacked. You may create a levitation field to carry more people, but at an added cost.




Black Spells

Xamus Ping - Level 1 Spell

Cost: 2 EP
The most basic of Black magic spells, the Xamus Ping is nothing more than the process of gathering a small bit of energy within your finger and then shooting it off at your opponent. This has often been used as a bit of a warning shot to other mages. Called shots to the face with the Xamus Ping require no penalty to the roll. Base damage is 2, do not add your soul stat to the damage. When using the Xamus Ping, you have an automatic -1 to hitting the opponent.

Digger Bolt - Level 2 Spell

Cost: 5 EP
Summoning the forces of nature can be tricky sometimes, especially if you are calling the force of lightning. Just ask any Earthbound character. Anyway, the Digger Bolt is a ground-based attack spell that can be very inaccurate. When it is cast successfully, it will zigzag wildly in the general direction that the caster desires. Base damage is 7. When making the attack roll for Digger Bolt, the spell has an automatic +1 to hitting the target.

Flare Arrow - Level 2 Spell

Cost: 4 EP
The Flare Arrow is nothing more than fire energy condensed into the form of an arrow. The caster may choose to wield the Flare Arrow in any number of ways- throwing the energy, actually creating a bow out of energy, letting the fly from your fingers, etc. The form you choose has no real impact on the spell itself- all forms have a natural -1 to hitting an opponent. Base damage is 5.

Freeze Arrow - Level 2 Spell

Cost: 4 EP
The Freeze Arrow is almost exactly like the Flare Arrow in concept, except that the Freeze Arrow is a series of sharp icicles that fly under the sorcerer's power. Rather than a small explosion which normally arises from the Flare Arrow, the Freeze Arrow is meant to pierce an opponent. Base damage is 5.

Fireball - Level 3 Spell

Cost: 7 EP
The Fireball is a ball of condensed fire energy that explodes upon impact. The explosion resulting from the Fireball is about 5 feet for every level of Dynamic Sorcery that the caster has. Base damage to target is 12, while other people caught in the explosion suffer 5 base damage.

Shadow Snap - Level 3 Spell

Cost: 14 EP
It is said that piercing the shadow of a hated enemy will prevent them from moving. The Shadow Snap was designed this way- expend some energy into readying a pointed object, and then pierce the person's shadow and they will be unable to move from that spot unless they can get rid of their shadow. Striking a person who is frozen in this matter gives the attacker an automatic hit.

Kenryu Bless - Level 3 Spell

Cost: 6 EP
This spell summons power from the Rune of Weapons, Kenryu, to form a weapon made of energy. This weapon lasts until combat rounds equal to your soul stat elapse. Then the weapon flickers and disappears. Weapon's base damage is your soul stat. Add ACV to the damage. This spell requires an incantation to be activated.

'Oh forger of blades, crafter of warriors, I pledge the treasure of a kingdom for a weapon to protect myself! Kenryu Bless!'

Venon Hearse - Level 3 Spell

Cost: 7 EP
The Venon Hearse is a spell derived from the Rune of Poisons, Shaglus. It creates a knife that has been dipped in venom, that the caster sends out toward a victim. The victim must make a body save, or become poisoned. This poison can be healed by Cureal for 14 EP, but the person also requires a day of bedrest to recover. The poison does continuous damage of 2 HP per minute until the victim falls unconscious. If not treated, the person could die. Requires one round incantation before use.

'He who watches life fade away while grinning, send your curse to this one I hate, and let me bear this sin! Venon Hearse!'

Mono Bolt - Level 4 Spell

Cost: 14
Mono Bolt is a superior version of the Digger Bolt in that it is a much more concentrated beam of lightning that goes in a straight line. Base damage is 17.

Explosion Array - Level 4 Spell

Cost: 7 EP per beam
The caster creates a number of bright red beams that result in a large explosion upon contact with the target. Base damage is 8 for each beam. Only add your soul stat to the final result of damage.

Ly Brym - Level 4 Spell

Cost: 12 EP
Ly Brym is merely a more powerful form of Freeze Arrow; it infuses the ice with energy that encases an opponent in ice for three rounds. This opponent can make a body check to break out of the ice using one of his free actions each round after the first.

Demona Crystal - Level 4 Spell

Cost: 15 EP
The Rune of the Cold casts her blessings on the user of this spell; it sends an energy wave through the ground toward the victim of the spell. If successful, the victim is encased in a huge block of solid ice for a minimum of rounds equal to your soul stat. Requires an incantation before using.

'Mistress of Ice, Caster of Cold, can you spare one so bold as this fiery enemy? This dark mist that shines with light, take its revenge! Demona Crystal!'

Mazon Rath - Level 5 Spell

Cost: 30 EP
An extremely powerful black magic spell, it calls forth the fury of the Rune of Destruction, Mazon. The spell forms a huge energy bubble on the land that encases everything within a good mile or so in a huge explosion. This requires an incantation before casting. Mazon Rath's base damage is 45 to the target, and 30 to everything caught in the explosion.

'Lord of Destruction, I bid thee wreak thy chaos through me, your disciple! Deepest sight! Darkest Light! Release the force that crushes all! Mazon Rath!"

4

Еще одна версия спелятника из Слэерсов:

About Skill Rolls: In my own fantasy world (if I ever ran one) spells for this setting would be based purely on skills. In other words you wouldn't have to pay character points for the spells, you'd only have to buy the skill. In order to cast a Shamanist spell you would need the Power Skill “Shamanist Magic.” To cast a spell you take a –1 penalty to your casting per 10 active points in the spell but you reduce the penalty by one for each -1/4 worth of limitations on the spell. There are three branches of magic: Shamanist, Sorcery and White Magic. In order to cast any spell you must have the proper Power Skill and they cannot be used at a penalty to cast any other magic. However there is no restriction to keep you from buying two, or all three, skills.

The Spell limitation in this case means that you can only cast a spell if you have learned it somewhere. You cannot simply cast a fireball spell upon acquiring the Sorcery Skill. You need the skill and you need to have learned the spell. The GM might let you start the game with some previously learned spells but acquiring the spells through role-play can be very rewarding as well. How long it takes to learn a spell is up to your gaming group to decide. In the Slayers stories some of the characters pick up new spells simply by seeing someone else cast them a time or two. If you want your character to be able to figure out spells like this then Analyze Magic Skill is probably the best way to model it. The tried and true method of finding someone to teach you a spell, or finding a spell book, are probably the most common method of expanding a character’s spell arsenal.

It should also be noted that throughout the stories characters often improvise with spells that they know well. They add certain special effects (for instance an Elmekia Lance spell with an Area Effect Explosion). Such modification of spells could be handled in two different ways: (1) Increase the Skill Roll penalty by one per +1/4 Advantage or, (2) base the new penalty on the new Active Point cost. Personally I’d probably tack on an additional one or two point of penalty to reflect the unorthodox nature of such a casting. The additional penalty could be eliminated once the character became used to their new version of the spell.

Incantations and Gestures seem to be something that are required for just about any spells. Gestures may be something that can be skipped for certain spells (GMs call) but Incantations seem to be universally required for all spells.

Many of the spells below can be cast in stronger or weaker forms. The DC of the attack can be boosted or decreased. In most cases you should allow a character to no more than double the DC of an attack. Remember that the active point cost, END cost and Skill Roll penalty will all increase. You should never let an obviously weak spell be boosted up to the point that it can compete with a Dragon Slave or other truly powerful spell.

Just as spells can have advantages added to boost their effect (at the cost of a greater Skill Roll penalty), many spells can be made easier by the addition of more limitations. Longer casting time and concentration are ones that seem to be used often. Most of the time when a spell is cast only the name of the spell needs to be spoken to fulfill the incantation requirement but some spells have longer, optional, incantations. When I know the longer incantation, I will include it with the spell description. Using the full incantation seems to be a big help. My suggestion is that when a character uses the full incantation they be given an additional +2 bonus to their Skill Roll. (Optionally if the player recites the incantation, in character, at the gaming table give them a +3 bonus).

I will be working through the spell list in alphabetical order. The first four are below. As I get more spells done I will post them in this thread. Eventually I will get bored of this, or I will finish the list.

Aqua Create
Major Transform 3 1/2d6 (Earth to Water, evaporation) (55 Active Points); Spell (-1/2), Incantations (-1/4), Gestures (-1/4), Limited Range (16"; -1/4)
Common, Shamanist [Water]. Skill Roll -0.
This spells causes a jet of water to rise from the ground at the target point. Anything at the target point becomes immediately soaked. Since this will generally convert a hex of dirt into water, creatures who wish to avoid getting wet must Dive For Cover to avoid the column of water. Once called into being, the water will remain after the spell has ended. Once the water evaporates it returns to earth as a fine dust which is normally indiscernible from normally occurring dust.

Assha Dist:
(Total: 110 Active Cost, 32 Real Cost) Drain BODY 6d6, Limited Range 16" (+1/4), Affects Desolidified (+1/2) (105 Active Points); Limited Power Only Works On The Undead (-1 1/2), Spell (-1/2), Gestures (-1/4), Incantations (-1/4) (Real Cost: 30) plus Change Environment Light 1" radius (5 Active Points); Spell (-1/2), Instant (-1/2), Gestures (-1/4), Incantations (-1/4) (Real Cost: 2)
White[Good, Light]. Skill Roll -2.
This spell causes the target to be engulfed in a divine light the flash of light only provides illumination for a Phase at most and is harmless to non-undead creatures. However the light is extremely painful to unnatural creatures such as undead. Any undead creature targeted by the spell will be destroyed by the divine energy of the spell. This spell can be increased to a maximum of 10d6 of Drain.

Using the conversions from BESM it says that this spell should attack the EGO instead of the BODY, however the description makes it pretty clear that undead take physical damage from it and can be destroyed so I made it a BODY drain instead.

Astral Break:
Drain BODY 7d6, Affects Desolidified Any form of Desolidification (+1/2) (105 Active Points); Limited Power Only Works On Creatures Susceptible To Astral Attacks (-1), Spell (-1/2), Gestures (-1/4), Incantations (-1/4)
Shaminsit [Astral]. Skill Roll -2.
This spell summons a swirling ball of astral power that hurdles towards the target. If the creature is susceptible to astral attacks then great damage can be inflicted.

Another spell that Reality Storm says should attack the EGO, but since it has to potential to seriously harm and/or kill I made it into a BODY drain as well.

Astral Vine
(Total: 221 Active Cost, 75 Real Cost) HKA 2 1/2d6, Trigger (Activating the Trigger requires a Zero Phase Action, ; +1/4), Affects Desolidified Any form of Desolidification (+1/2), Armor Piercing (x2; +1) (110 Active Points); OAF (Weapon; -1), Spell (-1/2), Incantations (-1/4), Gestures (-1/4) (Real Cost: 37) plus FF (18 PD/18 ED/12 Mental Defense/6 Flash Defense: Hearing Group/6 Flash Defense: Sight Group) (Protect Carried Items), Hardened (+1/4), Trigger (Activating the Trigger requires a Zero Phase Action, ; +1/4) (105 Active Points); OAF (Weapon; -1), Spell (-1/2), Gestures (-1/4), Incantations (-1/4) (Real Cost: 35) plus Endurance Reserve (63 END, 0 REC) Reserve: (6 Active Points); OAF (Weapon; -1), Spell (-1/2), Gestures (-1/4), Incantations (-1/4); REC: (0 Active Points) (Real Cost: 3)
Shamanist [Astral]. Skill Roll -12.
This spell enhances a melee weapon making it almost as powerful as the legendary Sword of Light. A weapon thus empowered becomes an enchanted weapon capable of harming Mazoku and desolid creatures. In addition the weapon can be used to intercept and render harmless spells targeted at the caster. The spell is a tricky and difficult one to cast but fortunately it is normally cast out of combat when the caster can spend extra time and concentrate without too much risk, thus making the Skill Roll much easier.
When the spell is cast the caster feeds END into the END reserve of the spell. As the weapon is used in combat this END will be used until the END reserve is exhausted. If the END reserve becomes exhausted the spell ends and must be recast. However before the spell ends the caster can spend an attack action to feed more END into the reserve. Such END must come from the casters own END reserve.
The empowered weapon will only use as much END as is required generally this means the full 11 END cost with attacks (unless the user chooses to inflict a lesser amount of damage) and the Force Field will only use 1 point of END per 5 active points of attack that it protects against (or its maximum of 10 END whichever is less). However the END will be used per attack intercepted so a volley of multiple spells can rapidly drain the END from the weapon.

This was a very tricky write-up. I could have made the spell intercept ability a missile deflection or a force wall. In the end I went with the force field since it seemed to work best as I picture the spell. As long as the weapon user is aware of the attack and interposes the weapon between himself and the attacker it will intercept the harmful spell.
This also forces me to introduce some sort of END reserve rules for the setting. In my opinion spell casters should be allowed to buy personal END reserves to power their spells. I think that the GM should allow pretty liberal END amounts and/or REC for that END reserve. My own idea would be END Reserves with as much as a 10:1 ratio or as little as a 5:1 ratio. Characters in the Slayers get exhausted in spell combat but it seems to take a effort to exhaust them and they seem to recover pretty quickly.

EDIT: I am building these into a HDv3 Prefab as I go along. Once there are enough spells to make it worth while I will post the prefab.

Balus Rod
(Total: 39 Active Cost, 17 Real Cost) HA +3d6, Autofire (3 shots; +1/4) (19 Active Points); Hand-To-Hand Attack (-1/2), Spell (-1/2), Restrainable (-1/2), Gestures (-1/4), Incantations (-1/4), STR Minimum 5 (-1/4) (Real Cost: 6) plus Stretching 1" (5 Active Points); Spell (-1/2), Only To Cause Damage With Force Tendrils (-1/2), Restrainable (-1/2), Gestures (-1/4), Incantations (-1/4), no Noncombat Stretching (-1/4) (Real Cost: 1) plus Affects Desolidified Any form of Desolidification (+1/2) for up to 19 Active Points of HA; Requires An EGO Roll (RSR Skill is subject to Skill vs. Skill contests; -1 1/4) (Real Cost: 4) plus +3 with Balus Rod (Real Cost: 6)
Shamanist [Force]. Skill Roll -0.
This spell causes a whip of light to appear in the casters hand which can then be used to strike at foes. This is a simple and relatively weak spell that cannot be boosted above 5d6 base damage. The Balus Rod has a chance to effect Desolid Creatures (ghosts, Mazoku) if the caster can beat the foe in an EGO vs EGO roll. Upon the first attack against such a foe make the roll, if the caster wins his weapon will always affect that specific foe, if the opponent wins he will be forever immune from that particular cast of the spell.

The BESM material and the Slayers d20 rules disagree about the exact effects of this spell. In this cases I followed the effect listed in BESM version since it was the easiest to convert.

Balus Wall
FW (5 PD/5 ED; 2" long and 1" tall) (27 Active Points); Spell (-1/2), Gestures (-1/4), Incantations (-1/4) (Total: 39 Active Cost, 17 Real Cost).
Shamanist [Force]. Skill Roll -0.
The caster calls forth a transparent wall of force that stops all physical and engergy attacks, mundane or magical. The wall will stop outgoing attacks as well. The caster can normally create stronger or weaker forcewalls and can also choose to increase their area of coverage. Just adjust the size and strength at the time of casting.

In this case the Slayers D20 material says the wall will stop all attacks. The BESM material says it works only against fire. I chose to go with the D20 write-up on this one.

Behfis Bring
Tunneling 2" through 6 DEF material (22 Active Points); Spell (-1/2), Gestures (-1/4), Incantations (-1/4)
Shamanist [Earth]. Skill Roll -0.
The caster touches the ground and is able to tunnel through earth or stone at about 12 feet per PHA. Clever casters can use this to open up a pit beneath an opponent. This spell can be increased in area (inches of tunneling) easily but the GM should probably limit the amount of extra DEF a caster is able to buy.

Blam Blazer EDIT: Added the Incantation.
“You, who floats in eternity and infinity; Origin of all hearts
Gather to my hands and be a flash of light;
Get rid of the deep darkness! BLAM BLAZER!”
EB 3d6, NND (Mental Defense, Force Field or Forcewall; +1/2), Does BODY (+1) (37 Active Points); Spell (-1/2), Gestures (-1/4), Incantations (-1/4)
Shamanist [Force]. Skill Roll -0.
This spell creates a shimmering ball of blue energy that hurtles towards the target. Upon impact it releases this energy into the target hurting both body and soul.

Blam Gush
“Wind which blows across eternity, gather in my hand and become my strength.”
EB 7d6, Armor Piercing (+1/2), Area Of Effect (11" Cone; +1) (87 Active Points); Spell (-1/2), Incantations (-1/4), Gestures (-1/4)
Shamanist [Force]. Skill Roll -5.
The spell creates a jet of force, upon reaching the target hex it flares into a swirling cone that destroys everything in its path. This is a strong spell and thus it has a significant Skill Roll penalty but in this case we do have the full incantation to make it a bit easier (see post #1 in this thread).

An annoying spell to convert since the BESM and D20 tomes give differing descriptions. This version is based on the D20 write-up. The BESM version says that the spell, “calls forth a javelin of force that the caster uses to strike a single target.” I went with the more powerful D20 version.

Next up will be Blast Ash, the first Sorcery spell that I've come to going alphabetically. I just counted and there are 111 spells in the books that I have. I just finished number 9.  I got a long way to go. I wonder if I will get done, get bored or get discouraged first?
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Blast Ash
Drain BODY 6d6, Limited Range (12"; +1/4), Area Of Effect Accurate (One Hex; +1/2), Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +1/2) (135 Active Points); Increased Endurance Cost (x2 END; -1/2), Spell (-1/2), Limited Power Only Affects Creatures With Souls (-1/2), Gestures (-1/4), Incantations (-1/4)
Sorcery. Skill Roll -5.
This spell calls forth a stream of dark energy which drains the life force from its target. Those slain by the power are reduced to ash.

The BESM conversion of this would have been very costly (a drain of STR, DEX and CON) but it wouldn’t have been deadly which the spell description makes clear (victims are reduced to ash). Again the D20 and BESM write-ups diverged wildly. The BESM version has a huge AE and the D20 version produced a “stream” that only affects a single target. I pretty much just build something that I thought captured the spirit of the spell.

Blast Bomb
Drain STR 3 1/2d6, Ranged (+1/2), Area Of Effect (5" Radius; +1) (87 Active Points); Limited Power Force Wall Or Force Field Offer Complete Protection (-1/2), Spell (-1/2), Gestures (-1/4), Incantations (-1/4)
Sorcery [Astral]. Skill Roll -3.
When the Blast Bomb bursts all creatures within the area of effect have their Strength drained by the effects.

This one is unique in that it does not appear in any of the BESM Slayers material. It only exists in the D20 Slayers book so I had to wing it based wholly on the spell description. My research indicates that this spell is never actually seen in the anime but it is mentioned so the effects were probably a guess on the part of the people at Guardians of Order (RIP).

Bomb Di Wind
Change Environment 8" radius (16" long and 2" wide Line; +1/4), +8 Points of Telekinetic STR (55 Active Points); No Range (-1/2), Spell (-1/2), Gestures (-1/4), Incantations (-1/4)
Shamanist [Air]. Skill Roll -1.
The caster creates strong gusts of wind that move outward in a line from the caster. Small creatures can be blown down and larger creatures must work to move against the wind. In some cases casters have used this spell to propell sailing ships.

Bomb Sprid
(Total: 50 Active Cost, 28 Real Cost) EB 3d6, Explosion (+1/2) (22 Active Points); Spell (-1/2), Gestures (-1/4), Incantations (-1/4) (Real Cost: 11) plus Sight Group Flash 3d6, Explosion (+1/2) (22 Active Points); Spell (-1/2), Gestures (-1/4), Incantations (-1/4) (Real Cost: 11) plus +3 with Bomb Sprid (Real Cost: 6)
Shamanist [Fire]. Skill Roll -1.
This spell is a sort of mini-fireball. It does little damage but is very accurate and effective at temporarly blinding foes.

Boo Brymer
Summon 150-point Stone Golem, Expanded Class of Beings Any Type Of Stone Golems (+1/4), Slavishly Devoted (+1) (67 Active Points); Spell (-1/2), Gestures (-1/4), Incantations (-1/4)
Shamanist [Earth]. Skill Roll -3.
This spell enables the caster to call forth a Stone Golem or group of Golems from nearby earth or rock. The Golem is typically strong and tough but specifics are left to the player and GM to determine. The caster can choose to summon a number of lesser Golems instead of the single powerful one. Such summoned Golems, though not particularly bright, are completely loyal to their summoner.

The next five should be: Boo Brymer Special, Buday Wind, Burst Flare, Burst Rondo and Change Earth. This is not as easy as I had hoped it would be. Since the D20 book and the BESM stuff are often at odds with each other that's a problem. Often I am finding that a spell will list its BESM effects and if you use the conversion given in Reality Storm you end up with an effect that does not match the description. The end result is that I am often having to use what feels right instead of what is technically correct. Lastly the END cost for the spells are all over the place. Once I am finished I may have to go back and tweak the END cost for various spells to make things even out better.

Boo Brymer II
Minor Transform 6d6 (Natural Stone Into Inanimate Stone Object), Improved Results Group (+1/4) (75 Active Points); Spell (-1/2), No Range (-1/2), Gestures (-1/4), Incantations (-1/4)
Shamanist [Earth]. Skill Roll -2.
This is essentially a different use of the Boo Brymer spell. In this case instead of animating rock and stone to form a golem the caster causes a rock formation to reshape itself into the desired form. The caster must touch rock that is clearly a part of the formation to be transformed. Since average stone has 19 BODY per hex this spell can easily transform an entire hex of solid rock.

This spell is listed as Boo Brymer Special in the BESM materials but it doesn’t appear in the D20 book.

Buday Wind
Energy Blast 7d6, Area Of Effect (15" Cone; +1 1/4) (79 Active Points); Spell (-1/2), No Range (-1/2), Gestures (-1/4), Incantations (-1/4)
Shamanist [Air]. Skill Roll -2.
This spell allows the caster to send forth a strong burst of wind which will affect all targets in a cone emanating from the caster. The winds so generated are capable of destroying non-fortified buildings, wagons and such.
7d6 may seem weak but it is an area of effect buildings will take that attack to each hex of area. Since standard walls are usually 3 or 4 DEF with 3 BODY most normal building will take a beating.

The two books disagree on the spelling. The other option is Budey Wind.

Burst Flare
"Source of all power, crimson fire burning bright, gather in my hand and become an inferno! BURST FLARE!"
Killing Attack - Ranged 3d6+1, Area Of Effect Accurate (One Hex; +1/2), Affects Desolidified Any form of Desolidification (+1/2), Armor Piercing (x2; +1) (150 Active Points); Spell (-1/2), Gestures (-1/4), Incantations (-1/4), No Knockback (-1/4)
Sorcery [Fire/Heat]. Skill Roll -10.
With this very powerful spell the caster causes a burst of intense white-hot flames to surround the target reducing them to ash. This spell is most often used with the full incantation which will help reduce the Skill Roll penalty by an additional 2 or 3.

Burst Rondo
(Total: 50 Active Cost, 22 Real Cost) Energy Blast 2d6, Area Of Effect (4" Any Area; +1 1/2) (25 Active Points); Spell (-1/2), Gestures (-1/4), Incantations (-1/4), Limited Range (16"; -1/4) (Real Cost: 11) plus Sight and Hearing Groups Flash 1d6, Area Of Effect (4" Any Area; +1 1/2) (25 Active Points); Spell (-1/2), Gestures (-1/4), Incantations (-1/4), Limited Range (16"; -1/4) (Real Cost: 11)
Sorcery. Skill Roll -0.
The caster fires numerous small balls of mystical energy which burst next to the target(s). The effect causes little damage but it can be distracting and very frightening to those not used to magic. The mystical energy can appear as streamers of black energy, small red balls of flame, tiny white points of light or similar sorts of things.

Change Earth
"Earth below, heed my command!"
Minor Transform 3d6 (Adjusts Hardness And Mositure Content Of Earth Or Rock), Area Of Effect (3" Radius; +1) (60 Active Points); Spell (-1/2), Gestures (-1/4), Incantations (-1/4)
Shamanist [Earth]. Skill Roll -2.
This spell can be used to make minor changes to the ground surface at range. The amount of change is slight. For instance normal earth can be transformed to mud or soft stone, soft stone could be changed to normal earth or hardened to granite, mud could be changed into normal earth, etc. The effects are not very deep, if it is assumed that a hex of earth has 19 BODY (the same as stone) then the depth of change only extends to a depth of about three feet. The spell can create a mire to slow your foes of be used to get a wagon easily past a muddy patch.

Chaotic Disintegrate
“Manaku Soromu Zanaku Sakurimu!”
Killing Attack - Ranged 4d6, Armor Piercing (+1/2), Affects Desolidified Any form of Desolidification (+1/2) (120 Active Points); Spell (-1/2), Beam (-1/4), Incantations (-1/4), Gestures (-1/4), Limited Power Effectiveness Is Halved Against Good Aligned Creatures (-1/4)
White [Holy]. Skill Roll -6.
The caster fires a beam of pure white divine power to strike the target. Most lesser evil creatures will be disintegrated. (What constitutes evil and good are up to the GM). Incorporeal creatures and even Mazoku are venerable to this spell. The spell is know only by the Golden Dragons of the Temple of Ceiphied in the Outer World. This spell was most likely invented specifically for fighting Mazoku. More powerful casters can cast more powerful versions but realistically the cap on damage should be around 20 DC (6 1/2d6 RKA).

This should probably be a spell from a fourth college; Holy Magic. Holy magic is similar to white magic but more powerful and is known only by the above mentioned Golden Dragons.

Clone
Summon 100-point Copy of Original Being (20 Active Points); Extra Time (1 Day, -4), OAF Immobile Fragile Expendable (Extremely Difficult to obtain new Focus; Copy Cultivator, Tissue Sample & Expensive Consumables; -3 1/4), Spell (-1/2)
Sorcery. Skill Roll -0.
This is the spell whereby a copy of a being can be made. It is probably best used as a plot devise rather than a spell that a player character will use. The process of creating a copy is complex and a closely guarded secret known only by members of certain sorcerer guilds. It is an expensive process with exacting requirements. The process of making a copy seems to be very closely related to the process of making a chimera.

First off the caster needs a Copy Cultivator. These are invariably huge, unmovable pieces of arcane equipment. Despite their size they are surprisingly delicate and tricky to maintain. A character that operates one should probably have one or more special skills (specifics are left up to the GM).

Creating a copy is a process that can not be rushed. It takes “a day and a night” to make a copy (a full 24 hours). If the process is rushed the copy will either be a complete failure or something greatly weakened will result. In a mishap in the Slayers anime an army of tiny (6” tall) copies of Lina and Gourry resulted, each with the mentality of a toddler. Each of the tiny copies later disappeared in puffs of smoke.

The process also requires expensive consumables (exact materials are a trade secret). As a result if you manage to hire someone to make a copy for you they will likely charge a small fortune. However in some cases you can get a free copy made by volunteering some of your genetic material for experimentation. Note that this is rarely a good idea!

The last requirement is often the easiest to obtain. You must have a tissue sample from the original to make a copy. This sample can be quite small, a few strands of hair, nail clippings, a drop of blood, etc. This means that if you have a large tissue sample you can potentially make a large number of copies. It also seems to be about as costly to make multiple copies at once as it is to make a single copy. Having numerous copies of a single being running around poses problems that most sane people don’t want to face.

Copies have all the memories that the original had at the time the tissue sample left the original. By default copies are created with the knowledge that they are not the original though it might be possible for a copy creator to hide this knowledge from the copy.

In the case of normal people it is possible to create a copy that has the full skills and abilities of the original. Therefore any copy of a competent normal (50 points plus 50 points of disadvantage) or less will be a perfect duplicate.

Difficulties arise when a copy is made of a more powerful being though (any character of greater than 100 total points). If a copy of a more powerful being is made any points over 100 will be halved. For example if you try to make a copy of a 232 point character the copy will have 100+(132/2)=166 points. Where points are deducted to make up for this deficit are up to the GM or the PC if the player is the creator. A copy can never exceed the original in any way. If an original has an Acrobatics 14- skill then the copy can only have it at that level or less.

Copies of powerful beings almost always are perfect as far as physical characteristics are concerned but they may have lesser mental characteristics (INT, EGO and to a lesser degree PRE).

A copy can only be made with tissue samples from the original. For reasons not clearly understood a copy can not be made from tissue obtained from a copy.

The spell above is geared toward making copies of normal creatures (100 points or less) if you need a more powerful copy just add more active points.

Concealment
Mystic Group Images 1" radius, +/-5 to PER Rolls, 1 Continuing Charge lasting 1 Week (+1/2), Invisible Power Effects (Fully Invisible; +1), Mobile (+1) (70 Active Points); Spell (-1/2), Set Effect (Only Be Invisible To Clairvoyance; -1/2), Costs Endurance (Only Costs END to Activate; -1/4), Gestures (-1/4), Incantations (-1/4)
White. Skill Roll -0.
When cast upon an item or character the subject is hidden from magical observation (generally this is Clairvoyance of some sort). Once cast the END expended in the spell can not be recovered until the spell expires or the caster cancels it.

A determined scryer can overcome the concealment by buying PER bonuses to their Clairvoyance spell. Likewise the caster of the Concealment spell can make the spell more effective by boosting the PER modifier in their spell. The only practical limit is who can afford the more costly spell and therefore make the associated Skill Roll needed to cast it.

Cure Blindness or Deafness
Healing BODY 8d6+1 (standard effect: 25 points) (83 Active Points); Limited Power Only To Restore Eyesight Or Hearing (-1), Gestures, Requires Gestures throughout (-1/2), Spell (-1/2), Extra Time (Full Phase, -1/2), Incantations (-1/4), Concentration (1/2 DCV; -1/4)
White. Skill Roll -0.
This spell will not restore eyes or ears that have been destroyed or removed. It can only be used to restore function to those organs that are damaged (but intact) or magically altered (drained, transformed, etc.). Eyesight is a 25 point ability and hearing is 20 points (see pages 350-351 of 5ER). Spells to heal other senses can be built in a similar fashion.

This spell appears only in the D20 Slayers materials.

Damu Bras
Energy Blast 7d6 (35 Active Points); Spell (-1/2), Beam (-1/4), Gestures (-1/4), Incantations (-1/4)
Sorcery [Sonic]. Skill Roll -0.
With this spell the sorcerer hurls a brilliant red ball of energy at the target. Upon impact it shatters and the power released vibrates the target to pieces.
The spell is also sometimes translated as “Dam Brass.”

5

it Locations
By default spells do not use the Hit Location tables. However a few select spells do grant the option use hit locations tables as part of their attack. Spells that allow the use of hit locations will have this information noted in their spell description. For instance the Dark Claw spell allows the user great flexibility in how it is aimed. In addition to allowing the caster to use hit locations the spell also grants penalty skill levels to offset hit location modifiers.

Magical Skills, Talents, Perks and Colleges
Since the Point Costs associated with many of the spells of Slayer Hero are so high I have opted to use a purely skill-based magic system. Characters do not have to buy their spells. Instead buying the skill, talent and perk needed to cast the spells is the only expense.

There are several colleges of magic in Slayers Hero: Sorcery (or Black Magic), Shamanistic (further divided into five elements), White Magic and Divine Magic. In order to cast a spell from particular college a caster has to have the skill and perk associated with that college of magic. The magic skills do not default to each other in any way. If a character has the Sorcery Skill and no other magic skills then Sorcery Spells will be the only sort of magic that they can use. Magic Skills are all Characteristic-based skills the characteristic needed will be either INT or EGO depending on the college. Specifics about the magic skills are found with the write-up of each spell college.

Two things are required for a character who hopes to be able to wield the power of magic. First they have to have a natural talent or gift. If this were not the case the world would quickly be overrun with people using magic. Though the characters of the Slayers anime all use magic (except Gourry) they are far from the norm. This conjecture is supported by the reaction of normal people to magic. The vast majority of people that the Slayers encounter in everyday life are not capable of using magic and react with alarm and surprise when they see magic being used. Most people know about magic and know to be wary of it. In addition to natural talent a prospective magic-user must have training although a person with great talent or intelligence can self-teach to some extent.

The inborn talent to use magic is represented by the purchasing one of two different Talents: Latent Magic-user (5 Points) or Awakened Magic-user (10 points). (If you are using Hero Designer simply buy these as Custom Talents with no skill roll). If a character ever wishes to be able to cast magic spells they must at least buy the Latent Magic-user talent.

The talent Latent Magic-user means that the character has the potential to learn magic but they haven’t yet. Though the potential is there they have never studied or attempted to use magic and until they awaken they can progress no further. Most latent characters are aware of their potential but as to why they sense this nobody knows. The specifics are left up the GM to decide how, or if, this works in their campaign.

A character with the talent Awakened Magic-user is fully capable of learning the skills and buying the perks required to master magic. They are active magic-users.

In order to learn the magic skill for a particular college of magic a character must buy the perk associated with it. The table below lists the perks, their costs and what they grant.

Sorcerer: The character can buy the Sorcery Skill which enables them to use Sorcery (Black Magic). The character can also learn any sorcery spell provided they have a method. Cost = 10 points.

Shamanist (1 element): The character can buy the Shamanist Skill but can only use the skill with spells from one of the five elements. The element must be chosen when the perk is bought and it cannot be changed but the character can later upgrade this perk to one of the more costly Shamanist Perks. Cost = 2 Points.

Shamanist (2 elements): The character can buy the Shamanist Skill but can only use the skill with spells from two of the five elements. The elements must be chosen when the perk is bought and it cannot be changed but the character can later upgrade this perk to one of the more costly Shamanist Perks. Cost = 4 Points.

Shamanist (3 elements): The character can buy the Shamanist Skill but can only use the skill with spells from three of the five elements. The elements must be chosen when the perk is bought and it cannot be changed but the character can later upgrade this perk to one of the more costly Shamanist Perks. Cost = 6 Points.

Shamanist (4 elements): The character can buy the Shamanist Skill but can only use the skill with spells from four of the five elements. The elements must be chosen when the perk is bought and it cannot be changed but the character can later upgrade this perk to one of the more costly Shamanist Perks. Cost = 8 Points.

Shamanist (all elements): The character can buy the Shamanist Skill and can use that skill with any Shamanist spell regardless of its element. Cost = 10 Points.

Priest, Priestess or Shrine Maiden: The character can buy the White Magic Skill which enables them to use those spells. The character can also learn any White Magic spell provided they have a method. Cost = 5 Points.

Divinity: The character can buy Divine Skill which enables them to use spells of the Divine college. No character can have this Perk and the Sorcerer Perk. This perk will generally only come into play if you have a character playing the part of a Gold Dragon. The Divine College of magic is unknown to humans. Cost = 10 Points.

A reasonable argument could be made that if you buy the Divinity perk you should automatically gain access to all White Magic too. I am still thinking that one over.

As far as I have been able to determine there is no reason why a character cannot buy the perks for various magical colleges. Most mundane NPC magic-users restrict themselves to a single college but important NPCs and PCs should not be restricted in this manner. In fact many of the principle Slayers characters know spells from multiple colleges. Lina herself knows spells of Sorcery, Shamanism and even a White magic spell or two. It should probably be uncommon for a character to have perks from both Sorcery and White Magic since in many ways these are diametrically opposed colleges. Divine Magic may actually be a stronger version of White Magic but for purposes of this game they are considered separate colleges. Divine magic is essentially unknown within the Mazoku barrier. The only human users of Divine magic (if there are any) will be from the Outside World. But then magic of any sort seems quite a bit rarer beyond the barrier. In reality it is probably only members of the Golden Dragon race that have access to Divine magic.

6

Magic Skills and Learning Magic
Once a character has the proper talent and perks the next thing they need to do is learn the skills and spells to make their abilities complete. As mentioned previously a character must have the right Spell Skill to cast spells. The skills are:

Sorcery: for 3 points the character gets a base roll of 9+(EGO/5). For each additional 2 points the base roll is increased by one. This skill is required to cast any spell from the Sorcery College.

Shamanism: for 3 points the character gets a base roll of 9+(INT/5). For each additional 2 points the base roll is increased by one. This skill is required to cast any spell from the Shamanist College (any element).

White Magic: for 3 points the character gets a base roll of 9+(EGO/5). For each additional 2 points the base roll is increased by one. This skill is required to cast any spell from the White Magic or Divine Magic Colleges.

All spell write-ups in this system have the Limitation Spell (-1/2). In part this is because in order to use a spell a character must know that spell. Characters will be required to keep a written list of the spells that their characters know. To lean a spell there are three possible methods.
Master and Apprentice Method: This is probably the most common method of learning spells. Someone else teaches you the spell. In some cases this is a single master with a single pupil and in others it is a class of pupils being taught by a master of a magic-user academy of sorts (for example a Sorcerer’s Guild). To learn a spell by this method the character simply devotes the required time and then makes a roll against the proper Magic Skill (Sorcery, Shamanism or White Magic). Success indicates that the character has learned the spell and can now add it to his list. The success roll is modified by the spell’s Spell Mod (see the spell write-up). The character's teacher can compliment this roll with his PS: Instructor Skill (as long as he has that skill). The base time to learn a spell is 6 hours and modifiers for taking more or less time are applicable (see the Time Chart and Skill Modifiers on page 45 of 5ER). Other skill modifiers may be applied by the GM as she sees fit. Note that in a relaxed learning environment it is not uncommon for an instructor to split-up the 6 hours of learning time over two or three days. Thus learning 20 spells in a guild academy may take a character months and that doesn't include taking off weekends, having to take extra time on failed rolls and doing whatever else they choose to require in return for schooling you.
Book Learning: This involves studying a text (scroll, spell book, Claire Bible, etc.) in which the spell is written and described. The base time is 1 day and standard modifiers may apply. The quality of the text also should be included as a modifier. A half decayed and poorly written scroll would probably impose a penalty of -1 to -3 whereas a high quality text could grant a bonus of +1 to +3 (the Claire Bible would probably be a +5). Of course the Spell Mod of the spell will impose a penalty on this roll.
Learn by Watching: In order to do this the character will need the Analyze Magic Skill. They will need to see the spell cast by someone. The character makes their Analyze Magic Skill roll and if they succeed this will become a complimentary roll to the Magic Skill when they roll to learn the spell. Failing the Analyze Magic roll means the character didn't get absorb enough insight to attempt to learn the spell, this time. Even using this method the character will need time to reflect on what they have seen in order to decipher the complexity of the spell. The base time is 6 hours. If the character witnesses the spell in use again, and passes another Analyze Magic Skill roll they gain a +1 bonus in addition to whichever Analyze roll gave them the best results. Once again the Spell Mod of the spell will impose a penalty on this roll.
If a character fails his roll to learn the spell they fail and may try again once conditions improve (generally more time passes, they get a different instructor, analyze another casting, etc.). However if a character fails his roll to learn a new spell by 4 point or more then it is much worse. This means that there is something fundamentally preventing the character from learning that spell. (For instance Lina has never been able learn Ra Tilt since she can’t seem to visualize the correct image frame in her mind). In this case the character can not try to learn that spell again unless something truly fundamental changes, something that gives them a new insight of the spell in question. The circumstances which will allow are up to the GM to determine. Simply switching learning methods isn't enough.

In some cases a character is just not able to grasp concepts of a particular variety of spells within a college. This is the case with Sylphiel and attack spells. She can’t ever seem to get a Flare Arrow spell to work properly, though she apparently is able to cast some non-attack Sorcery spells. A condition like this is probably best represented by having the character take a psychological or physical limitation as a disadvantage. Specifics on that are left up to you and the GM of your campaign.

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