Towers Magic Rules Title Graphic

A Basic Guide to Towers Magic



How Magic Works

Magic in Towers uses the rules from from GURPS Magic, except for changes detailed below.

This level chart is the standard Fate Levels and modifiers, reproduced here for reference.

Fate Level and Modifier

Mage Characters

To be a mage, a character must have the Mage supernormal power (cost is two gifts). The basic assumption is the mage has spent several years at the Academy of Magic or slaving away as an apprentice, and is now a journeyman mage. The normal limits to initial skill levels still apply. This means you may only have one skill at Superb and two at Great, whether magical skills or not.

Optional Rules

Magic Ritual, p.7 sidebar: Modifiers are to the difficulty level of the spell. Divide the modifiers listed in half and reverse them (i.e. -2 becomes -1, reversed to +1, -4 becomes -2, reversed to +2).

Time Energy and Cost Tradeoffs, p.119: For each +1 the mage takes to the spell's difficulty, she can reduce the mana cost by 1 or cut the casting time in half. For each doubling of casting time, the mage can reduce the mana cost by 1 or reduce the difficulty of the spell by -1. This rule reduces maintenance cost along with initial casting cost.

For example, take a spell that costs 3 to cast and 1 to maintain. If the caster reduces the mana cost by one, the spell is now 2 to cast and 0 to maintain.

Improvised Spells, p. 85: Use the rules as written, with modifications listed below.

Mana

The source of mana is mana springs which are scattered over the world. These mana springs are connected by ley lines, which mages believe to be responsible for local mana levels.

The mana to cast spells may come from several sources.

Mana Threshold: Mages have a mana threshold equal to the modifier for the mage's skill in the spell college (see the above level chart). This can be a positive or negative number. This number is added or subtracted from the mana cost to cast a spell. For example, a mage with Good skill in the Animal college has a threshold of +1 and can automatically pump one mana point into her spells, effectively making each spell cost one less mana than normal. A mage with Poor skill in the Animal College has a threshold of -2 and must add 2 to the mana cost of any spell she casts, making them more expensive. This threshold level also counts toward spell maintenance.

Mana Level: The local mana level adds or subtracts from the mage's threshold. Mana levels use the standard FUDGE levels and modifiers listed in the FUDGE Level Chart above. For example, a mana level of Good would give +1 to a mage's threshold, while a mana level of Poor would give -2 to the mage's threshold. A mage can detect when she enters an area with a different mana level, and can tell if the mana level is higher or lower, but not by how much.

Powerstones: A mage may use a powerstone to supply mana for a spell.

Ley Lines: A mage may tap into a Ley Line to cast a spell, if one is within range. This requires the Draw Ley Power spell from the Ley Line College. The amount by which the mage succeeds is added to the mana available to cast the spell.

If the mage still needs mana to cast the spell, she can use the time, energy and cost tradeoffs option to reduce the mana cost.

If the mage is using Ceremonial Casting, she may have assistants who may each add mana to the spell as described above, and may use props to reduce the mana cost. See the Ceremonial Casting rules in GURPS Magic for more information on Ceremonial Castings. See the Magical Laws and Physical Props section of The Gramarye for information on how to use props in Ceremonial Castings.

Spells

Instead of buying individual spells, mage characters buy skill levels in the 21 colleges of magic. The Colleges of Magic are Very Hard skills. See the Fudge PC page for costs to buy skill levels. The mage's skill level in the college determines which formulaic spells she knows, according to the following chart:

Skill Level and Spell Access

  • Superb: All spells.
  • Great: Spells with sixteen to thirty one prerequisites.
  • Good: Spells with eight to fifteen prerequisites.
  • Fair: Spells with four to seven prerequisites.
  • Mediocre: Spells with two to three prerequisites.
  • Poor: Spells with one prerequisite.
  • Terrible: Spells with no prerequisite.
  • There are two types of spell, spontaneous and formulaic. A subset of formulaic spells is the very powerful ritual spell. Formulaic spells are typically written down in spell books, and require less Thaumic Energy than an equivalent spontaneous spell. Spontaneous spells are typically more flexible, since they can be made up on the spot, but require more Thaumic Energy. Spontaneous spells use the Improvised Magic rules in GURPS Magic. Formulaic spells use the normal Magic rules.

    Casting Spells

    To cast a spell, the mage makes an unopposed 4dF roll against the difficulty of the spell. The spell difficulty is modified by the options listed above, such as alternate ritual or trading time, energy and cost. If the spell roll equals or exceeds the difficulty, the spell was cast successfully. If the spell roll falls below the spell difficulty, the spell fails. If the roll is a natural +4 and is equal to or greater than the difficulty, the spell is a critical success. If the mage would not succeed even with a +4, the spell is still a failure. If the roll is a natural -4, the spell backfires. Backfires are bad, and the GM will decide what horrible fate awaits your mage character as a result. Suggestions from other players are usually solicited.

    College List

    Below is the list of magical colleges a mage may choose from:

    Animal, Body Control, Communication and Empathy, Elemental Earth, Elemental Air, Elemental Fire, Elemental Water, Enchantment, Food, Healing, Illusion and Creation, Knowledge, Light and Darkness, Making and Breaking, Meta-college, Mind Control, Movement, Necromantic, Plant, Protection and Warning, Sound

    Note that these are not the only colleges. They are just the ones a beginning character may learn. Other colleges must be discovered during play.


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