My mind has continued to dwell on the topic of Stunts and this time around it has turned to how magic interacts with this game mechanic. We already have Spell Stunts in the game that allow Mages to enhance their spellcasting as it happens with various effects (d20 players know these as metamagic feats) and those are really good. I mean, I have seen Mages cast Stunts-enhanced spells that have stopped entire combat encounters cold in one action. Given the flexibility of Stunts, however, I have kept wondering how these could further couple with magic to create interesting and neat effects for the game.
I have two people to blame for this post, Mark Miller (@mrkmllr) and contributor Josh Jarman (@joja_rpg). Every so often I see Mark and Josh chatting back and forth on Twitter about Dragon Age and the AGE System as they hash out ideas and mechanics for their games and for Josh’s project, Dragon Hack. One night I saw a tweet fly by that captured my attention, talking about having a kind of Stunt that allowed a character to cast a spell. Hmm… I chimed in, told them I liked that idea, and they went on. It’s a concept that has come up in conversation a couple times now, but none of us has done anything with it yet. I’d like to change that and Brian Molix’s recent update to the Improvised Magic rules for AGE gave me a great idea.
There are many ways to approach the idea of “cast magic via Stunts,” so this is only one of them and I’m hoping that Mark and Josh will get cracking and give us their take on the same idea so we can see how else it could be done.
The first thing that came to mind was a sorcerer, and I readily admit that I am talking about the D&D kind here, whose magic is innate, not learned. Taking that as a jumping-off point, I really like the concept of a character who has magic in her veins, her blood, but is not trained enough to call on it at will. In AGE, the easiest way to handle such a character ability is via a Talent, with the added bonus that the built-in progression also would serve to dole out power in increments. With that in mind, let’s create a new Talent.
SpellbloodClasses: Mage, Rogue and Warrior. Novice: You may perform spellblood stunts costing up to 2 SP. Spellblood StuntsThere is a spellblood stunt for each spell listed in the book, except for glyphs. Spellblood stunts cost as many SP as the spell it is based on costs mana points (so, for example, the Arcane Bolt spellblood stunt costs 2 SP). A spellblooded can theoretically call upon any spell to perform as a spellblood stunt, though the GM may designate some spells as being too rare for a spellblooded to know instinctively and require that they seek a mentor who can teach them. Using a spellblood stunt counts as casting a spell for all intents and purposes of the rules (armor strain, making a casting roll, using spell stunts to enhance them, etc). Once a spellblood stunt is used, the spellblooded must pay the mana cost for the spell, either with mana points (if the the character has any) or with Health points on a 2:1 basis. |
It’s a bit rough around the edges, I admit, and it requires some amount of record-keeping on the part of the spellblooded to keep track of the various spellblood stunts, SP costs, and mana costs of the stunts once performed. That said, I think it is a workable solution to the idea and one that can be easily integrated into a game with little issue. Give it a shot in your game and let me know how it works out.





Sep 09, 2011 @ 23:34:21
Daniel,
I like it. It’s not the direction I was heading, but I like that it’s essentially a Blood Mage Sorcerer. Someone who uses the power of their own blood/life energy because they don’t know how to pull that energy from others or the fade. Casting using their health also has some very thematic elements, and a lot of cool RP hooks both players and GMs could utilize during game play, which is again another great part of the design.
A sticking point for me is the ability to cast any spell in the game, however, provided you can pay the SP. (Obviously this puts some of the more powerful spells from Set 2 out of reach) That’s seems pretty powerful, and has the potential to be over powered in certain circumstances. The idea I’ve been toying with is for the specialization to allow the player to cast from a certain select group of spells and then a separate stunt that allows you to convert Stunt Points to mana points for characters without the Magical Training class power (from the Mage class).
A quick example.
——————
Arcane Adept Talent
Classes: Rogue, Warrior
Requirements: You must have a Magic of 2 or higher.
Novice: You have dabbled in arcane research and musty tomes, and possess the barest knowledge necessary to cast a small group of familiar spells. You may pick 2 spells that you know with the game master’s permission. Arcane Lance is not a spell that can be learned with this talent.
Journeyman: Your knowledge of arcane secrets grows. You may select another spell you have learned with the game master’s blessing.
Master: You’ll never command the arcane arts like a true wizard, but you’re a master of the spells you’ve been able to uncover and commit to memory. you may pick one more spell you know with the game master’s permission. You also gain the Cunning (Arcane Lore) focus if you did not already possess it.
——————
So that’s the stand alone talent. On it’s own its kinda worthless because even if Rogues and Warriors learned spells they lack the Mana Points to power them. That’s where the stunt (hell, I don’t know what to call it) Arcane Inspiration comes in. Arcane Inspiration allows any character to turn the thrill of combat directly into Mana by converting Stunt Points into Mana points on a 1-to-1 basis. This is a stunt even Mages would love because it would allow them to preserve precious Mana by casting spells mana-free for a round.
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Sp Cost Stunt
1+ Arcane Inspiration: You’ve learned to draw magical energy from the natural ley line energy that surrounds the world, but you can only do so spontaneously in moments of stress or great peril. You may convert any number of Stunt Points you receive to Mana Points on a 1-to-1 basis and use them to cast one spell you know as a free action before the end of your turn. Spells cast in this fashion must follow all the rules for spell casting including factors such as armor strain, casting roll and allowing a resistance test.
———————
That’s a very rough outline of my thoughts about a freeform type of Stunt-to-Spell mechanic. Mark and I have also talked about more stringent forms of the talent that would manifest as specializations for some of the Dragon Hack class talents. Imagine a Spell-Singer Bard Specialization that would let the bard cast spells with stunts, but only from the spell singer list that come as part of the Specialization package, for example.
Anyway, those are some initial thoughts. I would love to hear what others thought of the Spellblood stunt and the idea of casting spells with stunts in general. How would you make it work?
Sep 10, 2011 @ 05:53:37
I can certainly see how this allows certain classes in Dragon Hack (rangers etc) to have limited spell ability. And as it’s a talent (rather than a class feature) the player gets to control the direction of the character’s progression… Nice!
Sep 12, 2011 @ 10:49:53
One of the reasons why I also decided to use a Talent over a Specialization.
Sep 12, 2011 @ 10:48:30
This is where I reply: Write this up into a post and send it my way ASAP.
Sep 12, 2011 @ 12:15:27
Have to, have to, have to get the Dragon Hack 2.0 playtest out the door first. I am so behind on that. And then I really need to put in some more hours on Midgard. Soooooo much left to do to get appendix ready for prime time.
I would love to say I could have something for you in time for a Friday post, but I can’t promise it.
Sep 10, 2011 @ 00:26:09
I agree with Josh that I’d want the talent to be limited to a certain set of spells (either a thematic list or letting the player pick a set number of spells), but I’d definitely keep the mana/hp cost for casting spells. That feels like a more interesting option and a better fit for a dark fantasy setting like Dragon Age.
Sep 12, 2011 @ 10:49:25
The themed set of spells is something I included in my outline pitch to Kobold Quarterly. If it doesn’t happen there, you’ll see it pop up here, then.
Sep 12, 2011 @ 12:12:29
For me it boils down to what you’re trying to emulate. If you’re building a system for the Dragon Age world (i.e. Thedas) then yes, without a doubt the blood-for-magic route is the way to go. I think it has great roleplaying potential and is very thematic for that setting.
I almost never create for the base Dragon Age game anymore, however. Most of my work is either for Dragon Hack, or for Midgard. And while Midgard shares some of the Dark Fantasy design elements with Dragon Age, it certainly has some high-magic elements as well. (Though I think blood-for-magic would fit very well in Midgard, too).
For instance, if I was to use a Stunt-to-Spells mechanics for bards, having them give up life force to power it would make little sense thematically. That’s why I like what Daniel has done with his design here (aside from the range of available spells, which we agree on), but I might need something more flexible for Dragon Hack so I can use the same system for all mana-less casters. I’m still debating on what that would look like.
What’s awesome about AGE is there’s room for both systems in the game (or even in the same campaign, if the game master is willing).
Sep 12, 2011 @ 14:23:06
Regarding the range of spells available for this talent… One thing I always disliked about PF was the implication that all spells are really wizard spells, but clerics/rangers etc get to pick this and that from that list. (OK, it’s probably not quite that bad, but go with me!) Instead, how about having a general “book of spells” but each one has an allowed classes line. E.g.
Name: Fireball
Classes: wizard, sorcerer
…
Name: Heal
Classes: cleric, druid, bard
…
Of course, the only way the bard can cast the spell is through the stunt-to-spell system. You could then make up lists from this “database” if required.
Aug 28, 2012 @ 11:25:44
Daniel,
I used a similar talent for a Queen’s Blade conversion I did once. But in that setting, each character had a ‘elemental’ theme, so I created the “Lightning Domain” for one of them.
LIGHTNING DOMAIN
Class: mage, rogue or warrior.
Requirement: You must have Willpower 2 or higher.
You can harness and control the lightning.
Novice: You can perform the shock spell as a special 4 point normal stunt.
Journeyman: You can perform the lightning spell as a special 6 point normal stunt.
Master: You can use an activate action to cause your readied weapons to crackle with electricity and cause +2 points of damage until the end of the encounter.
Also, the main character had a two-handed sword called “Thunderclap” that could harness even more power, turning the wielder able to use the Lightning Domain stunts for 1 less SP and improving the Master rank damage to +1d6+2 points of damage.