Realms of Terrinoth Magic System Magic System Feedback

By Dusty27, in Realms of Terrinoth

So as it relates to Terrinoth; how would you rate the Magic System in the books?

As snagged the first post! W00t W00t!

I love how the concentration maneuver works!

Building spells on the fly takes some getting used to. I kinda miss descriptive standard spells but looking forward to making elaborate spells.

Edited by Dusty27

I’m in love! It makes me so happy to be able to not just come up with a theme for my character but to be able to express that in the way I describe my spells. I have made quite a few “for fun” characters already and developing narrative descriptions for the common spells of the character is as much fun as coming up with a background.

I really like the way talents and implements work with the system too. It’s a great idea, Counterspell and Concentration are awesome too. Forbidden Knowledge is really great too.

My only gripes, with Terrinoth in particular, is with the concentration manoeuvre, it’s an awesome idea and all but it really hamstrings Primal characters in particular. If I want to augment myself (perhaps describing it as turning into a bear) in combat then anything can just run away from me since I only have one manoeuvre a round to use, but I’m supposed to have nasty claws for attacking in melee range. If I summon an ally then it’s even worse, 1 manoeuvre to maintain the summon, another to direct the summon, I cannot move!

I think a tier 4 talent to make one concentration Manoeuvre as an Incidental each round would have solved the problem, especially for Augment. Alternatively (and perhaps better) would be an implement to make the Augment concentration manoeuvre an Incidental if only you are the target, call it Helm of the Stag or Bear Cloak or something. As a gm I would also reinstate the Druidic Circlet that FFG took out.

In future I hope they start adding a couple of new additional effects to the spells, perhaps a 3 Difficulty Fly effect to Augment (cant be used with Multiple Target), a 2 Difficulty Mind Read effect to Curse.

What was the druidic circlet?

It’s a magic implement in the core book that was excluded from Terrinoth because FFG thought it didn’t fit the setting.

It adds the summon ally effect without increasing the difficulty, but only if you summon a living creature. Additionally the summoned creature remains summoned until the end of the encounter without you using the concentrate manoeuvre.

Putting it back in doesn’t really break anything, it just makes summoning a bestial ally a reasonable combat option.

edit: although with the way it’s worded you could theoretically keep spamming ally’s, it’s better if it only works for one summon.

Edited by Richardbuxton

I was very pleased in general with the flexibility of the system and the improvements they implemented, as well as the addition of the Rune skill (which is far better than the Shard skill I made for my campaign...time to scrap it.)

However, I was expecting a Bard-like class to be in their instead of a talent. That seems like an odd move in my opinion.

I also expected to see Spirit Magic of some sort as well, along with magic related to inborn abilities or bloodlines (I made some very basic forms for my campaign, and I mean basic. I was really hoping for something better to use to come from Terrinoth). The lack of any new spell modifications was also shocking.

But the different focus materials, focus types, runes, talents, and the Forbidden Knowledge skill more than makes up for it I believe.

If anyone is interested:

Blooded (Presence):

Common Titles: Sanguinem, Blooded,

Spells:

· Attack (+Non-Lethal) (+Split)

· Augment (+Reflection)

· Barrier

· Dispel

· Heal

· Utility

Spirit (Willpower):

Common Titles: Shaman, Conjuror

Spells:

· Attack

· Barrier (+Spirit Backlash)

· Conjure (+Possession)

· Curse (+Doom)

· Heal

· Utility

Shard (Intellect):

Note: Any shard spell requires an Average Knowledge check to use regardless of spell complexity, with narrative effects such as casting a barrier against incoming winds costing one spell use regardless of the spells inherit difficulty. However, rolling a Despair immediately shatters the shard. A bold mage may find themselves dabbling in this art if they can carry the risks alongside the boons.

Shard Creation: To create a working shard the player character must first create a vessel out of any hard and solid material of at least the size of a grapefruit whether it be stone or iron or petrified wood. They must then succeed on a Hard Shard check. On a success the player is inflicted 4 strain with every un-canceled Success and Advantage reducing that damage by 1 and every un-cancelled Threat dealing 1 additional strain damage. On a failure, the shard is destroyed and you are dealt 2 strain with every un-canceled Failure and Threat dealing 1 additional strain and every Advantage reducing it by 1 strain.

Once it is created the player has 12 Shard Points to invest a single spell into its form. The player chooses the spell and then modifies it up anywhere from Easy to Formidable difficulty. The rank of difficulty the spell is subtracts from the amount of Shard Points and a new spell cannot be added to it, meaning a shard hold multiples of a singular spell with the amount depending on its complexity.

For example, if one wished to create an Attack Spell (1 Difficulty) with Destructive (2 Difficulty) and Range (1 Difficulty) then that would cost 4 Shard Points, allowing me to use that spell three times before it becomes useless. One cannot create a spell over Formidable difficulty.

Any shard spell requires an Average Knowledge check to use regardless of spell complexity, with narrative effects such as casting a barrier against incoming winds costing one spell use regardless of the spells inherit difficulty. However, rolling a Despair immediately shatters the shard.

A single shard is 1 encumbrance.

Common Titles: Enchanter, Carver

Spells:

· Attack

· Augment

· Barrier

· Conjure

· Dispel

· Heal (-Resurrection)

New Mods:

Attack:

· Split: You may select an additional target within the same range band. If the attack hits, both are damaged but the attack loses 2 non-cancelled Successes. (+2 Difficulty)

Barrier:

· Spirit Backlash: Target one hostile Engaged with your original target. Treat it as being targeted by an Attack with Damage 0, Critical -, Knockdown and Disorient 2. (+1 Difficulty)

Conjure:

· Possession: The spell instead summons a spirit inside an Engaged target of your choice. They must make a Hard Discipline check or lose control of their bodies to the spirit. They may make the check again every one of their turns after that until they succeed at dispelling the spirit and regain control. The GM retains control during the possession. (+2 Difficulty).

Edited by Weedles and Fries
13 hours ago, Richardbuxton said:

My only gripes, with Terrinoth in particular, is with the concentration manoeuvre, it’s an awesome idea and all but it really hamstrings Primal characters in particular. If I want to augment myself (perhaps describing it as turning into a bear) in combat then anything can just run away from me since I only have one manoeuvre a round to use, but I’m supposed to have nasty claws for attacking in melee range. If I summon an ally then it’s even worse, 1 manoeuvre to maintain the summon, another to direct the summon, I cannot move!

I think a tier 4 talent to make one concentration Manoeuvre as an Incidental each round would have solved the problem, especially for Augment. Alternatively (and perhaps better) would be an implement to make the Augment concentration manoeuvre an Incidental if only you are the target, call it Helm of the Stag or Bear Cloak or something. As a gm I would also reinstate the Druidic Circlet that FFG took out.

Perhaps each form of magic could gain a free perk over the others instead of just making it about the types of spells they can do. For instance, arcane could gain a range increment, perhaps verse could gain a boost on influencing effects. Primal could gain making one concentration maneuver per turn incidental if it's self-only, etc. I'll probably do something along these lines to add a bit of uniqueness to each magic skill beyond narrative description and barred spell types.

Perhaps such perks could come at medium-high levels of skill that a character would need to work up to, say 3 or even 4. These sound like talents, and perhaps could/should be, but I do find it odd that levels of skill (particularly high level) just translate to dice and not to any sort of tangible benefit of their own, or even to fulfilling talent prerequisites, since talents don't seem to have minimum skills. But I digress.

I really am enjoying creating magic users with their list of preferred spells. This is from an Ork Shaman I made who brawls and uses blood sacrifice right from the beginning. Ultimately Pressure Point could elevate his base unarmed Damage to 8, with Augment it potentially gets to 13!!!

Preferred spells:

Fury of Galmorak (Signature Spell): Grug begins chanting in deep guttural cries, stirring himself into a rage. As his blood races and his face darken his nails grow long and sharp like those of the feline predators of his homelands. Those who face him tremble at the sight and grow to fear his wrath.

Augment + Haste + Primal Fury.

Dranurars Stomp: With raised arms Grug cries out to the spirit of earth from which his great ancestors arose, calling for the earth to rise up and crush his foes.

Attack + Impact + Blast + Range.

Spirit of Death: Grug points his finger and bellows one long howling word of his ancient tongue “Yarrakarnor!!!” which translates loosely to “death comes for you”. A bolt of unearthly green lighting leaps from the young Orks outstretched finger and smashes into the skull of his foe.

Attack + Deadly + Range

Mengurrs Spirit: For once Grug whispers, muttering a low dirge of grunts and growls. With hands raised grasping his his staff above his head he conjures forth one of the many animal spirits revered by the Orks to run loose amongst his foes. The wild animal spirit attacks the nearest living being, drawn by its life force, trying to consume its spirit.

Conjure + Medium Summon + Range

Edited by Richardbuxton

Yeah, making a Bard. With musical instruments giving you Additional Target for free I am going to start with Augment+Haste on myself and as many allies as I can afford so I have the extra manuever to maintain Concentration. Then I can Curse with Additional Target and maintain that as well. Stand in place and shoot or heal at my leisure.

On 5/4/2018 at 9:05 AM, Dragonshadow said:

Perhaps each form of magic could gain a free perk over the others instead of just making it about the types of spells they can do. For instance, arcane could gain a range increment, perhaps verse could gain a boost on influencing effects. Primal could gain making one concentration maneuver per turn incidental if it's self-only, etc. I'll probably do something along these lines to add a bit of uniqueness to each magic skill beyond narrative description and barred spell types.

Perhaps such perks could come at medium-high levels of skill that a character would need to work up to, say 3 or even 4. These sound like talents, and perhaps could/should be, but I do find it odd that levels of skill (particularly high level) just translate to dice and not to any sort of tangible benefit of their own, or even to fulfilling talent prerequisites, since talents don't seem to have minimum skills. But I digress.

I see what you mean. I say is it's your game. Change what you want and go with it. Genesys is made for change. If you come up with what you believe is a good idea - post it.

Edited by Gamemasterbob