Friday, May 4, 2012

Worlds Apart Update

I'm still chugging away at Worlds Apart, our Fantasy game based upon the OGL version of Traveller. I'm editing and enjoying that moment when you read something that you wrote and feel the desire to start gaming. I thinking that I mayrelease the Worlds Apart rules as a free PDF and have a pay version that includes art. I've never done this before, so am a bit hesitant to do so, but I'm thinking about it.

Here's a bit from the work - the spells of the Abjuration magical talent...

Abjuration
Abjurations are protective spells. They create physical or magical barriers, negate magical or physical abilities, harm trespassers, or even banish the subject of the spell to another plane of existence.

Banish (Abjuration)
Difficulty: Average (+0)
Cost: 2
Casting Time: 1 Round
Range: Short

This spell forces a single creature not of this realm (other planar) to return to its plane. The creature throws against its Magical Strength and its Effect is compared to the caster’s. If the caster’s Effect is equal to or greater than the creature’s, the creature is banished. If the effect is less, the creature is unaffected. A caster may attempt a second banishment against the same creature at a cost of 4. A third attempt can be made at a cost of 8. If a third attempt fails, the caster is physically enslaved to the wishes of the creature he tried to banish - his mind free, but his body captive.

Buttress the Soul (Abjuration)
Difficulty: Average (+0)
Cost: 1
Casting Time: 1 Minute
Range: Personal

This spell fortifies the soul against evil and foulness. Those protected by a buttress cannot be touched or physically attacked by evil creatures for 1 hour. Magical attacks by an evil creature against one buttressed may be reduced or negated in effect, according to the judgment of the GM.

Dispel Magic (Abjuration)
Difficulty: Average (+0)
Cost: 4
Casting Time: 1 Round
Range: Short

By channeling magical strength-of-will, the character can dispel an existing magical talent or magical effect. Dispelling a magical talent requires a successful opposed Magical Strength check against the caster of the spell to be dispelled.

When dispelling magics that are not recently created by another caster, the GM should apply situational DMs to a Magical Strength check depending upon the strength of the magic the character is attempting to dispel. A weak magic may have a DM of +2 while a powerful dweomer may have a -6 or even higher. Typical magics are considered +0 to dispel. Additionally, the dispelling character must spend additional Magical Strength points equal to the negative DM of the check if it is of above average difficulty. For example, a Very Difficult (-4) dispelling attempt requires the character spend an additional 4 points of Magical Strength when the dispel is completed. Only a single attempt to dispel can be made in this way - if failed, the character can never dispel the magic.

Shield (Abjuration)
Difficulty: Easy (+4)
Cost: Varies
Casting Time: 1 Round
Range: Personal

By channeling magical strength into a body-enveloping membrane of magical energy, the character can enhance his ability to absorb damage. A shield lasts for a number of rounds equal to twice the Effect of the check and provides an armor rating equal to the number of Magical Strength points expended. This armor stacks with worn armor as normal.

A caster can choose to cast this spell upon another, but doing such costs an additional 2 Magical Strength Points. These additional points do not add to armor.


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