Conquest Game System and Magic

Magic in the Conquest Game system is designed to provide a flexible and powerful, yet easily learned system. The system's mechanics are specifically designed to permit the Game Master to set the level of magical commonality and power within his game world. The basic system provides for a wide range of spell capabilities; as well as, providing an almost unlimited range of individual spells. In many other game systems, there is a list of spells that magic using characters will possess a limited number of. For those Game Masters that strive for creativity in their campaigns, such a system often proves inadequate. It is for this type of Game Master that this magic system was designed.
 

The ability to use magic is dependant on several factors.

 The results of a spell's casting may be influenced by several additional factors.  The system takes these various factors into account in following ways:
 
 
 
 

 To properly focus and control Mana in order to produce a desired result the prospective Mage must develop certain skills. The following chart lists these skills as well as a numerical value representing the minimal amount of Mana to bring about results within that matrix or in the case of Techniques the multiplier to produce results of that type. When combining Matrixes to achieve an effect the Technique multiplier is applied to the total of the Matrixes used.
 
Matrixes Mana Value Direct Damage/Healing Spells
Air  3 Damage per 5 pts. of Matrix Skill Mana Value
Dimensional 10
Earth  3 d3 1
Fire  3 d4 2
Flesh 4 d6 3
Force 3 d8 4
Imagery 2 d10 5
Mind 5 d12 6
Plant 4 d20 10
Spirit 8 Additional Points 1 per point
Water  3 Additional Dice 1+(die base)/per die
Techniques Mana Multiplier If a Damage Causing Spell has a duration other than instantaneous, one of two factors must be involved.

1) Additional damage may be avoided by moving from the spells area of effect.

OR

2) Additional damage is diminishing over the duration of the spell.

Control 2
Creation 4
Destruction 3
Imbue 3
Perception 1
Transformation 2

In addition to the Technique(s), Matrix (es), and Damage (if applicable) the final Mana cost for a given spell also depends on the desired results which are defined by the following characteristics, Area of Effect, Components, Duration, and Range.

To calculate the Mana cost of a spell you simply add all applicable Mana values from the Matrix(es) modified by the Technique, Damage, Area of Effect and Range, then apply the Component modifier.
 
 
 
Area of Effect Base Modifiers
Creature Object Area (diameter) Mana Value
Self 10 lbs 1 ft 1
1 50 lbs 5 ft 2
2 100 lbs 10 ft 4
3 200 lbs 15 ft 6
4 300 lbs 20 ft 8
5 400 lbs 25 ft 10
6 500 lbs 30 ft 12
7 600 lbs 35 ft 14
8 700 lbs 40 ft 16
9 800 lbs 45 ft 18
10 900 lbs 50 ft 20
15 1000 lbs 75 ft 30
20 2000 lbs 100 ft 40
25 3000 lbs 125 ft 50
30 4000 lbs 150 ft 60
35 5000 lbs 175 ft 70
40 6000 lbs 200 ft 80
45 7000 lbs 225 ft 90
50 8000 lbs 250 ft 100

 
 
Matrix Area of Effect (AoE) Modifications
Matrix Base AoE Form ½ AoE Form AoE Form ¼ AoE Form
Air  Normal (fresh or tainted) Flammable Gases Mildly Toxic Gases Deadly Toxic Gases
Dimensional Elemental Æthereal Temporal/Pan-Probable

(affecting Time or Probability)

Astral
Earth  Earth (dirt and sand ) Clay Stone/Glass Metals/Gemstones
Fire  Light only Normal Heat/Cold Intense Heat/Cold Ultra Intense Heat/Cold
Flesh Superficial (hair) Slight (pain) Minor (damage) Major (damage)
Force Weak (cloth) Moderate (wood) Strong (Bronze) Incredible (Steel)
Imagery Sight, Sound, or Smell Two of the Three Sight, Sound and Smell add Touch (uses Force)
Mind Unintelligent Creature Animal Intelligence Human Normal Above Human Normal
Plant Algae Fungi Leafy Plants Woody Plants
Spirit Animal Spirits Ancestral Spirits Intermediate Spirits Greater Spirits
Water  Normal (Fresh or Salt Water, Flavors/Scents) Corrosive/Flammable Liquids Mild Toxins Deadly toxins

 
 
 
Matrix Combination Possibilities
Matrix Air Earth Fire Water Imagery Force Flesh Mind Plant Spirit Dimensional
Air N/A YES YES YES YES YES NO NO NO NO YES
Earth YES N/A YES YES YES YES NO NO NO NO YES
Fire YES YES N/A YES YES YES NO NO NO NO YES
Water YES YES YES N/A YES YES YES NO YES NO YES
Imagery YES YES YES YES N/A YES YES NO YES NO YES
Force YES YES YES YES YES N/A NO NO NO NO NO
Flesh NO NO NO NO YES NO N/A NO NO NO YES
Mind NO NO NO NO NO NO NO N/A NO NO NO
Plant NO NO NO NO YES NO NO NO N/A NO YES
Spirit NO NO NO NO NO NO NO NO NO N/A YES
Dimensional YES YES YES YES YES NO YES NO YES YES N/A

 
 
 
 
Matrix Combination Effects
Air Earth Fire Water Force DimensionalImagery
Dust/Sand Winds/Storms Lightening Mists Provides Solidity/Motion To Air Magics Accesses the Air of the Elemental Planes (totally Pure) Allows the manipulation of Appearance
Earth Air Fire Water Force DimensionalImagery
Dust/Sand Winds/Storms Heated Earth/Lava Mud Provides Solidity/Motion to Earth Magics Accesses the Earth of the Elemental Planes (totally Pure) Allows the manipulation of Appearance
Fire Air Earth Water Force DimensionalImagery
Lightening Heated Earth/Lava  Steam Provides Solidity/Motion To Fire Magics Fire of the Elemental Planes, (can permit Flames without fuel) Allows the manipulation of Appearance
Water Air Earth  Fire Flesh Plant Force DimensionalImagery
Mists Mud Steam Animal Organic Fluids Plant Organic Fluids Provides Solidity/Motion To Water Magics Accesses the Earth of the Elemental Planes (totally Pure) Allows the manipulation of Appearance
Imagery Force Flesh Plant Dimensional
Provides Solidity To Images Allows the manipulation of Appearance Allows the manipulation of Appearance Permits viewing of other Planes, the Past, and Probabilities 
Flesh Dimensional Imagery
May alter the way Flesh is affected by Time (Temporal) Allows the manipulation of Appearance
Plant Dimensional Imagery
May alter the way Plants are affected by Time (Temporal) Allows the manipulation of Appearance
Spirit Dimensional
Permits Spiritual Travel to the other Planes.

 
 
 
 
Duration Modifiers Range Modifiers
Base Duration Mana Value Range Mana Value
Instantaneous 0 Touch 0
1 Round (6 sec.) 1 1 yard 1
1d4+1 rounds 3 5 yards 2
1d6+4 rounds 5 10 yards 4
1 Minute 7 25 yards 6
1d4+1 minutes 9 50 yards 8
1d6+4 minutes 12 75 yards 10
1 Deka (10 min.) 15 100 yards 12
1d5+1 deka 20 150 yards 14
1 Hour 25 200 yards 16
Sunrise/Sunset 30 250 yards 18
1 Day 40 300 yards 20
1 Week 50 500 yards 30
1 Month 75 Line of Sight 40
1 Year 100 5 miles 50
1 Decade 250 10 miles 60
Permanent 2500 25 miles 70
100 miles 80
1000 miles 90
World 100

 
 
 
 

Material Components are used in spells to reduce the final required Mana cost. This is only possible if the components has an Arcane Connection with the intended target or spell results. The existence of an Arcane Connection is in accordance with the following Magical Laws:

Up to three individual components may be used in the casting of a spell; however, only two rare and or one exotic component may be used in a single spell. Under no circumstances can a cast spell's mana cost be reduced below 5 mana points or by more than 50 mana points through the use of material components.
 
 
 
Number/Type of 

Material Components

Mana Modifier
Exclusively Common Components
1 Common -5 mana
2 Common -10 mana
3 Common -15 mana
Exclusively Rare Components
1 Rare -10 mana
2 Rare -25 mana
Exclusively Exotic Components
1 Exotic -25 mana
Mixed Component Types
1 Common 1 Rare - 15 mana
1 Common 2 Rare -30 mana
1 Common 1 Exotic -30 mana
2 Common 1 Rare -20 mana
2 Common 1 Exotic -35 mana
2 Rare 1 Exotic -50 mana (maximum reduction)
1 Common 1 Rare 1 Exotic -40 mana

Rituals and Runes

Even with the effective use of Material Components, some spells still require too much Mana for most spellcasters to perform. There exist a few methods to still perform the casting. In this section we will discuss the two most common methods, Ritual Magic and Runic Magic. Both are methods developed to allow a caster to utilize Mana in excess of the caster's normal limits.

Rituals

The first method discussed is the use of Ritual. Magical Rituals are lengthy rigid sets of ceremonial actions used to bring about a prescribed effect. Magical Rituals may not be performed spontaneously and must instead be either learned or researched by the caster in advance. Due to the extensive potential for power of Rituals, most casters are not willing to share the secrets of the Rituals they know. The most common exception to this being when the performance of a Ritual requires assistance from other casters; even so, most Mages prefer to work with their own apprentices rather than other (i.e. competing) Mages. Every being willingly participating in the performance a Magical Ritual may contribute Mana to achieving the desired result. In addition, the leader may draw on the inherent Mana of objects used in the performance of the ritual. The advantage of a Ritual over other cooperative magics (i.e. Channeling assisted) is that only the leader of the Ritual need possess the skill of Channeling, the ritual itself enables him to draw on the Mana of all the participants; however, only half of the Mana total of each additional participant may be drawn. The items used to contribute Mana to a ritual are generally destroyed in some manner to release the energies they contain. The rules for items in Ritual Magic use the following chart to determine the amount of Mana they contribute. These rules are a modification of the Material Components rules stated previously.
 
Type of Ritual Component(s) Mana

Contributed

Common 5
Rare 10
Exotic 25
Enchanted 30 or listed Mana amount

(GM determined)

The Mana used in a ritual can be impressive but certain restrictions do apply. The Mana total of the objects used in the conductance of a ritual may not exceed double the Mana contribution of the beings participating in the ritual. The Ritual Leader's personal contribution of Mana determines the maximum that may be contributed by any other single participant.

Actually casting the ritual requires a substantial amount of time, for every 100 points of Mana to be used in the Ritual requires a minimum of 15 minutes (if performed by one person) of site preparation/cleansing, 10 minutes of ceremonial purification for each of the participants, and 15 minutes of actual casting time. The Caster needs to make a Ritual Casting skill roll after each of the preparation, and then again after each 15 minute increment of the actual Ritual Casting, the result of the skill roll indicates the percentage of that portion of the Ritual that is successfully completed. Critical failure (a roll total of less than 1) during the preparations means he must completely redo the purification, Critical Failure during the actual Ritual Casting requires a roll on the Spell Fumble Chart.
 


Runic Magic

Another method of enabling the use of large amounts of Mana, Runic Magic utilizes certain Mystically powerful symbols (Runes) to channel Mana to achieve the desired effects. The advantage of Runic Magic lies the fact the Mana need not be expended all at once when enchanting an item, the Mystical nature of the Runes themselves enables them to serve as a form of Mana battery. The Runic Mage will prepare the receptacle (the item to be enchanted) to receive the desired Runes through a series of Minor Rituals (generally involving the alteration of the item to remove any impurities). Once the item is prepared the Mage will begin to etch/carve the appropriate Storage Runes onto the item. Once the Storage Runes have been placed the Mage will begin to channel Mana into the item until he is certain the item contains sufficient Energies to empower the desired effects. Once the item is fully charged the Mage must place the actual Spell Runes that will draw upon the stored Mana to produce the desired result.

Three variations from standard Runic Magic have been developed.

The use of Runic Magic is similar to Ritual Magic in that Magical Runes can not be spontaneously cast and must instead be either learned or researched by the caster in advance. Also Runic Magic requires a substantial expenditure of time. A single storage rune can contain a maximum of 200 Mana Points, so several Storage Runes may be required to empower an object. Each Storage Rune requires a minimum of 15 minutes be spent on the actual engraving of the Rune, the Spell Rune(s) require a minimum of 15 minutes per 30 Mana points to engrave. After the engraving of each Rune (of either type) for the designated period of time, the Mage must make a Rune Casting Skill check, the result of the check indicates the percentage of the Rune completed.

Magic Resolution

The method of resolution for Magical Castings is based on the type of Casting.

The skill check is also affected negatively by the following: The resulting total if less than 100 is the percentage of the spell's intended effects, results in excess of 100 indicate the possibility of a special success and require a roll on the Magical Special Success Chart using the amount above 100 as a bonus to the roll.
Magic Use and Fatigue

The use of Mana in Magical Castings can be mentally exhausting. To simulate this within the context of the game, for every 5 Mana points used in a spell the caster loses 1 point of Fatigue. In addition, if the spell requires concentration the Caster will lose 1 point of Fatigue for every round he maintains the spell.

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