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