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Azrath the Mage and the Adventure of the Troll Bridge

 
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J.Tim
Fudge Forum Member


Joined: 30 Mar 2006
Posts: 103

PostPosted: Fri Nov 02, 2007 6:19 am    Post subject: Azrath the Mage and the Adventure of the Troll Bridge Reply with quote

This is an example of using spells for Fantasy Fudge and the "50 Spells" PDF. You will need the

following character to follow this discussion:

Azrath the Mage
http://www.sonic.net/~rknop/Omar/fudge/FudgeSRD/node13.html#SECTION0013131000000000000000

For this discussion, you you need to download the Fudge System Reference document at the Fudge

page:

The Rich Text Document contains the Fudge Expanded Edition, which has those parts of Fantasy

Fudge that are copyright to Grey Ghost Press so I don't want to reprint the character of Zzrath

the Mag (search for the Sample Characters).


http://www.fudgerpg.com/files/rtf/fudge_srd.rtf

An HTML version of the SRD appears on Omar's page and you can refer to Scholarly Magic there, as

well:

http://www.sonic.net/~rknop/Omar/fudge/FudgeSRD/node13.html#SECTION001323000000000000000


50 Magic Spells is copyright Seraphim Guard of course, so you will need a download of that PDF

as well. Don't worry, it's very low priced.

http://www2.seraphim-guard.com/component/option,com_wrapper/Itemid,97/

*NOTE* For the majority of this discussion, I will limit myself to the SRD.

Open the SRD (or the HTML) in your favorite word processor (it's RTF, which should be readable
by anything), and search for "Sample Characters" and find Azrath the Mage.

Azrath is built with 5-Point Fudge (copyright Steffan O'Sullivan)

http://www.panix.com/~sos/rpg/fudfive.html

He also uses the "Scholarly Magic" as defined in the SRD and *not* the Scholarly Magic that

became "Degrees of Magic" in the Fudge 10th Anniversary Edition hardback. For those curious, an

early edition of that Scholarly Magic (later Degrees of Magic) PDF is here:
http://www.panix.com/~sos/rpg/yamsrev2a.pdf

Note also that in Fudge Magic (see the Fudge Addenda) that you must *surpass* the difficulty

level of Fair (or you "get a watered-down version of the spell"). See the Addenda for Fudge

Magic.

http://members.dsl-only.net/~bing/frp/fudge/fudge7.html#sec7.1

http://members.dsl-only.net/~bing/frp/fudge/fudge_toc.html

==============

1) Azrath was created with character points:
http://www.sonic.net/~rknop/Omar/fudge/FudgeSRD/node13.html#SECTION001311000000000000000

and near as I can tell, did not trade points at character creation.

2) Azrath has two levels of Scholarly Magic worth 2 Gifts. This affects several sections of his

character creation, beginning with the Skill Groups:

http://www.sonic.net/~rknop/Omar/fudge/FudgeSRD/node13.html#SECTION001311800000000000000

3) Specifically, those two Gifts give him (among other things noted later), 2 points to spend in

the Magical Skills group.

http://www.sonic.net/~rknop/Omar/fudge/FudgeSRD/node13.html#SECTION001314000000000000000

and

http://www.sonic.net/~rknop/Omar/fudge/FudgeSRD/node13.html#SECTION001320000000000000000

4) Azrath is specializes in Scholarly Magic skills, as reflected by his Magical Talent:

Scholarly Magic gift:

http://www.sonic.net/~rknop/Omar/fudge/FudgeSRD/node13.html#SECTION001323000000000000000

and

http://www.sonic.net/~rknop/Omar/fudge/FudgeSRD/node13.html#SECTION001323100000000000000

5) Two Gifts gives him two points in the Magical skills group:

http://www.sonic.net/~rknop/Omar/fudge/FudgeSRD/node13.html#SECTION001323200000000000000

6) and a wide range of Scholarly Magical skills to choose from:

http://www.sonic.net/~rknop/Omar/fudge/FudgeSRD/node13.html#SECTION001323300000000000000

He chooses Elementalism at Good, Wizardry at Fair, and Artificing at Mediocre for his three

skill groups.

7) Each Gift of Magical Talent: Scholarly Magic gives the user 5 power points to use in

performing magic. With two Gifts, Azrath has 10 power points to use.

Cool However, the mage can only *control* a certain number of power points.

Each Gift in the Magical Talent: Scholarly Magic gives 1 power point that the mage can safely

control. For Azrath, he can only safely channel 2 power points.

http://www.sonic.net/~rknop/Omar/fudge/FudgeSRD/node13.html#SECTION001323400000000000000

If he goes over those two points, he must make a Willpower roll with the difficulty level of

Fair plus one level for each power point beyond.

For example, if he needs 3 more points to get a total of 5 Mana, he would need to roll at a

difficulty level of Superb (Fair +3).

If he casts the spell and fails, he looses one level of Health for each level missed.

For example, a Mediocre result with Great difficulty would result in 3 Health levels lost.

Even casting trivial spells is fatiguing.

9) Casting a spell results in Fatigue.

http://www.sonic.net/~rknop/Omar/fudge/FudgeSRD/node13.html#SECTION001323500000000000000

"...the characters Health attribute drops one level for each use..." [and] "... is regained by

resting 15 minutes."

10) Azrath is ready to perform a magical feat.

For each feat, the player should describe in detail what effect they want to achieve.

10a) The GM sets the difficulty level for the skill (more complex equals higher difficulty)

10b) the more powerful the effect, the more power points are required

10c) the more complex, the more time is needed to prepare the spell

10d) modifiers may be required (bonus or penalties).

11) Once that is all set, the GM determines the results (the greater the success, the closer to

the desired results of the player the spell achieves).

12) ... and performing magical feats have other modifiers as well as setting-specific elements,

such as using props that are destroyed in the process of casting.

http://www.sonic.net/~rknop/Omar/fudge/FudgeSRD/node13.html#SECTION001323600000000000000

10) Once all of this is known, the GM can determine results:

http://www.sonic.net/~rknop/Omar/fudge/FudgeSRD/node13.html#SECTION001323700000000000000

11) ... and is encouraged to keep spell lists

http://www.sonic.net/~rknop/Omar/fudge/FudgeSRD/node13.html#SECTION001323800000000000000

... of which two are given in the SRD:
http://www.sonic.net/~rknop/Omar/fudge/FudgeSRD/node13.html#SECTION001323900000000000000


12) And here, finally, is a direct link to Azrath:

http://www.sonic.net/~rknop/Omar/fudge/FudgeSRD/node13.html#SECTION0013131000000000000000


Some examples for Azrath, who has skills in Elementalism, Wizardry, and Artificing.

Magical combat example: Azrath vs. the Troll
http://www.sonic.net/~rknop/Omar/fudge/FudgeSRD/node13.html#SECTION00131417000000000000000


If the troll poisons Azrath, he could cure himself:

Using an example from "50 Magical Spells", if he wants to Cure Poison (5 Power Points), the only

way he can get to those 5 power points is to put in 2 more points beyond the first two.

Difficulty starts at Fair, so two more points beyond that makes it Great difficulty. Azrath
already has Good Willpower so he should make this roll easily.


If Azrath needs to take something from the Troll, he's in more trouble.

This adventure has two parts: either get something from the Troll living under the bridge, or

drive it away. Either way, Azrath is facing something big and strong but none-to-bright.

Azrath can't cast a Sleeping spell on the Troll, because that is more a Mesmerism or ESP spell

(mind affecting mind).

Azrath could cast a Targeted Fireball (see sample spells in the SRD), but the Troll is a huge,

massive creature (Scale +3). Using the sample spell, Aztrath would have to put more power and

time into the spell. This is possible if Azrath were to carefully sneak up on the Troll, spend

some time concentrating, the cast his spell.

This leads to another interesting idea: he might be able to use his Elementalism to walk quietly

through the woods, sneak up to the Troll, and take something from it.

Why go through that trouble? Must be an adventure goal.

Another possibility is that Azrath can create magical artifacts. Creating a +3 weapon to give to

his Fighter friend is possible. As per the rules, he could magically enchante a sword over time

with the help of a local blacksmith, as Azrath does not have sword-making skills.

Azrath could also create a vessel that holds Mana, creating a battery to draw off Mana to power

spells. If he creates that ahead of time, he could create a very powerful Fireball indeed.

With his Wizardry skill, Azrath could first gather mana to give himself more Power Points, but

he still can only control 2 at a time. He would need some advance notice for this feat.

How long do you think a mage should be able to "Hold" a spell?

Finally, with Elementalism, he could try controling the wind to create a powerful tornado.

Perhaps transforming the element of Earth to Mud around the Troll, to make it sink into the

ground (or make its living quarters uninhabitable)?

A related idea: control the plants to hold the troll?

Alright, let's try some of those descriptions as spells:


"Mud Pit" or "Earth to Mud" (usable with skills of Elementalism, Kineticism)
Difficulty: Fair
Power Points: 1 (more for larger and/or deeper mud pit)
Time: 1 combat round (3-5 seconds)
Materials: some mud in hand (for sympathetic magic)
Description: Turns a small area into a muddy puddle at lower levels. Higher degrees of success

(or more power points), would turn larger areas into mud, or create a precise, muddy pit. Used

instantaneously in combat, victim may need to roll against an agility trait to stay standing.

"Windy Bad Smell" (Elementalism, Kineticsm, Sorcery)
Difficulty: Mediocre
Power Points: 1
Time: 1 combat round
Materials: magician must be able to blow through pursed lips, however slightly
Description: This is basically a bad smell. Used with Artificing, could create a permanently

bad-smelling area until dispelled by another magician. (Use the final success of the cast spell

as the difficulty level for the other magician.)

"Tangle Weeds" (Elementalism, Kineticsm, Shamanism, the black arts?)
Difficulty: Fair
Power Points: 2 or more
Time: 1 combat round or more
Materials: a fresh weed stem, long and flexible, tied into a knot
Description: Causes the plants around a person to tangle up in their feet. At higher difficulty

levels and more power, could possibly hold a person in place, or even strangle them once they

are held.

"Walk Quietly Through the Woods" (Kineticsm, Shamanism, ESP, others possible)
Difficulty: Fair
Power Points: 1
Time: 1 combat round or more
Materials: Soft quiet shoes or simply bare feet
Description: Instead of levitating the magi above the ground, the causes the underbrush to "be

quiet". If the magician steps into a pile of leaves and twigs, those materials themselves do not

make noise. Failure of this spell may mean a little noise to a sudden loud *SNRAPPCRACK* as you

quietly sneak along.

An interesting variant: cause the sounds that you *do* make, to sound like *other* sounds.

"Sleep" (may require ESP to affect another mind. Azrath does not have ESP skills)

-J.Tim
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cjh
Fudge Forum Member


Joined: 22 Mar 2006
Posts: 61
Location: St. Pete Beach, FL

PostPosted: Thu Aug 21, 2008 1:00 pm    Post subject: Reply with quote

Great post! (Sorry that I never noticed this before now...for some reason I never got a notice of this being posted even though I am supposed to).

One thing that is different, I change the number of points that a character gets from the Scholarly Magic gift, doubling them. I just never felt that under the original rules magic using characters got enough points to be really effective spell casters. Plus, my partner at Seraphim really likes magic in his games.

Thanks for posting this!
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Seraphim Guard
http://www.seraphim-guard.com
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hector2020
Fudge Forum Member


Joined: 10 Nov 2009
Posts: 2

PostPosted: Tue Nov 10, 2009 12:58 pm    Post subject: Reply with quote

Four-by-Five Magic is a system similar to The Gramarye. You might use this system instead of The Gramarye, not in addition to it. Four-by-Five Magic derives its name from the Four Actions and Five Realms. In this sense it is similar to The Gramarye, but instead of buying individual Actions and Realms as skills, you can only buy Spells from the resulting twenty combinations of Actions and Realms.
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Knaight
Fudge Forum Member


Joined: 19 Aug 2007
Posts: 439
Location: Ft. Collins CO, USA

PostPosted: Tue Nov 10, 2009 10:03 pm    Post subject: Reply with quote

Four by Five is really nice, simply because of how many spells you get with minimal skill investment. Six skills put in magic can generate 9 spells, 8 can generate 16, and there are only 20 anyways. Still it does eat up just a bit more than many of the SG systems.
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hector2020
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Joined: 10 Nov 2009
Posts: 2

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