d12 Magic, Sea of Chaos

Finally, I got the magic rules for d12 done!

This is the first part that deals with the source of all magical power in the universe, Sea of Chaos / Hyper Dimensions depending on who you ask (mages / psykers respectively).

Sea of Chaos

  • When magic is first used in a scene the current state of Sea of Chaos needs to determined
  • Determine height of waves
    • Wave height is straight bonus or penalty to spell casting roll
    • Wave height is determined from the table below
    • Height can be positive, negative¬† or 0
    • To accomplish this with dice take one die with the number of sides indicated in the table and d4 for phase
      • Read the main die normally, except the max value is considered to be 0
      • The phase die is read from the table below
      • Wave phase sign tell whether current wave height is bonus or penalty and asc/desc is needed when wave moves

Wave Phase

d4 Phase
1 Negative, descending
2 Negative, ascending
3 Positive, ascending
4 Positive, descending

Wave height

d20 Height
1-2 0
3-5 4
6-8 6
9-12 8
13-15 10
16-18 12
19-20 20
  • Determine speed of waves
    • Wave speed determines how often current wave height changes
    • Roll wave speed from table below
    • After each interval the wave height changes by one towards the direction given by the phase die

Wave Speed

d20 Speed
1 Once a year
2-3 Once a month
4-6 Once a week
7-9 Once a day
10-12 Once an hour
13-15 Once a minute
16-17 Once a combat round
18-19 Twice a combat round
20 Thrice a combat round

Random stuff in Sea of Chaos

    • Roll d6, on 1 there is random feature, roll table below

Sea of Chaos Random feature

d10 Feature
1 Thick sea, all Power(Channeling ) rolls have 1d4 penalty dice
2 Super flowing, all Power(Channeling) rolls have 1d4 bonus dice
3 Hyper active, all Power(Energy Manipulation/Control) rolls have 1d4 penalty dice
4 Docile flow, all Power (Energy Manipulation/Control) rolls have 1d4 bonus dice
5 Quickly dissipating, all Power (Energy Manipulation/Store) rolls have 1d4 penalty dice
6 Persistent, all Power (Energy Manipulation/Store) rolls have 1d4 bonus dice
7 Heavy, all Power (Energy Manipulation/Resistance) rolls have 1d4 penalty dice
8 Light, all Power (Energy Manipulation/Resistance) rolls have 1d4 bonus dice
9 Weak boundary, Spell Control checks have 1d4 penalty dice
10 Super dissipating, energy can’t be stored, all attempts automatically fail

Perceiving current state of Sea of Chaos

  • Mages won’t automatically know what the state of Sea of Chaos is before they start actually channeling
  • When mage uses Power (Channeling) skill he knows current wave height and possible bonus or penalty dice to channeling from random features, can still abort his channeling
  • All other random features become known when they apply to the mage’s actions
  • Mage can determine each different element of the state by spending one combat round in concentration (2 penalty dice to defense) and making successful Power (Perception) roll vs. 20, each degree of success allows mage to learn additional element of the state
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