2013-11-13

Concert Casting of Spells

In the Legend fantasy roleplaying game, magical practitioners can accomplish far more powerful effects when working in concert than they can do on their own. Even two practitioners, such as a Master sorcerer and a single Apprentice, can accomplish much more together than even the Master.

The following is a description of concert spellcasting as posted to the Mongoose Publishing forum today.

Concert Casting

For all the vaunted powers of the various types of magic, there is only just so much that magical practitioners can do alone. A single practitioner of Common Magic could use Heal on but a single injured person; if there was a tragic accident, with many injured patients, that lone practitioner would only be able to heal a very few patients before spending every last available Magic Point. A sorcerer may be able to enchant a single Greatsword with significant power; but even the sorcerer would be hard pressed to enchant something as big as a galleon, a tower or an entire city in a single enchantment.
It is possible for groups of people, united in common purpose, to cooperate and raise energies to power spells on far greater scales than can be achieved by a solitary practitioner. This is achieved through concert casting.

Acting In Concert

A concert-cast spell requires multiple participants - at least two. A shaman and his fetch could cast a concerted spell; as could a sorcerer and an Apprentice, or even a Familiar. The more participants, the larger the scale - and the higher the potential risks of failure.
Concert casting requires the Concert skill:-

Concert (INT + CHA)

The Concert skill allows a group of two or more casters to pool their magical skills together in order to create a spell of greatly augmented effect. To form a concert every contributor must know the Concert skill and one member, usually the participant with the highest Concert skill, must be designated coordinator of the gestalt.

Forming the Concert

Each participant must have Concert skill in order to form the necessary gestalt (group mindset).
The concert takes one minute per participant to form. The coordinator must make an unaugmented Concert skill roll to form the Concert at the end of that time period. The haste modifiers from Legend Core Rulebook, p. 39, may be applied by the coordinator. All assisting participants add the critical scores of their Concert skill to the coordinator's skill roll, as per "Assistance," Legend Core Rulebook, p. 44. Player character participants (who are not the concert leader) who succeed in a Concert roll may double that contribution.
Once fully formed, the gestalt may then invoke spells or spirit combat as needed using the normal times for those activities. Thus a sorcery spell cast by metaconcert takes the same length of time as a solo sorcerer requires.
Whilst joined in concert, the attention of each member is fully engaged in maintaining its metaphysical structure. Participants cannot move; and even perception rolls may be subject to situational penalties as desired by the Games Master. This vulnerability is a serious weakness. Most metaconcerts are usually well guarded against assault or interruption; it is very rare to see a concert spell being cast out in the open, exposed, particularly in the midst of hectic activity such as on a battlefield.
A metaconcert can only use high magic known to all of its members. Thus the participants must all have the same Common Magic skill and the same spell; have Pact skill dedicated to the same god; know the same Grimoire, or be brothers to the same spirit tradition - since they cannot otherwise perform the same specific miracle or spell. This synchronisation is a fundamental part of cult training. Two wizards who both knew the same spell, but from different Grimoires, could not coordinate themselves due to different philosophical approaches.
Every magic the concert performs costs the members either Magic Points or prepared miracles. Running out of either causes that participant to be unable to further contribute to the metaconcert, removing them from the gestalt.
Although metaconcerts operate by combining the magical skills of their members, the overall success or failure of the concert depends on the ability of its coordinator. Each magical effort, be it a spell or initiating a spirit combat, requires the coordinator to roll against an un-augmented Concert skill. If used to cast a spell with the Resist Trait, it is this dice roll which targets must roll against to avoid the magic.
Critical: As for a success, and in addition a miracle is not placed beyond use, spells consume no Magic Points and the first attack of any spiritual conflict is unopposed.
Success: The concert manages to retain its cohesion, the magic is cast or spiritual conflict begins. [Common Magic/Sorcery] Every participant spends 1 Magic Point: the coordinator spends the normal amount of Magic Points he would spend if he were casting the spell solo.
Failure: The concert collapses and nothing is achieved. [Common Magic/Sorcery] All participants spend 1 Magic Point.
Fumble: The concert collapses and something very bad happens. Roll on the Mishap table from Arcania of Legend: Blood Magic, p. 65.
Once the concert ceases, any spells cast by the gestalt expire. Likewise, any entities under the domination of a metaconcert are released from control once the concert ends, unless bound in some way.

Maximum Group Size

Concert-cast spells allow for magic to be cast on a far greater scale. The exact scale depends on the number of participants, and the strength of the concert formed. Concert skill imposes a maximum limit on the number of possible participants, depending on how skilled the concert leader is in getting groups of people to form gestalts.

Concert Skill Level
Skill Range (%)
Maximum Concert Size
Novice
01 - 25
1 x CHA
Competent
26 - 50
2 x CHA
Professional
51 - 75
5 x CHA
Expert
76 - 100
10 x CHA
Master
101-125
25 x CHA
Grandmaster
126+
50 x CHA
Prodigy and above
each +25%
+50 x CHA

Games Masters might want to expand this scale even further, to characters whose Concert skill is 176+, 201+ and so on; each such step increases the maximum concert size by an additional +50 CHA; thus, a nearly-immortal lich king with 19 CHA and 201 Concert skill could potentially gather a vast flock of devoted followers to form a gestalt - up to 3,800 participants at one time.

Large Scale Gestalts

Big gestalts, paradoxically, form more quickly. The time scale above - one minute per participant - only applies to groups of up to three times the coordinator's CHA, maximum. The lich king above would require almost an hour of chanting to bring a group of 57 participants into the fold.
The Games Master can rule that groups much bigger than this simply form the requisite gestalt mindset in a standard one hour time period, regardless of whether the mass concert is sixty strong, six hundred strong or six thousand strong.

Expanding Scale

Common Magic

All participants add their Concert skill totals together. All participants also add their Common Magic skill totals together. The lower of these two scores is used to determine the Scale of the effect. The Scale is equal to the critical range of the accumulated score, whether Concert or Common Magic.
The effect of concerted Common Magic can be applied in one of two ways: to increase its Magnitude, or to increase the number of targets affected by a single casting. The caster must choose how to apply the effect at the time of casting.
Used to increase the Magnitude of a spell with the Progressive trait, the effective Magnitude of the boosted spell is equal to the Scale+the Magnitude of that spell known by the coordinator. Used to affect multiple targets, consult the table below.

Coordinator's Concert Skill Range
Maximum Targets
Novice
Coordinator's CHA x Scale
Competent
Coordinator's CHA x 5 x Scale
Professional
Coordinator's CHA x 10 x Scale
Expert
Coordinator's CHA x 50 x Scale
Master
Coordinator's CHA x 100 x Scale
Grandmaster
Coordinator's CHA x 500 x Scale

and so on. All targets must be visible to the coordinator.

Divine Magic

The skills used to determine the Scale of the Divine miracle are Concert and either Lore (deity) or Invoke, depending on which system of Divine Magic is being used. Again, the Scale of the effect is equal to the critical range of the lower of the two accumulated totals.
As with Common Magic, the Scale is added to the Magnitude of the Divine miracle being cast by the coordinator. Divine Magic, however, also has the potential to turn a spell which affects one individual only into an area effect spell with an effective radius equal to 10 metres x (Magnitude + Scale). Spells which are already area effect in nature have their effective radius automatically multiplied by the Scale.

Sorcery

The skills used to determine the Scale of the Sorcery spell are Concert and Sorcery (Grimoire), with the Scale being taken as the critical range of the lower of the two accumulated totals.
The benefits of Scale on Sorcery spells are:-
- Where a spell affects a maximum characteristic equal to three times the Intensity, the Scale is added to this total (so, for instance, an Intensity 4 spell which only affects a maximum SIZ 12 could affect a maximum SIZ 23 if cast with a Scale of 11;
- The Scale affects other factors of the spell which are dependent on the Intensity, such as the rate of healing of a Treat Wounds spell, or the radius of Glow, or the maximum Magnitude of spell affected by Neutralise Magic - these factors are multiplied by the Scale. So, for instance, an Intensity 4 Glow applied with a Scale of 11 can cast a light up to 44 metres' radius.
- All participants add their Manipulation factors to the coordinator's available Manipulation factors. The coordinator's own available Manipulation factors are multiplied by the Scale.

Spirit Magic

The Scale is determined as the critical range of the lower of the accumulated Concert skill or Spirit Binding skills. The Scale multiplies the maximum POW that the coordinating shaman can affect as per p. 3 of the free Spirit Magic supplement for Legend.
Thus, without Scale, a shaman with Spirit Binding 45% can only affect a maximum POW equal to three times the critical range of his Spirit Binding skill, or 15 POW; but with a Scale of 3, the concerted Spirit Binding skill can allow the coordinator to multiply this limit by 3, potentially allowing the group to bottle up entities with a maximum POW

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