Magic Gurps Rules2

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Rules for GURPS magic.

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M:tG GURPS

The setting is based on invasion block with the alteration that newwalkers and oldwalkers coexist, which is not the case in the canon. You play a newwalker who is, for whatever reason, on Dominaria as Rath begins to merge with it.

In addition to a 250 point template, you have 100 points, and may have 100 points in disadvantages. Reducing stats is not advisable, but such reductions do not count against disadvantage cap.

Please contact me about any rulings.

races- you may be any sentient being that was conceived and born by a natural means. For the vast majority of such beings, this would mean your parents had intercourse and you were born/ your egg was laid six months to two years later. Treefolk, and some strains of thallid may be sentient, both of which start life as unintelligent sessile forms and later become aware and active. However zombies, constructs, phyrexian-style cyborgs, and many types of vampire cannot be planeswalkers. Esper style cyborgs CAN, because they are biological beings with mechanical parts, rather than non-living beings with biological parts recreated in a synergetic way.

However you should not have a character less than 3 ft tall or larger than a centaur. Sm-1 to SM +2, unless you can change size to a size that can interact with human size society.

You receive the following advantages for free-(this increases your point total by 250

Unusual background 10pts.Jumper (world) 100pts.Six levels of Magic. 60Pts. (special advantage)Thirty points worth of mana bonds (see below)seven spells (see below) (35)15 points to be put towards social advantage(s) (this may include Animal empathy or similar)

special advantages-Magic- This advantage comes in six levels and you must choose a specialization (WUBRG) when you take it. Each level allows you to cast a spell with a CMC of that much or less that can be cast with mana solely of that color. It also allows you to have that many mana bonds online with places that produce mana of that color without risking manaburn. If you have six levels of magic, colored mana symbols no longer count against the CMC cap.

Versatility- This advantage comes in three levels. The first costs 5pts, the second 15, the third 30. You The amount of pts spent on this is cumulative, so to have verstility 2, you need pay only 15 pts. Level one grants you magic equal to your magic level in a second color. The second allows a third. The third level grants all five specializations of magic, removes the possibility of mana burn, and allows you to cast and learn any spell, even those you cannot cast with any combination of lands you have bonded with.

Special abilities-spells-you may choose access to a set of three spells for five points.You normally have seven cards in your starting hand, with all other cards in your library. The combination of your cards availible to you at the beginning of each encounter is decided by a random card generator the GM will create for the purpose using online tools.All lands you have access to are available ton you at all times and do not count against your hand.

A point of damage is equivalent to 1 HP, every three becoming 1d6Poison damage reduces ST and HT by one, which will reduce HP and FP by at least 1 each. But not speedMill effects deal damage to speed and IQ, recucing also will, per, Tutor effects add to your hand any spell effect you have seen or otherwise directly witnessed, with an option to immediately buy it to include in your deckfor two points.Wish effects grant you the ability to tutor or learn any appropriate spell or, possibly, land.Scry and other library manipulation effects work as normal, consult the GM for partial knowledge f your card generator.Recursion effects that return spells to hands function as tutors that can only work on spells you already know (you may purchase additional copies of a spell in this manner, but this option is open between scenes in any event.)Resurrection spells target actual corpses. You might be able to substitute this card for the card you rezzed. (summoned beings are constructs, in most cases, though, so you wouldn't lose access to a creature if it takes a terror to the face)You may use equipment and cast combat buffs on yourself.

Ripple is forbidden due to smaller deck sizesStorm counts all spells, activated creature abilities that cost mana, and a few other things.Recover works like this- you can return it to your hand whenever a creature dies.

Phyrexians and most phyrexian mana costed spells are disallowed.Eldrazi are disallowed.Zendikar Vampires shouldn't be available, though it can be justified with a good backstory.

All sets after Legends are legal, a few earlier cards might be available at a special cost.

You may not have multiple spells with the the same name, other than relentless rats and similar cards. Relentless rats is special in that if it comes into your hand, it remains there even if you cast it, though it might still be discarded as normal.

Legends are usually not available, except as allies. If you have a Legendary ally, they can't must meet GM approval, and they are your commander ala EDH. This restricts your color choices, but allows you to have a 75% minion ally without the extra cost for minion. Kamigawaa cards may be used as commanders or regular creatures. You must be able to cast the card the legend represents, which allows you to resurrect or transport your general. Tuk-tuk may be in his golem form and any seemingly weak legend may have numerous skills to counteract this seeming lack of utility. Generals may have Magic, and you may give them mana to charge their abiliies. They may affect creatures and spells you use as though they are their own, and vice-versa.

Non-creature Artifacts are not castable as spells, they are advantages with gadget limitations. You must activate each with a fatigue point. Base cost is +150% of a land of comparable rarity, or the cost of stattting out the power, whichever is lower.

You may not have PW's as allies, though you may have a powerful oldwalker as a patron.

Lands-you forge a bond with a piece of land and be able to withdraw a portion of its power each turn if you activate that bond. Basic lands cost 5 points. Snow lands cost seven points. Common nonbasic lands cost ten points. Uncommon lands cost 15, rares- 17, mythic lands (counting as the alpha duals and other broken rares from early sets cost 20. Eye of Ugin is unlikely to be useful.)

rules-

Combat with magic- Spells count as a physical attack, and rules and advantages linked to physical attacks may be applicable. The most obvious is extra attack, which would allow PW's like Garruk or Gideon to use their melee skills while casting. Counterspelling is a standard parry action, as are any instants used during another character's iniative. You may buy extra parry-instants. Activating abilities of permanents that have do not target is a free action.

Full on attack/defense- (usually red blaster types) may use full on attack in conjuction with casting for one of the following effects- increase any save in conjunction with the spell they are casting, Increase damage of a spell, reduce the target's dodge score by 2 if there is a dodge , or generate two additional mana of a color they have active to cast a spell with multikicker or X in its casting cost. These same options are available to parries with a full-on defense. If you have devoted a action to parrying, you may cast spells for until the beginning of your next turn. If you use either full attack OR full defense, you need not pay fatigue to cast multiple spells.

Special actions- When your turn begins you may activate a mana bond as a free action. You may cast a spell as a standard attack, you may cast additional spells at the expense of one fatigue per each previous spell. You may spend fatigue to activate artifacts as a free action.

You do not need to roll to hit with a spell. Most hostile spells allow a dodge attempt, however. Those depicting an attack that cannot be dodged, such a electricity, almost always allow a resistance roll. The save is opposed: your will or HT (whichever is higher) versus the most logical stat of the target, modified by the CMC of the spell and the CMC of the target. A PW's CMC is considered equal to the amount of mana they have active.

Other rules

Once activated, a mana bond remains online for sixty seconds. You may not draw on your full power unless you are experiencing a fight-or-flight response.

All summoned creatures disappear after sixty seconds unless you pay mana equal to the amount of active summons times the time in minutes you have had at least one active summon without interruption.

When a card would be put into your graveyard, it goes to the bottom of your library.

Enchantments remain out there in the world unless you dismiss them, or they are destroyed.

The first time a caster is uses a spell, a d6 is rolled. In that many rounds, each caster draws a card.

If a you have mana available at the beginning of your turn in excess of your level of magic in the color of the mana, you lose HP equal to that amount. (thus land that doesn't produce colored mana, or that doesn't have a colored mana symbol, does not count.then draw an additional card if you have an empty hand.

Reginfred Styrson ("Reg" for short,of course)

Stats

14 IQ (4 x 20= 80 points)13 Dex (3 x 20 = 60 points)10 Str14 Ht (3 x 10 = 30 points + 1 free level)Total: 170/200

Advantagestenureclaim to hospitality (racial template+5)social rank +1 (10) versatility(new advantage) Mana links 6 (new advantage) spells 7 (new advantage)
Disadvantages

Compulsive Liar-15Dreamer (-1 to long task because I think about it)-1Alcohol intolerance -1Dependents (students)-10Impulsiveness -10Noisy (from clanking of worn artifacts x2 = +4 hear me/-4 stealth)-4Selfish-5Low Empathy-20

Skills

History (ancient level 16) 12History (World: dominaria, level 12)1Archaeology (lvl 14)4Hidden Lore (cosmology level 12)1Hidden Lore (repairing artifacts level 15)8

Total:26