"Go to the sign of Marvel's Axe, a dubious inn on the edge of the Thieves Quarter, in the City of Greyhawk, and look to your own wrist. If you perceive a bracelet and dangling dice, watch for the next throw in the war between Law and Chaos and be prepared to follow the compelling geas." -Signal
Saturday, March 3, 2012
Magitech, Learn by Experience
Since I started this blog to post images of my collection and write a little blurb on them I am not sure why I am feeling guilty about not being able to say more about the Amazing Engine products but I am. With that admission out of the way let me go on to say that this is the third product in the line I have spoken about and it is also the one I know the least about so far.
Part of the reason for my lack of knowledge may be as simple as the cover. I have never liked the silliness of the cover for some reason. As a result I have never been compelled to pick it up and read it. I recall this being in a lot I purchased off eBay as I know I would never have gone out of my way to buy it. I know you are not supposed to judge a book by it's cover and all that but what can I say.
In looking for something to base what I would write about for this I find that the "book and it's cover" may be true on this one. It supposedly has a fairly nice magical system built into it. Other than that it very much to me sounded like TSR wanted to come close to the Shadowrun setting without the back story. That is just me taking it at face value from the blurb on the back. I have a vision of Shadowrun in middle America for some reason. In the end I may have to dig this out or buy another copy just to take a look over the magic system.
Published: 1993
Pages: 128
From the back cover:
"The world of the Magitech Game is Earth in the 1990s -- with a few twists. Magic has long been recognized and studied, so that normal technology is stunted, and magical items are commonplace modern conveniences. Other intelligent species evolved with humankind, and now elves run a powerful Central American nation, minotaurs govern the nation of Texas, and intelligent reptiles control Southeast Asia. European colonization was halted by native magic, and nations of Africans and Native Americans were established long ago, and remain powerful today.
While most people lead normal lives, going to work and school, others choose a life of adventure, exploring the ruins of a Europe devastated at the end of World War II, searching for treasure in the jungle temples of a Venus colonized more than a millennium ago, or facing the adventure of modern, magical civilization.
Spell:
Learn by Experience
Level: Sixth
Range: None
Duration: Instantaneous
Area of Effect: Caster
Components: V,S
Casting Time: 2 Segments
Saving Throw: None
When this spell is cast the magic user will sacrifice experience in order to learn something of their future. The sacrifice in experience must be something that is meaningful and there is no guarantee of what the caster will find.
When the spell is cast the magic user will lose a base of 1% of their total experience. They will then need to sacrifice experience to determine how far in the future they will be able to travel. The cost will 6000 xp per round that they want to explore. The caster will need to make the declaration when the spell is cast. Once this is made the DM will need to pull the player aside play out the time period in question alone. The play will continue until the time period specified is reached or the caster dies in the walk through.
Anything that happens during this time period will not really occur when it is played out in the walk through. Once the spell is ended the same events may occur provided that the caster directs the events exactly as they happened in their walk through. Changing very minor events will not alter the experience provided the timing stays the same but events that might attract attention of others and anything affecting the timing could alter the experience.
In addition to the loss of experience the caster will age a minimum of one year with the casting of the spell. There is a 1% cumulative chance per round explored that the aging will become 1 year/round. The sacrifice of experience must be from a pool that is being used towards advancement in levels as well. If the caster is at their maximum experience level their experience point total will be reduced as if they had been at the maximum point total for that level and nothing higher.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
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1 comment:
It's actually far weirder than Shadowrun, it's got ERB style stuff along with fantasy alt-history. Have a try!
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