Non-Skill Based Sorcery for Classic Traveller
Sorcery in Classic Traveller
Magic in skill based games can quickly lead to feeling very gamey-y due to escalating skill levels completely negating other parts of the game. There are some decent to good 2d6 Traveller magic systems out there that treat magic as another skill to level and grow. My proposed magic system is a bit different and takes no small amount of inspiration from Troika!
Sorcerey
Basic Rules
A character's Endurance acts as their resource for casting. Each spell has a Wounds cost ranging from 1 wound to 1d6 wounds and so on. To cast a sorcerer declares which spell they are casting during their attack phase. Wounds are rolled AT THE END of the round, meaning a wizard could cast a spell but then fall unconscious as the round ends.
A wizard may only learn as many spells as their Intelligence + Education.
Each spell has a wound cost, a speed to cast, and the range it can be used at. Spells marked as Channeled are able to be sustained over rounds for enhanced or prolonged effects until the sorcerer receives wounds from an attack, not their casting cost wounds, or breaks concentration.
Ritualistic Killings (thank you Carter)
If a ritual site is prepared and a sophont is slain by the sorcerer they may add their Endurance as a pool to cast from for 1d6 days. Ritual sites take 1 week to prepare and cost 20kcr in materials.
Learning New Spells
Spells are not given out at character creation. Sorcery is in the world and must be hunted down. Alternatively a player may attempt to write a new spell. Each month of scribing costs 100kcr. After a month the player may throw 2d6 adjusted by an relevant DMs and on 12+ they have scribed a new spell, on a 16+ their sorcerous lab attracts the attention of a patron. A failure gives the next attempt a +1 DM.
Some DMs for spell research could be:
Valued Assistant +1
Arcane Materials +1
Corpse of a Powerful Sorcerer +2
Through play a referee will encounter situations that need new DMs to adjudicate and they should feel comfortable ruling with what makes sense.
Spells for Aspiring Sorcerers
Baron's Grasp
Cost: 3
Speed: Instant
Range: Close - Medium
A trumpet blares, the horses whinny, the lords are here to seize order. 3d6 foes must throw 8+ or be stuck in place by the summoned Nobles for 1d6 rounds. Attacks against are made at +3 and attacks from ensared foes are made at a -3.
Heat Wave
Cost: 2
Speed: Instant/Channeled
Range: Short-Long
A blast of intolerable heat buffets a person at close/short range. Each round the spell is sustained deals 1d6 wounds to the target cumulatively, so if it is channeled for three rounds 3d6 wounds are dealt. On a throw of 14+ the target erupts into magical fire that can not be extinguished for 3d6 rounds.
Walkway
Cost: 1
Speed: Instant
Range: All
A 100m bridge of light is summoned forth from the mind. The bridge can withhold weights up to 2 tons. The bridge fades after 1d6 hours. If attacked the bridge shatters into strands of light after receiving 30 wounds.
Mind Bullet
Cost: 1d6
Speed: Instant
Range: Close-Medium
A horrible ball of violet slides out of the eyes of the caster. It unerringly hits a single foe for 2d6 wounds.
Tears from Stone
Cost: 4
Speed: 10 minutes
Range: Close-Short
Through intense focus and the shifting of the minor intricacies of matter, the caster turns a 50m diameter sphere of stone into a source of potable fresh water.
Bastard's Armor
Cost: 1
Speed: Instant, Channeled
Ranger: Close-Short
A veneer of plastiline glass coats a target of the caster's choice providing them with the benefit of Reflec Armor. If the target moves out of range the spell effect ends. Any attacks that hit the target shatter the armor instantly.