Magic in Rapture


Putting a little crunch in Rapture's magic system…

For those of you who are familiar with the Rapture-powered TTRPG, Dragontown, magic plays an interesting role thematically within the game. However, in terms of straightforward mechanics, the magic system needs a bit of work. For the upcoming Rapture core rulebook, labeled the Big Red Ugly Edition, magic has a bit more crunch than previous renditions of the system allowed.

Much like skills, spells are purchased using a dice ladder system: d4, d6, d8, d10, d12, d20, and 2d12. The higher the dice number, the greater your chances of securing success (or even complication) when a spell is cast. Also note: Spells require players to spend fatigue points, which are reset using “Catch Your Breath” or sacrificing health or sanity points, with the exchange being 2 health or sanity points for ten (10) new fatigue points.

Below, you will find a list of ratings for spellcasters. When a spellcaster wants to purchase (say) a spell called Tangled Fates, they must start by purchasing it at d4, which costs ten (10) XP to do so. The ladder must be followed to make this a spell that has a higher chance of success.

  • d4 - Emerging: 10 XP
  • d6 - Developing: 40 XP
  • d8 - Proficient: 150 XP
  • d10 - Expert: 300 XP
  • d12 - Master: 1,200 XP
  • d20 - Legend: 2,500 XP
  • 2d12 - Demigod: 5,000 XP

Spellcasting follows the RULE OF THREE:

  • Before discussing what the rule of three entails, it is best to remember that dice rolls plus modifiers cannot exceed thirty (30), i.e., the ceiling. Thirty (30) is the ceiling for dice rolls plus added modifiers. One (1) is the absolute lowest dice roll and added modifiers can dip to, which is known as the floor.
  • With that in mind, rolling (and adding modifiers) between one (1) and three (3) is considered a failure.
  • Rolls between four (4) and nine (9) are considered complications, which means there is some element of success, but this success is marred by serious obstacles. Any roll ten (10) or higher means success has been achieved. 
  • A dice roll (plus modifiers) of twenty (20) means a double success, and a dice roll (plus modifiers) of thirty (30) means a triple success.

Anatomy of a Spell:

Spells have five (5) key elements, and they are as follows:

  1. Name of the Spell: Offers some insight into what the spell might entail.
  2. Description: Offers a short, one- to two-sentence breakdown of what the spell does.
  3. Failure (1–3): Offers a description of the kinds of events that happen if the spellcaster fails on their spell roll.
  4. Fatigue Cost: This section of the spell offers how much the spell costs to cast, in terms of fatigue. This cost may be between 1 (lowest) and 30 (maximum).
  5. Materials Cost: Explains the materials needed, on top of spent fatigue, to cast the spell correctly.

A Note on Fatigue Points:

Players begin the game with ten (10) fatigue points, which are added to when the player’s character levels up: Levels 2 (10+d4), 4 (10+d6), 8 (10+d8), 12, (10+d10) 16 (10+d12), and 20 (10+d20). Fatigue points are a fungible asset, meaning they deplete with use, but they also replenish during certain periods of time within the game, such as “Gasping,” “Catch Your Breath,” or “End of Day.” Players can sacrifice two (2) health or sanity points to regain an additional ten (10) fatigue points when they need them most.

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