Here is my first draft of my Magic rules for my 5150: NB mod, 5150: Shadowrun, any feedback would be very much appreciated!
MAGIC
A Star or Grunt can be a magic user.
New Skill: Magic
(Chose the same as "How Proficient in Skill" pg 12)
If Magic = 3 or greater then the character is a full magic user (can cast spells)
If Magic = 1 or 2 then the character is an adept (no spells, uses magic similar to enhancements)
Every enhancement reduces the maximum magic skill by:
Enhancement Magic Skill Max
1
REP
2 REP -1
3 REP -2
4 REP -3
5 REP -4
6 REP -5
And the magic skill die pool for checks by -1D6. When magic die pool = 0 then the character can no longer cast spells or use adept powers.
For example, a magic user with 2 enhancements will have a max magic skill of REP-1 and a penalty of -2d6 for all magic skill rolls.
Spells: (All spells require LOS).
Spells are selected from "Item" pool. A magic user can have a max number of spells of REP/2.
Direct Damage (e.g. Mana Bolt)
Area Damage (e.g. Hellblast)
Illusion (e,g, Invisibility)
Conjuring, Summoning (summon a spirit, basically allows to generate a grunt)
Protection (e.g. Bulletshield)
Counterspell, dispell
Movement (e.g. levitate)
Detection
Health
Manipulate (e.g. charm)
To cast a spell:
Choose spell force: +3D6, +2D6, +1D6
+3D6: after spell is cast (whether successful or not) take a magic skill vs. recover from knockdown test, treat 0D6 as 1D6
+2D6: after spell is cast (whether successful or not) take a magic skill vs. recover from knockdown test, treat 0D6 and 1D6 as 2D6
+1D6: no extra test needed
Roll Magic Skill + spell force
Pass:
0D6 - Spell casting fails
1D6 - Spell minor effect per spell description
2D6 - Spell major effect per spell description
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Next up, spell descriptions!