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  • Creating a character
    …to buy regular Skills (with numerical levels, e.g. Stealth, Seduction, Air Magic and Punching) and Lores (binary skills, ones you either have or don't have… …wise encumbered, but high Agility is a good idea for a character who is a "light-and-quick"-style fighter or a sneak thief (or both).
    42 KB (7209 words) - 10:33, 21 December 2010
  • Strong Magic
    …ve Advantage that applies to a subset of the Spells available in the Spell Magic system, making some spells cast by the character more powerful. Most often… …e chosen, or even a Category, or else Very Strong Magic (VSM) for a single Realm at great expense.
    25 KB (3878 words) - 11:49, 7 May 2011
  • Design Notes for the Spell system
    Sagatafl's spell magic system differs starkly from many other fantasy RPG magic systems, in that a character's power is in no way measured by the ''number… …g. Fire Bolt III), then he can ''attempt'' to cast it, but unless his Fire Magic Skill is ''a lot higher'' than 1, the person he is threatening has nothing…
    10 KB (1713 words) - 05:31, 26 January 2011
  • Shadow Magic
    … and suppressing light sources (the Realm of Light Magic can also suppress light sources, but this requires higher level Spells), and Summon and Dominate S… …st be emphasized that there is ''no moral or ethical'' component to Shadow Magic. It is simply the manipulation of shadows in various ways, in the same way…
    3 KB (387 words) - 10:01, 8 April 2012
  • Light Magic
    …ter - it can do the same with lower level Spells), and Summon and Dominate Light Elementals. Summoning a [[Light Elemental]] should be done inside a [[Pentagram]], for safety, and the Sum…
    4 KB (555 words) - 10:01, 8 April 2012
  • Old deleted Spell Categories and Realms
    …s from Sagatafl's magic system, in the hope of making the existing Spell [[Realm]]s easier to understand. …Wizard magic that gave access to some Realms, and Clerical/Divine/Priestly magic that gave access to some Realms overlapping with the first ones.
    12 KB (1952 words) - 13:41, 20 January 2011
  • Realm Pair
    …. with a Focus, at a cost that is lower than the sum cost of boosting each Realm separately. …Strong Magic trait (this reminds The Designer that Spellcasting Talent for Realm Pairs must also be discounted), and likewise characters are encouraged in …
    7 KB (1234 words) - 00:19, 28 April 2011
  • Elemental
    | 6 || One Elemental Prince<br> (Very Strong Magic ''only'') || - ( - / 40) || 10 || 3 || Yes || 2d12 * One Elemental Prince (Very Strong Magic ''only'')
    7 KB (1121 words) - 17:07, 18 May 2011
  • Sagatafl FAQ
    … non-gamelable experience point system. That there were rules for creating magic items, rather than having these come into existence solely due to GM fiat … … fashion, that one way a character can express his individuality is in the magic item(s) that he creates for his own use, according to his personal needs a…
    17 KB (2976 words) - 09:21, 28 October 2011
  • Major Changes
    * '''Name changed from "FFRE" to "Sagatafl - the Free Fudge-light Roleplaying Engine".''' …the Archmage Point, introduced, to make it more expensive to have multiple magic-enhancing traits, but removing the need to have any "you may only purchase…
    22 KB (3608 words) - 22:05, 22 March 2014
  • Temp luck traits
    …e event does not have to be very plausible, but it must be well within the realm of the expectable. Something that could have happened. …uite plausible; it can't be something that makes people stop and wonder if magic has been worked, if there is a psionicist hiding in the corner, or similar…
    12 KB (1970 words) - 10:16, 8 June 2012

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