I was asked recently to incorporate Magic into our MG campaign. I took a few ideas from Irminsul there. Here’s what I came up with:
Recruitment
Players may choose one of the following three skills instead of the one for which their mouse is naturally talented (tenderpaws can still take this and 1 other):
Fire Starter
Shadow Walker
Leaf Weaver
Note, that if you take one of these skills, your Mentor MUST be a magic user of the same skill. You may additionally choose to have your mentor stress this still in addition to the two counts of it you have already taken. For each level of this skill, the player gets +1 to their Magic Stat (see below)
Players who take Shadow Walker MUST take Deceiver.
In addition, if a player chose one of these skills, they MUST take the corresponding wise as one of their wise choices:
Fire-Wise
Shadow-Wise
Nature-Wise
Players who choose one of these skills have -1 to Circles as magic users are generally distrusted.
Players who picked one of the above skills must take Magic User as one of their Traits.
Magic and Your Stats
Magic is a stat like Nature, Health and Will, however, a player’s Magic stat can never be more than 7 - Max Nature. (ie. if a mouse has 3 Nature, then the most Magic they can have is 4). Each time a player uses a Magic spell (described below) they temporarily dock their Magic by 1 (even if the spell fails).
Magic can be replenished by resting for the night. Players may not replenish magic if they have any status ailments.
When testing for magic spells, always use the player’s skill (plus wises) not the magic stat.
Magic Spells and Abilities
Each of the three magic skills come with their own set of spells. Depending on how much magic you have left, you can cast different levels of spells. If the player runs out of magic, even their passive ability stops working. These spells are out-of combat spells only. (Combat spells will follow).
To cast a spell, test your skill (plus any wises) against the level of the spell.
Fire Starter
Level 1 - Small Fire - The size of a medium to large camp-fire., can be thrown about as far as you could throw a rock.
Level 2 - Flame Wall - A barrier of flames, can keep something out or keep something in. Generally lasts a handful of minutes
Level 3 - Fire Tempest - it’s a big fire, ok? What do you want?
Passive - Plays with Fire - The user is always counts as having a torch out because they can’t stop playing with their magical fire.
Shadow Walker
Level 1 - Sneak Past - Momentarily vanish, use this at your discretion.
Level 2 - Temporary Shift - user can blend in so well, they can literally jump out of anywhere. (can’t be used to transport people.)
Level 3 - Total Darkness - Make everything dark as the darkest night, last up to 20 minutes
Passive - Naturally Sneaky - Players always get +1D when sneaking or deceiving.
Leaf Weaver
Level 1 - Nature Senses - Re roll any failed Scout, Pathfinder, or Loremouse check you’ve just made.
Level 2 - Magical Resources - Summon up natural resources, must be natural to the environment.
Level 3 - Call of the Wild - Summon forth an animal no more than two animal sizes higher than you to do your bidding, at least for about 20 minutes.
Passive - Players can always add their full skill’s worth of dice in Leaf Weaver to any player’s check to remove a status ailment.
Magic in Combat
Not all magic can be used while in the heat of battle, magic takes preparation and focus, as such each magic skill comes with a passive bonus they receive during combat and one spell they can cast. Casting in combat, docks your magic, just like everything else. If players have no more magic, their passive ability goes away.
Fire Starter
Passive: +1D to Attack in addition to your weapon.
Spell: Fireball: Can be used instead of your normal attack as an Attack action. Test Fire Starter instead of Fighter, Independant Obstacle 0. If it succeeds, roll an additional 3D6 and add any successes to your margin of success.
Shadow Walker
Passive: +1D to Feint in addition to your weapon.
Spell: Shadow Strike: Can be used instead of your normal attack as a Feint action. Test Shadow Walker instead of Fighter, Independant Obstacle 2. If it succeeds, the enemy counts as having Defended this turn.
Leaf Weaver
Passive: +1D to Defend in addition to your weapon.
Spell: Game of Thorns: Can be used instead of your normal attack as a Defend action. Test Leaf Weaver instead of Nature, Independant Obstacle 0. If it succeeds, the enemy loses disposition equal to your margin of success.