In my latest episode in the ongoing solo gaming of Twilight Trails (link here:
http://leadadventureforum.com/index.php?topic=82110.0), I tried out several ideas of magic usage. I have purchased the Two Hour Wargame rules High Moon, which are for an old/ weird west setting. They have been updated and slimmed down frdom previous Reaction System rules, so I decide to embrace some, tweak some and totally ignore others. In main I have decided to adapt these rules:
1) The new damage system (basically roll 1D6, and the higher roll, the more damaged you are. OD at 6+), which makes ANY weapon potentially lethal.
2) I will retain the 'Draw' result in melee. Don't like to have to have a 'winner' by the end of the round.
3) The magic system as a whole is good, very good indeed. But I have decided to add 'flavour' by arbitrary deciding that some spells are more suited for certain users, and less suited for some. For instance, Esmeralda is a Healer/ Nature user, so those spells that I feel might fall outside her expertise (Damage, Trickery etc) will be used at Grit -1. Likewise, John has learned to enhance his abilities but had to try Invisibility at a further -1, due to the extra effort of including Esmeralda in it (Grit -2 in total!!)
4) With the new magical powers, I decided to trade his Night Owl attribute (LoS 12" minimum always, even in pitch blackness) in. I replaced it with Spirit Sense instead, and considering he can cast Enhanced Senses and have a 24" LoS I found Night Owl a bit redundant now.
John Stormcrow (Spirit Warrior)Grit 4 (5)
Shooting 4
Fighting 4
People 4
Horsemanship 4
Outdoorsman 4
Sorcery (can cast magic spells)
Strong Will (Grit +1 for casting spells and Fear tests)
Spirit Sense (can perceive Tainted and magic within 12", even if hidden)
Six shooter
Ghost Winchester (ignore Out of Ammo result, but is not counted as Magical weapon)
Knife
Jade Spear (+2D in melee, can kill beings only susceptible to Magic weapons, will always count as 1 success in melee, even if fail on all dice, can use Grit/ Strong Will instead of Fighting if that is higher)
Esmeralda Santoro (The White Witch)Grit 3 (4)
Shooting 3
Fighting 3
People 4
Horsemanship 3
Outdoorsman 3
Witchcraft (can cast spells)
Strong Will (Grit +1 for spellcasting and Fear tests)
Nerves of Steel (immune to Fear)
Satchel of herbs and potions
Knife