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Messages - llashismll

#1
Meta (Archived) / Can we talk about magic?
November 20, 2007, 11:13:36 PM
Lots of interesting discussion here on magic, a problem thats at the core of any succesful system or setting. The DnD magic system leavs alot to be desired, and although it sufficiently captures a sense of nostalgia, it does little to have any sort of real "feel". It's tough to play in a system you love with an element you can't stand, and the possibilites of magic as defined by games like Mage and even Ars Magica, makes DnD magic seem like a lame duck. The problem with comparing DnD to games and systems like Mage, is that in a game like Mage EVERY player is using magic, and is a mage. This concept doesn't fit with the rest of the DnD world.

So yeah its a tough nut to crack, I've taken a stab at it by designing a system for a friends upcoming campaign (he hates the DnD magic system and refuses to run it), while I'm really willing to play any system thats fun, cause thats the key to a good game, I went ahead and tried to think up a free form magic system for his setting which otherwise uses a D&D base. Some of the classes are redesigned to fit and some are completely made new.

This is the magic system as it relates to Mages (wizards) and Priests (clerics) rangers don't cast spells instead having a variant form of wildshape (druids are a whole new thing here dealing with plants and forbidden from dealing with animals...I created a new base class for them) Paladins cast as priests but at either 1/2 or 1/4 strengths. Bards dont cast spells instead having alot more song based abilities.

Magic System

In order for a mage to manifest an effect, she must have access to the Discipline from which she wants to manifest an effect. She must then succeed on a Concentration check at DC 15; this can be modified by any stressful situations the mage finds herself in. This is followed by a Knowledge (Discipline) check in order to actually manifest the powers. The DC of the roll is determined by the level of power she wants to attempt to manifest. If a mage merely wants to externalize her inner magic she only needs to succeed on the Concentration check.

A mage may manifest two or more powers and weave them together, but this raises the DC of her Concentration and Knowledge checks exponentially.

There is one Discipline of magic accessible by any character class, at the cost of a Feat:

Power Within [General]
Prerequisite: Charisma 11
Benefit: You gain the ability to harness the spark of magic which resides within your own body. You may use this ability to give yourself boosts to skills, attacks, saves, and ability usage. The boost is equal to an unnamed +1 bonus at first level and increase by +1 every 3 levels thereafter. In order to manifest this boost you must succeed on a DC 15 Spellcraft check. This ability is usable a number of times or day equal to your charisma bonus + 1 every 6 levels.  
Special: The mage and priest classes gain this ability as a bonus Feat at first level.

There are 8 Disciplines of magic accessible only by a mage, they are:

'¢   Telepathy and Mind Effects: [Knowledge (Telepathy)] These manifestations affect the mind and sense of other creatures. When manifesting this discipline a mage can communicate at a distance, read a subject's thoughts, fascinate or charm a creature or dominate a creature's will. The saving throw to resist these effects is Willpower.
                       Example DC's
DC                       Manifestation
15   Detect alignment, send short message bursts, charm weak creatures, fascinate small groups
25   Detect thoughts, speak telepathically, charm stronger creatures, fascinate and suggest large groups
35   Create telepathic links, read minds, charm small groups, use compulsion on unwilling targets
45   Create permanent telepathic links, scour all secrets from a mind, dominate creatures, charm large groups and break their wills
 
'¢   Energy: [Knowledge (Energy)]These manifestations include many different energy types including lightning, sound, magnetism, light and darkness. When harnessing these powers a mage can manipulate existing energies and as she grows in power she can eventually manifest these energies on her own. The saving throw to resist these effects is Reflex.
                       Example DC's
DC                       Manifestation
15   Gain a measure of control over small amounts of these naturally occurring energies, create light and darkness, send messages using sound to nearby allies, shoot minor sparks and shocks harnessing lightning, cause nearby metal to become weakly magnetic, intuit direction at all times
25   Gain a large measure of control over naturally occurring energies, create larger areas of light and dark and make them permanent, shatter small object with sound, send small bolts of lightning, cause larger areas of metal to become magnetic
35   Create and control each of the energies, use light and dark to blind and confuse, create send major bolts of lightning, shatter even metal with sound, cause metal to become strongly magnetic
45   Create and finely manipulate all the energies and mix them freely, shatter the hardest substances with sound, use light and darkness to shroud entire cities, bend all metal to your will, call down the lightning of the heavens

'¢   Elements: [Knowledge (Primal Elements)] This is one of the most primal of manifestations, incorporating the base elements of earth, fire, water and air. A mage first taps into these powers by being able to affect and control present sources of these elements, as she gains mastery over this power she can call upon these primal furies and shape them at her will. The saving throw to resist these effects is Reflex.
                       Example DC's
DC                       Manifestation
15   Control small fires, control small gusts of wind, control small pools of water, control small areas of earth all in broad strokes
25   Control large fires, control large gusts of wind, control large pools of water, control large areas of earth all with finer control
35   Create fire, create water, create earth, create wind and control all these with precision
45   Create and finely manipulate all the primal elements and freely mix them

'¢   Creation: [Knowledge (Creation)] This series of manifestations can contain both the most subtle and the most magnificent of effects. A mage begins with the ability to create mundane objects, and as she grows in power can create items of wonder and powerful magical objects. When creating thing of more and more power and wonder a mage must sacrifice some of her essence and infuses it into the item.
                       Example DC's
DC                       Manifestation
15   Create a small tool, create a mundane weapon, create a mundane piece of furniture, create clothing
25   Create a moderately complex tool, create a masterwork weapon, create mundane armor, create objects of art, create small structures
35   Create a complex tool, create magical weapons, create magical armor, create magical items of wonder, create magical rings, create masterpieces of art, create moderately sized structures
45   Create mechanical traps and tools, create powerfully magical weapons and armor, create magical staffs and rods create large structures, create minor artifacts

'¢   Corporal Manipulation: [Knowledge (Corporal Manipulation)]  This powerful manifestation allows a mage to manipulate her own body, beyond the limits if what anyone can do with their internalized energy. A mage can use this forces to physically manifest changes in her form, giving her minor abilities at first, like seeing in the dark or gaining gills or webbing on their hands and feet, to great sweeping changes granting her wings or tentacles or any manner of oddity. It is said that it is this power which the great Dragons of humanity can control in a perfected sense. The capacity of mages when manifesting this power is like an ant compared to a giant when put against the ability of Dragons using this power. The saving throw to resist these effects is Fortitude.
                       Example DC's
DC                       Manifestation
15   Give yourself Darkvision, gain gills, gain webbed feet/hands, gain claws, gain spider hair on your limbs
25   Gain a tail, gain extra limbs, gain burrowing claws, gain natural armor
35   Gain wings, gain tentacles, gain multiples of any body part, emulate anything seen in nature
45   Change yourself into another creature, gain all of a creatures special abilities

'¢   Teleportation: [Knowledge (Teleportation)] Manifesting these powers allows a mage the power to move an object, another creature or herself through space and time. At first the mage can only move short distances and affect small areas, but as she grows in power she can literally cross the vast distances of the world with merely a thought.
                       Example DC's
DC                       Manifestation
15   Teleport yourself no more than 30 feet, send an object to a nearby home, send an ally 20 feet away, send an enemy 10 feet away but not into any solid object
25   Teleport yourself 5 miles, send an object to another part of the city, send an ally a few miles or bring an ally to you, send an enemy into a nearby pool of water or into the air
35   Teleport yourself across and a group 500 miles, send an object to a nearby city, send or bring an ally from city to city, send an enemy into a solid object
45   Teleport to anywhere you have seen and bring a group, send or summon any object anywhere, send an enemy into the far reaches of space or the deepest ocean

'¢   Telekinesis: [Knowledge (Telekinesis)] This power allows a mage to manipulate force in order to affect objects and creatures around her. At beginning levels a mage can shift things around her and may be able to lift and manipulate smaller areas. As she grows in power a mage can focus her will to manifest the greatest of telekinetic mastery, shifting objects in precise and complex patterns and lifting or manipulating huge areas of effect. The saving throw to resist these effects is Reflex.
                       Example DC's
DC                       Manifestation
15   Lift up to 10 lbs, exert minor force on a creature, manipulate minor tasks
25   Lift up to 100 lbs, exert moderate force on a creature, manipulate moderately complex tasks
35   Lift up to 1000 lbs, exert major force on a creature, manipulate very complex tasks
45   Lift up to 2 tons, exert extreme force on a creature, manipulate extraordinarily complex tasks

'¢   Glamour: [Knowledge (Glamour)] The manifestation of these powers allows a mage to generate figments and illusions, bewildering fantasies to fool and misdirect the unwary. At first mages can only create minor illusion limited to only a few of the senses and able to fool their subjects only under the most cursory of glances. At the highest levels of her power a mage can weave dizzying figments and hallucinations to confound the most suspicious individuals. The saving throw to resist these effects is Willpower.
                       Example DC's
DC                       Manifestation
15   Create a minor illusion, hide a small object in a veil of invisibility, create a smell or minor sound
25   Create a moderate illusion, fool a group of people with a glamour, veil yourself in invisibility, conjure an illusion dealing with at least 3 senses
35   Create a major illusion, fool a large group of people, conjure an illusion dealing with all 5 senses, veil a group in invisibility
45   Create a semi permanent illusion, fool almost every person who encounters the illusion, conjure an illusion that can affect the real world, veil an army in invisibility

There is one Discipline only accessible to a priest, it is:

'¢   Life: [Knowledge (Life)] The  manifesters of this power gain an element of control over the powers of life and death, giving them the ability to heal injuries, disease, poison, fatigue and damage to the soul and bodies internal energies. The greatest wielders of this power hold command over the very nature of life and death. The saving throw to resist these effects is Fortitude.
                       Example DC's
DC                       Manifestation
15   Heal 1d8 wounds, cure poison, cure disease
25   Heal 3d8 wounds, cure ability damage, cure disease, cure poison
35   Heal 5d8 wounds, restore lost levels, heal permanent ability loss, regenerate limbs
45   Heal 10d8 wounds, cure plagues, restore life, heal damage to the soul
*anything a priest can heal or restore, she can also cause.