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Need help naming Gravity Magic something better

Started by Humabout, April 25, 2012, 06:24:25 PM

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Humabout

Thanks for all of the response, guys.  This is helping a lot!  My gut instinct was and still is to make the schools invoke a sense of wonder and mystery; while, their content hints at actual scientific working (excluding planewalking, of course), or at least antiquated scientific ideas (e.g., luminiferous aether, caloric theory, phlogiston theory, etc.).  I am including all of the typical rennaissance science skills in the mechanics and want that entire area to feel magical in the sense that only a few genius-level people know about it.  I thought making arcane magic that deals with scientific principles (I almost made a Space-Time school, but it turned out to be just too broad to be easily balanced, mechanically) would have a nice mystical flare.

Anyway, the other names were largely placeholders until I jammed more mystical names in there (I'm open to ideas for them, as well), but Gravity really has me stumped.  FWIW, I'm thinking of changing Aethyr to Aethyric Conjuration.  "Time" might actually end up a "Chronomancy", since so many of its powers involve getting knowledge from the future or past.  Electricity, Light, and Sound still need to be addressed.  I might be able to live with Luminurgy for Light, if need be, but I'd prefer to minimize the number of those types of names.  Arcane magic also includes a lot of other schools, but those also belong to other power sources.
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Superfluous Crow

I think the best way to get around the sciency-name issue would be to forego the whole general discipline name and instead try to make names that sound like the names of schools or cabals or the like. E.g. the Hidden Hand as was suggested before or the Initiates of the Fifth Kinetic Key or what have you.
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Lmns Crn

That's really the key, right there.

I've been able to get a good deal of mileage out of "schools of magic" that, if you judge them just by their powersets, are frankly not that interesting. They start to become interesting, though, when you start thinking of them in terms of what philosophies and religions are attached, what bureaucracies and hierarchies preserve and promote these techniques, what cultures and nations they grew up in, what taboos and limits govern their use, what were the personalities of their greatest practitioners.

The next time I start a design project like this (it is in the pipeline!), I'm going to do all this magic stuff backwards, and figure out organizational culture before I even start to think about what wild stuff wizzardes can do, etc.
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Nomadic

I'm with crow and crayon on this. Don't bother with schools of magic, by definition they're schools and so they're going to sound all fancy and sciencey heh. Besides obscure orders could be awesome. The way of the pure flame for pyromancers, the unmovable mind for telekinetists, etc...

Humabout

I think I misled when I use the word "school."  I meant it in the sense that Abjuration is a particular school of magic in 3.x d20.  Not that it's an organization.  Perhaps "path" or "way" would have been a better world.  Based on that, I could probably still follow the above suggestion and go with some fancy-sounding stuff.

Unique to Arcane Powers
Path of Aethyric Conjuration
Path of the Hidden Hand
Path of Arcane Fulmination
Way of the Mouthless Voice
Way of the World-Walking
Path of the Effulgent Eye
Path of Eternity

Shared with Nature and Spirit Powers
Way of the Breathless Wind
Path of Ash and Dust
Path of Dancing Flame
Way of Water-Working
Path of Winter

Any comments or suggestions?  A lot of this is still shaping in my aching brain.
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Ghostman

It would be better to name all of those as either 'way X' or 'path X' - unless there's some significant and consistent distinction between 'ways' and 'paths'.

If you simply want to put some variety into the naming conventions, then you'll need more than just two alternative patterns to pick from.
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Humabout

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