• Welcome to The Campaign Builder's Guild.
 

Making Magic

Started by SA, June 11, 2008, 10:06:02 AM

Previous topic - Next topic

SA

Quote from: LuminousIt looks to be shaping up as a very mechanics-light system (a plus), and a system that can be easily discussed in-character (a very big plus.) You're preventing the need for anybody to step outside that pesky fourth wall to discuss stats and die rolls and pluses, and you ought to be commended for it.
I'll[/i] be capitalising it) is simply about regenerating ability slots.  That's it in a nutshell, and I don't see why it can't be adapted to a hundred different purposes.

At the moment I haven't figured out a way to implement Anima's mechanical elegance in other elements of gameplay (general task-completion and such), so I'm currently using a modified version of the Fudge system.  Thankfully, Fudge is really, really, really gosh-darn simple, and meshes perfectly with Anima.  I haven't found mechanics I like more.

QuoteOne thing that I find myself curious about is the nature of spells, and what makes them forbidden (or not).
Since you're all about some freeform play with creative roleplaying, I assume that players can write their own magic effects, if not completely, then at least to a generous extent.[/quote]But where's the line between a regular act of magic and a forbidden spell that burns up a mote permanently? Does a definitely line even exist?[/quote]Soul's Demise[/i], for instance, forces the substance of your anima or mote into that of your enemy's.  This blunt contact essentially causes both energies to blow apart, destroying yours and hers.  Banquet of the Hellbound Soul, on the other hand, causes your anima to rend and consume another.  It's usually forbidden in the literal sense, because using it can turn you into a ghoul.

There'll be some full spell descriptions in the next official post.

Kindling

all hail the reapers of hope

SA

Wow?  I like wow.  Succinct.  Flattering.  Wow is good.

Nomadic


SA

The Novitiate
Here are a few one-mote spells.  Keep in mind that the mechanics are described within the fudge system, in which a +1 bonus is actually pretty significant.  In different systems, the numbers can be increased accordingly.

(To put it into a context, the skill levels, in order, are abysmal, terrible, poor, mediocre, average, fair, good, great, superb, epic and legendary.  A simple +3 separates an average swordsman from a great one)

Also, the casting times and refresh rates are very tentative.  Feel free to challenge them.

Faultless Candour
Motes: One
Casting Time: A few seconds silent meditation
Sustain: Unconscious
Refresh: ?

You give no physiological signs of deception, no matter how bold or outlandish a lie you tell.  This does not prevent a sorcerer peering into your mind (or soul) in order to discern the truth, nor does it make you any better at making up stories, but you can't be caught out through any physical or vocal tells.  (It also doesn't help you if you're a sociopath, since you've probably already got this covered)

This translates as a +1 skill bonus to any deception, but the spell cannot make your skill any higher than Superb (8), as it is assumed that anyone that good has already mastered their own unconscious mannerisms.

Pacify the Doubting Mind
Motes: One
Casting Time: Instantaneous
Sustain: Conscious
Refresh: ?

For as long as you focus on a single target, you subdue the rational part of their mind which would find fault with your opinions or ideas, and prevent their anima communicating the fact that you're working your insidious psychic tendrils into their mind.  Your target suffers a -1 to such tasks.  This will not make them agree with you; if they're simply being contrary they'll probably resort to 'yes, but... you're wrong'.  Nevertheless, in a public forum or other situation where your opponent's capacity for rebuttal or critical analysis is relevant, it can make them look like an utter fool.

When the spell wears off, your target's critical faculties start to trickle back and they eventually begin to wonder how in the hell they missed so many points, but this usually leaves you enough time to slip through the gate you just convinced them to open or disappear into the crowd with half of the Duke's secret fortune.

This spell can be combined with Faultless Candour

Cloud Leap
Motes: One
Casting Time: A few seconds spent readying for the leap
Sustain: No
Refresh: A few seconds

You channel your essence into a single phenomenal leap with a +3 bonus.

Dance of the Zephyr
Motes: One
Casting Time: Instantaneous
Sustain: Conscious
Refresh: ?

You become light and limber, gliding from place to place, and your hair and clothing flutters serenely as though swayed by a living wind.  This grants you a +1 for general acrobatics, climbing, leaping and such, as well as in melee combat for superior positioning.

Knife of Hatred
Motes: One to three
Casting Time: Around an hour of ritual and dark reflection
Sustain: Unconscious
Refresh: None

In order to craft a knife of hatred, you must meditate for an hour on the mental image of a single hated foe, and visualise yourself driving a dagger into his beating heart (or carving out his innards, or slowly skinning him alive '" really, season to taste).  About halfway through your meditation, take a knife or sword and cut the arm with which you will wield the occulted blade, then soak the weapon's edge in your blood and infuse it with your contempt.

The knife of hatred (which needn't actually be a knife) is unassuming to the naked eye, but the Sight reveals a miasma of seething spite that hangs like a cloud above the weapon.  Whenever wielded by you against the target of its power, it provides a +1bonus, but it also makes the target instinctively aware that you intend to kill them.  It also immediately loses its power if the blood is wiped or washed away.

If you die while the knife of hatred is still empowered, its enchantment becomes permanent, even if the blood is later removed (in fact, the metal will develop a dark reddish tint).  Whoever wields it may now use its power.  However, the spite that lives within also radiates from the wielder as though they had created it, even if they harbour the target no ill will.

For one extra mote, you can empower the knife of hatred against a single bloodline.  For two extra motes, it can target a race.

The knife of hatred can only target living, bleeding mortals.  It has no power over spirits or gods.

Kulili's Kiss
Motes: One to three
Casting Time: However long it takes to kiss the target
Sustain: Unconscious
Refresh: None

Kulili is the lunar goddess of love and shame, sister of Mabut, the jackal-headed defiler.  It is said that her kiss kindles both passion and regret in those who receive it.  To wield the power of Kulili, you need simply kiss your target's naked flesh under the moonlight, in whatever manner you desire.  Until the sun rises or you release the spell, sensual thoughts of you linger in the back of her mind '" when she sleeps you haunt her dreams.

With one mote, it is a powerful yearning, but she can ignore the sensation well enough to conduct her business as usual.  With two motes, it is a distracting and arousing passion that makes even mundane tasks difficult.  She suffers a -1 penalty to all tasks not related to seeking out your affection.  For three motes, it is a black obsession that haunts her every waking moment; a passion so intense she finds herself loathing you for the very fact that she loves you.  She suffers a -2 penalty to the same tasks, and the spell can now be sustained through the daylight hours, though it has no effect until the coming of night.

If the target ever outright denies her attraction to you in person, Kulili's kiss immediately loses its power.  It is also powerless under the New Moon.

The most notorious users of this spell are the witches of Kulili's lunar cult Sahobbai, which worships her in her dark aspect as seducer and devourer.  They use the kiss to lure men to their moonlit banquets, there to be sacrificed in a bacchanal of lust and blood.

[ooc]Up next
Your comments...[/ooc]

SA

A Brief Thought
The Anima system could also represent the seven chakra in a kind of wuxia sorcery setting.  I will ponder this some more...

Wensleydale

Now I haven't read every question and every answer, more flicked over them, but I'm intrigued by this:

QuoteFor example, to levitate a book a magus uses his anima to connect or align with the book's allegorical/emotional/spiritual resonance (any one will do). He communes with the anima, which moves the 'shadow' of the book, and the shadow's motion causes the book itself to move. (This is not always the case. Bad things can happen when the object does not follow its shadow, or vice versa)

So do humans have a 'shadow' as well? Or do you directly connect to the Anima (which I think was described at one point as the 'shadow equivalent to the physical form' or something like that). If so, are humans without anima capable of being levitated (or anything else magical for that matter)?

SA

Well, I should probably first correct my use of terminology.  I've been using "shadow" to refer to two different things: the allegorical reflection of a physical object and the anima shadow.  It is actually exclusively the latter.  In the example you picked, I should have said the "reflection" of the book, not the shadow.  It is the very rare book that would have a shadow (that being the mataphorical absence manifest beyond the Spirit - see post eleven), as that would require an anima.

So the human reflection, anima, and anima shadow are totally different things.  To manipulate a human physically (or biochemically), you manipulate their reflection.  This is how you levitate them, warp their flesh, alter their mind, and so on.  To manipulate them spiritually, you deal with their anima.  This is how you steal their soul, turn them into a changeling and so on.  To manipulate the very nature of their existence (and in some infinitesimal but fundamental way, all of existence), you contact the shadow.

This is why everyone hates True Necromancers.

Nomadic

Have you looked into the possibility of turn-the-table style spells? The enemy locks onto your Anima and unleashes a searing blast of unseen energy, seeking to sunder your very soul. You however were ready for him and quickly release your own counter, turning his attack back at his own Anima.

SA

I have considered anima vs anima countermagic.  However, that kind of hardcore magic is very dangerous for all involved, as it risks your soul, and so the sort of mages who use it are usually maniacs (They don't last very long, either).  Most sensible mages would probably learn it just so they have a last-ditch contingency if they're ever unfortunate enough to meet such a lunatic.

Nomadic

And maniacs make the best BBEGs...

perhaps you should have one named Vreeg who wears a monocle and drinks wine.

>_>

<_<

SA

Oh lord no!  One is certainly enough!

LordVreeg

hey HEY hey...
you might lose your free 'Basic Carnal' kit, if you guys keep that up.

One thing that I appreciate about this thread is the many ways magic could be viewed, in that it possibly intersects religion and philosophy.  Depending on the setting, one could easily have the schools of philosophy and thoguht tied directly to magic.  perhaps it is the style of wrigint you have chosen to use, written from the position of an intitiate of Anima magic...I wonder how these same spells and background would have been written and described by someone from a slightly different perspective.

A minor conflict I deal with in Celtricia is the recent 'technician vs. artist/philosopher' that did not really exst in the setting before the last few centuries. A few schools try to wipe out what they consider 'impure and sentimental' thoughts about magic, trying to make their veiws on magic the only ones.

VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

SA

Quote from: LordVreegOne thing that I appreciate about this thread is the many ways magic could be viewed, in that it possibly intersects religion and philosophy. Depending on the setting, one could easily have the schools of philosophy and thought tied directly to magic.
That's exactly what I'm going for.  In fact, most magic is virtually inaccessible to any given magus, at least in the infancy of their career.  At this point they're still seeing magic through the lens of their initial awakening, fostered by the teachings of whatever arcane "school" they studied under.

So philosophy is exactly right: the beliefs one adheres to define the scope and direction of one's magical activity.  Not until a magus learns to see beyond the ideologies impressed upon them in their sorcerous youth can she begin to manipulate a broad variety of magics.