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Building a new Magic System... Help me....

Started by Stargate525, January 05, 2007, 11:27:48 PM

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Stargate525

I've been trying to develop a new magic system for my setting-to-be, and I feel like my brains are about to spill out of my ears. I figured that you illustrious people might be able to sort out and make sense of the madness that is currently running around my brain.

So without further ado, my notes so far:

Basics:
 
    *
A mana/spell point system: I want to get away from Vancian casting and into something a bit more fluid.
* Keep the Sorcerer from going obsolete in this system: I'm planning three casting classes, and I'd rather not have to make up two.
* Replace the various focuses and spell components with a single focus: For divine spellcasters, I'm thinking the holy symbol. For Arcane Casters, I'm leaning heavily towards a crystal.
* Tie Arcane Casting to the gods: Problem I'm having is what is the difference between divine and arcane then?
* Create a full arcane casting class to run off Wisdom: I've already got an idea about this, but input would be nice.
 [/list]

I saw an interesting idea about 'reverse spell points' on the wizards forums, which I like, but am having a devilishly hard time converting it to handle higher mana totals.

The class will be forthcoming, but I'm kinda tired. I'll get it up tomorrow hopefully.
My Setting: Dilandri, The World of Five
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Wensleydale

*rubs chin*

This looks... interesting. *laughs evilly*

Okay, ideas.

Not to self-promote, but how about using a version of my MP/Weaves system? You could use the Aelwyd version (one effect per weave) or the Kahtar version (many effects per weave, but effects difficulty and cost). Or, indeed, your own version. I believe Fatum is working on one at the moment.

Keep the sorceror from going obsolete: Whoo! At last!

Third point: sounds good.

Sarandosil

Dragonlance and Forgotten realms both have arcane casting that is tied to the gods. They provide the magic energy that can be tapped into, so wizards can learn to use it but don't owe any alleigence to the gods unless whatever god that controls magic decides to revoke their right to use it. That's one way of doing it.

Stargate525

Fast replies! Praise be to Pelor!
Quote from: Golem*rubs chin*

This looks... interesting. *laughs evilly*

Okay, ideas.

Not to self-promote, but how about using a version of my MP/Weaves system? You could use the Aelwyd version (one effect per weave) or the Kahtar version (many effects per weave, but effects difficulty and cost). Or, indeed, your own version. I believe Fatum is working on one at the moment.

Keep the sorceror from going obsolete: Whoo! At last!

Third point: sounds good.
I will definately take a look at your system, see if I can't surgically graft that too into my growing borg-like system notes.

And sorceror's my pet class, don't expect to find it missing in my settings. :)
Quote from: MinaDragonlance and Forgotten realms both have arcane casting that is tied to the gods. They provide the magic energy that can be tapped into, so wizards can learn to use it but don't owe any alleigence to the gods unless whatever god that controls magic decides to revoke their right to use it. That's one way of doing it.
I should have been more specific; The system has a god for every person contributing to it (my friends only, sorry. I could maybe sneak a few of you in as saints of something), and I'm the god of magic. I don't want simply a god of magic, but something a bit more tied, without it being a divine spell clone.

EDIT: Okay, I looked at your system Golem, and me like.  :D  Thing is, I really want to try and keep as much of the stuff in the PHB as far as spells applicable. I'm really in love with your augmentations more than anything, as this solves the up-to-now kinkiness of scaling damage dice. I think.

I'm also considering linking those augmentations with the crystals. For instance, a crappy crystal might not allow you to augment with all the options, or only augment 3 mana's worth, while a great one has unlimited possibilities.
My Setting: Dilandri, The World of Five
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Xeviat

Hi Stargate. Name's Xev, the founder of the guild. Creating a workable MP system has been my pet project for years, and my 1.0 version is up on this very site! Here's the link:

http://www.thecbg.org/settings/29/Mana_System.html

Please, let me know of your thoughts on it. It was designed to mirror the XPH (Expanded Psionics Handbook) entirely. All of the spells in the PHB are represented (some have been condenced into augments though), and it is quite easy to convert new spells (I'll post a conversion document soon enough).
Endless Horizons: Action and adventure set in a grand world ripe for exploration.

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Wensleydale

Yay. Oh, yes. *points at Xev* I based the MP amounts on his system. ;)

Ra-Tiel

Quote from: stargate525[...] I saw an interesting idea about 'reverse spell points' on the wizards forums, which I like, but am having a devilishly hard time converting it to handle higher mana totals. [...]
Are you perhaps talking about this variant?

Stargate525

Quote from: Ra-Tiel
Quote from: stargate525[...] I saw an interesting idea about 'reverse spell points' on the wizards forums, which I like, but am having a devilishly hard time converting it to handle higher mana totals. [...]
Are you perhaps talking about this variant?
I can't verify right now, as the boards ssem to be having issues, but I'm 99% sure you have it right.
Quote from: GolemYay. Oh, yes. *points at Xev* I based the MP amounts on his system. ;)
And so everything's connected... there is no spoon...
Quote from: XeviatHi Stargate. Name's Xev, the founder of the guild. Creating a workable MP system has been my pet project for years, and my 1.0 version is up on this very site! Here's the link:

http://www.thecbg.org/settings/29/Mana_System.html

Please, let me know of your thoughts on it. It was designed to mirror the XPH (Expanded Psionics Handbook) entirely. All of the spells in the PHB are represented (some have been condenced into augments though), and it is quite easy to convert new spells (I'll post a conversion document soon enough).
I've actually seen your system before Xev. Personally, I'm shooting for something less obtrusive. I'd rather not have to run through every spell and alter it, or change spell lists. I do like what you've got, although it's not for me.
My Setting: Dilandri, The World of Five
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Stargate525

As promised, what I've got so far for the Arcanist.

ARCANIST
 
[class=ARCANIST][levels=20][bab=wizard][fort=poor][ref=poor][will=good][special=Special][1]Summon Familiar; Field Specialization; Bond Crystal; spellbook; grow crystal[/1][5]Bonus Feat[/5][10]Bonus Feat[/10][15]Bonus Feat[/15][20]Bonus Feat[/20][/special][special=Arcs][/special][special=spells mastered][1]1[/1][2]2[/2][3]3[/3][4]4[/4][5]5[/5][6]6[/6][7]7[/7][8]8[/8] [9]9[/9][10]10[/10][11]11[/11][12]12[/12][13]13[/13][14]14[/14][15]15[/15] [16]16[/16][17]17[/17][18]18[/18][19]19[/19][20]20[/20][/special][/class]

Game Rule Information
Arcanists have the following Game Statistics;
ABILITIES: Wisdom governs how powerful a spell the Arcanist can cast, her available casting pool, and how hard the spells are to resist. To learn or cast a spell, an Arcanist must have a Wisdom score equal to 10+ the spell's level. The save DC for an arcanist's spell is 10+ the wpell level + the the Arcanist's Wisdom modifier. Dexterity is useful to replace an Arcanist's typical lack of armor, and Constitution helps pad the Arcanist's hitpoint total, something that she otherwise lacks.
ALIGNMENT: Any
HD: d4

CLASS SKILLS:
An Arcanist's class skills are Concentration, Craft, Decipher Script, Diplomacy, Knowledge (all skills, taken individually), Profession, and Spellcraft.

SKILL POINTS: 4+Int Modifier (x4 at first level)

Class Features
The following are class features of an Arcanist.

Weapon and Armor Proficiencies: Arcanists are proficient with all simple weapons, but not with any type of armor or shield. Armor of any type interferes with the Arcanist's Casting, which can cause her somatic components to fail.

Arcs: An Arcanist's ability to cast spells is limited by the amount of magical energy, or Arcs, she has available. Her base daily allotment of arcs is given on the Arcanist Class Table. In addition, she receives bonus arcs per day if she has a high Wisdom modifier. Certain feat, equipment, or abilities might increase or decrease this number.

Field Specialization: Arcanists hava broader focus of study than traditional Wizards. At first level every arcanist must select two schools of magic with which to major, and two to minor in. The Arcanist gains a +2 bonus to Spellcraft Checks to identify and scribe spells from her major schools, and she can also master a certina number of spells from these schools as well. Spells not on her major or minor list are not available to her, nor can she change her choices later. All Arcanists can cast the universal school of magic.

Spells: Arcanists cast arcane spells drawn off the sorceror/wizard list. An arcanist need not prepare her spells ahead of time. Instead, she can cast any spell she has recorded in her spellbook simply by drawing enough energy and shaping it accordingly.

Casting a spell is a two-step process that requires the arcanist to first recall the spell to her mind. This involves a full-round action to concentrate on her crystal while visualizing the spell (which provokes attacks of opportunity). The spell forms in the arcanist's mind at the beginning of her next turn and can be used as a standard action. If the arcanist does not cast the spell within a number of minutes equal to her level, the spell fades from her mind as if cast. The spells and arcanist can store this way are limited to her Wisdom Modifier plus one. Attempting to exceed this number causes a random spell to be lost as if cast each time.

An arcanist can master a small number of spells as she advances, which must be drawn from her major schools. When casting these spells, she does not need to spend a full-round action to form the spell, casting it in only a standard action.

Spellbooks: An arcanist can utilize spellbooks exactly like a wizard.

Summon Familiar: An arcanist can summon a familiar as a Sorceror or wizard.

Grow Crystal: At first level, an Arcanist gains the feat Grow Crystal, even if she does not somehow meet the prerequisites for it.

Bond Crystal: An Arcanist bonds her first crystal at first level, and may bond a total number of crystals equal to 1/2 her character level rounded down.

bonus feats: At fifth level and at every five levels thereafter, an Arcanist gains a bonus feat. This feat must be a metamagic feat, an item creation feat, arcane mastry, extra spell, spell focus, greater spell focus, arcane defense, or any feat that improves her crystal. The Arcanist must still meet all the prerequisites for the feat, including CL minimums.

 


Informations on Crystals tomorrow, I'm half dead right now.
My Setting: Dilandri, The World of Five
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Stargate525

Okay, Crystals ahoy! I'm in the market for a couple of proper names for these, so I can differentiate. Any suggestions are welcome.


CRYSTALS
Crystals are the lifeblood of arcane magic. Running deep underground in enormous veins, they regulate and store magical power. The earliest Arcanists quickly discovered the Crystals' ability to enhance and empower their innate spellcasting ability. Unfortunately, all surface veins of the Crystal have long since been exhausted, forcing modern spellcasters to either purchase them at enormous markups, or make do with homegrown imitations.

The Crystals themselves come in almost any color and formation imaginable, ranging from small shards no bigger than a fingernail to enormous strata the size of entire cities. Most spellcasting crystals range from coin-sized to as large as a softball, although most fall between these two extremes. Spellcasters often have their crystals worked into a peice of jewelry, both for safekeeping and decoration, and powerful spellcasters can have as many as a dozen bonded to them at one time.

Bonding:Bonding a Crystal is one of the first and most important tasks a spellcaster must undergo. The bonding begins with the selection and purchase of a crystal. Most choose a simple crystal costing only a few dozen gold, although richer ones may purchase a more powerful crystal. Once obtained, the crystal must become attuned to its new owner. This process requires one full day of interaction, a spellcraft check equal to 10 + the crystal's level, and all of the caster's arcs for that day. If the process is interrupted or if the spellcraft check fails, the bonding is ruined, and the caster looses all his arcs.

Once bonded, the Crystal always emits a soft glow (if used as illumination, it provides light as a candle) and is slightly warm to the touch. The crystal bestows a number of benefits upon the caster, all crystals act as both the material components and focus of every spell, can store some of the caster's arcane energy, and allow the caster to alter their spells in certain ways (see crystal maneuvers, below).

There are a few rarer crystals, however, that provide other bonuses to their holder. These crystals are naturally unstable, and require a higher level caster to bond them safely. The minimum requirement for safe bonding is supplied in the crystal's description. If a caster of lower level than the minimum attempts to bond this crystal there is a (25 + 5/every lower level) percent chance that the crystal will overload during the bonding, dealing 1d6/level magic damage to everything within a 5ft./level radius of it. For instance, if Steve the third level cast wishes to bond a crystal only safe for a tenth lever caster, there is a 60% percent chance that the crystal will overload. If it does, the crystal would do 10d6 magic damage to everything within a 50ft. radius. Obviously, bonding a high-level crystal is dangerous work.

Crystal Maneuvers: Arcane casters have a variety of special abilities given to them by their crystal;
 
    *They can channel their spells through the crystal, allowing finer aim and granting a +2 bonus to their ranged touch attacks. Some crystals have an additional bonus to this aim ranging from +1 to +5.
    *The crystal can act as a holding device for a spell. A caster may, instead of casting a spell, place a spell in her crystal to be fired later. It takes the spell's normal casting time to place a spell inside the crystal, and is a move action to release it.
    *The crystal can also add power to a spell, doubling its damage.
The second two require significant power from the crystal itself, and after ten uses of either of these, the crystal turns cloudy and useless.
I'm open to suggestions for more of these...


[table= Crystal Types]
[tr] [th]Name[/th][th]Minimum Level[/th][th]Price[/th][/tr]
[tr][td] Basic Crystal[/td][td]1[/td][/tr]
[tr][td] +1 Basic Crystal[/td][td]1[/td][/tr]
[tr][td] +2 Basic Crystal[/td][td]5[/td][/tr]
[tr][td] +3 Basic Crystal[/td][td]10[/td][/tr]
[tr][td] +4 Basic Crystal[/td][td]13[/td][/tr]
[tr][td] +5 Basic Crystal[/td][td]15[/td][/tr]
[/table]
Again, I'm open to any suggestions on what the special crystals will do. Right now I'm thinking ones that have x/day free metamagics and elemental crystals.

Casting without a Crystal: Any caster can cast without his crystal, but to do so after relying on them is difficult. Any caster casting without a bonded Crystal has a 40%  Arcane Spell Failure, which stacks with armor. A caster may attempt to use a non-bonded crystal or someone else's crystal, which only incurs a 25% ASF.

Crystals and costly material components/foci: Crystals can be used in place of costly material components or foci, but doing so damages the gem. A gem can be used to pay for 3/4 of it's value in material components before clouding up and dieing. Costly foci are only paid for once, but count against the gem's total.

Grwoing your own Crystal: A caster can attempt to grow his own crystal with the feat Grow Crystal.
My Setting: Dilandri, The World of Five
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Stargate525

I've moved the stuff I've got here to   here.

There's a link to the discussion thread in that one.
My Setting: Dilandri, The World of Five
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