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A Few Thoughts on a New Magic System
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<blockquote data-quote="johndaw16" data-source="post: 2250134" data-attributes="member: 12033"><p>Alright so here's even more stuff for this homebrew system of mine. </p><p></p><p>First off a few broader campaign things to note that I've firmly decided on so far. First of them being the elimination of sorcerers as a class. I simply don't feel that they fit well in my world, and as a second arcane caster I don't think they're necessary. The new system will change much of what it is to be a "typical" wizard and I don't think the inclusion of sorcs. would add much at all. Secondly, I've decided to keep bards around. I'm partial to them and have a bit of an irrational nostaligic attachtment to them (my first PC was a bard). That said I'll hopefully figure out where they fit in the grand scheme of things magically eventually. Lastly I know that my campaign is going to be on the lighter side when it comes to gods of any substantial power. This means that Prayers and Intercessions to a certain degree will be customized to reflect each god. Keep in mind though that certain simple universal divine spells will remain constant and unchanged regardless of the diety, for example things like Cure/Inflict spells. </p><p></p><p>On to some more mechanical goodness though. So for <strong>Woven Spells</strong> I really like the idea of using a mechanic similar to what was described in the EOM. Along that vein a Woven Spell will consist of a combination of a <strong>Weave</strong> and an <strong>Effect</strong>. An Effect must always be paired with a Weave, on a strict 1:1 ratio; however Weaves may in some cases stand alone. </p><p></p><p>Weaves will basically consist of the different schools and sub-schools of magic from the PHB. So far possible Weaves to choose from are (alternate names I'm mulling over are in parantheses): </p><p>-Abjuration</p><p>-Calling</p><p>-Creation</p><p>-Summoning </p><p>-Teleportation</p><p>-Divination</p><p>-Charm </p><p>-Compulsion</p><p>-Evocation (Evoke)</p><p>-Healing </p><p>-Figment</p><p>-Glamer</p><p>-Pattern</p><p>-Phantasm</p><p>-Shadow (Shades)</p><p>-Necromancy</p><p>-Transmutation (Transmute)</p><p></p><p>Whatever weave the wizard uses will largely determine the character of the spell and its implications when cast. Hence an Evoke weave would draw upon magical energy to form a wall of fire OR a Transmute weave would alter a real object's true nature, etc. etc. </p><p></p><p>Effects must always be paired with a weave. Effects will determine the details of the spell mostly, and narrow down what the wizard is applying the magical weave to. For example the Effect Elements (Primary:Fire) applied to an Evoke Weave could make a Woven spell similar to a Fireball or Wall of Fire. When I started this list I basically started looking at the descriptor list from the PHB and ran my way down it. Here's what I've gotten so far...</p><p></p><p>-Elements (Primary) (this effect set encompasses any air, earth, fire, and water effects)</p><p>-Elements (Compound) (this effect set encompasses any acid, cold, electricity, and sonic effects) </p><p>-Light & Darkness (not sure what I should actually name this group) </p><p>-Death</p><p>-Evil</p><p>-Fear</p><p>-Force</p><p>-Good</p><p>-Lawful</p><p>-Mind-Affecting</p><p></p><p></p><p>This is by no means an exhaustive list of effects. I hope to come up with a wider range pretty soon. Ideally I'd like to keep the list of weaves and effects to a reasonable size for the sake of simplicity and ease of use. </p><p></p><p>As to how these two things would actually work to create unique spells on the fly by a wizard I've yet to completely figure out. What I'm thinking of is the Weave well determine which Ability score (Int., Wis., or Cha.) will be applied to the weaving of the spell. The Weave specified will operate in one of the manners included in the Weaves description. Following that the application of an Effect would further narrow down the tangible results of the spell. To cast the spell successfully I imagine there will be a check similar to Spellcraft (or something???) if successful the spell acts as desired, on a failure the caster would pay a penalty for the strain of channeling the magical energy. On a botch or miserable failure unexpected loss of control or wild magic effects could happen. </p><p></p><p>The DC of the check will largely be determined by the caster and what he/she chooses to attempt. The factors would mainly include things like number of damage dice, number of targets, range etc. etc. I'm getting worried that this could be getting a bit too complicated so I'm going to really need time to mull this over and try some actual examples out. If I do choose this route for how Woven spells behave I'll definately keep some key aspects fixed to represent the basic nature of what a Woven spell. The two things off-hand that spring to mind that will always remain the same are the casting time and duration for Woven spells. As a way of eliminating complexity I'm thinking I'll make some other factors constant but if I do that too much the flexibility of the system right now would be ruined. </p><p></p><p>Well that was a whole ton of stuff, not sure if it's all that coherant but that just reflects how my brain is working right now. Occhronustinrist I really appreciate the comments and I'm seriously considering about buying EoM but I am poor and I really like doing things on my own so I may not. Keep the comments coming though for sure. Thanks a TON. </p><p></p><p>John</p></blockquote><p></p>
[QUOTE="johndaw16, post: 2250134, member: 12033"] Alright so here's even more stuff for this homebrew system of mine. First off a few broader campaign things to note that I've firmly decided on so far. First of them being the elimination of sorcerers as a class. I simply don't feel that they fit well in my world, and as a second arcane caster I don't think they're necessary. The new system will change much of what it is to be a "typical" wizard and I don't think the inclusion of sorcs. would add much at all. Secondly, I've decided to keep bards around. I'm partial to them and have a bit of an irrational nostaligic attachtment to them (my first PC was a bard). That said I'll hopefully figure out where they fit in the grand scheme of things magically eventually. Lastly I know that my campaign is going to be on the lighter side when it comes to gods of any substantial power. This means that Prayers and Intercessions to a certain degree will be customized to reflect each god. Keep in mind though that certain simple universal divine spells will remain constant and unchanged regardless of the diety, for example things like Cure/Inflict spells. On to some more mechanical goodness though. So for [B]Woven Spells[/B] I really like the idea of using a mechanic similar to what was described in the EOM. Along that vein a Woven Spell will consist of a combination of a [B]Weave[/B] and an [B]Effect[/B]. An Effect must always be paired with a Weave, on a strict 1:1 ratio; however Weaves may in some cases stand alone. Weaves will basically consist of the different schools and sub-schools of magic from the PHB. So far possible Weaves to choose from are (alternate names I'm mulling over are in parantheses): -Abjuration -Calling -Creation -Summoning -Teleportation -Divination -Charm -Compulsion -Evocation (Evoke) -Healing -Figment -Glamer -Pattern -Phantasm -Shadow (Shades) -Necromancy -Transmutation (Transmute) Whatever weave the wizard uses will largely determine the character of the spell and its implications when cast. Hence an Evoke weave would draw upon magical energy to form a wall of fire OR a Transmute weave would alter a real object's true nature, etc. etc. Effects must always be paired with a weave. Effects will determine the details of the spell mostly, and narrow down what the wizard is applying the magical weave to. For example the Effect Elements (Primary:Fire) applied to an Evoke Weave could make a Woven spell similar to a Fireball or Wall of Fire. When I started this list I basically started looking at the descriptor list from the PHB and ran my way down it. Here's what I've gotten so far... -Elements (Primary) (this effect set encompasses any air, earth, fire, and water effects) -Elements (Compound) (this effect set encompasses any acid, cold, electricity, and sonic effects) -Light & Darkness (not sure what I should actually name this group) -Death -Evil -Fear -Force -Good -Lawful -Mind-Affecting This is by no means an exhaustive list of effects. I hope to come up with a wider range pretty soon. Ideally I'd like to keep the list of weaves and effects to a reasonable size for the sake of simplicity and ease of use. As to how these two things would actually work to create unique spells on the fly by a wizard I've yet to completely figure out. What I'm thinking of is the Weave well determine which Ability score (Int., Wis., or Cha.) will be applied to the weaving of the spell. The Weave specified will operate in one of the manners included in the Weaves description. Following that the application of an Effect would further narrow down the tangible results of the spell. To cast the spell successfully I imagine there will be a check similar to Spellcraft (or something???) if successful the spell acts as desired, on a failure the caster would pay a penalty for the strain of channeling the magical energy. On a botch or miserable failure unexpected loss of control or wild magic effects could happen. The DC of the check will largely be determined by the caster and what he/she chooses to attempt. The factors would mainly include things like number of damage dice, number of targets, range etc. etc. I'm getting worried that this could be getting a bit too complicated so I'm going to really need time to mull this over and try some actual examples out. If I do choose this route for how Woven spells behave I'll definately keep some key aspects fixed to represent the basic nature of what a Woven spell. The two things off-hand that spring to mind that will always remain the same are the casting time and duration for Woven spells. As a way of eliminating complexity I'm thinking I'll make some other factors constant but if I do that too much the flexibility of the system right now would be ruined. Well that was a whole ton of stuff, not sure if it's all that coherant but that just reflects how my brain is working right now. Occhronustinrist I really appreciate the comments and I'm seriously considering about buying EoM but I am poor and I really like doing things on my own so I may not. Keep the comments coming though for sure. Thanks a TON. John [/QUOTE]
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