A magic system I thought of...

Tymophil

Explorer
Hi guys,

I came up with an idea for a magic system based on effects. In my system, a spell is several magical effects linked together to shape up the hex itself.

For example, if you want to detect magic on an object that you touch you just have to link together "Detection" and "Magic source".

The cost of the spell is the cumulative cost of the linked effects.

So if the warlock wants to detect magic on an object that he cannot reach but can see, he has to link up "Detection", "At a distance" and "Magic Source". This spell would be more expensive than the previous one.

The goal of such a system is to give a player the opportunity to create spell by combining all the effects he can garner in his spellbook.

Did anyone try such system yet?

I also would like your ideas for some magical effects and the level they would be. I plan 9 levels of magical effects.

Best regards.
 

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Ed_Laprade

Adventurer
I tried something like that many years ago. How well it works depends on how closely your definitions match those of the players if you don't define the words/phrases clearly. And even then, expect some discussion of their meanings.
 

Smoss

First Post
The magic system for my RPG is somewhat similar. It works well - depending on how you use it.

For spellcasters with spellbooks it is great (Prepared spells ahead of time).

Freeform casters is a bit harder as it requires system knowledge to really craft a good spell on the fly.

I ended up with only 6 basic spell areas that were needed (Other than duration, area of effect, and meta effects like quickening a spell or casting silent). Of course, I am doing a fairly low fantasy world, so there is no teleportation or resurrection.

My areas were:

Boost (armor+, attribute+, bonus to d20 rolls, etc - also includes doing penalties to same)
Creation (Changing form, creating something new, telekinesis)
Damage (Pretty self explanatory. could be physical, energy, poison, etc)
Mind (Charm, fear, total control, etc)
Healing (wounds, poison, fatigue)
Perception (Detecting things, making illusions)

The point cost of spells depends on the power of the effect and such. Hope this gives you some fun ideas.
Smoss
 


Tymophil

Explorer
Thanks for those answers. I will check Elements of magic. I intented this system for initiation to RPG, it seems it's not a good idea...
 

Janx

Hero
Thanks for those answers. I will check Elements of magic. I intented this system for initiation to RPG, it seems it's not a good idea...

it's not a bad idea. As your working on it, keep your target audience in mind with the design.

D&D spells are pretty simple for a newbie. Pick a spell, read what it does. Execute. You either know the Magic Missile spell or you don't. There's no debate about what it does.

A flexible system gets into wrinkles when somebody tries to use it in a new way that "makes sense" but the GM feels like it'll be abusive or by-pass his incredibly clever puzzle.

Personally, I like the idea, but I can see how it'll get complicated, and potentially get into special cases.

Consider the detection spell.

You've got these factors:
Energy Cost:how much energy you can/want to put into it
Targetting: do you have a good means of identifying the person (picture, snippet of hair, blood, in order of power)
Distance: how far away is the target from you?
Successs effect: what happens when the person is found? make a compass needle point in their direction, show you where they are on a map, show you a mental image of them, show everybody a visual image of them)
Duration: how long to run this will have an energy cost as well
Power Focus: are you using a tool to channel the energy more efficiently (a scrying bowl, crystal ball)
Interference/Isolation: are you just casting this in the mall, or did you draw a circle, or is it a prepared casting circle (say gold inlaid floor)

I just layed out those parameters for a detection spell (to find a lost child, let's say). Now, with any luck, those same parameters apply to a combat spell, so we have a uniform rule system:

Flame Attack
Energy Cost: how much juice to spend
Targeting: can you see the target, point at the target directly, trying to catch him on fire across the city?
Distance: akin to how far, 5 feet is easier than 50 feet away, is easier than 10 miles away
Success: victim catches on fire/is bathed in fire
Duration: How long do you want to keep this up?
Interference/Isolation: Do you have a blasting rod or staff, or are you just shooting flames from your hand
Directness: are you conjuring flame from nothing, or making nearby flames spread to the victim? Or is he just spontaneously combusting?

As you can see, I added another parameter, that MIGHT apply to the first magic example, might not. Even with the same parameter names, you can see how different magic effects can have wildly different values as they value different things.

What I sense is that you'd need to start with different general effects (fire, detection, mind control, telekinesis, etc), and then be building matrices on the options for those parameters to define their energy costs and effects.

I got a feeling I'd be wanting an App for that to figure out what "spell" I was gonna cast.
 

Tymophil

Explorer
it'snot a bad idea. As your working on it, keep your target audience inmind with the design.
Iwant to use in a dimple game, suited for introduction du Roleplay...
D&Dspells are pretty simple for a newbie. Pick a spell, read what itdoes. Execute. You either know the Magic Missile spell or you don't.There's no debate about what it does.
There is no debate... But not much magic either in fact...
Aflexible system gets into wrinkles when somebody tries to use it in anew way that "makes sense" but the GM feels like it'll beabusive or by-pass his incredibly clever puzzle.
I think a set of advices and good introduction scenarios could put players and gamemasters on the right tracks...
I also plan levels to be few (9 to portray the whole career from lowly adventurer to grandiose legend). So each level gives lot of time to use and abuse the system.

Personally,I like the idea, but I can see how it'll get complicated, andpotentially get into special cases.
Isee the problem... I think the biggest trap is to give players andgamemasters enough to clearly avoid fun killing discussion, and fewenough to let the imagination of players fill the game with wonders.
Considerthe detection spell.

You'vegot these factors:
EnergyCost:how much energy you can/want to put into it
Targetting:do you have a good means of identifying the person (picture, snippetof hair, blood, in order of power)
Distance:how far away is the target from you?
Successseffect: what happens when the person is found? make a compass needlepoint in their direction, show you where they are on a map, show youa mental image of them, show everybody a visual image ofthem)
Duration:how long to run this will have an energy cost as well
PowerFocus: are you using a tool to channel the energy more efficiently (ascrying bowl, crystal ball)
Interference/Isolation:are you just casting this in the mall, or did you draw a circle, oris it a prepared casting circle (say gold inlaid floor)
I had something different in mind. A few keywords (effects), each of a certain level, and the levels adding up to give the final cost of the spell.
For example : Cure (level 1), Light wounds (level 1) enables at the cost of 2 to cure one human like “person” to be healed by touch of a few hits.
If you want to heal from a distance, another effect has to be used “From afar” (level 1), making the spell more costly. If you want to affect more people, you have to add another effect (Level 2 or 3) and so on.
So my keywords are tied to effect sought by the caster, not a rigid set of characteristic of a spell within a magic system (range, duration,etc.).
I want the spell system to be suited to quick spells. For longer ones, I will have a D&D4-like system of rituals.
Does it make sense ?
 

Mishihari Lord

First Post
Sounds like Ars Magica, which is an awesome system but very complex. So this can be a successful approach for a system, but keeping it simple will be a challenge. I'd suggest determining how existing books in the Players Handbooks work out with this system, then also allowing freeform casting too.
 

Tonguez

A suffusion of yellow
I designed a five part system using feats and skills. PCs choose there own Tradition (eg Pyromancer, Necromancy, Druidism, Diabolism, Fae etc) and then 3 skill specialisations

Skill: Conjuring, Abjuring, Manipulate, Transform, Evocation (Channel), Invocation (summon), Enhance, Psychic

Target - 1One, 2+Multiple, 3+Area
Range - 1Self, 2Touch, close, mid, long,
Duration 1 immediate, 2 instant, 3 minute, 4+ hour, 5+ days,
Power - 1+1d6, 2+1d10, 3
Complexity +1 for player defined variations, tricks, manoeuvres

eg an Aeromancer wants to fly

Target - 1 One, Range - 1Self, Duration 4 Hour (1) Power - 3 100lbs Complexity 3 Good

Manipulation Skill DC 12
The Aeromancer is able to manipulate the latent air currents to attain flight.


Hail of Thorns
Tradition: Druid (Plant) Skill: Conjuring

10 foot area +4 , close range +3, instant effect +2, 2d10 damage +3

DC 12
 
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Tymophil

Explorer
Sounds like Ars Magica, which is an awesome system but very complex. So this can be a successful approach for a system, but keeping it simple will be a challenge. I'd suggest determining how existing books in the Players Handbooks work out with this system, then also allowing freeform casting too.
A caster can have something like 4 to 6 level 1 "effects" at the moment of creation of the character, then can add one effect per level he gains, and level of magic. So, a magician starting with the 6 starting affects will have, at level 5 :
9 level 1 effects, 4 level 2 effects, 3 level 3 effects, 2 level 4 effects, and 1 level 5 effect.
The effects are described in the rules, and the magician grimoire only holds the effects mastered.
With each new level, the magic-user can also substitute one old effect for a different one.
 

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