Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Best magic system to represent numerous and diverse cultural occult traditions?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="s/LaSH" data-source="post: 874615" data-attributes="member: 6929"><p>Essentially, you declare the basic gist of the spell (in terms of whatever components you're using), then you roll for it. You then spend the successes on each component you included (you have to do this, unless you didn't roll enough successes to cover them all at 1 each). The number of successes you put into each component dictates how powerful the effect of the spell is.</p><p></p><p>Most of the spell effects operate by overcoming basic qualities of the target such as the Body stat or an attribute. Beat it by however many times and you get however many repititions of the effect. For example, if someone has a Strength of 8 and you score 20 successes, you can modify their Strength up or down by two fifths (because you scored over twice the attribute).</p><p></p><p>The default spell affects only the caster, and only for a moment. You can drop dice from your pool before rolling (thus reducing the effect's eventual power) to increase range, area and duration.</p><p></p><p>That's the basics of the system. It's possible to modify it to d20 (I did it myself, although it's a quick hack), and is intended to do nearly anything, although I'm sure anyone could find holes in it if they wanted.</p><p></p><p>The thing about the Spheres is that they describe broad approaches to magic. Altogether, they represent the 'elemental' school of thought. If you want to rebuild them, one Sphere per magical tradition might not be the best approach - that concentrates an awful lot of power under one skill. The point of a skill component is that it's a very specific application of that skill, and more importantly, it's something only that skill does for you.</p><p></p><p>Two or three Spheres per tradition might be more apt; in the case of the Byurinese, perhaps one Sphere devoted to deception and another to curses (both things these Byurinese witches apparently do well). The existing components can be easily juggled about to fit into these Spheres of Deception (things like Illusion, Modify (self-only) and Telepathy) and Curses (things like Enhance, Scry (to find a target) and Sigil to mark a cursed one). It's only two Spheres, of course, but they're limited in application and taking one skill won't make you uber-powerful. Further, specialising into those components will allow for a great deal of customisation. No two Byrurinese witches need be quite the same in their talents.</p><p></p><p>I did write a section in the full version cautioning against reconfiguring the Spheres, as simply giving the ability to summon fire elementals to the Fire Sphere would completely change the meaning of that Sphere and reduce the utility of the Water Sphere which is supposed to be the summoning skill. Be careful if you want to change this.</p><p></p><p>Does that pique anyone's interest? I don't think I should reveal more about the magic rules, because I think they're pretty cool and if at all possible I'd like to charge through the nose for the full thing. (sigh) Times are tough, after all.</p></blockquote><p></p>
[QUOTE="s/LaSH, post: 874615, member: 6929"] Essentially, you declare the basic gist of the spell (in terms of whatever components you're using), then you roll for it. You then spend the successes on each component you included (you have to do this, unless you didn't roll enough successes to cover them all at 1 each). The number of successes you put into each component dictates how powerful the effect of the spell is. Most of the spell effects operate by overcoming basic qualities of the target such as the Body stat or an attribute. Beat it by however many times and you get however many repititions of the effect. For example, if someone has a Strength of 8 and you score 20 successes, you can modify their Strength up or down by two fifths (because you scored over twice the attribute). The default spell affects only the caster, and only for a moment. You can drop dice from your pool before rolling (thus reducing the effect's eventual power) to increase range, area and duration. That's the basics of the system. It's possible to modify it to d20 (I did it myself, although it's a quick hack), and is intended to do nearly anything, although I'm sure anyone could find holes in it if they wanted. The thing about the Spheres is that they describe broad approaches to magic. Altogether, they represent the 'elemental' school of thought. If you want to rebuild them, one Sphere per magical tradition might not be the best approach - that concentrates an awful lot of power under one skill. The point of a skill component is that it's a very specific application of that skill, and more importantly, it's something only that skill does for you. Two or three Spheres per tradition might be more apt; in the case of the Byurinese, perhaps one Sphere devoted to deception and another to curses (both things these Byurinese witches apparently do well). The existing components can be easily juggled about to fit into these Spheres of Deception (things like Illusion, Modify (self-only) and Telepathy) and Curses (things like Enhance, Scry (to find a target) and Sigil to mark a cursed one). It's only two Spheres, of course, but they're limited in application and taking one skill won't make you uber-powerful. Further, specialising into those components will allow for a great deal of customisation. No two Byrurinese witches need be quite the same in their talents. I did write a section in the full version cautioning against reconfiguring the Spheres, as simply giving the ability to summon fire elementals to the Fire Sphere would completely change the meaning of that Sphere and reduce the utility of the Water Sphere which is supposed to be the summoning skill. Be careful if you want to change this. Does that pique anyone's interest? I don't think I should reveal more about the magic rules, because I think they're pretty cool and if at all possible I'd like to charge through the nose for the full thing. (sigh) Times are tough, after all. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Best magic system to represent numerous and diverse cultural occult traditions?
Top