Concept for a new magic system

Falconnan

First Post
I have been debating further separating the current set of magical items.
Under the current system, you have divine magic, arcane magic, and psionics (which may or may not be magic). I have a slightly different idea.
Divine dweomers (Connection to the Gods)=Clerics, Divine Champions (Paladins and their counterparts), Favored Souls, and Marshals (the last two from Miniatures)
Mysticism (Natural Wisdom)=Druids, Rangers, Shamans(OA), and Barbarians (will explain how that works later)
Ki Focused (Body focused by the Mind)=Monks, Shugenja, Sohei, and Samurai (Last 3 from OA)
Psionic Power (Mind over Matter)=Psion, Psychic Warrior, Wilder (based on preliminary reports), and the Soulknife (or whatever, PsHB)
Arcane (Learned Skill-Based)=Wizards, Rogues, Fighters, and Swashbucklers (Complete Warrior)
Sorcerous (Pure Supernatural Talent)=Sorcerer, Bard, Hexblade (Complete Warrior), and the Battle Sorcerer (Unearthed Arcana).
Of these, almost all have at least two, some as many as twelve, customized approaches.
While this sounds complex, it actually has worked out fairly easily. The various magics easily affect one another, though the spell completion and spell trigger items are clearly class-type specific.
Sorcerous and psionic practitioners need no material components, though they do use focuses (but may need to pay experience points based on price of normally required components, thereby focusing the difference between wizards and sorcerers).
Arcane practitioners act normally. Arcane is not merely magic, but any learned skill.
Ki practitioners need to spend the an hour a day meditating to remain at full capacity.
Divine and Mystic practitioners also function as normal.
Fighters, Wizards, and Swashbucklersstill treat Use Supernatural (replaces magic) Device as a cross class skill.

Aside from complexity, what think ye about flavor value?
 

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Divine and arcane magic feels pretty much the same at the moment. Game mechanically the two groups mainly just focus on different aspects of magic. Divine casters take this a bit further by having different core classes with specific focuses. Arcane casters have schools of magic, which basically do the same thing.

The only big deal seems to be that divine casters can create magical items easier, since they enjoy universal access to their spell lists...On the other hand arcane casters do have all those evocations that make combat so much simpler...

In any event I would just ask this: how are you going to make all those different "classes" that you have listed above truly feel different? Creating long lists of spells that are only available to certain spell casting classes isn't anything new. Compare the druid and cleric core classes for example.

And if you can't create the flavor to back up the crunch, then why bother in the first place?

I don't know...this just seems like an awful lot of trouble for very little gain...
But: if you can give me a decent answer then I'll shut up and observe in awed silence.
 
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