Geometric MagicIAN (now with stats and detailed spell descriptions)

rictal_area

First Post
Hi, I registered at this forum because it seemed like a good place to get advice on my latest idea, so bear with me. I'm a student at the Cooper Union and for my graphic design project I have to design a book about a renaissance topic and in the style of the renaissance. One thing that intrigued me was the whole idea of the merging of religion and science, and the "divine perfection" of the classical solids. Ptolemy and Kepler both elaborated on that idea, placing the universe inside a dodecahedron and the orbits of planets being related to certain solids. Moreover, the solids represented the four elements, tetrahedron was fire, cube was earth, octahedron air, and icosahedron water, with the dodecahedron representing God and control.

Because this idea sounded so much like truename magic to me, I thought I should make a D&D ruleset around this concept and present that in a book. So the idea is that there is an underlying geometric nature to the universe, like true names, except it's dealt with in shapes rather than words. Since 3 dimensional solids are a little complicated, I think I'll simplify it down to 5 regular polygons of 3, 4, 5, 6, and 8 sides. Triangle = fire, square = earth, pentagon = water, and hexagon = air, with octagon as "control". Elemental truenames, more or less.

So a practitioner of such a system (a mathomancer?) would have the innate ability to "see" universal geometrics. So a fireball would look like a moving triangles, an earth elemental would be a series of squares and octagons, and a person would be a complex system of shapes surrounded by a spinning octagon.

Casting spells within this skillset would pretty much involve a magical form of compass and straightedge construction. All 5 shapes can be constructed in such a fashion in real life, but certain shapes (like the hexagon) do benefit from being much easier to draw, which would make it favor certain elements, but I think that can be addressed. Anyways, drawing a triangle around a person would deal fire damage, drawing 3 concentric triangles moving would create a level 3 fireball, etc. Drawing the shapes takes time, time which would decrease as the caster increases in level. Storing drawn shapes within a protective octagon and releasing them in battle would be the equivalent of memorizing spells. Counterspells would work by drawing a shape around the opposing caster or the spell launched. So drawing the correct octagon around a fireball would "turn" it, drawing an octagon with the opposing spin around a person's octagon would be a hold spell (with a DC check, probably), etc.

So far I think it's a bit too similar to a normal mage, but combining truename magic with rune magic and such might be interesting.

Obviously, I haven't thought this out too extensively, plus I'm not a very experienced pen and paper gamer. I would like some feedback on this, hopefully with ideas on how to make it unique and viable within a D&D-ish system, plus maybe some more ideas on spells and abilities from anyone familiar with mathematics.
 
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I like the idea, and you've got most of the details down. However, I see it as mostly a cosmetic change. The geometric parts are flavor and color. The nuts and bolts seem to be based an elemental-style system, which you can probably pull together without too much effort. Once you've got that part, you can start making some geometric-specific feats and prestige classes to round it out.

I'm not sure how well the casting speed/drawing time would translate mechanically. It will probably just make things too complex in combat, so you might want to leave that out. You could apply it to spells that take longer to cast, ie "ritual magic".

There is a geometer class in Complete Arcane, but it's not very interesting, IMO. You might find a couple of ideas there. While you're at it, check out the Wu Jen and Void Desciple for elemental-style classes.

I'm curious to see how it turns out.
 

yeah, you're right. The geometer has alot of similarities but it just seems like a slightly different wizard class. I think I'm going to go with completely new stuff for this, since I want it to probably be a starting class rather than a prestige class. So here's a stub character sheet

Class: Constructor Mage

Hit die: d4

Skill points: 2 + int modifier

Skills: Concentration, Craft, Decipher Script, Knowledge, Spellcraft, Search, Profession

Skill pts at first level: (2 + int modifier) x 4

Attack and saves are same as the wu jen class

Alignment: any lawful, as constructors are very keen about being organized and stuff

Religion: none, since they see themselves as above worshipping gods but believe in an universal power from geometry

Of course no proficiencies with weapons and armor, and arcane spell failure yada yada yada

int would obviously be the most important stat, but dex might also be useful not just for AC bonus since drawing the shapes might take some complicated hand motions. But having two stats for spellcasting might get too convoluted.

Okay, so I think to make spells more interesting, I'll work it this way. I think there should be a special item or ability that they have to draw shapes magically, either something with their hands like spellfire or maybe a special dagger that can draw interdimensional magic lines and such. Anyways, drawing the shapes takes a certain number of vertices and lines. The four elemental shapes take the same number of strokes, and the octagon would take a few more (probably 4 and 8, respectively). The number of strokes a constructor makes during a turn depends on what he rolls that turn. If what he rolls is not enough to complete the spell, he will have to continue rolling until the number of strokes made adds up to the required number for the spell. For example, if a spell required a triangle and an octagon (4 + 8 = 12 strokes), and he rolls a 6 during that turn, he will have to roll again next turn. He rolls a 5 the next turn, which brings his total to 11, so he has to take another turn and if he rolls a 1 or higher (duh) he will complete the spell. The die used for spell rolls increase in value as the constructor levels, the rate will probably be 1d4, 1d4, 1d6, 1d6, 1d8, 1d10, 1d12, 2d6, 2d6, 3d6, 3d6, 3d6, 4d6, 4d6, 4d6, 4d6, etc. I think it will cap out at 4d6 and from then on it would compensate by making the spells faster to cast.

As for the spells themselves, I think there are plenty of possibilities, but it really depends on how it would fit inside the scenario. I'll list the ones that are most essential for making the class interesting. One important ability is orbit-match, which is essential for the constructor to cast spells effectively. Basically, all things are contained within an octagon, and for living things the octagon spins at a certain rate. The constructor can draw a second octagon spinning in the opposite direction on top of the first one, thereby creating something like a one-person timestop. During the mathematical hold, whatever geometric spells (except another orbit-match) the constructor casts at the held target cannot be saved against (the constructor probably won't have instant-kill spells or anything non-elemental). The number of strokes needed is 10 + enemy's character level, and the duration would be [6 + caster level - enemy's level] rounds. There might be a will save, but then it might just get frustrating. The counter to this would be the spell "orbital shell" where one casts a second orbital of different spin on top of their own orbital octagon, so an enemy constructor would have to solve 2 orbits instead of one. The strokes needed to solve the cast orbital would be 10 + int modifier. Of course, during drawing the constructor's "spell" can be disrupted.

The constructor doesn't really need to memorize spells, as it can pretty much cast non-stop (I'll balance this somehow), but it can store spells outside of combat. He can store power-shapes inside a spinning octagon, and in combat simply do orbit-match on the octagon he drew to release the spell. The number of strokes for the orbit match would be 10 - int modifier. I think he can only store shapes that add up to a certain number of strokes, but that will be addressed later.

Obviously, this is ALOT of math to keep track of in the middle of a game, but I think it kind of fits with the character template. The spells themselves will really be up to the player to design, since there are so many possible shapes within the parameters, and it would take a long time to make spells to match them (triangle-octagon-triangle is a delayed blast fireball?). But I want to get feedback on this, is this a viable character class at all?
 
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Very intriguing start. I don't have any ideas worth contributing yet, but I'll keep an eye on this one. This could be a sort of "anti-Wild Magic" tradition, if nothing else.
 

Runic Magic

I think you will not find the context of runic magic to be very constraining. If your goal is to have a old style feel I'd borrow heavily from the runic tradition.

The norse have a vetki that must write his runes with a particular type of knife. The runes can be seen as cosmically aligned symbols, gifts from Odin, other sources etc...

If you want to jazz up your class why not make it similar to a psionic class and require an attuned crystal. The crystal might require building\contemplating the facets within as reflections of the universe. It might even scratch into the weave to create its magic.

'Sides lots of people think crystals are cool :)


Crystals would give you an avenue for magic items and more powerful crystals. Level advancement might also affect a wizard's crystal offering another source for variation.


Seriously it is perhaps popular to see the music of spheres as very new age and modern but medieval and shamanic tradition certainly had enough mysticism and fascination with geometry and math for you to keep your flavour in the past.


S
 
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