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<blockquote data-quote="Archon of Light" data-source="post: 1635829" data-attributes="member: 20967"><p>And it just so happens that I have been focusing a lot of my recent efforts towards developing this very aspect for my game world. Currently, it is still in various stages of notes and scribbles as I attempt to gel everything into something more cohesive and tangible. Perhaps an attempt to piece some of it together here will help the process along. Forgive me for not editing much as I kinda toss this out. Here goes...</p><p></p><p><strong>The History</strong></p><p>In this world (yet to be named), the universe once existed only as a maelstrom of Chaos where the elements themselves battled continually in a cosmic struggle for supremacy. Life could not exist in the chaotic vortex, until the Gods came to be and brought Order to the universe. Together, they worked to shape the worlds and the heavens, finding place and purpose for everyone and every thing. The Laws of the Universe were written in their sacred language and inscribed on the surface of a great stone that served as the cornerstone of the world: the Scribe Stone.</p><p></p><p>The Scribe Stone was kept secret and safe deep within the world they created. It was kept and guarded by the very first race created from the earth itself, the Dwaeren (dwarves). The Gods set about creating the rest of the world, creating the various races and teaching them the many wonderous natures of the Universe they built and the laws they had wrote. Understanding the laws they had created allowed the races to harness the energies and create fantastic effects, which they simply called Magic.</p><p></p><p>For ages, the world evolved and changed, with each generation of races living, dreaming, fighting, and dying in the place the Gods had given to them. Under the guidance of their patrons, each generation learned more about the nature of the Universe as the Gods had made it. As their knowledge grew, so did their power and their ability to manipulate the Universe through Magic. But while the Gods kept their attention on their respective children races, the Dwaeren were forgotten in their homes deep beneath the surface.</p><p></p><p>For centuries, the earth-born creatures lived without direction or instruction in the dark realms below. They were valiant warriors and superior craftsmen with an uncanny sense for mining and an insatiable lust for all things precious and valuable embedded in the earth. Greed was a common failing among their species, as many clans oftened battled to the point of annihilation over a newly discovered vein of ore or gems. It was the last great clan war that nearly destroyed them all, but more significantly, it changed the very world itself. </p><p></p><p>The Scribe Stone was shattered, releasing Chaos back into the world once more. The Gods themselves were expelled from the ensuing surge that defied their established Order, barring them completely from the world they had created and the influencing the people therein. As a result, the very nature of Magic and the Universe itself were significantly altered. Without the divine presence or guidance to aid them, the races suddenly found themselves abandoned and uncertain in a world that was no longer the same to them. Magic was no longer there for them to command.</p><p></p><p><strong>Magic Rediscovered</strong></p><p>Long after the shattering of the Scribe Stone, the races learned new ways to perform Magic. </p><p></p><p>Shaman: Not long after the incident, it was discovered that creatures with natural abilities to create magical effects, like spirits and fairies, still had their powers to do so. And so the first new form of magic, naturally, became a technique to summon and speak with these creatures to command them to create certain 'spells' for them. The most common types of Shamanism are the Eloraen (elves) Shamans, who communicate with the various fairy spirits that reside in all living things, and the Witch/Warlocks of some human cultures who may speak with the darker creatures of the world, like demons and ghosts. Most shaman magics involve use of one of the four elements.</p><p></p><p>Mystic: It was soon realized that the each race had it's own natural order from which Magic could be discerned. Also known as the Magic of the Self, Mysticism draws magical effects from the person, be it physical or idealogical. A Mystic can heal wounds, walk through walls, or create a barrier attuned to a specific idea or belief (alignments).</p><p></p><p><em>Still working on a few others...</em></p><p></p><p><strong>Runes and Rune Magic</strong></p><p>The most powerful Magic of all comes from what remains of it's original source. The markings of the Scribe Stone held the secrets of the Universe's very nature. When the Stone was shattered, the binding of the Order of the Universe was disrupted, but the implications were still intact within the writings themselves.</p><p></p><p>In time, the races discovered the true power of the Runes. Once a rune was learned, a Rune Master could learn to inscribe them on various persons or objects. Each symbol (rune) had it's own power or powers, which could be evoked by channeling magic energy (mana) through it. As it turned out, any person could learn to channel mana to evoke the runes, but only one trained in such skill and possessing enough power could control the most powerful runes.</p><p></p><p></p><p>There's more to it than that, but those are some of the high points. I am actually working to create the campaign from the rules up, so there's an extensive amount of rework being done. This system is being designed for a lower-powered setting, so let me point out a few things to keep in mind after reading this.</p><p></p><p>1. The system uses a 10-level base class structure, rather than the typical 20-level base classes. Class levels in this system are diminished greatly from the Core Rules standard by almost one-third (i.e. a 6th level standard character is about the equivalent to a 9th level character in this system.)</p><p></p><p>2. Spell list are replaced by a list of variable spell effects with templates. Mana (spell points) can be expended to create greater variations of simpler spells, much like metamagic feats did. Less spell choices, but more variations.</p><p></p><p>3. Spellcasters are much more specialized with significant flavor for each, but still customizable. Spellcasters must also roll for successful spellcasting attempts. Failure results in taking non-lethal damage or fatigue.</p><p></p><p>4. Standard magic items do not exist! Only items properly inscribed with a Rune can be used to create magic abilities in the item or the person. Invoking the power of the Rune costs mana, and the effects are never permanent. Thus, for example, a weapon with a Fire Rune could become a <em>flaming weapon</em> for as long as the character wielding it can expend the required number of mana points. (All characters gain some amount of mana, regardless of class.)</p><p></p><p></p><p>Alright, in short, the whole system is getting an overhaul to try and maintain some balance to make it all work. But, you get the idea. Sorry for rambling.</p></blockquote><p></p>
[QUOTE="Archon of Light, post: 1635829, member: 20967"] And it just so happens that I have been focusing a lot of my recent efforts towards developing this very aspect for my game world. Currently, it is still in various stages of notes and scribbles as I attempt to gel everything into something more cohesive and tangible. Perhaps an attempt to piece some of it together here will help the process along. Forgive me for not editing much as I kinda toss this out. Here goes... [b]The History[/b] In this world (yet to be named), the universe once existed only as a maelstrom of Chaos where the elements themselves battled continually in a cosmic struggle for supremacy. Life could not exist in the chaotic vortex, until the Gods came to be and brought Order to the universe. Together, they worked to shape the worlds and the heavens, finding place and purpose for everyone and every thing. The Laws of the Universe were written in their sacred language and inscribed on the surface of a great stone that served as the cornerstone of the world: the Scribe Stone. The Scribe Stone was kept secret and safe deep within the world they created. It was kept and guarded by the very first race created from the earth itself, the Dwaeren (dwarves). The Gods set about creating the rest of the world, creating the various races and teaching them the many wonderous natures of the Universe they built and the laws they had wrote. Understanding the laws they had created allowed the races to harness the energies and create fantastic effects, which they simply called Magic. For ages, the world evolved and changed, with each generation of races living, dreaming, fighting, and dying in the place the Gods had given to them. Under the guidance of their patrons, each generation learned more about the nature of the Universe as the Gods had made it. As their knowledge grew, so did their power and their ability to manipulate the Universe through Magic. But while the Gods kept their attention on their respective children races, the Dwaeren were forgotten in their homes deep beneath the surface. For centuries, the earth-born creatures lived without direction or instruction in the dark realms below. They were valiant warriors and superior craftsmen with an uncanny sense for mining and an insatiable lust for all things precious and valuable embedded in the earth. Greed was a common failing among their species, as many clans oftened battled to the point of annihilation over a newly discovered vein of ore or gems. It was the last great clan war that nearly destroyed them all, but more significantly, it changed the very world itself. The Scribe Stone was shattered, releasing Chaos back into the world once more. The Gods themselves were expelled from the ensuing surge that defied their established Order, barring them completely from the world they had created and the influencing the people therein. As a result, the very nature of Magic and the Universe itself were significantly altered. Without the divine presence or guidance to aid them, the races suddenly found themselves abandoned and uncertain in a world that was no longer the same to them. Magic was no longer there for them to command. [b]Magic Rediscovered[/b] Long after the shattering of the Scribe Stone, the races learned new ways to perform Magic. Shaman: Not long after the incident, it was discovered that creatures with natural abilities to create magical effects, like spirits and fairies, still had their powers to do so. And so the first new form of magic, naturally, became a technique to summon and speak with these creatures to command them to create certain 'spells' for them. The most common types of Shamanism are the Eloraen (elves) Shamans, who communicate with the various fairy spirits that reside in all living things, and the Witch/Warlocks of some human cultures who may speak with the darker creatures of the world, like demons and ghosts. Most shaman magics involve use of one of the four elements. Mystic: It was soon realized that the each race had it's own natural order from which Magic could be discerned. Also known as the Magic of the Self, Mysticism draws magical effects from the person, be it physical or idealogical. A Mystic can heal wounds, walk through walls, or create a barrier attuned to a specific idea or belief (alignments). [i]Still working on a few others...[/i] [b]Runes and Rune Magic[/b] The most powerful Magic of all comes from what remains of it's original source. The markings of the Scribe Stone held the secrets of the Universe's very nature. When the Stone was shattered, the binding of the Order of the Universe was disrupted, but the implications were still intact within the writings themselves. In time, the races discovered the true power of the Runes. Once a rune was learned, a Rune Master could learn to inscribe them on various persons or objects. Each symbol (rune) had it's own power or powers, which could be evoked by channeling magic energy (mana) through it. As it turned out, any person could learn to channel mana to evoke the runes, but only one trained in such skill and possessing enough power could control the most powerful runes. There's more to it than that, but those are some of the high points. I am actually working to create the campaign from the rules up, so there's an extensive amount of rework being done. This system is being designed for a lower-powered setting, so let me point out a few things to keep in mind after reading this. 1. The system uses a 10-level base class structure, rather than the typical 20-level base classes. Class levels in this system are diminished greatly from the Core Rules standard by almost one-third (i.e. a 6th level standard character is about the equivalent to a 9th level character in this system.) 2. Spell list are replaced by a list of variable spell effects with templates. Mana (spell points) can be expended to create greater variations of simpler spells, much like metamagic feats did. Less spell choices, but more variations. 3. Spellcasters are much more specialized with significant flavor for each, but still customizable. Spellcasters must also roll for successful spellcasting attempts. Failure results in taking non-lethal damage or fatigue. 4. Standard magic items do not exist! Only items properly inscribed with a Rune can be used to create magic abilities in the item or the person. Invoking the power of the Rune costs mana, and the effects are never permanent. Thus, for example, a weapon with a Fire Rune could become a [i]flaming weapon[/i] for as long as the character wielding it can expend the required number of mana points. (All characters gain some amount of mana, regardless of class.) Alright, in short, the whole system is getting an overhaul to try and maintain some balance to make it all work. But, you get the idea. Sorry for rambling. [/QUOTE]
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