TYP
Villager
Good morning/afternoon/evening all. Years ago, I found this post about ways to break out of the "scientific" magic systems that are so common in D&D and D&D related games. I loved it, but never did anything with it. As I was messing around with A5E, though, it seemed like many pieces I didn't realize I needed were suddenly present, and so I started tinkering. I've just finished up a first draft of a tweaked magic system, and am interested to see what people think.
The essential idea is that, rather than have spells be cast anywhere at any time, that the spells need energy to come from particular places. To me, this makes a lot of sense when I think of the kinds of mythical or archetypical ways we think of magic. There are magical places where wonders can be performed, wizards put their towers in certain specific places, ground can be sanctified, etc. There are also powerful staffs that wizards need to use their powers (Gandalf) or sacred relics that render demons powerful or vulnerable (Hellboy), or powers that are lost if a geas or vow is not kept (Cu Chulainn). I tried to bring in these mechanics in a way that doesn't interfere too much with the ability of players to access their character's magic if they come prepared. That preparation takes the form of learning about places that they can draw their power from, which brings them more into the history and community of a place, or in acquiring powerful magic focuses, perhaps through quests, perhaps through great deeds.
If you've got the time and inclination, I'd love some thoughts and impressions. I haven't had a chance to find a group to try this out, but also wouldn't want to inflict a playtest on them before it's been gone over at least once. Cheers.
The essential idea is that, rather than have spells be cast anywhere at any time, that the spells need energy to come from particular places. To me, this makes a lot of sense when I think of the kinds of mythical or archetypical ways we think of magic. There are magical places where wonders can be performed, wizards put their towers in certain specific places, ground can be sanctified, etc. There are also powerful staffs that wizards need to use their powers (Gandalf) or sacred relics that render demons powerful or vulnerable (Hellboy), or powers that are lost if a geas or vow is not kept (Cu Chulainn). I tried to bring in these mechanics in a way that doesn't interfere too much with the ability of players to access their character's magic if they come prepared. That preparation takes the form of learning about places that they can draw their power from, which brings them more into the history and community of a place, or in acquiring powerful magic focuses, perhaps through quests, perhaps through great deeds.
If you've got the time and inclination, I'd love some thoughts and impressions. I haven't had a chance to find a group to try this out, but also wouldn't want to inflict a playtest on them before it's been gone over at least once. Cheers.