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Making my own system; suggestions for spell effects?
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<blockquote data-quote="System Ufera" data-source="post: 6079831" data-attributes="member: 6671268"><p>Hello... As some of you may be aware, I am making my own pen and paper RPG system. Recently, I ended up completely scrapping the previous system for spells in favor of one which would better fit the flavor of how magic works in the game's setting; where previously, the system was similar to DnD, in which you would have a huge list of spells with predetermined effects, the new system takes a modular approach by having a list of effects and other traits (such as range and size of effect) which could then be combined into a spell upon casting (I'm planning to include spell cards on which players can arrange effects and calculate the different aspects of a spell beforehand, for the players' convenience).</p><p></p><p>The flavor of magic in my game is that it's an application of science; it does not bend, bypass, or otherwise violate the setting's laws of physics, and in order to successfully and reliably cast spells, one must learn how the universe works. To cast a spell, one must think a thought in what is essentially an arcane "language" (it's a language in a sense that C++, Assembly Language, or Binary/Hexadecimal Code are languages, not in the sense that English is a language). The mental manifestation of the thought itself does nothing, but the physical processes in the brain which produce the thought interact with arcane energy in the brain, acting as "instructions" for the energy to follow. The arcane energy then acts accordingly, producing an effect as instructed.</p><p></p><p>Of course, in order for a particular effect to be manifested, a wizard must know how the effect works; for example, producing a flame would require a wizard to know what thermal energy and heat actually are, the conditions which must be present for combustion, and so on. The wizard must also know how to command the arcane energy to create enough heat for combustion, and possibly how to command a separate amount of arcane energy to act as fuel for the flame, if no other fuel is present.</p><p></p><p>Anyway, with all that said, I was wondering what sort of effects I should include in my game. What effects would you consider to be essential to a particular type of wizard, what effects would you like to see which you haven't seen before, etc.? Thank you in advance for any suggestions.</p></blockquote><p></p>
[QUOTE="System Ufera, post: 6079831, member: 6671268"] Hello... As some of you may be aware, I am making my own pen and paper RPG system. Recently, I ended up completely scrapping the previous system for spells in favor of one which would better fit the flavor of how magic works in the game's setting; where previously, the system was similar to DnD, in which you would have a huge list of spells with predetermined effects, the new system takes a modular approach by having a list of effects and other traits (such as range and size of effect) which could then be combined into a spell upon casting (I'm planning to include spell cards on which players can arrange effects and calculate the different aspects of a spell beforehand, for the players' convenience). The flavor of magic in my game is that it's an application of science; it does not bend, bypass, or otherwise violate the setting's laws of physics, and in order to successfully and reliably cast spells, one must learn how the universe works. To cast a spell, one must think a thought in what is essentially an arcane "language" (it's a language in a sense that C++, Assembly Language, or Binary/Hexadecimal Code are languages, not in the sense that English is a language). The mental manifestation of the thought itself does nothing, but the physical processes in the brain which produce the thought interact with arcane energy in the brain, acting as "instructions" for the energy to follow. The arcane energy then acts accordingly, producing an effect as instructed. Of course, in order for a particular effect to be manifested, a wizard must know how the effect works; for example, producing a flame would require a wizard to know what thermal energy and heat actually are, the conditions which must be present for combustion, and so on. The wizard must also know how to command the arcane energy to create enough heat for combustion, and possibly how to command a separate amount of arcane energy to act as fuel for the flame, if no other fuel is present. Anyway, with all that said, I was wondering what sort of effects I should include in my game. What effects would you consider to be essential to a particular type of wizard, what effects would you like to see which you haven't seen before, etc.? Thank you in advance for any suggestions. [/QUOTE]
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