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Need feedback on a homebrew idea for magic, gods, etc.
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<blockquote data-quote="Angcuru" data-source="post: 1928862" data-attributes="member: 10948"><p>Thanks. The Creator/Changer theme is really the core matter of the whole setting, obviously. The quasi-Highlander evil, as you put it, is more of an inverse reflection of the grudging co-operation of the many, lesser gods. So, Creator's shards form greater beings/gods who by their very nature want to preserve the status quo, while Changer's shards form 'demonic' entities who want nothing more than chaos and bloodshed, with each one wanting to control it all. Kind of like a bunch of mini-Saurons (ow, bad analogy) trying to take each other down and kill everything else in the process, while the Gods try to preserve their respective races by fighting back. So in a way, Creator and Change are still duking it out. Overall a very dangerous place.</p><p></p><p>I was figuring on having two main spheres of magic, Creation and Change, like you observed. </p><p></p><p>Creation magic would somewhat mirror standard Divine magic, in that it is granted by the Gods to their foremost worshippers. It can only be used to create something from nothing, and that's all they can do. By it's nature, it is more suited to aiding in peaceful ventures, as in construction and that sort of thing. But, it can be turned to war, I.E. creating a virtually unlimited supply of ammunition for an army, creating creatures to serve on the battlefield, acting like artillery by conjuring big boulders above the enemy and watching them go splat, that sort of thing. </p><p></p><p>Change magic, on the other hand, is similar to Arcane magic in that is primarily an innate ability, but can be studied and developed by non-gifted people. By its nature it can only alter existing material and forces. Lots of interesting possibilities. One can combat aging and achieve a form of eternal youth, or use the inverse to inflict decades of aging upon and adversary. City walls could be turned to rubble, rivers turned to dust, the very air turned to fire. There is a more benevolent side, of course. Wounds could be healed, and that sort of thing. </p><p></p><p>Both forms of magic would require great imagination. Of course, I'd have to create LOTS of all-new spells, but some from standard D&D could be ported. But I plan to level it off as low-mid magic, with little understanding of the forces in play. I want to avoid FR-esque overing magicking of the setting, so I could have each form of magic be detrimental to its users. Perhaps each use of creation magic could cause a very slight, but gradual development of frailty in the user. Change magic could warp the user's mind and body, causing deformities and amnesia. Before any very powerful magic could be developed by any one caster, they would be killed or driven mad by the forces they seek to control. As such, for any real development of magic, the two sects would have to be in cooperation in some sense, likely grudgingly.</p></blockquote><p></p>
[QUOTE="Angcuru, post: 1928862, member: 10948"] Thanks. The Creator/Changer theme is really the core matter of the whole setting, obviously. The quasi-Highlander evil, as you put it, is more of an inverse reflection of the grudging co-operation of the many, lesser gods. So, Creator's shards form greater beings/gods who by their very nature want to preserve the status quo, while Changer's shards form 'demonic' entities who want nothing more than chaos and bloodshed, with each one wanting to control it all. Kind of like a bunch of mini-Saurons (ow, bad analogy) trying to take each other down and kill everything else in the process, while the Gods try to preserve their respective races by fighting back. So in a way, Creator and Change are still duking it out. Overall a very dangerous place. I was figuring on having two main spheres of magic, Creation and Change, like you observed. Creation magic would somewhat mirror standard Divine magic, in that it is granted by the Gods to their foremost worshippers. It can only be used to create something from nothing, and that's all they can do. By it's nature, it is more suited to aiding in peaceful ventures, as in construction and that sort of thing. But, it can be turned to war, I.E. creating a virtually unlimited supply of ammunition for an army, creating creatures to serve on the battlefield, acting like artillery by conjuring big boulders above the enemy and watching them go splat, that sort of thing. Change magic, on the other hand, is similar to Arcane magic in that is primarily an innate ability, but can be studied and developed by non-gifted people. By its nature it can only alter existing material and forces. Lots of interesting possibilities. One can combat aging and achieve a form of eternal youth, or use the inverse to inflict decades of aging upon and adversary. City walls could be turned to rubble, rivers turned to dust, the very air turned to fire. There is a more benevolent side, of course. Wounds could be healed, and that sort of thing. Both forms of magic would require great imagination. Of course, I'd have to create LOTS of all-new spells, but some from standard D&D could be ported. But I plan to level it off as low-mid magic, with little understanding of the forces in play. I want to avoid FR-esque overing magicking of the setting, so I could have each form of magic be detrimental to its users. Perhaps each use of creation magic could cause a very slight, but gradual development of frailty in the user. Change magic could warp the user's mind and body, causing deformities and amnesia. Before any very powerful magic could be developed by any one caster, they would be killed or driven mad by the forces they seek to control. As such, for any real development of magic, the two sects would have to be in cooperation in some sense, likely grudgingly. [/QUOTE]
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