Quasi-spell effects -- does it looks OK?

Gez

First Post
I am fleshing out a whole lot magic and how it works IMC.

Here's what I've came up with, briefly sumed up:
  1. The fabric of the universe is made up of an energy called lei.
  2. There are four kinds of lei (maybe even more), which correspond to positive energy (aka life lei or green lei), negative energy (aka decay lei or red lei), spell energy (aka magic lei or golden lei), and pure energy (aka material lei or white-blue lei).
  3. There are eleven degrees of intensity, called valences.
  4. Lei, being spiritual, is seen only on the ethereal plane (except the white-blue lei, which is stable enough to adopt also a material form, which is shaped by force effects).
  5. Spellcasters learn to convert a part of their lifeforce (green lei) into magical energy to power their spells (golden lei). The reasonnable quantity of lifeforce they can convert into spells without suffering crippling ill effects is determined by the spell per day table, however they can overconvert and suffer crippling ill effects if so they wish.

Anyway, I've decided to come up with what happens to a character who chooses to convert his lifeforce into pure force, rather than into spell energy. Given that magic is IMC tied to the Ethereal plane a lot, it would have to be related to ethereal things, or to force. Given that a spell slot lasts all day until expended, so would this energy when put in force.

Depending on the spell slot that is being effectively sacrificed in order to power a supernatural ability, you would get a more or less powerful result. I've thought about:
  • 0: Perception (when an ethereal being is within 5 ft. of the caster, and in front of him, said caster can attempt a Spot check DC 20 to see the creature, or a Listen check DC 20 to hear it).
  • 1: Force armor +1 (like the mage armor spell, but only +1)
  • 2: Sight (full fledged ethereal sight)
  • 3: Force armor +2
  • 4: Lei sight (full-fledged ethereal sight plus the ability to see other creature's lei, thus getting a hint of their power, eventual spellcasting capacity, whether they're alive, undead, or constructs, etc.)
  • 5: Force armor +3
  • 6: Ethereal manifestation (can interact with and manipulate ethereal stuff)
  • 7: Force armor +4
  • 8: Etherealness
  • 9: Force armor +5
  • Epic: Far projection (would require more explanation of homebrewy stuff, and is not very important anyway, I know this one at least is really underpowered)

Each of these effects can be considered as a spell lasting all day, affecting only the caster, that cannot be dispelled except for effects affecting force effects (is that unclear enough?), and that absolutely can't be metamagicked or anything.
 

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Gez: It looks good! I like the idea of explaining the 'physics' of magic and how your world works, it gives the game a stronger flavor and internal consistency - as well as creating hooks for games and items. Now, the way magic seems to work, why do casters, both arcane and divine, cast different spells? Also, wouldn't force magic be universal among casters? Finally - if you can see into the ethereal (where lei resides), having sight/perception into the ether should boost checks to id spells for dispelling.

As a side note: I have done something similar in my game, though in an entirely different flavor.


Stellar lines of energy pierce the mortal realm, but just as radio waves are not noticed by modern man, so to are these lines not noticed by mortals. These columns of energy are thicker in some regions and less so in others (a dead magic area would be free of these columns). Indirectly related, these columns of stellar influence, while beyond the notice or interaction of creatures in general, are what shape the nature of beings born in that area, giving them their astrological signs. The cumulative effect of these lines have long-term effects, causing unusual growths in creatures, encouraging veins of particular metals in the earth to form, and dictate the weather and soil conditions for the region. Each type of caster interacts with these columns of force in different ways - altering the risk, power, and effects they generate.

Note: these regions are usually cyclical in nature as to where they focus on the mortal realm, traveling in circular paths of influence. Now, there are some remote stellar lines that do not move, move erratically, or phase in and out over time. Civilizations tend to avoid areas such as these.

Final note: the moon acts as a lens, focusing these effects. The phase of the moon effects how magic effects the land.

B:]B
 

Beholder Bob said:
Gez: It looks good! I like the idea of explaining the 'physics' of magic and how your world works, it gives the game a stronger flavor and internal consistency - as well as creating hooks for games and items. Now, the way magic seems to work, why do casters, both arcane and divine, cast different spells? Also, wouldn't force magic be universal among casters?

While the energy for spell is universal (lei), the ways to recharge it (because spellcasters are supercharged in lei compared to "mundane people") are not; and the ways to get knowledge of the spells aren't, either. I have four kinds of magic: arcane, divine (cleric, paladin, sohei...), natural (druid, ranger, shaman), and psionic.

In my system, there is a single spell per day table, and spellcaster levels from any class stack (illustrating how magical energy is universal). That way, a cleric 5/wizard 5 gets as much spell per day as a wizard 10 in the normal rules, but he only has access to divine spells of level 0, 1, 2 and 3, and to arcane spells of the same levels. Investing in metamagic feats is a good idea (investing in spell access feats is an even better :)).

Beholder Bob said:
Finally - if you can see into the ethereal (where lei resides), having sight/perception into the ether should boost checks to id spells for dispelling.

Good idea. :)

Beholder Bob said:
Stellar lines of energy pierce the mortal realm, but just as radio waves are not noticed by modern man, so to are these lines not noticed by mortals. These columns of energy are thicker in some regions and less so in others (a dead magic area would be free of these columns).

Oh yeah, I forgot. Dead magic zone are IMC places where there is a hole in the ethereal plane. A dead magic zone is a place of the material plane that is not coexistant with the ethereal.

Beholder Bob said:
Indirectly related, these columns of stellar influence, while beyond the notice or interaction of creatures in general, are what shape the nature of beings born in that area, giving them their astrological signs. The cumulative effect of these lines have long-term effects, causing unusual growths in creatures, encouraging veins of particular metals in the earth to form, and dictate the weather and soil conditions for the region.

Nice, I myself use the unconscious mood of the spirits of the land. I found it's a great rationnal to have stormy weather when an evil war horde is gathering at the beck and call of an evil warlord -- this troubles the spirit. :)

Beholder Bob said:
Each type of caster interacts with these columns of force in different ways - altering the risk, power, and effects they generate.

Note: these regions are usually cyclical in nature as to where they focus on the mortal realm, traveling in circular paths of influence. Now, there are some remote stellar lines that do not move, move erratically, or phase in and out over time. Civilizations tend to avoid areas such as these.

Final note: the moon acts as a lens, focusing these effects. The phase of the moon effects how magic effects the land.

Have you made a calendar or something to keep track of these zones, or do you wing it?
 

Gez said:
Have you made a calendar or something to keep track of these zones, or do you wing it?

Areas with stationary lines tend to be extreme - volcanic activity, tornado ally, 'sick earth', and such. Areas that phase in and out are noted for upheaval - earthquakes and tidal wave prone. As to the wandering lines, you can not always predict when and were.

Some wandering lines = comets - literally seen in the sky and influencing the land below. Most wandering lines, though, are far less dramatic.

The moon is the spiritual sorting house - where souls go upon death to determine final destination. As it phases out, souls are more likely to be at unrest on the physical realm - so new moon nights are the nights most likely for things to go 'bump'. Full moons are the nights ancestor lines are most likely to be strong - ancient ancestors can channel to the mortal realm through the open conduit between the lands of the living and the dead through the moon.

Birth sign gives minor modification to a PC at time of creation. It also carries a slight modifier for spell casters: harder to dispel, more likely to overwhelm others spells. This can be made stronger with feats.

As to calendar/mapping - stellar influence is mapped - with cycles noted as a path it follows. I do wing areas not already mapped, as well as introduction of occasional wandering lines.

B:]B
 

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