
DayneTheWickman |
1 person marked this as a favorite. |
This is me making a reservation for posting later as to what my idea is. The great irony as that I'm about to go to bed! Lol!
Anyway, I'll come back tomorrow and definitely add in my idea that I've been working on. Ciao for now!
I've been working on two magic systems lately and the one is fully fleshed out and working, however the second one is kind of kicking my beard...
The first one is a chromatic-metallic system where each style of magic is based on a color/metal. The kinds of magic are (starting with the chromatic):
red - magic that weakens and damages targets
blue - magic that bolsters and heals targets
yellow - magic that wards target
green - magic that influences plants and animals
orange - magic that influences spirits
purple - magic of divination and gathering of information
black - magic of power of death, chaos, evil and darkness
white - magic of power of life, law, good and light
gray - magic of influence of the mind and illusions
brown - magic of altering of the physical world
copper - gift of nimbleness, accuracy and luck
brass - gift of force, strength and ferocity
bronze - gift of knowledge and understanding
iron - gift of courage, invulnerability and tenacity
silver - gift of guile, charm and wit
gold - gift of wisdom, foresight and harmony
This system was nicknamed Soul Magic by my old game group and it required that the caster either a)form a contract with a magical being through diplomacy or force to use/improve one of the magical realms, or b)consume the soul of a fallen enemy (hence the popular nickname Soul Magic) to power the magic realms they wished to use.
This made a lot of sense because we played in a world where magic was acquired through the forming of contracts with magical beings and the consumption of souls. Due to the fact that magical beings were hunted and killed however, and the fact that the consumption of souls was heavily frowned upon (and punishable by death), magic users were shunned and often hunted down and killed. Clerics, Inquisitors and Paladins were exceptions because they gained their magic through extensive rituals, ceremonies and prayers to deities.
Magical beings gained magic through feeding off of the life-force of the cosmos. Example: a unicorn would typically live near a pool of water with reeds surrounding it. By drinking from the water at night (the water being fully exposed to the moon) the unicorn absorbed the power of the moon. The reeds that fed on the water would be eaten by the unicorn during the day to maintain its magical stores, because the moon's power would be stored in the reeds. A unicorn's power would also wax and wane according to the phase of the moon.
Magic in this world was very much centered around the interaction of the cosmos and the planes of existence. Spell casters that weren't part of the church were either loners that lived far away from civilization or kept their powers secret within their own homes.
Also, the power of a spell caster usually fluctuated depending on two factors: how many contracts they had with magical beings (the strength of the magical being, thus the strength of the contract, factored in as well in this part of the equation) and how many souls they currently had stored within themselves. At any one moment, a spell caster's power may increase or decrease depending on how much power they expend or absorb through their daily lives. Higher powered spells required more contracts and more souls, while lower powered spells required fewer contracts and fewer souls. The number of spells you could cast per day was based on how many each contract gave you and how many souls were expended with each spell. I.e. a spell that damaged a target for d6 damage may cost one soul or one level 1 slot from a contract, whereas a spell that could level a castle may cost upwards of 20 souls or possibly two level-9 slots from your contract(s).
Souls were like short-term investments and contracts were long-term. Souls lasted until you used the magical points you gained from them and could be gained rather quickly (short on souls to use, kill a few people and consume the ectoplasm). Each soul you consumed gave you a number of soul points to spend on spells. The number of soul points each soul gave you was equal to the CR of the creature the soul came from. If you absorbed the soul of a CR 5 monster, you gained 5 soul points to spend. If you absorbed 8 souls from CR 1/8 monsters, you gained 1 soul point to spend. The number of soul points spent to cast a spell were equal to the level of the spell. A level 5 spell would require 5 soul points to cast. You may think that this is ridiculously overpowered because after a few battles you'd be set on souls, right? Wrong. Each soul got a will save equal to 10 + it's CR + it's charisma modifier - the charisma modifier of the caster. If it failed, it was absorbed. If it succeeded, no soul for the caster!
Contracts on the other hand lasted for a long time and were made with three components. 1)Power level of the contract (this included the number of slots the contract contained and at what level those slots were), 2)conditions (what was required from both parties to maintain the contract and for how long it would last before needing to be renewed or simply becoming void), and 3)cost of the contract in order for it to be maintained and the cost of what would be lost should one of the parties break the contract before it reached the end of its term (i.e. a person may have to let a demon live in their left eye and if either were to break the contract they would become blind permanently with no way of regaining their lost vision.)
The level of a contract was equal to the CR of the magical being and the number of slots/power level increased at a steady rate according to a simple formula. Spell/day of given level = CR of monster - spell level + 2. According to this formula, a CR 5 monster gave you:
2 level-5 slots, 3 level-4 slots, 4 level-3 slots, 5 level-2 slots and 6 level-1 slots.
However, if you made a contract with another CR 5 monster you didn't get to double your available spell slots. Every consecutive contract at level 5 or lower only gave you a +1 to spells/day at the spell levels available according the CR of the monster. I.e. a contract with a CR 4 monster only yields a +1 level-4 slot, +1 level-3 slot, +1 level-2 slot and +1 level-1 slot.
Also, forming a contract with a stronger being reduces the previous contract to the simple +1 bonus. If I formed a contract with a CR 6 monster, I'd have:
2 level-6 slots, 3 level-5 slots, 4 level-4 slots, 5 level-3 slots, 6 level-2 slots and 7 level-1 slots.
The CR 5 contract from earlier now only gives me a +1 level-5 slot, +1 level-4 slot, +1 level-3 slot, +1 level-2 slot and +1 level-1 slot.
The number of spells known were also unlimited, so long as you had enough room in your tome, or enough tomes, to carry all the spells. Also, preparing a spell ahead of time allowed you to cast the spell as a standard action. However, you were also capable of looking up the desired spell, preparing it and casting it in a number of rounds equal to the level of the spell. After it was prepared, it could be cast immediately the next turn as a standard action or stored away for later use using another full round action. Although preparing spells in combat was possible, it wasn't advised or practical (until we entered into some longer, drawn out and epic-sized battles that required such actions just to survive).
So, that's the first system of magic. It's my personal favorite when it comes to magic and if I could use it every time I played pathfinder I totally would! Unfortunately, it really hasn't caught on yet with other players, and I fear it never will. Le sigh. :/
I guess that's the end of my first (official) post in the insomnia thread! :D