
Natan Linggod 327 |
I don't know much about 3rd party or variant magic systems so I'm asking here.
I want a style of magic based on 'exchanges'. Especially short or long term 'contract' type magic.
In essence, the caster must make 'deals' in order to cast spells. Either with the target; for example 'In exchange for this buff to your AC, you pay 5 hitpoints at the end of the duration'; or with powers/beings providing the magic, eg "In exchange for this piece of special incense, you fire spirit throw flame over there".
Maybe at higher levels being able to create magical contracts for things like part of one's life span. "In exchange for giving me 5 years of your lifespan, I'll give you 10k gold/a magic sword/etc"
Any ideas?

QuidEst |

Not even 3rd party stuff? Drat.
Maybe I can alter an existing magic system. Words of Power perhaps?
It seems like this is probably going to be unbalanced or not meaningful. The game is balance around free, limited spells per day. If you slap a cost on, the cost either breaks the balance (unless applied to all casting), the compensating benefit breaks balance, or it isn’t a “real” cost.
Refluff options: material, somatic, and verbal components are the cost. By providing materials meaningful or useful to spirits, tracing inscriptions granting them better access to this realm, and reciting short verses honoring them or things they care about, one provides offerings to invoke various spirits. These invocations also reference various payments made beforehand. For instance, d6 casters have given up much of their vitality in various deals, and divine casters are being repaid for lives spent in service of their patrons. Eschew Materials represents some lump sum payment or an account spirits draw from- possibly even one built up by an ancestor and inherited. Mediums already bargain with spirits, and Kineticist works pretty well for paying with vitality.

GM Rednal |
Spheres of Power allows for customized casting traditions. Options include things like paying money for effects or taking nonlethal damage. You could probably talk a GM into allowing an "or" option there (you pay me money OR your life force to cast). This is ideal for short-term contracts, and can be easily flavored as such.
Pact Magic is all about making agreements with spirits to get power from them. Bad bargains give them more control and influence over you. At higher levels, the Pactmaker (a base class introduced in the system) can make multiple agreements per-day. This is good for long-term contracts. With the right setup, you can even go for a permanent pact.