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Focus Based Magic System
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Focus Based Magic System
#1I have been contemplating a new magik system with the following rules:
1) All magik would be focused through items. Even if the effect requires the wiggling of fingers or chanting to cast the spell, the effect must be anchored to an item that must be in the possession of the magik user. Now you could make it a wand, your wizard staff, your robe, the ring on your finger.
The only exceptions would be creatures of magik that
2) It takes time and effort to make an item a focus for a given effect. The amount of power the spell effect has, determines the time it takes. Part of the study aspect of the spell would be anchoring it to something.
2b) The more effects tied to an object, the more time/ effort it will take to anchor the effect to it.
3) Spells start requiring time to cast and effort to do (even with foci). These time and effort requirements can be reduced by spending more time making the focus/ anchor.
4) Spells could be given triggers, conditions or spell actions required to release a prepared spell.
4b) There would need to be a limit to the number of spells left on trigger.
5) Magik items would need instruction books. If the item was usable by just anyone, what would stop people from just stealing your stuff besides your ire? The fact they can't use it without the right trigger words
To play this magik system would require
a)Some basic spell effects to be built up upon. Missile, Move Object, See Other place. All of these things would form the foundation of effects.
b)A list for the cost of modifiers for basic spell effects. Increasing or decreasing time by steps costs points for example. Additional points required to be the second spell or third spell.
c)Enchanting skills per type. Some of them for power and some for metamagik (duration, etc)
d) A task system for generating effect points. Effect points are used to purchase spells. Base points would be based on the INT MOD or INT/5/
e) An effect point system allowing you to take a basic effect and tweak it up or down.
You know, Hero System would be good for this kind of game. It would even require less work. You could take the basic power effects, and list the modifications to make the base spells. You will need to work on the modifiers to better fit the world view. -
Focus Based Magic System
#2I haven't played hero, so I am unaware on how thier system is balanced. For a system to build up the costs of making an item with more spells attached, look into the Fibaconi sequence. For a poor explaination, it's basically the next number in the sequence is the sum of the previous two.
So start with 1, then 1 again (1+0=1), then 2 (1+1=2) then 3 (1+2=3) then 5, (2+3=5) and so on getting very expensive very quick. The sequence starts looking like this:
0 1 1 2 3 5 8 13 21 34 55 89 ...
Since the lower levels are rather cheap, making things with a couple of nifty bits is easy, but trying to make something all encompasing is ridiculous.
Did you want more ideas for base spells or number systems? -
Focus Based Magic System
#3Well As for number a) Some basic spell effects to be built up upon. Missile, Move Object, See Other place. All of these things would form the foundation of effects.
You could do a number of things. You could make two types of spell effects. The Spell effect it self (Missle, Fireball, REstore Health, Move object so on and so forth) and a Trigger Effect (speceific words, thoughts, guestures that would be needed to trigger it.) You coudl use this as a system for a foundation for the spell effects. The player learns how to anchor Fireball to a glove and puts the trigger as saying the word fireball.
Maybe offer the ability to increase the damage and range of the spell effect that they have.
I got to go now so I will write more later. -
Focus Based Magic System
#4Ok sorry. I thought I was logged in but apparently I was not. Twice I have done that.
Anyways on to what I was saying. I don't know if this is what you want or not.
SO in order to know what object has what magic you could just put Spell Effect and TRigger Effect and answer them as needed. Or you could just put in caps the first letter of the word. Like FB for Fire Ball, and PT for password Trigger. Then make sure you know the trigger for each object.
tarock -
Focus Based Magic System
#5My friend is considering a magic system somewhat like this one, only the magic is less like D&D magic, and more like Charms from Exalted. -
Focus Based Magic System
#6Not that I exactly understand the entire deal but here are some thoughts on the magic through items.
(Love the idea by the way)
I would dump the power word thing. If all it took was a power word then there is no need for wizards except for those that make them. Users are just people that are able to read the instruction books. I guess they could be like scrolls basically, except have extended uses except one.
3) Spells start requiring time to cast and effort to do (even with foci). These time and effort requirements can be reduced by spending more time making the focus/ anchor.
Depending on the level of the caster and the level of the item. Low level item and low level wizard equals a longer amount of time for there focus to the item to build to the point where they can actually use it. Low level item and high level wizard equals a fairly simple process to aclimate themselves to the power of the item and exploit it. It is an experience thing basically. A mage cannot use an item above their experience level. Mentally impossible. They don't have the experience to access the complexities of the next level until they gain the experience necessary. They can be trained by somebody to access a particular item of a higher level if specifically taught the skill by another higher leveled mage, but it is like knowing a route to somewhere. You can only go that way and if you go antoher (on another item) you will get lost.
I am thinking it being almost a mental game between the item and the mage. Once the mage knows the tricks of those levels of items they can access them easily. Every level that the item goes up, the complexity and focus required to control and use that item goes up as well.
So basically I would make it a time factor depending on the level of the mage and level of the item. Equal levels means so much time to cast. Can cast x amount of lower level spells in the amount of time you can cast a higher level spell. High level spells are possible if they know the trick but realistically there will be a moment of elation and perfect understanding (next level) that breaks the secret of the next level of items. Then they must continue to school themselves on the magic to try and move on and educate themselves.
Unedited thoughts as usual. I think I repeat myself, sorry, but limited time. -
It is a magical time....
#7Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump! Bump!
In honor of the magical time of the year, I have bumped all the magic threads. Any comments?
And check this thread
http://www.rpgcitadel.com/guild/index.php?topic=1063.0
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