Fenixcrest
Sep 27th, '05, 02:22 PM
I'm thinking of of making a magic system for a sort of sci-fi/fantasy game (Think ridiculously epic magiotechnology), in which pretty much everybody can use at least simple magic.
Mechanics-wise, you'll purchase a talent based on the highest number of active points any given one of your spells can have, and then each spell will be a 2+1 Background Skill that is complimentary to the Magic Power roll you have to make when you cast. Spells are powered by an environmental END reserve that powers all casters in the region.
Background-wise:
Magical energy is referred to as "The Music of the Spheres." It is measured in units of "Beats." It generally permeates all reality. Spells cast using the Music are incredibly flashy and disruptive; there is no way to hide the fact that you're casting something. A sequence of celestial notes will play out from the air as great magic circles and orbs of light explode into being around the caster, and then spell effects occur. This is partly for the pleasure of the GM, as I enjoy ludicrously over-dramatic magic. This is also to encourage players to buy some innate abilities due to birthright, self-modification, or super origin. All spells are very flashy and obvious. A flight spell invariably causes you to sprout wings, or creates a big, glowy spirit that drags you around through the air; a fireball spell draws a massive gout of flame from the earth at your feet and hurls it through the air; a Drain BODY might surround your form with some dread entity in a clock, which slashes at the target with a scythe; Summoning things usually causes massive property damage.
The Music is fairly abundant, probably a given square mile has its own sizeable energy pool, though it's really in the territory of importance in storyline. In cities, one can usually find a "Beat Barometer," as it were, to tell them how much stress the Music is currently under. If at any given time the Music in a region is completely exhausted, a vacuum forms. In this case, all individuals either trying to cast during that period, or who are maintaining continuous spells, including some forms of magiotechnology, suffer a DRAIN to END, and their spell shuts off. This effect continues until the Music can take a recovery. I'm thinking maybe this effect might act as a Transfer END to the Music, as well. The Music is fairly easily disrupted. It's possible to cast an Antimagic spell that basically cancels out the Music in a given area (Supress Magic, Area Effect, usually uncontrolled). This is common for security purposes in military installations, and occurs naturally in some parts of the world.
What do you think so far?
Mechanics-wise, you'll purchase a talent based on the highest number of active points any given one of your spells can have, and then each spell will be a 2+1 Background Skill that is complimentary to the Magic Power roll you have to make when you cast. Spells are powered by an environmental END reserve that powers all casters in the region.
Background-wise:
Magical energy is referred to as "The Music of the Spheres." It is measured in units of "Beats." It generally permeates all reality. Spells cast using the Music are incredibly flashy and disruptive; there is no way to hide the fact that you're casting something. A sequence of celestial notes will play out from the air as great magic circles and orbs of light explode into being around the caster, and then spell effects occur. This is partly for the pleasure of the GM, as I enjoy ludicrously over-dramatic magic. This is also to encourage players to buy some innate abilities due to birthright, self-modification, or super origin. All spells are very flashy and obvious. A flight spell invariably causes you to sprout wings, or creates a big, glowy spirit that drags you around through the air; a fireball spell draws a massive gout of flame from the earth at your feet and hurls it through the air; a Drain BODY might surround your form with some dread entity in a clock, which slashes at the target with a scythe; Summoning things usually causes massive property damage.
The Music is fairly abundant, probably a given square mile has its own sizeable energy pool, though it's really in the territory of importance in storyline. In cities, one can usually find a "Beat Barometer," as it were, to tell them how much stress the Music is currently under. If at any given time the Music in a region is completely exhausted, a vacuum forms. In this case, all individuals either trying to cast during that period, or who are maintaining continuous spells, including some forms of magiotechnology, suffer a DRAIN to END, and their spell shuts off. This effect continues until the Music can take a recovery. I'm thinking maybe this effect might act as a Transfer END to the Music, as well. The Music is fairly easily disrupted. It's possible to cast an Antimagic spell that basically cancels out the Music in a given area (Supress Magic, Area Effect, usually uncontrolled). This is common for security purposes in military installations, and occurs naturally in some parts of the world.
What do you think so far?