Dr Divago
Dec 12th, '07, 02:50 AM
revised and correct... well... i tried to correct some grammar error...
sorry XD
Hi all guys
finally, after 2 or more weeks, my party decided for Fantasy Hero. we'll start a campaign next spring, so i got enough time to prepare something... or to waste time so in may i could complain i wasted too much time :D
now, i'm checking magic system, and i tweaked it a little.
i got some question about it, but ofc you can't reply me if you don't know my magic system so... i start showing you what's the difference from "standard" turakian age magic system
Arcane Magic a.k.a. The Magic
- magic is divided into 12 Arcana: 6 "basic" and 6 "advacned". Arcana are similar to "aeldenaren gifts" from www.killershrike.com's aeldenaren magic system; for example "soldier arcana" is for EB and HKA and "priest arcana" is for Aid and Succor.
Every arcana is a different talent; each talent cost 2 points, and you cannot have more advanced than basic arcana
- every arcana is linked to a single general (3/2 cost) skill; to cast spell you use the arcana skill; so to cast "mystic dart" (a rka spell) you need to roll "Arcana: Soldier" and to cast "healing" you need to roll "Arcana: Priest".
Arcana are unrelated to school, so "mystic dart" and "flame bolt" all use the same arcana skill ("Arcana:Soldier")
- spells are divided into Sciences of the Art, or just "Arts". Arts are what Turakian Age sourcebook call arcana (wizardry, elemental fire, druidry, ecc.). Every art is a separated SS so SS:Wizardy is different than SS: Fire Elementalism. SS:Art is a background (2/1 cost) skill
- SS: Art is just a prerequisite; you can learn a spell only if Active Point cost is less than (or equal than) SS: Art x5 (so you can learn a 60 AP mystic dart only if u have 12- or more in SS: Wizardry)
- SS: Art and Arcana is 2 totally different things: you need SS: Fire Elementalism to learn Fire Bolt and SS: Wizardry to cast Mystic Dart, but you cast it using Arcana: Soldier. Btw, SS: Wizardry is enough to cast Mystic Dart and Detect Magic, but you need to roll Arcana: Soldier to cast Mystic Dart and Arcana: Wiseman to cast Detect Magic
- Arcane Magic is pretty expensive: 2 for each arcana (is 24 for all); a 3/2 cost for each skill (is 36 for all skill... at 11-). 2/1 for each SS: Art (probably you'll need just one or two, but you'll need it!)
THEN you need to buy single spell (cost: real cost divided by three)
- Mage Guild are a simple way to lower costs:
just paying for guild rank (advice: no more than 3 for starting caracther) you gain
a) the arcana are teached to you by an high level master, so you bought it at lower cost: just 1 for each arcana talent, up to the numbers of arcana shown in table below (so for 9 point you get guild rank 3, 4 basic and 2 advacned arcana). You can still learn arcana "by yourself" at normal cost (2 cp)
b) you can choose arcana skill swapping it to your everyman skills; arcana skill must be the same of arcana you bought "less expensive" from guild. And if you whant buy more level for this arcana skill, you need only 2 point for first rank (11-)
c) you can choose one, and only one, arcana skill to start at 11- with no cost. this arcana skill must be related to arcana teach by guild
d) you can choose any one SS: Art in lieu of your PS from everyman package
cost rank arcana: basic/advanced
1 Apprentice 1/0
2 Senior Apprentice 2/1
3 Mage 4/2
4 Scholar 5/3
5 Master 6/5
7 Archmage 6/6
Joining a guild will made your life easier... but you need to obey your guild: do what master do, report them what you find, and like.
this way magic is more expensive and so less likely to be too powerful; btw, if you join a guild, is not too much expensive and you are still limited (and aided, of course) by your guild
First Question
I did this magic system (to be honest i tweaked some already existing :D ) because i found turakian magic system too powerful and lacking of any interesting "flavour"
btw, i fear this one is too complex and expensive and so too little useable.
mainly compared to divine magic system (see below)
you all who already used and (hopefully) still using "standard" magic system... what do you think about it?
i mean: turakian age standard wizard is powerful? weak? more powerful than warrior like or priest like characters? less powerful? equally powerful?
and with this magic system, mage will be still balanced?
Divine Magic a.k.a. The Power
- you don't need any arcana, or ss arts or like to cast spell
- you need Faith skill to cast any spell
- all spell need to get the "Only when following deity's rules" or like (don't remember the spelling :D ), so you can cast it only when a) are in mission from your deity b) this does'nt go against your deity's wishes and c) only when your GM, i mean your deity roleplayed by your GM, doesn't think you are going against what she whant.
this could be a very strong limitation; however, i suppose a priest will *always* act to fullfill deity's wish so, there is no limitation :D
a flat -1/2 is ok, i suppose
(btw is the same limitation i found on turakian age sourcebook's divine spell list :cool: )
- all spell need your "holy talisman" like a focus (OIF reusable). If you miss the talisman, someone will destroy it or similar, you can always go to your deity's temple and ask for one new; easy if you are into Aarn, pretty difficult if you are inside a dungeon full of monsters
- all spell are powered by a "Holy Phylactery", an Endurance Reserve you can recharge by praying; something like 100 end, 5 rec, recharging only when praying" tied to a IIF (or OIF?)
You pay for the END Res. phylactery, but, of course, you can always come back to temple and ask for a new one if your are lost.
you can cast spell even without the phylactery, using your own end, BUT END cost are x3 (or x4?)
this system could apply also to paladin shaman or like
Second Question
This system is way less expensive than arcane magic ones, so priest are more powerful; however there are the limitation you can use the spell only to follow your deity's wishs so you are technically "not free" to use all spells you whant
then, talisman/phylactery limitation could limit "spell use for day"
Btw it seems me priest are extremely more powerful than mage, 'cause they got more points to spend for spell (less talents, skills, and like)
How can i balance this?
some ideas:
a) priest spells cost is only 1/2 real cost (mage is 1/3). so priest spell are more expensive. this bring at low level priest are more powerful (less talent to buy, less skill=more spell) at higher level is viceversa (priest spell is more expensive)
b) priest got more skill to learn; paladin are supposed also to fight; shamans are supposed also to guide their tribes. and like. so, i can build "priest package deal" with some other skills: maybe all priest need to know basic from combat, geography, a lot of KS and like, so priest are more versatile "in the normal not magic life" and mage are just spell-whore :D
c) add some arcana, ks and like spell to priest magic too: i can divide spells type by deitys (es: EB and RKA tied to a war deity, healing spells to the fertile goddess... sorry don't remember the name...), imposing talent for "gifted by this deity" and different skills... like arcane magic system ;)
d) add some restriction about end reserve, so magic is "more spell for day" than priest.
all this, is just 'cause i whant make magic
a) less powerful and less "oh i'm not a mage, i'm useless"
b) more funny
c) different from DnD's magic :)
what's your opinion???
Edit
A friend of mine suggested me this magic system:
all is like Turakian Age system save for
- magic spells are divided into different school; you can cast only from same school. spells will cost 1/3 of real cost (like usual)
- you can take "magic affinity" talent to cast spell from different school but not from opposed school. all your spell will cost 1/2 real cost (more expensive)
- you can take "magic knowledge" to cast spell from all school, but all spells cost you real cost (more more expensive)
sorry XD
Hi all guys
finally, after 2 or more weeks, my party decided for Fantasy Hero. we'll start a campaign next spring, so i got enough time to prepare something... or to waste time so in may i could complain i wasted too much time :D
now, i'm checking magic system, and i tweaked it a little.
i got some question about it, but ofc you can't reply me if you don't know my magic system so... i start showing you what's the difference from "standard" turakian age magic system
Arcane Magic a.k.a. The Magic
- magic is divided into 12 Arcana: 6 "basic" and 6 "advacned". Arcana are similar to "aeldenaren gifts" from www.killershrike.com's aeldenaren magic system; for example "soldier arcana" is for EB and HKA and "priest arcana" is for Aid and Succor.
Every arcana is a different talent; each talent cost 2 points, and you cannot have more advanced than basic arcana
- every arcana is linked to a single general (3/2 cost) skill; to cast spell you use the arcana skill; so to cast "mystic dart" (a rka spell) you need to roll "Arcana: Soldier" and to cast "healing" you need to roll "Arcana: Priest".
Arcana are unrelated to school, so "mystic dart" and "flame bolt" all use the same arcana skill ("Arcana:Soldier")
- spells are divided into Sciences of the Art, or just "Arts". Arts are what Turakian Age sourcebook call arcana (wizardry, elemental fire, druidry, ecc.). Every art is a separated SS so SS:Wizardy is different than SS: Fire Elementalism. SS:Art is a background (2/1 cost) skill
- SS: Art is just a prerequisite; you can learn a spell only if Active Point cost is less than (or equal than) SS: Art x5 (so you can learn a 60 AP mystic dart only if u have 12- or more in SS: Wizardry)
- SS: Art and Arcana is 2 totally different things: you need SS: Fire Elementalism to learn Fire Bolt and SS: Wizardry to cast Mystic Dart, but you cast it using Arcana: Soldier. Btw, SS: Wizardry is enough to cast Mystic Dart and Detect Magic, but you need to roll Arcana: Soldier to cast Mystic Dart and Arcana: Wiseman to cast Detect Magic
- Arcane Magic is pretty expensive: 2 for each arcana (is 24 for all); a 3/2 cost for each skill (is 36 for all skill... at 11-). 2/1 for each SS: Art (probably you'll need just one or two, but you'll need it!)
THEN you need to buy single spell (cost: real cost divided by three)
- Mage Guild are a simple way to lower costs:
just paying for guild rank (advice: no more than 3 for starting caracther) you gain
a) the arcana are teached to you by an high level master, so you bought it at lower cost: just 1 for each arcana talent, up to the numbers of arcana shown in table below (so for 9 point you get guild rank 3, 4 basic and 2 advacned arcana). You can still learn arcana "by yourself" at normal cost (2 cp)
b) you can choose arcana skill swapping it to your everyman skills; arcana skill must be the same of arcana you bought "less expensive" from guild. And if you whant buy more level for this arcana skill, you need only 2 point for first rank (11-)
c) you can choose one, and only one, arcana skill to start at 11- with no cost. this arcana skill must be related to arcana teach by guild
d) you can choose any one SS: Art in lieu of your PS from everyman package
cost rank arcana: basic/advanced
1 Apprentice 1/0
2 Senior Apprentice 2/1
3 Mage 4/2
4 Scholar 5/3
5 Master 6/5
7 Archmage 6/6
Joining a guild will made your life easier... but you need to obey your guild: do what master do, report them what you find, and like.
this way magic is more expensive and so less likely to be too powerful; btw, if you join a guild, is not too much expensive and you are still limited (and aided, of course) by your guild
First Question
I did this magic system (to be honest i tweaked some already existing :D ) because i found turakian magic system too powerful and lacking of any interesting "flavour"
btw, i fear this one is too complex and expensive and so too little useable.
mainly compared to divine magic system (see below)
you all who already used and (hopefully) still using "standard" magic system... what do you think about it?
i mean: turakian age standard wizard is powerful? weak? more powerful than warrior like or priest like characters? less powerful? equally powerful?
and with this magic system, mage will be still balanced?
Divine Magic a.k.a. The Power
- you don't need any arcana, or ss arts or like to cast spell
- you need Faith skill to cast any spell
- all spell need to get the "Only when following deity's rules" or like (don't remember the spelling :D ), so you can cast it only when a) are in mission from your deity b) this does'nt go against your deity's wishes and c) only when your GM, i mean your deity roleplayed by your GM, doesn't think you are going against what she whant.
this could be a very strong limitation; however, i suppose a priest will *always* act to fullfill deity's wish so, there is no limitation :D
a flat -1/2 is ok, i suppose
(btw is the same limitation i found on turakian age sourcebook's divine spell list :cool: )
- all spell need your "holy talisman" like a focus (OIF reusable). If you miss the talisman, someone will destroy it or similar, you can always go to your deity's temple and ask for one new; easy if you are into Aarn, pretty difficult if you are inside a dungeon full of monsters
- all spell are powered by a "Holy Phylactery", an Endurance Reserve you can recharge by praying; something like 100 end, 5 rec, recharging only when praying" tied to a IIF (or OIF?)
You pay for the END Res. phylactery, but, of course, you can always come back to temple and ask for a new one if your are lost.
you can cast spell even without the phylactery, using your own end, BUT END cost are x3 (or x4?)
this system could apply also to paladin shaman or like
Second Question
This system is way less expensive than arcane magic ones, so priest are more powerful; however there are the limitation you can use the spell only to follow your deity's wishs so you are technically "not free" to use all spells you whant
then, talisman/phylactery limitation could limit "spell use for day"
Btw it seems me priest are extremely more powerful than mage, 'cause they got more points to spend for spell (less talents, skills, and like)
How can i balance this?
some ideas:
a) priest spells cost is only 1/2 real cost (mage is 1/3). so priest spell are more expensive. this bring at low level priest are more powerful (less talent to buy, less skill=more spell) at higher level is viceversa (priest spell is more expensive)
b) priest got more skill to learn; paladin are supposed also to fight; shamans are supposed also to guide their tribes. and like. so, i can build "priest package deal" with some other skills: maybe all priest need to know basic from combat, geography, a lot of KS and like, so priest are more versatile "in the normal not magic life" and mage are just spell-whore :D
c) add some arcana, ks and like spell to priest magic too: i can divide spells type by deitys (es: EB and RKA tied to a war deity, healing spells to the fertile goddess... sorry don't remember the name...), imposing talent for "gifted by this deity" and different skills... like arcane magic system ;)
d) add some restriction about end reserve, so magic is "more spell for day" than priest.
all this, is just 'cause i whant make magic
a) less powerful and less "oh i'm not a mage, i'm useless"
b) more funny
c) different from DnD's magic :)
what's your opinion???
Edit
A friend of mine suggested me this magic system:
all is like Turakian Age system save for
- magic spells are divided into different school; you can cast only from same school. spells will cost 1/3 of real cost (like usual)
- you can take "magic affinity" talent to cast spell from different school but not from opposed school. all your spell will cost 1/2 real cost (more expensive)
- you can take "magic knowledge" to cast spell from all school, but all spells cost you real cost (more more expensive)