Not wanting to take over a perfectly good Final Fantasy thread, but wanting to start/continue talking about gem magic I will endeavor to start this new thread.
I believe I can say it is the goal of Zoth and me (err...myself I can't remember propper grammar), to create an effective magic system that revolves around gems, or at least a system that is focus heavy. I will present my system, dubbed Channeling, because the mage channels mystic energy into the focus to be used later. It is a name I am not to overjoyed with, since it is simplistic, but I have not stumbled upon anything better.
I would appreciate any comments on my system, perhaps an idea for a better name. Or people to just to point out feasibility in game, since I have not play tested anything.
First the skill behind the magic:
CHANNELING
(Channeling, Interaction/Intellect/Willpower, 9+(PRE or INT or EGO/5), 3/2, Any)
The differing primary characteristic for the skill represents the differing philosophies of the magical art. Animist channelers usually treat channeling as an interactive skill, calling upon spirits to aid them by bestowing some of their might upon a prepared token. Alchemic chanellers view the process as a science, and they have large, well stocked labs. Gathering the properly attuned components and following proper formulae and processes will channel the magic they seek into the prepared vessel. Alternatively, either philosophy could view channeling as a contest of willpower. The animist becomes a binder, matching will against the spirit they wish to bind to their fetish. The alchemist becomes a thalmaturge, using formulae and logic to determine a loophole in reality’s design, eventually warping the weave enough to produce their result.
Uses of the Skill
Empowering:
While there are many philosophies, the result is the same: the creation of an item empowered with magic. Channelers create two different magical objects in this manner, Shaping Stones and Spell Seeds. Shaping stones are kin to magical items like wands or scrolls, vessel to a particular spell, but they allow any mage to cast the magic held within using their own mystic reserves, not depending on charges that will eventually run out. Spell seeds are reserves of mystical energy, used to power either a mage’s known spells, or spells stored within shaping stones.
The method of creation does differ for the separate philosophies. Animists prefer to use fetishes and tokens in harmony with the spirits they hope to call. Thus, when calling upon Raven the channeler would prepare a feather token, or if they were asking for a blessing from Bear they would use a claw or a carved figurine of a bear. These tokens must be prepared before the ritual is to take place. Preparation should take a minimum of 1 hour per 5 Active Points in the Power to be bound to the fetish. This time represents the effort necessary to prepare the item in its final form, ritual cleansing, and preparing a rôchan for the ritual. The ritual to actually call the spirit into the prepared fetish takes only 1 hour per 20 Active Points in the Power. During this, the mage actually calls the spirit to him and communes with it. The ritual culminates with the spirit’s final decision, the mage makes a channeling check with a penalty of -1 per 10 Active Points in the Power, as well as any modifiers the GM sees fit (extra time spent and personally gathered all the materials should provide a bonus). The cost of all of this is quite variable, as it is very difficult to put a price on the effort of the mage that gathered the items.
Scientific channeling follows a far more rigid path. Almost all of their spell seeds and shaping stones are actually precious and semiprecious gems, or worked stone. The gems could be set in further ornamentation, but it s not a requirement. The value of the piece to be empowered must be, at least, 20 gold per 10 Active Points in the Power. Alchemic channelers need a fully stocked lab filled with components aligned to the nature of the spell they wish to place in the stone. It would be far better if they had materials from an aligned rôchan, this should not be necessary, but it may provide a bonus. The act of empowerment takes 1 hour per 10 Active Points in the Power, and this is the time that must be spent hard at work in the lab, the only breaks being for food and mandatory rest. Once the time is complete, the mage makes a channeling check with a penalty of -1 per 10 Active Points in the Power, modified as the GM sees fit. Thalmaturgic channelers are similar to their brothers, but they require a full library of philosophic and magical lore. They spend the required time pouring over tomes, researching enigmatic, mystical trains of thought.
Requirements for Empowering:
Animism
Aligned token/fetish
1 hr per 5 Active Points, preparation time
1 hr per 20 Active Points, ritual time
-1 penalty per 10 Active Points
Science
20 gold per 10 Active Points, material
Full alchemist’s lab/complete library
1 hr per 10 Active Points, creation time
-1 penalty per 10 Active Points
Reults:
Shaping Stone
Power (Pick your flavor)
Focus (OAF/OIF)
Independent (For my “World” only, not a necessary Lim, but I have written about trade and quests to find powerful, lost shaping stones)
RSR (Channeling, -1 penalty per 10 Active Points in Power)
2xEND Cost (Channeling is inherently taxing)
Powered by Characters END or END Reserve
Spell Seed
END Reserve (Can be aligned to a specific element or power type)
REC (Bought with slower recovery REC/5 mins)
Focus (OAF/OIF)
Independent
RSR (Only when powering spells personally known by the mage, same penalties as above, only worth -1/4 Lim)
That’s it for tonight. I have a more thorough write up on Spell Seeds and Shaping Stones, but that’s for later. I provided this as bait, and because it felt like it needed some closure.
Enjoy the eve
C_Zeree



, and because it felt like it needed some closure.
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