Well, it was a while ago, so time to actually do something that actually relates to Hero . . .![]()
I'm assembling a little magic system for my sort-of Sword & Sorcery/Low Fantasy campaign, an interresting little thing, if I may say so . . . I'd just like to know what you people think.
The system's called Knot Magic, and basically the caster ties a certain knot and hey presto! Magic results. It is not a very highly regarded way of working magic, but it works, and Knot Magic practicioners are respected by the common folk.
The Knotters, as they are known, can be found in just about every village; maybe a stable hand knows just the right knot to make the horses trust him, or a goodwife knows how to tie you good healing . . .
The effects of the spells in Knot Magic are not large, and not very spectacular, so they are bought with a maximum of 20 Active Points, and no flashy stuff like fireballs and such are allowed. Each spell must take IIF Fragile (knotting material of opportunity; -1/2), Extra Time (full phase; -1/2), Concentration (-1/2 DCV; -1/4), Gestures (both hands; -1/2), and Requires a Knot Magic Roll (-1/2), for a grand total of -2 1/4.
Fading: This knot is a great aid in times of trouble; it helps you hide, either yourself or someone or something else. When the subject of the spell moves, the spell is broken, and it has to be recast if the caster wants to hide something again.
+3 Skill Levels to Concealment, Usable By Others (+1/4), Uncontrolled (spell ends when subject moves; +1/2); 16 APts; Common Limitations (-2 1/4); 5 RPts.
Knot Of Recuperation: A very useful knot, known and practiced in all Undermount. It helps the body's own healing work, and can relieve tiredness and fatigue. The subject can only benefit from the spell when lying down; if he stands, the enchantment is broken.
+4 REC, Usable By Others (+1/4), Uncontrolled (spell ends when subject stands; +1/2); 14 APts; Common Limitations (-2 1/4); 4 RPts.
Knot Of The North Star: The North Star, in Imperial tradition, is the source of all luck, and that is a fare of which you cannot have too much! This knot makes you lucky!
2d6 Luck, Usable By Others (+1/4), Uncontrolled (spell ends when at least one six is rolled; +1/2); 17 APts; Common Limitations (-2 1/4), Nonpersistent (-1/4); 5 RPts.
Actually, I'm not perfectly happy about these spells. I don't like that the breaking condition (the Uncontrolled) - that's basically a limitation on the spell - ended up on the plus side, but I don't know how else to model that "when you do this, the spell breaks." Does anyone know where I go wrong?
Well, that's about the gist of it. This system is mainly there for the flavour; a bit of hedge magic, that might come in handy. I doubt any of my players will want to play a Knotter, but one or two tricks up the sleeve has never harmed anyone. Except perhaps the focus of the tricks, maybe.



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I like it! It's the subtle uses of magic that people tend to forget. I once had a villian take out one of my characters through using magic to cause food poisoning...

I'm certain you came up with it on your own, though.

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