In my re-envisioning of the setting first glimpsed in FH1 as a few maps and names of cities and rivers, I have come up with what I beleive is a unique idea...I expanded the maps and stuff, and now, almost two decades later, it's a whole wacked-out Steam Punk world with what I hope is a cool magic system.
I've shown a bit of it in the thread on society's reactions to specific magical conditions. Now... some details...
----------------------------------
Rivers of Magic
In the world of Caleon, powerful magic particles flow from rifts at the equator toward the poles. The loops and spirals shift from day to day, changing the magical topography and challenging the minds of mages the world over. The patterns are not predictable, but there is a tendancy for some magic to be drawn off the Flows and sent arcing toward nodes, over which sit the Great Cities of Caleon. Some of the magic heading toward the cities is redirected outward by ancient lenses; reflected back to provide power to great city-girdling spells called Wards, and to power smaller personal-scale magic called Matrices (singular: matrix).
Anybody can form and direct matrices, by specialized training at Magical Universities or by birth. Natural spell casters are called Nye. Nye are becoming more common as the ages wear on, and they seem to be an integral part of the planet's magical nature. Nye can see magic flows as if they were glittering winds, blowing north and arcing around the great cities. For that matter, they can feel magic embodied in items, and feel greater pain when spells go wrong. They are usually visible as Nye, having odd eyes or skin coloration. Frequently, enchanters who work their magic while pregnant give birth to natural spell casters.
Magic Flows affect targetting, Skill Rolls and Endurance use. Wizards can fly along the flows at great speed, but had better have a back up plan if the flow shifts suddenly! Casting spells into the Flow is hard (what with the magic flowing into your face, resisting your spellcasting) and easy when cast "downstream," so that the Flow carries the spell along with it. Teleportation is less taxing downstream as well.
----Spell Failure----
Spell failure carries a few risks. Some, like the Process Surge, merely accerate the natural working of the world, plants grow rapidly and may twist around your feet, rocks may crumble to dust and small animals evolve into ferocious predators in seconds. Mold can spread out like wildfire and choke an area off or send poisonous spores skyward.
Another known spell failure result is Internalization, taken as magic arcing across the caster's brain... expressed as a killing attack whose active points equal those of the base spell. Other types of internalization involve the spell targetting the caster.
----Tidal Waves of Magic----
MageStorms occur infrequently. For reasons unknown, the surging of magic through the Equatorial Rifts can suddenly spike and send vast amounts of raw power surging toward the poles. Within the Magestorm one finds many things. Atmospheric distruption is common, so lightning, thunder and torrential rain is not unexpected, but objects and people from far afield can be found in the aftermath. One thing is known, objects lost in one magestorm frequently turn up in the next! Can it be that the magestorms keep them? Or, as suggested by a certain baked ham being warm and unspoiled after years lost in a 'storm, are magestorms one-way trips into the future?
Spellcasting is risky in a 'Storm, all Skill Rolls for casting are at -10 and random spell effects (Woonfel suspects all spells that ever failed are saved up and thrown around in Magestorms, but he's an idiot) can be experienced.
----Magic Items----
Magic Items are a sort of "out" in this sytem. They do not suffer from the effects of the Flows. The creation of the item can be looked at as a way of "freezing" the condition of local magic in the item. Artefacts are like photographs of a spell. Therefore, items and powers cast from items are safer, but can never benefit from any positive effects of the flows.
----LifeQuests: Becoming Magical----
It is said that "Following the Flows" can consume a lifetime. Those that understand the ancient ways of the Dharzoon, Elzar or Kuzar sages may undertake a LifeQuest and eventually merge a part of Caleon's Magic Flows with themselves. Permanent magical effects are possible, but there are drawbacks... ancient things awakened into our world, demons haunt the way, and the Questor is cautioned, for he will be forever changed... closer to Magic, and farther away from Humanity.
----Writing Spells----
Casters are prohibited from buying spells in a VPP or other framework. Compound Powers are acceptable. Spells are bought using one of 4 styles of magic. Any power and any Special Effect can be used, be it Fire, Ice, Avacados...what have you... The Styles affect the limitations that may by placed on the spells, not the special effect.
There are 4 "styles" of magic... named after the 4 classical elements, of Fire, Water, Earth and Air.
It should be noted that they do not refer to the Special Effects of the spells, but the method with which they are cast. All styles have the RSR limitation.
Fire Style is quick, dangerous and flashy. Side Effects are required, Limitations like (quick, spastic) Gestures, and (monosyllabic) Incantations and Visible apply here. Extra Time is a prohibited limitation. Fire Style casters tend to dress in clothes that hurt your eyes.
Water Style is "soft" and conforming. Slow and safe, quiet. Use limitations like Gradual Effect, and Gestures and Incantations Throughout. Water Style mages are sure of themselves and do not hurry.
Earth Style is just as slow as Water, but noisier. Noisy or Visible are appropriate. Earth Style mages are boisterous, but steady in their actions. Confident and conservative in dress and manerisms.
Air Style is fast and stealthy, Invisible power effects, a lack of Incantations and general sneakiness. Air Style casters can be quiet, stealthy watchers or quiet stealthy doers, just depends on their mood.
----Sample Spells----
Here are some "worked examples" of Caleon-style Magic.
Dharheen's Defense
This is an example of a quick, convenient Fire Style bit of Defensive magic. In a pinch, one might need such a spell. If the field fails to form, the caster receives a harsh warning on the matter.
Dharheen's Defense: FF (4 PD/4 ED) (8 Active Points); Requires A Fire Style Roll (-1/2), Side Effects (Internalized Magic - 1d6 HKA vs ED; -1/2), Incantations (-1/4), Gestures (-1/4), Visible (-1/4)
Tapping the Flows
A Spellcaster can tap into a nearby flow and pump up his spells with it. Other casters can detect this interference and often decide to investigate.
Basic Power Tap: Aid all magic matrices, any one matrix at a time, Can Add Maximum Of 40 Points 4d6 (40 Active Points); 1 Recoverable Charge (-1 1/4), Does not work in more than 100" from a Flow (-1/2), Visible (-1/4), Gestures (-1/4), Incantations (-1/4) Real Cost: 11
The City of Plenty
In Kythros City, the greatest of Caleon's Cities, one need not eat as often as one has to in other areas. This has led to decadent lifestyles and general decline. For a city of the Steam Age, it is vast and crowded, for here, food is abundant and worries are few. However, all those people have attracted rats, monsters, disease, evil spirits and chaos aplenty...
Sustenance Ward (Kythros City Ward): LS (Eating - Characters only have to eat once per week), Difficult To Dispel (x2 Active Points; +1/4), Area Of Effect (2048" Radius; +3 3/4) (5 Active Points); OIF Immobile Unbreakable Expendable (Extremely Difficult to obtain new Focus; Extradimensional Node of Solidified Magic; -2 1/2) Real Cost: 1
-----------------------------------------
Any style can have armor piercing, penetrating or the like, but the Styles are really categorized by limitations. Additionally, you can have any special effect with this system. It is a little odd to say "I cast my Earth-styled Fireball." but it should immediately tell you that this is a fire-based spell that will take a bit of time to cast.
Takes a little getting used to, I admit.
Ideas? And.. if this has been done before... PLEASE TELL ME SO I CAN QUIT BRAGGING ABOUT IT TO MY GROUP!



I expanded the maps and stuff, and now, almost two decades later, it's a whole wacked-out Steam Punk world with what I hope is a cool magic system.
Reply With Quote



Bookmarks