Demon bone and Angel Feathers
These two components are very very difficult to obtain, or at least they should be. Using demon bone in any spell give the spell the Evil descripion, thus a fireball spell using demon bone would be a fire/evil spell and work as a maximized spell against good aligned foes.
Alternately, an angel feather used in a spell would add the good/holy description to said spell. This would work as a maximized spell against forces of chaos and evil. Unlike demon bone which can be given or taken by force, an angel's feather can only be given, a stolen or taken feather turns black and brings ill forutne to the thief. Go to Comment
I think you missed the point. I am not familiar with the GURPS system, and was only intriduced to in game meta-magics with the DnD 3rd ed. The real point here was not the meta-magics, but the use of material components in magic to simulate said feats, and by expansion change the list of material components from a set in stone fomula to more of a recipe. The listed components for a spell would be the bare bones required, while other items could be substituted for others for bigger, better, louder, or more colorful spells. Go to Comment
Also known as alicorn, this was a popular cure-all or panacea in the dark medieval era. While claims of authenticity are dubious, and most actually came from rhinocerous or narwhal tusks, in the fantasy setting, this powdered alicorn could be used in a spell to maximize the effect of any healing, or curative spell cast by a nature aspected magic user such as a ranger or druid. Go to Comment
While I semi agree with Moon, only on the aspect of it being around longer than D&D hacked it up. I do like the additional content below all of the name drops.
I for one do not use a component based magic system, I use more along the lines of a battery powered magic system. However, the idea of adding components to alter, increase, or disguise the effects are a great idea. The demon and angle components are a great extreme to that idea.
What would the blood or bone/ hair/ breathe/ etc, of a God do perhaps? The idea has endless properties. Go to Comment
I too have always loved material components and I have always toyed with the idea of making a true meta-chemistry for them. For example Amber would present with electrical aspect, sand=temporal, blood=pain, and so on. Perhaps these materials would not be necessary for the casting of the spell, but would be necessary for the learning of the spell or the prep of the spell (depending on how magic works). This is a really great start, and hope somebody develops this more in the future. Go to Comment
Far out, It's like your looking into my brain, or our minds are connected or something. I've been using "Suplimental spell components" as far back as I've been running D+D, which add a cosmetic (as well as minor mechanical) change. For example, the aformentioned pinch of copper dust added to a Fireball spell no only turns the blast blue-green, it also makes the fire do a few extra points of damage (Because copper actually burns very hot) while a dead-fish added to the mix might leave a terrible, nauseating smell in the blast's wake, and a human skull carved with necromantic runes might turn the flames black, and do more damage to the living while leaving the dead, undead and unliving unscathed. Also I'm sure to reward the players for creative use of components Go to Comment
You should really expand these into full posts each. They have that much potential. Even if they are deeply embedded in your culture, they can serve as inspirations for others (or just adapted outright). They can then be linked together by a codex.
An aside: Wrong code:
Ethnic/Cultural These groups are ethnic and subcultures that are associated with a given location or setting. It can also include groups for ethnic preservation or celebration. These are just groups linked through a scroll that has a geographic/ campaign link... kind of like Arth Guilds. Go to Comment
The Pale Guild
Based out of Ozea, the Pale Guild is known for its pungent odors, stark white robes and chemical burns on their bodies. This offshoot of the Ozian Alchemists and Apothecarian Guild has a secret formula that renders bog oil into a slighty viscous clear fluid that bleaches color from clothing, hair and if the concentration is too high can burn the skin from the body.
The popularity of blonde hair, and white cloth is the main force that drives the guild. Funeral procedings are garbed in white, and it is haute couture for a lady to be blonde allowing her to claim visible semblance to Mastere, the most powerful and influential woman in Falhathian history. Ixia, the Silver Forge is depicted as being a blonde as well. Go to Comment
The Gold Talons
The city guard of Sangreal, the Gold Talons harken back to the days of Old Sangreal before the Trinity. All but a few precious records remain of this era and not even the Talons know that they are oath-sworn to serve the Head of the Trinity from when it was nothing more than the Draconic City Father of Sangreal alone.
The Gold Talons wear white tabards over brass plated scalemail, wear conical helms and have the volge pole arm as a standard weapon and a brass handled short sword as a side arm. The officers have gold pinions, or dragon wings embossed on their helms and the Banner General of the Gold Talons has a full Dragon-Helm and carries a gold handled sword that is 'obviously' magical. Go to Comment