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Author Topic: [Asydia] Systems: Magic within Asydia  (Read 1046 times)

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Offline Shadoweagle

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[Asydia] Systems: Magic within Asydia
« on: December 24, 2013, 02:12:39 AM »
(This is not necessarily canon with the current forum Asydia game, since that game is using Pathfinder, However any future games I make within Asydia will use this system information in conjunction with a basic system i'm trying to make currently.)

Within the land of Asydia there is magic most abundant; however being able to control and effectively utilize this magic is difficult and requires much commitment and in some cases self-sacrifice from a Mortal. Thus, those who can use magic within Asydia are often treated with emotions ranging from respect to terror. Ultimately, magic is derived from four sources, although only three are available to mortals under normal circumstances.

Divinity
The most common of Arcanery, Divine magic is power granted directly from the gods or their underlings. Rather than belonging to he or she who uses it, it belongs to the deity, and the mortal is used as a conduit to affect the world around. Though deific magic varies, depending on the god whom it belongs to, it is often defensive and beneficial in nature; bolstering one's body, mind or spirit against that which would harm the mortal, or striking down that which defies the god. Divinity is considered the 'purest' of magics and carries the least risk of being mishandled. Thus those who practice the art are usually held in high regard.
The strength of divinity is directly related to how strong the faith is of the conduit. If the mortal has unerring faith in his or her god, the magic will flow through strongly. Conversely, if one has doubts or has their faith rocked, the connection to the god is not nearly as strong, and divine magic can falter and fail, or even have unpredictable results. Though the conduit is not casting these spells themselves, the very act of connecting with their deity in this manner is very draining, and they are only able to perform such actions a scant few times per day.

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Gameplay Examples
Divine magic is augmented significantly by the faith of both the conduit and the faith of the recipient of the magic. Faith will be a statistic chosen in character creation - it represents the level of belief and trust in divine power. To have high faith means that you implicitly trust the will of the gods, but if you have low faith, it means you either don't believe in the gods, or you do not trust their intervention. If the faith of both are strong, then the magical effect is more prominent than if either the conduit or the recipient is unfaithful.

For example: Gamest is a first level Templar acting under the will of Zevoah, the god of Zealotry. His faith modifier is a +4.
Magroth is a first level Bloodmage, who has lost his faith with the gods from seeing all the death in the world. His faith modifier is a -2.

Gamest attempts to cast a 'Mend light wounds' spell on Magroth. The spell heals 1d3 + Faith(Gamest) + Faith(Magroth),
So he is healed for 1d3 +4 -2. In this case, Gamest rolled a 2, so in total, Magroth is healed by 4 points.

When dealing with or protecting against offensive divine magic, the faith modifier is also taken into consideration. If one is faithful, they are able to use their faith to resist the magic.

For example: A dark cleric with a faith modifier of +2 casts a divine fire spell against Gamest, which deals damage equal to 1d4 + Faith(Cleric) - Faith(Gamest).
In this case, the cleric rolled a 3, meaning it dealt 3 +2 -4 damage, and only struck Gamest for one point of damage.

Most beastial and mostrous foes will have a faith modifier of 0. Undead foes, with some exceptions, will have a negative faith modifier.

Witchcraft
Witchery is the art of drawing on the latent magic within the world around one's self. Doing so requires intimate knowledge of the world around, and only those wise and experienced to the world are capable of tapping into this power. Those who are capable of drawing from the world are able to make the elements their plaything; conjuring fire, controlling the weather and seas and shaking the very earth are all examples of Witchcraft. To this effect, Witches are also referred to as Manipulators, as they can manipulate the world around them to their will. Witches are capable of a great variety of feats, but they are limited by their knowledge, and the mental capacity required to keep control of their magic. Like the strongman training to lift heavier weights, the Witch must train constantly to be able to control larger and more complex weaves of Witchcraft. The more a Witch utilizes his or her abilities, the better he will be; thus you will often find witches constantly idling their time by performing minor manipulations such as dancing balls of light on his or her fingers or causing a feather to flit constantly around themself.
Since there is so much to learn about the world, most Witches tend to choose only one or two specialties out of the four elements, that they may focus on these to achieve a higher power. To attempt to learn all four of the elements to an acceptable degree would simply take too much time and they will find themselves becoming a 'jack of all trades'. On the other side of this, training in one of the elements solely is severely restrictive, as skill in the use of multiple elements are required for many manipulations.

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Witches gain 4 points per level to divide between Fire, Water, Earth and Air. They can put one point in all four and be able to cast minor spells of each of these, or could put all four points in one, and gain powerful spells in that domain, but lack any skill in the other domains. These numbers are the cost for spells, and also act as a spells/day limiter, as they are exhausted when used and require rest to replenish. Spells could require multiple elements.

For example, Zaneth is a level 3 Witch, who chose to specialize in fire. Here are his spell point distribution (at 4/lvl):
Air: 2
Earth: 3
Fire: 6
Water: 1

Here are two spells he has knowledge of:

Spell: Fire Wall
Cost: 4F 2E 1A +1F per additional round.
Description: Creates a wall of fire 30ft long across the ground which burns for 2 rounds. These rounds can be extended at the cost of 1 Fire per additional round. Foes which enter the fire are dealt 4d8 damage/round plus have a chance of being set alight.

Spell: Light
Cost: 1F (1A Optional)
Description: Creates a flame of light which can be held by the Witch to illuminate an area. Flame lasts for 1 hour or until cancelled. The Witch may use one Air point to levitate the flame and direct it at his will.

So by this, We see that Zaneth may cast Fire Wall once a day, since he has the necessary spell points. He can keep the Fire Wall up for two additional rounds if necessary but then his Fire points will be expended and he cannot cast anything else fire related in the day.
If he does not use the additional rounds of Fire Wall, he may still cast Light twice in the day before he runs out of Fire points. However if he has any spells which require only a water, air or earth point, he may still cast these.


Bloodcraft
Bloodcraft is a truly dangerous form of magic, and is often whispered of in tales of terror and death. But like all magic, it is simply a tool, and how one uses it is does not change this fact. Bloodcraft is by far the most personal of magics, as it's power is drawn from one's self, rather than any outside force. The Blood Mage, or 'Bleeder' as they are sometimes called, is able to utilize the latent magic within himself to manipulate life and death around him. The manner in which this is performed is the act of 'bleeding one's self', which, as the name implies, refers to cutting yourself and spilling your blood. When one releases the blood from the body, they are able to collect the essence of the life force that is lost from themselves and weave it into their design. Bloodcraft is fairly unique in that even the most potent of spells are accessible by the novice - however casting them would surely kill the user if they are not trained in efficiently utilizing the magic so none goes to waste. Learning this requires years of practice, and Bleeders often end up quite hardy through their 'practice' of self-harm.
To simplify, bloodcraft is about sacrificing your own life force so as to put the lost energy to a different use. Though the ghost tales often speak of this use being the re-animating of horrid beasts, the mind-control of the innocent townsfolk and the boiling of foes blood, it can just as easily be used for good: To bolster an allies health and mend their wounds, to abolish diseases and poisons and to boost strength and nimbleness in your companions. Bloodcraft is as versatile as any form of arcanery.

It is interesting to note that Bloodmages cannot use their art on themselves; it can only be used to alter outside sources of life and death.
Due to the commitment and self-harm required in practicing this most taboo of arts, Bleeders are rare, and the presence of a Bloodmage is usually treated with trepidation and fear. This is not helped by the difficulty in hiding their art; the myriad of scars and wounds all over their skin is a sure sign of Bloodcraft.

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Blood Mages are able to cast spells relating to life and death. They have no daily limit to the spells they can cast, but are restricted by their hitpoints; as their hitpoints are what is drained when they cast spells. As such, Blood Mages will want to have a high Hardiness score for additional hitpoints. Blood Mages can cast spells beyond their hitpoint means, but doing so will kill them or leave them unconscious. Thus, they should be careful to use only the spells that are within their hitpoint capabilities, except in dire circumstances.

Locuss is a third level Bloodmage. She has 17 hitpoints. She has a spell she wants to cast to get them through the next door - a 'Charm' spell, to sway the guard into letting her through. (As full Mind control requires more blood power than she is willing to spend at this level.)
The spell is as follows:
Charm: Increases the opinion of the bloodmage to one target. Initially lasts one minute
Cost: 5hp, +3hp per minute.

Locuss slits her wrist carefully, draining her blood and casting the incantation. She approaches the guard and sweet-talks her way into having him open the door: This takes two minutes, while her blood slowly drips to the floor. Once she is in, She lets go of the incantation and the wound immediately scabs over.
Because the spell took two minutes, she took 8 points of damage, leaving her with 9 hitpoints.
 

The Dreaming
Arguably the most powerful of magic; The Dreaming is the art of making dreams and imagination reality. This, is the power of Devils.
No mortal has been able to harness the power of The Dreaming; always, they are simply pawns caught in the dream as reality warps around them, creating horrors and demons out of thin air, breaking physics and toying with reality itself. Thankfully Devils are exceedingly rare, and their unfathomable motives don't often involve mortal-kind. When a mortal dreams, it is often thought of as the residual waves of the power of The Dreaming being used; a sort of side-effect that the mortal mind picks up when slumbering. Nightmares are more powerful effects of that, feeding off negative emotions and fears from within the mortal's own mind and caging their unconscious within it until he or she wakes.
Devils are a mysterious force in Asydia, and their relation to mortals and Gods are not well documented. It is interesting (and chilling) to note that there is one other being outside of the Devils who is capable of harnessing the terrible power of The Dreaming: Vauraki, the Dark-Half God of the Ouzquin Dremorix.

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The Dreaming cannot be used by players under any normal circumstance, and has very little in the way of rules and limitations. The Dreaming is all about making imagination reality, and nearly anything is possible. Only the most powerful of devilish beings have access to this power.
« Last Edit: December 26, 2013, 05:17:10 PM by Shadoweagle »
Lazarus Lightward, Elite Diabolist of the Brotherhood - Level 3 Occultist
Deathpriest Noxx, Herald of Eternal Silence – Level 2 Necromancer
STR: 2 | END: 2 | CON: 4 | DEX: 2 | CHA: 12 | INT: 13


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