Dhavaer
2006-11-07, 05:53 AM
Okie-dokie.
I'm trying to do something very much similar to the Urban Arcana incantations system, but with slightly easier, non-Knowledge based casting, and more subtle effects.
Instead of arcane and divine spells (okay, all incantations are the same, but hey) I'm thinking of Left Hand spells and Right Hand spells. Left Hand is somewhat closer to arcane, mostly giving bonuses or inflicting penalties. It's Charisma based and has the possibility of ill-effects. Right Hand is more divine, with mostly healing effects. It's not keyed to an ability, instead it becomes easier to cast as more people are involved.
Left-Hand Path
Righty. To perform a Left Hand ritual, you make a Charisma check, as normal. You gain particular bonuses dependant on what equipment you have. Standard equipment is: a candle, crystal, or representation of yourself (representing spirit), a chalice (basically just a cup, representing water), an athame (blunted dagger, representing air), a pentacle (representing earth), and a wand (representing fire).
Missing any of the elemental equipment inflicts a -1 penalty on your Charisma. Missing the representation of spirit inflicts a -2 penalty.
You can also consecrate the equipment, which requires a spell of its own. A consecration spell requires 3 successful Charisma checks, and only needs the piece of equipment to be consecrated and a representation of spirit. Failing the spell makes the piece of equipment magically unfit; it cannot be consecrated and no longer averts the penalty for lacking equipment. Succeeding drains you of 500xp and grants a +1 bonus to your Charisma whenever that piece of equipment is used.
You must also be able to fulfil the requirements of at least 2 Laws of Magic, the Law of Names, the Law of Connection and the Law of Sympathy. Modern Magic, by The Game Mechanics, has some excellent tables for this, but the sort version is that the Law of Names requires the target's name, the more personal the better. (So knowing they were called Slappy in high school is better than knowing their full birth name). The Law of Connection requires the presence of the target, or a part of them (blood is best, a personal possession is acceptable). The Law of Sympathy likes having things similar to the spell's intent. (Having a wallet or chequebook when casting a spell to make money is good, having a peace symbol when casting a curse is bad)
Assuming you've managed to get all of that stuff, now the casting starts. You make a Charisma check once for every 10 minutes of casting, just like for an incantation. You can't, of course, take 10 on a roll for spellcasting.
If you fail two in a row, the spell fails. Once you've passed the required number, generally something like 5 or 6, the spell is cast, and the target has to save. All saves against magic are Will saves, although they frequently affect other saves, or cause them indirectly. The save DC is equal to the Charisma check DC. Following the casting of a ritual, successful or not, the caster is exhausted until they rest for at least 8 hours. Following the rest, the caster is fatigued for 1 hour for each unsuccessful check made. You can't cast when you're exhausted. Casting when fatigued gives you a -4 penalty to Charisma, and you need a full day's rest to recover from exhaustion instead of 8 hours.
Let's have a shot at a ritual.
Destruction Ritual
The Destruction ritual requires at least 5 DC 15 Charisma checks. It lasts for one day per successful check made. For the duration of the spell, the target suffers a -2 penalty to Fortitude saves. If the target spends an action point on a Fortitude save during the duration, the action point's result counts as a penalty instead of a bonus, and the spell immediately ends.
Does this seem at all balanced? If it does, and I'm not overly discouraged or sane in the morning, I'll post some more rituals then. I'd appreciate some input as to how Right Hand rituals might work. They aren't intended to function for a small number of casters, so possibly having each caster give a +1/4 levels might be functional.
I'm trying to do something very much similar to the Urban Arcana incantations system, but with slightly easier, non-Knowledge based casting, and more subtle effects.
Instead of arcane and divine spells (okay, all incantations are the same, but hey) I'm thinking of Left Hand spells and Right Hand spells. Left Hand is somewhat closer to arcane, mostly giving bonuses or inflicting penalties. It's Charisma based and has the possibility of ill-effects. Right Hand is more divine, with mostly healing effects. It's not keyed to an ability, instead it becomes easier to cast as more people are involved.
Left-Hand Path
Righty. To perform a Left Hand ritual, you make a Charisma check, as normal. You gain particular bonuses dependant on what equipment you have. Standard equipment is: a candle, crystal, or representation of yourself (representing spirit), a chalice (basically just a cup, representing water), an athame (blunted dagger, representing air), a pentacle (representing earth), and a wand (representing fire).
Missing any of the elemental equipment inflicts a -1 penalty on your Charisma. Missing the representation of spirit inflicts a -2 penalty.
You can also consecrate the equipment, which requires a spell of its own. A consecration spell requires 3 successful Charisma checks, and only needs the piece of equipment to be consecrated and a representation of spirit. Failing the spell makes the piece of equipment magically unfit; it cannot be consecrated and no longer averts the penalty for lacking equipment. Succeeding drains you of 500xp and grants a +1 bonus to your Charisma whenever that piece of equipment is used.
You must also be able to fulfil the requirements of at least 2 Laws of Magic, the Law of Names, the Law of Connection and the Law of Sympathy. Modern Magic, by The Game Mechanics, has some excellent tables for this, but the sort version is that the Law of Names requires the target's name, the more personal the better. (So knowing they were called Slappy in high school is better than knowing their full birth name). The Law of Connection requires the presence of the target, or a part of them (blood is best, a personal possession is acceptable). The Law of Sympathy likes having things similar to the spell's intent. (Having a wallet or chequebook when casting a spell to make money is good, having a peace symbol when casting a curse is bad)
Assuming you've managed to get all of that stuff, now the casting starts. You make a Charisma check once for every 10 minutes of casting, just like for an incantation. You can't, of course, take 10 on a roll for spellcasting.
If you fail two in a row, the spell fails. Once you've passed the required number, generally something like 5 or 6, the spell is cast, and the target has to save. All saves against magic are Will saves, although they frequently affect other saves, or cause them indirectly. The save DC is equal to the Charisma check DC. Following the casting of a ritual, successful or not, the caster is exhausted until they rest for at least 8 hours. Following the rest, the caster is fatigued for 1 hour for each unsuccessful check made. You can't cast when you're exhausted. Casting when fatigued gives you a -4 penalty to Charisma, and you need a full day's rest to recover from exhaustion instead of 8 hours.
Let's have a shot at a ritual.
Destruction Ritual
The Destruction ritual requires at least 5 DC 15 Charisma checks. It lasts for one day per successful check made. For the duration of the spell, the target suffers a -2 penalty to Fortitude saves. If the target spends an action point on a Fortitude save during the duration, the action point's result counts as a penalty instead of a bonus, and the spell immediately ends.
Does this seem at all balanced? If it does, and I'm not overly discouraged or sane in the morning, I'll post some more rituals then. I'd appreciate some input as to how Right Hand rituals might work. They aren't intended to function for a small number of casters, so possibly having each caster give a +1/4 levels might be functional.