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View Full Version : Original System Magic system and spell brainstorming



Avianmosquito
2016-09-07, 09:58 AM
I've got a magic system that hasn't got all its spots filled. I wanted to see if anybody was willing to help me fill these spots. The details of the system are below.

There's four kinds of magic in this system. These are "arcane", "nature", "divine" and "occult" magic. There's also, notably, technological grades in the system that apply to magic, not all spells appear in all settings as more sophisticated magic tends to not appear until later as the practitioners either haven't figured those spells out or those cannot be performed with the amount of magic present in the realms in question.

There's also three general types of spells. These are "standard spells", "ritual magic" and "perks". Spells are quick to cast and apply, generally do not require materials and are the most basic kind of magic that everybody can learn, having a single cost per cast. Ritual magic takes much longer, requires expensive materials and some of the materials can actually be re-used, but the effects are stronger and longer lasting. Perks are magic built into your body and constantly applied, once these spells are applied they last forever and require no upkeep.

All magic uses something called "vitae". Commonly described as an energy, though it is actually a physical substance, vitae is the primary resource of magic and all spells use it to some extent. They initiate the spell with vitae in the user's body, and then gather vitae from the surroundings to complete the effect of the spell. Vitae is not, as those who use it believe, natural. How exactly it came to be in the first place is a mystery, but it has been cultivated for ages and its massive presence is the reason why magic, especially the more sophisticated variety, can exist at all. (Notably, there didn't used to be magic in Sol despite it having a solid amount of vitae, because all of the vitae in the world was being used by a "deity" to power a barrier that isolated Sol from the rest of the realms. There is magic now, of course, as the deity dropped the barrier in a suicidal cosmic temper tantrum and left Sol open to be brutalized by everybody with the means and inclination to do so.)

Arcane magic is the most "traditional" magic. It consumes the user's vitae, and each spell can only be used once daily. Arcane magic is boosted 10% by each point of the caster's perception, and can be quite powerful in the hands of a perceptive user. Arcane magic includes offensive spells that take considerable skill to use effectively (but are quite powerful when used properly) such as "fireball" (a short-range thrown incendiary that bursts before impact, spraying flame in a short cone from the detonation site) and "lightning" (a long-range single-target bolt of electricity that is excellent at stunning unprotected targets from a safe distance). However, it also includes defensive spells such as "barrier" (a magical barrier around the target that absorbs a decent amount of damage before dissipating) and "cover" (a stationary barrier that can provide cover and absorbs a large amount of damage). Lastly, arcane magic features utility spells such as "levitate" (the caster gains the ability to fly slowly for a short period) and "telekinesis" (a single object is pulled to the caster from a considerable distance).

Nature magic is the most "primal" magic. It consumes the user's vitae, physically exhausts the user (consuming stamina), but it has no daily limit. Charisma is the boosting factor with nature magic, 10% per point. Nature magic is best known for its healing magic, such as the spell "heal" (which restores a small amount of health) and the spell "restore" (which restores a very tiny amount of limb integrity). It also is known for its other, non-healing medical spells such as "staunch" (stops some bleeding) and "cure" (shortens the duration of diseases). Nature magic isn't all (or even mostly) about healing, however, it also has some defensive spells such as "resistance" (a large boost to energy resistance for a short period) and "immunity" (prevents a set amount of disease build-up). There's even a few offensive spells, which are central to any dedicated nature caster, such as "shout" (a series of three concussive blasts that devastate unprotected targets) and "bone shatter" (a massive bonus to a single natural weapon strike).

Divine magic is purely mind-affecting and mostly illusory. It consumes the user's vitae and mentally exhausts the user (consuming morale and potentially inflicting a nasty penalty when it runs out). It is boosted by resolve, the standard 10% per point. Divine magic can buff allies with spells like "fervour" (increases an ally's action points and attack significantly) and "rage" (increases the speed and damage of all allies in line of sight slightly). It can also debuff enemies with spells like "terror" (batters the morale of enemies in line of sight, and after breaking it leaves a long-lasting penalty that decreases their attack) and despair (decreases a single enemy's AP, after breaking their morale). While these are all well and good, illusion is the mainstay of divine magic, as it can be used to attack with spells like "hellfire" (batters morale, and once broken inflicts minor fire damage that increases in severity over time) and to defend with spells like "dazzle" (batters morale, and once broken enemies take a massive attack penalty ONLY when attacking the caster). Most feared, however, is its ability to warp people's minds with spells like "charm" (batters morale, once broken the target will be compelled to feel more positively towards you and things you say), the first step in a 5-step chain of mind control spells that all require the previous to succeed before they can be applied and more effectively brainwash the target with each step.

Occult magic is the most sophisticated magic, very precise and measured spells that are designed to achieve effects that other forms of magic cannot achieve. Occult magic consumes vitae, consumes part of the user's blood (damaging health) and has a once daily limit. It is not boosted by attributes. There's only five standard spells in this kind of magic, and they're all totally different from one another. Occult magic isn't known for its standard spells, however, it is known for its ritual magic, which is predominately about reanimation, but some occult practitioners manage to drastically alter their own physiology, which is the origin of vampires. I don't need any help with this school at all, by the way. I've got all the spells thoroughly planned out because this was the most fun to work with for me.