Durzan
2017-03-10, 02:38 PM
A while ago, I developed the backbone for a system of magic for Forgotten Prophecies RPG. This system is built using a hybrid of 3.5E/Pathfinder, Star Wars Saga Edition, and bits of 5th edition.
Lore:
Magic is the manipulation of the mysterious forces that comprises everything that exists within the universe. Those that can tap into this force can wield unparalleled power, but at a great cost.
Like Science, Magic has rules that can be researched and used. Theoretically speaking, nothing is impossible to do with magic, provided you've done the necessary research, know the rules, and have enough power to actually cast the spell.
In practice however, magic often has unpredictable effects, making the research of spells extremely difficult, particularly for more powerful abilities such as Resurrection and Long-Range Teleportation. Numerous times, Wizards have devised spells with the intention of doing such effects, only to find that in practice the spell was inherently unstable (and therefore collapsed into a random magical effect, usually ranging from a harmless puff of smoke, to turning the caster into a toad, or even causing a massive explosion), or had a completely unintended effect.
The Spark: In order to use magic, you have to be born with the ability to do so. This ability, called the Spark, can be detected by other magic users. The Spark usually becomes apparent to other magic users when a child starts going through Puberty, although for some magic users, the spark manifested a little earlier in their life. Magic users abilities may manifest much later than their Spark, but eventually they will reveal themselves. An untrained magic user is a danger to herself and those around her, particularly when their abilities first manifest. Hence, most magic users are taught by Spirits, other magic users, or even the gods themselves. A self-taught magic user is a very rare spectacle, but not impossible.
Primal Energy (or Wild Energy) is the most fundamental substance/force in the universe. From it the basic building blocks of reality, the fundamental forces of reality, and laws of nature are formed and governed. All things are a derivative of Primal Energy in one form or another. Primal Energy is extremely hard to manipulate, to the point that it can't be used as a direct energy source for spells, although it can be purified into mana.
Pure Energy is refined primal energy. Also known as Mana or Life Force, pure energy is what sparks the gift of life in beings. Easy to manipulate and direct, it is the primary source of all magic. Can be harvested from living creatures or created synthetically from Primal Energy through a process called Charging. Excess energy can be stored within a person's body (At risk of the subject exploding), or can be stored within a Mana Battery.
Casting Spells: Casting spells is typically accomplished by harnessing stored Mana and directing it through the use of Gestures (Somatic Components) and Incantations (Verbal Components). More experienced Magic Users can craft a Focus, which can allow the user to cast a spell faster, with less mana, or even bypass the needed Gestures or Incantations.
Some Magic Users can just bend pure energy to their whims with their thoughts alone, with no need for focuses or complicated spells (although doing so can make casting a spell much easier). However, even the Greatest of Magic Users can only achieve this feat after years of training and practice before one can even think about accomplishing this.
Charging: All Magic Users are born with the ability to generate Mana through a process called Charging. In this process, a Magic User reaches out with their mind and "turns a faucet" to allow a torrent of Wild Energy to surge through their mind, which purifies the energy into mana. A magic user can adjust the flow of Wild Energy into their mind; this process can be akin to pipes... the stronger the magic user, the larger the flow of energy the magic user is able to withstand. Increasing the flow of Primal Energy increases the pressure of the energy. Higher pressure means more mana gets generated at any given moment.
While this is an efficient process, it is of course dangerous. The process of Charging exhausts the caster physically and mentally, and if the person is exposed to too much energy or exposed for too long, then they risk serious damage to their mind and body, which often results in the caster going insane... or even death. While some can endure for longer periods than most, even the strongest of magic users can and will eventually succumb to the effects of overexposure if they aren't careful.
Overcharging: When a magic user of sufficient strength is able to cast spells while simultaneously Charging up their mana. Often thought to be impossible, this is a very rare and dangerous ability that only the strongest of casters seem to be able to pull off successfully. This ability cannot be maintained for very long, as it exposes a person's mind to the full force of Primal Energy, and can do massive damage to someone's mind if kept up for longer than that person can handle. Most Magic users can't Overcharge for more than a minute or so before their bodies start to wear out and their mind starts taking damage.
Focuses: Special magical items, attuned to the magic user that crafted it, which makes it easier to cast spells. Often takes the form of a wand, ring, or staff. Many experienced wizards have figured out how to cast spells with just their Focuses, to the point where most become almost completely dependent upon their Focus. A few clever spellcasters often carry around multiple focuses in case one of them gets lost or stolen, or continue practicing using Gestures and Incantations so that they are never entirely helpless.
Mana Batteries: Gemstones and Precious Metals can be used to safely store Mana. When charged with such Energy, it is called a Mana Battery. Mana Batteries are often seen as orbs of metal, or a carved gem set on a ring or the tip of a wand. Many spell casters use their Focus as a Mana Battery, or have a gem set into their focus which acts as a mana battery.
Weaknesses: Because of how magic works, Magic Users while versatile and powerful, still have their weaknesses. If you bind and gag them, or take away their focuses and mana batteries, then it becomes really hard for most of them to cast spells.
Mechanics:
All Spell Casters Start knowing: 1 Domain, 5 1st level spells within their Domain, and a number of bonus spells equal to their Intelligence Modifier. The bonus spells can come from any Domain.
Spell-Casting Ability: Choose either Intelligence, Wisdom, or Charisma to base your spell casting skill off of. Once determined, this cannot be changed. Which one you choose determines where you are drawing your power from, and how you cast your spells. This is what determines what ability you use for your Magic Skill.
Intelligence: Your experience in magic is based around logic and reason. While you have had the ability to use magic in you since the day you were born, you draw your magical power from your own knowledge, intellect, and expertise (AKA, you are likely a Wizard or Mage). To you, magic is a force of nature, with observable rules and limitations, and through years of study, you have learned how to harness it through disciplined study and experimentation. Magic is logical, if sometimes a little unpredictable, and while you may not know all the rules or loopholes, you can surely discover them and use them to your advantage. Much of your current knowledge has come through formal magical education and through studying academic books and scrolls on magic theory; As such, you have a broader knowledge of spells and their capabilities. You have probably been apprenticed into an official spell-casting organization, such as the Order of Magi. As such, you have an instructor or mentor to whom you are apprenticed or to whom you go to in order to learn. Magic is an Intelligence Based Skill, because without Logic and Reason, you couldn’t have figured out how spells worked. It is your knowledge and study of Magic that grants you proficiency over it. You start off knowing an extra 5 spells, and 1 extra domain.
Wisdom: Your experience with magic is spiritual or religious in nature. You draw your power directly from either a Deity or the spirits of nature. Through this connection you have become their servant, and in exchange they are your teacher (IE You are a Cleric, Shaman, or a Druid). You are taught directly by the Nature Spirits, or by your chosen Deity. You may or may not be part of a religious organization. Magic is a Wisdom based skill, due to you having to appeal to a Deity or Spirit to teach and guide you. You begin play knowing 2 extra spells and 1 extra domain. You Maximum mana is increased by 50.
Charisma: Your experience with magic is based off of instinct and emotion. Your power is drawn from deep within, and you tap into that raw power instinctually. Magic is primal, instinctual and mysterious to you. Although you have little formal training, Magic comes really easy to you. You are not sure exactly how you are able to cast spells, but you do so with a surprising amount of skill and power. Much of your current magical knowledge has come through self-guided trial and error, instinctual casting of spells, and through secret observation of other magic users. (AKA, You are a Sorcerer or Shaman). You are most likely either self-taught or apprenticed to a mentor that is independent of a formal magic organization. Magic is a Charisma based skill, as through your own your own force of will, you have overcome the challenges associated with learning magic without a teacher. Your maximum mana is increased by 100.
Components: Casting a spell requires 4 components in order to work. If any of these are interrupted, then the spell fails. If you are unable to do any of these, then you can’t cast spells at all.
You must have enough mana to cast the spell. If you are out of mana or have lost your Mana Battery, tough luck. (Energy Component)
You must have your Focus in order to cast spells. (Focal Component)
You must be able to speak (Vocal Component)
You must be able to Gesture with at least one hand (Somatic Component)
Some Talents can eliminate the need of some of these components, but all spells will require the Energy Component.
Magical Focus: In order to help you draw out your magical power, you created a magical item that serves as a focus for you magical power. This item typically takes the form of a wand, staff, ring, or pendant, but it can be any item that you can wear, hold, or wield as a weapon (provided you are proficient with it of course), but it always has some type of crystal set into it to act as a Mana Battery (see below). The Focus is specifically attuned to you, and will only work for you. As long as you are holding or wearing your focus then you can cast a spell.
If you lose possession of your Focus, then you cannot cast spells until you retrieve it, or create a new one.
Mana Battery: In order to serve as a safe storage for Mana, you have acquired a specially prepared gemstone or small pearl of precious metal that serves as a storage container for your Mana. This “Mana Battery” is either a part of your Magical Focus, or is its own separate magical item. If you lose your Mana Battery, you cannot cast spells, because all of the energy that you have stored into your Mana Battery is gone. If you do lose it, you cannot cast spells until you either acquire or create a new one.
Mana: A Magic User can store a maximum amount of mana in their Mana Battery equal to 100 x (Spell Casting Ability).
At first level, Spell-Casting Characters start play with an amount of mana equal to (10 x Spell Casting Ability)
Charging: A magic user can gather and purify an amount of mana equal to 10 x (Spell Casting Ability + Level). This process can be done once per day after at least 8 hours of rest.
A magic user can generate additional mana, but doing so is extremely dangerous and exhausting. If the caster attempts to do so, they must succeed a magic check (DC 20 + 2 for every previous attempt). If they succeed, then they charge an amount of mana equal to [10 x (Spell Casting Ability Modifier + Level)].
If the caster fails, then they take 1d4 points of temporary Ability Score Damage to a random mental ability score. These recover at a rate of 1 point per day.
Domains: Spells are classified into groups known as Domains, also known as Schools. The Domains each represent a collection of spells that all function similarly, or revolve around a similar philosophy. Domains and their themes are:
Red: Fire, Lava, Aggressive, Destruction
Orange: Summoning, Conjuring, Animating, Directing.
Yellow: Air, Lightning, Weather, Scrying, Avoiding.
Green: Earth, Acid, Nature, Defensive.
Blue: Water, Ice, Enchanting, Redirecting, Countering.
Purple: Illusion, Psychic, Compulsion, Deception.
White: Healing, Positive Energy, Light, Resurrection, and Life
Black: Necromancy, Negative Energy, Darkness, and Death
Starting out you choose one domain to specialize in, which represents the philosophy with which you identify the strongest with. Magic Talents can allow you to learn a new domain, but never a domain of opposing color to one you already know. Spells within your domain are easier for you to learn and cast. Spells outside your domain are harder to learn and cast, but are still manageable. Domains of opposing color are much harder for you to cast (EG, Red/Green, Blue/Orange, Yellow/Purple, White/Black).
Universal Spells: Universal Spells, such as Elemental Blast, are spells who either don’t have a specific domain, or who’s domain change depending on how the spell is cast.
Single-Domain Spells: Some spells can only fit into one domain.
Multi-domain Spells: Most spells don’t fit solidly into a single domain, instead fitting into 2 or more domains. In this case, if you are a part of any of the domains that the spell belongs to, then you can cast it at a reduced mana cost according to the rules below.
Casting A Spell: Casting a spell has a base mana cost equal to 10 x Spell’s Level, and requires making a Magic Skill check (DC 10 + Spell Level). If it succeeds, the spell is cast; If the check fails, then the mana is spent and the spell doesn’t do anything.
Spells outside of a known domain have a base cost of 20 x spell Level
Spells in a Domain opposing one you know have a base cost of 30 x spell Level.
Spell-Casting is usually a Standard action, but some spells may be a swift, or a full-round action in order to cast.
If casting a spell at a target, you roll against their target defense instead. Most of the time a spell will target either Reflex (If the spell effect can logically be dodged) or Will (if the spell is mind affecting). GM’s this might seem awkward, so feel free to adjust it.
Splices: Splices are optional effects that can be woven into certain spells. Doing so increases the base spell level of the spell by the amount given in the splice description.
Lore:
Magic is the manipulation of the mysterious forces that comprises everything that exists within the universe. Those that can tap into this force can wield unparalleled power, but at a great cost.
Like Science, Magic has rules that can be researched and used. Theoretically speaking, nothing is impossible to do with magic, provided you've done the necessary research, know the rules, and have enough power to actually cast the spell.
In practice however, magic often has unpredictable effects, making the research of spells extremely difficult, particularly for more powerful abilities such as Resurrection and Long-Range Teleportation. Numerous times, Wizards have devised spells with the intention of doing such effects, only to find that in practice the spell was inherently unstable (and therefore collapsed into a random magical effect, usually ranging from a harmless puff of smoke, to turning the caster into a toad, or even causing a massive explosion), or had a completely unintended effect.
The Spark: In order to use magic, you have to be born with the ability to do so. This ability, called the Spark, can be detected by other magic users. The Spark usually becomes apparent to other magic users when a child starts going through Puberty, although for some magic users, the spark manifested a little earlier in their life. Magic users abilities may manifest much later than their Spark, but eventually they will reveal themselves. An untrained magic user is a danger to herself and those around her, particularly when their abilities first manifest. Hence, most magic users are taught by Spirits, other magic users, or even the gods themselves. A self-taught magic user is a very rare spectacle, but not impossible.
Primal Energy (or Wild Energy) is the most fundamental substance/force in the universe. From it the basic building blocks of reality, the fundamental forces of reality, and laws of nature are formed and governed. All things are a derivative of Primal Energy in one form or another. Primal Energy is extremely hard to manipulate, to the point that it can't be used as a direct energy source for spells, although it can be purified into mana.
Pure Energy is refined primal energy. Also known as Mana or Life Force, pure energy is what sparks the gift of life in beings. Easy to manipulate and direct, it is the primary source of all magic. Can be harvested from living creatures or created synthetically from Primal Energy through a process called Charging. Excess energy can be stored within a person's body (At risk of the subject exploding), or can be stored within a Mana Battery.
Casting Spells: Casting spells is typically accomplished by harnessing stored Mana and directing it through the use of Gestures (Somatic Components) and Incantations (Verbal Components). More experienced Magic Users can craft a Focus, which can allow the user to cast a spell faster, with less mana, or even bypass the needed Gestures or Incantations.
Some Magic Users can just bend pure energy to their whims with their thoughts alone, with no need for focuses or complicated spells (although doing so can make casting a spell much easier). However, even the Greatest of Magic Users can only achieve this feat after years of training and practice before one can even think about accomplishing this.
Charging: All Magic Users are born with the ability to generate Mana through a process called Charging. In this process, a Magic User reaches out with their mind and "turns a faucet" to allow a torrent of Wild Energy to surge through their mind, which purifies the energy into mana. A magic user can adjust the flow of Wild Energy into their mind; this process can be akin to pipes... the stronger the magic user, the larger the flow of energy the magic user is able to withstand. Increasing the flow of Primal Energy increases the pressure of the energy. Higher pressure means more mana gets generated at any given moment.
While this is an efficient process, it is of course dangerous. The process of Charging exhausts the caster physically and mentally, and if the person is exposed to too much energy or exposed for too long, then they risk serious damage to their mind and body, which often results in the caster going insane... or even death. While some can endure for longer periods than most, even the strongest of magic users can and will eventually succumb to the effects of overexposure if they aren't careful.
Overcharging: When a magic user of sufficient strength is able to cast spells while simultaneously Charging up their mana. Often thought to be impossible, this is a very rare and dangerous ability that only the strongest of casters seem to be able to pull off successfully. This ability cannot be maintained for very long, as it exposes a person's mind to the full force of Primal Energy, and can do massive damage to someone's mind if kept up for longer than that person can handle. Most Magic users can't Overcharge for more than a minute or so before their bodies start to wear out and their mind starts taking damage.
Focuses: Special magical items, attuned to the magic user that crafted it, which makes it easier to cast spells. Often takes the form of a wand, ring, or staff. Many experienced wizards have figured out how to cast spells with just their Focuses, to the point where most become almost completely dependent upon their Focus. A few clever spellcasters often carry around multiple focuses in case one of them gets lost or stolen, or continue practicing using Gestures and Incantations so that they are never entirely helpless.
Mana Batteries: Gemstones and Precious Metals can be used to safely store Mana. When charged with such Energy, it is called a Mana Battery. Mana Batteries are often seen as orbs of metal, or a carved gem set on a ring or the tip of a wand. Many spell casters use their Focus as a Mana Battery, or have a gem set into their focus which acts as a mana battery.
Weaknesses: Because of how magic works, Magic Users while versatile and powerful, still have their weaknesses. If you bind and gag them, or take away their focuses and mana batteries, then it becomes really hard for most of them to cast spells.
Mechanics:
All Spell Casters Start knowing: 1 Domain, 5 1st level spells within their Domain, and a number of bonus spells equal to their Intelligence Modifier. The bonus spells can come from any Domain.
Spell-Casting Ability: Choose either Intelligence, Wisdom, or Charisma to base your spell casting skill off of. Once determined, this cannot be changed. Which one you choose determines where you are drawing your power from, and how you cast your spells. This is what determines what ability you use for your Magic Skill.
Intelligence: Your experience in magic is based around logic and reason. While you have had the ability to use magic in you since the day you were born, you draw your magical power from your own knowledge, intellect, and expertise (AKA, you are likely a Wizard or Mage). To you, magic is a force of nature, with observable rules and limitations, and through years of study, you have learned how to harness it through disciplined study and experimentation. Magic is logical, if sometimes a little unpredictable, and while you may not know all the rules or loopholes, you can surely discover them and use them to your advantage. Much of your current knowledge has come through formal magical education and through studying academic books and scrolls on magic theory; As such, you have a broader knowledge of spells and their capabilities. You have probably been apprenticed into an official spell-casting organization, such as the Order of Magi. As such, you have an instructor or mentor to whom you are apprenticed or to whom you go to in order to learn. Magic is an Intelligence Based Skill, because without Logic and Reason, you couldn’t have figured out how spells worked. It is your knowledge and study of Magic that grants you proficiency over it. You start off knowing an extra 5 spells, and 1 extra domain.
Wisdom: Your experience with magic is spiritual or religious in nature. You draw your power directly from either a Deity or the spirits of nature. Through this connection you have become their servant, and in exchange they are your teacher (IE You are a Cleric, Shaman, or a Druid). You are taught directly by the Nature Spirits, or by your chosen Deity. You may or may not be part of a religious organization. Magic is a Wisdom based skill, due to you having to appeal to a Deity or Spirit to teach and guide you. You begin play knowing 2 extra spells and 1 extra domain. You Maximum mana is increased by 50.
Charisma: Your experience with magic is based off of instinct and emotion. Your power is drawn from deep within, and you tap into that raw power instinctually. Magic is primal, instinctual and mysterious to you. Although you have little formal training, Magic comes really easy to you. You are not sure exactly how you are able to cast spells, but you do so with a surprising amount of skill and power. Much of your current magical knowledge has come through self-guided trial and error, instinctual casting of spells, and through secret observation of other magic users. (AKA, You are a Sorcerer or Shaman). You are most likely either self-taught or apprenticed to a mentor that is independent of a formal magic organization. Magic is a Charisma based skill, as through your own your own force of will, you have overcome the challenges associated with learning magic without a teacher. Your maximum mana is increased by 100.
Components: Casting a spell requires 4 components in order to work. If any of these are interrupted, then the spell fails. If you are unable to do any of these, then you can’t cast spells at all.
You must have enough mana to cast the spell. If you are out of mana or have lost your Mana Battery, tough luck. (Energy Component)
You must have your Focus in order to cast spells. (Focal Component)
You must be able to speak (Vocal Component)
You must be able to Gesture with at least one hand (Somatic Component)
Some Talents can eliminate the need of some of these components, but all spells will require the Energy Component.
Magical Focus: In order to help you draw out your magical power, you created a magical item that serves as a focus for you magical power. This item typically takes the form of a wand, staff, ring, or pendant, but it can be any item that you can wear, hold, or wield as a weapon (provided you are proficient with it of course), but it always has some type of crystal set into it to act as a Mana Battery (see below). The Focus is specifically attuned to you, and will only work for you. As long as you are holding or wearing your focus then you can cast a spell.
If you lose possession of your Focus, then you cannot cast spells until you retrieve it, or create a new one.
Mana Battery: In order to serve as a safe storage for Mana, you have acquired a specially prepared gemstone or small pearl of precious metal that serves as a storage container for your Mana. This “Mana Battery” is either a part of your Magical Focus, or is its own separate magical item. If you lose your Mana Battery, you cannot cast spells, because all of the energy that you have stored into your Mana Battery is gone. If you do lose it, you cannot cast spells until you either acquire or create a new one.
Mana: A Magic User can store a maximum amount of mana in their Mana Battery equal to 100 x (Spell Casting Ability).
At first level, Spell-Casting Characters start play with an amount of mana equal to (10 x Spell Casting Ability)
Charging: A magic user can gather and purify an amount of mana equal to 10 x (Spell Casting Ability + Level). This process can be done once per day after at least 8 hours of rest.
A magic user can generate additional mana, but doing so is extremely dangerous and exhausting. If the caster attempts to do so, they must succeed a magic check (DC 20 + 2 for every previous attempt). If they succeed, then they charge an amount of mana equal to [10 x (Spell Casting Ability Modifier + Level)].
If the caster fails, then they take 1d4 points of temporary Ability Score Damage to a random mental ability score. These recover at a rate of 1 point per day.
Domains: Spells are classified into groups known as Domains, also known as Schools. The Domains each represent a collection of spells that all function similarly, or revolve around a similar philosophy. Domains and their themes are:
Red: Fire, Lava, Aggressive, Destruction
Orange: Summoning, Conjuring, Animating, Directing.
Yellow: Air, Lightning, Weather, Scrying, Avoiding.
Green: Earth, Acid, Nature, Defensive.
Blue: Water, Ice, Enchanting, Redirecting, Countering.
Purple: Illusion, Psychic, Compulsion, Deception.
White: Healing, Positive Energy, Light, Resurrection, and Life
Black: Necromancy, Negative Energy, Darkness, and Death
Starting out you choose one domain to specialize in, which represents the philosophy with which you identify the strongest with. Magic Talents can allow you to learn a new domain, but never a domain of opposing color to one you already know. Spells within your domain are easier for you to learn and cast. Spells outside your domain are harder to learn and cast, but are still manageable. Domains of opposing color are much harder for you to cast (EG, Red/Green, Blue/Orange, Yellow/Purple, White/Black).
Universal Spells: Universal Spells, such as Elemental Blast, are spells who either don’t have a specific domain, or who’s domain change depending on how the spell is cast.
Single-Domain Spells: Some spells can only fit into one domain.
Multi-domain Spells: Most spells don’t fit solidly into a single domain, instead fitting into 2 or more domains. In this case, if you are a part of any of the domains that the spell belongs to, then you can cast it at a reduced mana cost according to the rules below.
Casting A Spell: Casting a spell has a base mana cost equal to 10 x Spell’s Level, and requires making a Magic Skill check (DC 10 + Spell Level). If it succeeds, the spell is cast; If the check fails, then the mana is spent and the spell doesn’t do anything.
Spells outside of a known domain have a base cost of 20 x spell Level
Spells in a Domain opposing one you know have a base cost of 30 x spell Level.
Spell-Casting is usually a Standard action, but some spells may be a swift, or a full-round action in order to cast.
If casting a spell at a target, you roll against their target defense instead. Most of the time a spell will target either Reflex (If the spell effect can logically be dodged) or Will (if the spell is mind affecting). GM’s this might seem awkward, so feel free to adjust it.
Splices: Splices are optional effects that can be woven into certain spells. Doing so increases the base spell level of the spell by the amount given in the splice description.