Worldbuilding 101 - Part 28: Magic Man
Looking at the magic system really
starts to get us into the part of the process where we need to start
integrating the game mechanisms into the setting. That might mean choosing the
right existing game that links in with the ideas you have for the stories you
want to tell, or it might mean designing something from scratch.
In this case, I’m using the LARP
system that I designed previously. But since I never really got into too much
detail on the magic, it’s time to start expanding it here.
I think I will go with a cross
between the “Chill” magic system and the system Dave and I came up with all
those years ago. At the simplest level, we’ll use connection, conduit and
capacity as metaphysical attributes, following different occupations will see
characters improve those attributes. We’ll vaguely work off four levels of
caster occupations: apprentice, journeyman, and master. Apprentice level
occupations will increase “connection”, offer a range of basic things to
connect to, and a range of basic ways to channel power into effects. Journeyman
level occupations will increase “conduit” (or increase “connection” if the
conduit level would be increased to a level equal to the existing “connection”
score), offer alternate things to connect to, and provide some more advanced
effects to channel power into. Master level occupations would increase
“capacity” (or one of the lower level metaphysical attributes), alternate
mystical connection options, and the most powerful (or esoteric) effects.
Currently, regular character
abilities in the game have three levels, so it makes sense that this same
mechanism applies to magic. I don’t like system where some things use one set
of rules and other parts of the system use a different set of rules. But here’s
where you get to tell the magical side of the story. For settings where magic
is deliberately outside the bounds of reality, it kind of makes sense for it to
use a different system to everything else, but if magic is integrated into the
wider world then I personally think it should integrate more seamlessly with
the rest of the game mechanisms.
The sorts of things that fuel
magic really give us the flavour. I’m thinking that there should be half a
dozen energy sources for starters, one specialised connection each for the
three general categories of magic (hermetic, celestial, and innate), and a
range of others that are shared by all the magic types, and a general
connection available to all types. Let’s work on a scale of 1 to 3 for power
level generated by each of the connection types (remembering that a character
may be concurrently linked to a number of power sources equal to their
connection score, and may draw as much energy from them each “turn” as their
conduit score). A character will need to seek out these connections in game,
and this is an inherent part of the story for casting characters.
In each case we define the
connections as “weak”, “intermediate”, and “strong (we’ll also throw in a ”legendary”
level of connection, for major storyline events)
Weak – The connection produces 1
point of energy, then it is spent (it may recharge in time, but this is a
random chance).
Intermediate – The connection
produces a point of energy every time it is connected. A caster may draw two
energy from the source, but then it is temporarily spent (it may recharge in
time, but this is a random chance).
Strong – The connection produces
two points of energy every time it is connected. A caster may draw three energy
from the source, but then it is temporarily spent (it may recharge in time, but
this is a random chance).
Legendary -
Places of Power (General) – All casters have the potential to learn ways to
connect to places of power. This is because exploration and fighting over
territory are intrinsic parts of the stories I foresee in the setting. The
amount of energy obtained from a place of power depends on proximity to the
location, and the power level of the place.
Weak – A minor
roadside shrine, a disused temple, an abandoned set of standing stones.
Intermediate – A well
tended roadside shrine, a sacred tree
Strong – A local
church, a sacred grove of trees
Legendary – The
Cathedral of the Church, The Cult’s Underground Temple, The Centre of the
Volcano, The Ruins at the south-west corner of the island.
Resources (Hermetic) – Hermetic mages often destroy valuable crystals,
ancient parchments and rare herbs to gain the power infused in them. The amount
of energy obtained from such resources is typically based on the value and
rarity of the item used up.
Weak – An uncommon
herb, a semiprecious stone, a scribed parchment
Intermediate – A rare
herb, a precious metal or gem, a grimoire, an unnamed minor artefact
Strong – Bone or
organ of a supernatural beast, a priceless gem, a named artefact, a holy relic
Legendary – a named
major artefact, a one-off holy relic
Followers (Celestial) – Having a group of people sharing your belief,
and focused on the effect can be a valuable source of power. The amount of
energy obtained from followers is based on the number of followers nearby, and
their degree of belief in the deity shared by the caster.
Weak – A lone
dedicated follower or a small group (3-6) of casual followers.
Intermediate – A
group of dedicated followers (6-10), or a large group of casual followers
(15-21).
Strong – A large
gathering of dedicated followers (21-28), or a small horde of casual followers
(36-55)
Legendary – A horde
of dedicated followers (56+)
Sacrifice (Innate) – While capacity is a reserve mystic energy,
sacrifice is a willing expenditure of health (hit points), literally giving up
a piece of yourself to empower an effect. The amount of energy obtained from
sacrifice is based on how much you are willing to risk giving up.
Weak – Suffer an
injury (spend a hit point, risk another)
Intermediate – Suffer
a major injury (spend 2 hit points, risk another)
Strong – Suffer a
lethal injury (spend 3 hit points, risk another)
Legendary – Accept
death
Timing (Kabbalists, Hedge Magi, Theurgists, and
Sorcerors) – This varies by the group (and
by the caster), Theurgists might gain more energy when they cast their effects
on a holy day, Hedge magi might derive energy from the specific moments of
change in a day (sunrise, sunset, midday, midnight), Kabbalists might perform
specific calculations to determine the right time for a casting if the timing
is right, they gain a bonus, Sorcerors might be a blend of all these forms
needing to know when the spirits are most willing and able.
Weak – Common
occurrence (a few specific times during the day, one day a week)
Intermediate – Uncommon
occurrence (a single specific time of day, one day a month)
Strong – Rare
occurrence (lunar/solar eclipse, one day a year such as the solstice)
Legendary – One off
celestial alignment (once in a lifetime event)
Sanctuary (Crafters and Mediums) – Some casters establish sanctums where they have
honed the magical energies into a regular predictable pattern. While they are
within their sanctum, these casters find it easier to work their magic. The
amount of energy obtained from a sanctum depends on how well it has been
attuned.
Weak – A warded and
purified home (often takes at least a week to set up)
Intermediate – A
sanctified library, laboratory or workshop (often takes months to set up)
Strong – A “wizards
tower” or hidden sanctum (often takes years to set up)
Legendary – An
ancestral chantry of mystic wisdom (used for magic over several generations)
Ritual (Mystics, Reavers, and Psychics) – Staging an elaborate ritual can not only get a
caster into the right frame of mind, but can also attune the energies in an
area. The amount of energy obtained from a ritual is typically determined by
the length of time required for the ritual, from a quickly spoken incantation
to an elaborate set up of candles, incense, and other occult paraphernalia.
Weak – A quick
gesture and incanted phrase
Intermediate – A
circle and candles (of commonly accessible materials), a few minutes of silent
prayer, a carefully worded incantation requiring concentration.
Strong – A circle and
candles (of rare materials and elaborate design), a vow of silence for a month
leading up to the effect.
Legendary – Ritual
sacrifice of purity or soul (this may only ever be done once in a caster’s
life), elaborate festivities involving an entire town for a week.
A few other idea for less common
connections might include…
Familiar – Some casters
manage to secure the services of awakened animals who offer a fragment of their
mystical energy in exchange for protection and regular services. The amount of
energy obtained from a familiar depends of the strength of the familiar and the
degree of bond between the familiar and their caster.
Weak – An
inexperienced familiar, or a familiar who shares a weak relationship with the
caster.
Intermediate – A
veteran familiar with a relatively strong relationship to the caster.
Strong – A powerful
familiar or lesser elemental being who shares its soul with the caster.
Legendary – A
reputable and renowned familiar, or greater elemental being who has bonded its
essence with the caster.
Power Supply
– Here’s where we link the “steampunk” to the magic. Think of Dr. Frankenstein
with his lightning powered generators, or steam engines powering away at
dynamos, crude tesla coils and arcing electricity. The amount of power gained
from a generator is naturally linked to the size of the generator and the
electrical theatrics.
Weak – A small
generator, perhaps the size of a barrel, might possibly be worn as a back pack.
Intermediate – A
hefty generator, would require a cart to move it around, not easy to hide.
Strong – The engine
room of a steam ship, or perhaps the steam engine of a textile factory.
Legendary – Nothing
yet has been built of this sheer power, but that doesn’t mean you can’t try to
build one for yourself.
Risk – In most cases a
magical effect exploits a loophole in reality, if the power is channelled in
the right way, the effect simply works. Sometimes a caster may take shortcuts
to get a bit of extra power, but when they do so, they risk the effect not
working at all. The amount of power potentially gained from a risk depends on
how much risk the caster wants to take.
Weak – Most of the
risks have been calculated, but there is a margin of error. There’s a better
than average chance of the effect working.
Intermediate – There
are quite a few unknowns, and there is roughly a 50/50 chance of the effect
working as predicted.
Strong – There is
more unknown than there is known. Getting this effect to work is a long shot.
Legendary – Everything
about this effect is in the hands of fate. It’ll be a miracle if it works.
We could go further, but that’s plenty
of options for the moment.
Next we look at the effects that
might be empowered by the mystic energy accumulated.
Again, certain types of caster
might be more likely to learn specific types of effect. Here’s a quick list of
the types of effect I’d be interested in seeing in the setting…no quirky names,
no specifics, just general types of effect at this stage.
Damage
Healing
Physical Increase/Reduction
Mental Increase/Reduction
Social Increase/Reduction
Increase/Decrease Perception
Stealth
Sleep
Open Locks
Seal Doors
Enchant Items
Purify (Water/Metal/Disease)
Control NPC (let’s possibly assume
PC’s have some spark of the divine in them that renders them immune to this,
because it often causes problems and arguments when you end up with players
controlling players…or at least a saving throw…unsure at this stage).
Gain Story Clues
Raise Dead (typically associated
with our dhampyrs and full undead)
Beast Transformation (typically associated
with our wyldkin and full lycanthropes)
Dream Lore (typically associated
with our faeblood and full fey)
Flight (typically associated with
our avatars and full demigods/angels)
Elemental Manipulation (typically
associated our with incarnates and full elementals)
Countermagic (typically associated
with our purebloods)
Weather Manipulation (typically
associated with the pirates and privateers)
Wards (typically associated with
the natives and more superstitious settlers)
Summoning/Banishing (typically
associated with the exorcists of the church and cult)
Morale (typically associated with
the empire)
Notice how I’ve also tried to tie
the races and cultures into the magical effects so that various elements of the
system link back into each other. I haven’t specifically said that a certain
type of effect is restricted to specific groups, merely that these effects have
a tendency to associate with certain types of caster.
I’m sure that many more types of
core mystical effect might be defined, but that seems to be a fairly decent
starting list.
Next we look at how those basic
effects can be modified…
Area of Effect – What range does
the mystical effect cover? (immediate, metres/a room, tens of metres/a
building, hundreds of metres/a town, kilometres/a whole island, tens of
kilometres/a cluster of islands, more?)
Range – How far to the epicentre
of the effect? (touch, close range line of sight, long range line of sight, on
the island, on the planet, extraplanar?)
Duration – How long does the effect
last? (immediate, minutes, hours, days, months, years, decades, permanent?)
Fallout – What degree of
collateral damage is there? (as much damage as there is benefit, half as
much damage as benefit, a tiny price to be paid, no fallout at all?)
At this stage, I’ll write up a
half dozen sample spells for a few different magic types, these will form the
basics taught to practitioners of the art in question, consider them a bit like
the instructions that come with a Lego kit. From here, a player can use the
pieces in their instructed form to create relatively reliable effects, or they
can choose to assemble their own spells from the componentry they have
available.
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