Worldbuilding 101 - Part 29: I've got the Power
To give an example of how I’m
seeing magic work in this system (and within this setting), I’ll use an example
that many folks in the gaming world will know…Magic: the Gathering.
In Magic, everyone plays
magical beings who draw magical energy from the lands they’ve travelled (and
attuned to), using the magical energy they draw from these lands, they empower
spells of different types. Different require different forms of energy that may
be derived from different lands. Players randomly draw cards to form their
hands, and put them into play. Lands can go into play once per turn, and lands
may be activated (AKA tapped) to establish the mystic connection. Weak spells
have a low power requirement and thus require only a few sources of energy to
be tapped (perhaps as few as one), powerful spells might require quite a few
sources of energy to be tapped.
Consider each “turn” in a game of Magic
to be a scene in this game’s narrative. In this setting, casters are also able
establish connections to lands, but they have many more things that they may
use to derive their mystical energy. At any one time, a caster may be connected
to a number of magical energy sources equal to their “connection” score
(effectively they have this many “lands” in front of them). The caster has a
range of spells available to them, but the highest amount of mystical energy
they may ever channel from their sources is equal to their “conduit” score
(they effectively can’t tap more mystical energy sources than this). The caster
can automatically reduce the cost of one spell by fuelling it with their own
spiritual energy (consider this to be a mana producing artefact that can be
used once per turn in addition to any other lands/sources). When a scene ends,
a caster refreshes their sources of mystic energy (though some may take a
longer time to refresh or might be gone altogether). Unlike Magic, most
magical effects in this setting are subtle, a little boost here, a curse
there…it often looks coincidental or masked in the rituals of religion, the
superstitions of folk-lore, or the technologies of the age.
It’s not an exact analogy, but it
works well enough to give a general frame of reference.
Moving things forward, I’m
thinking that the casters of the setting need something more to tie them into
the storylines inherent within the setting. Casters are a natural part of the
order of things, some may identify themselves as hermits in the wilderness, but
others would be more inclined to take on roles of leadership and background
roles to stabilise the society from which they come.
With this in mind, I’m looking to
tie each of the magical causes to a specific ability. If a caster in the
setting wants to become more capable with a specific connection, they’ll need
to enhance their ability in the “physical world” of the setting. This is
something I’ve see in White Wolf’s Classic World of Darkness, where a
supernatural power might be regulated by a specific attribute + ability
combination. Chill did something a bit similar, where different pre-written
spells might rely on a certain skill check before they would activate their
power. I’m not quite going that far, because this is for a LARP that is
generally trait based and numberless. Instead, a character’s ability level
(basic, intermediate, advanced), links to a specific connection type as its
maximum possible rating.
Places of Power (Mysticism)
Resources (Investments)
Followers (Leadership)
Sacrifice (Endurance)
Timing (Academics)
Sanctuary (Sanctum)
Ritual (Ritual)
Familiar (Etiquette)
Power Generator (Crafts)
Risk (Larceny)
As I write this, I’m not so sure.
It seems to tie things together, but there’s something about it that I’m just
not feeling.
Anyway, on to things that I have
been aiming toward since the beginning of this project.
The various schools of magic
aren’t so much formal schools as they are disciplines of knowledge that a
character can pick and choose from. One of the things I liked about the
miniatures game Confrontation was the way spells are divided up into
schools of magical discipline. There were dozens of disciplines, and many
spells fell into two or three different categories. Each magic user began their
mystic path with access to spells from a single school, and regardless of how
many schools were listed on a specific spell card, as long as the magic user
had at least one of them, they purchase the spell for use in game. More
advanced magic users had access to the spells from two schools, masters had
access to three, and the greatest mages had access to four different schools of
spells. This meant that there were always a vast array of spells that could not
be learnt by even the most advanced casters, but the range of spells that were
available meant even the least adept magic users had some great options at
their disposal.
Magic in that system also uses a
system of magic crystals that function a bit like the lands in Magic.
You release the power in the crystals to fuel effects, and at the end of a turn
you might find the used crystals refreshed. In both Magic and Confrontation,
there are spells with a variable “X” cost, you spend the right energy to
activate the effect then any additional energy added into it will make the
effect more powerful in some way. I like this, some of the basic spells
available to each school of magic should incorporate something like this. For
these basic abilities, each spell would cost a minimum of 1 mystical power,
with one or two of them capable of accepting another point for added effect.
(Remember that we want magic to be something mysterious and
not necessarily available to everyone, even if it is a natural part of the
setting. In each case, a character will have to complete a mundane non-magical
apprenticeship occupation step before they are inducted into the mysteries of
magical power).
Hermetic Magic 101 (available to
magical apprentices)
(Mental Increase - Basic) (variable power benefit)
(Increased Perception - Basic)
(Seal Doors - Basic)
(Damage - Basic) (variable power benefit)
Celestial Magic 101 (available to
clerical disciples)
(Social Increase - Basic) (variable power benefit)
(Heal - Basic) (variable power benefit)
(Summoning - Basic)
(Communion - Basic)
Innate Magic 101 (available to
awakened students)
(Physical Increase - Basic) (variable power benefit)
(Increased Perception - Basic)
(Stealth - Basic)
(Gain Story Clues - Basic)
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