On the edges
So, I've already established that I'm going with the notion of an elemental cube, where the faces of the cube represent the respective elements air <=> earth, fire <=> water, metal <=> wood. The inside of the cube is the fundmental energy that forges creation, while the outside of the cube is the infinite void of primordial chaos beyond reality. This is something that has sat on the edges of my design space for quite some time, but it makes sense to use it as a unifying agent for a number of concepts in this game.
I've already considered using it as a basis for a pseudo-alignment system, a method to determine what effects might mutate the mystics when they are unable to control certain forces flowing through their souls, and have basically divided the core magical "verbs".
The next step is to link the ways that magical effects can be augmented into the cube. For this I'm not using the faces of the cube, instead I'm using the edges of the cube where two faces meet one another.
Each option uses the two adjacent sides of the elemental cube, so that gives us 12 ways to boost spells. More than enough.
When I said that familiar will gain powers based on their elemental affinities, I'll probably develop a few multi-element powers as well, this will focus those types of familiars by offering them some more potent abilities as long as certain elemental affiliations are met.
The thing about these elemental concepts is trying to make sure they have a logical coherence to them, while offering a wide variety of options across them.
I've already considered using it as a basis for a pseudo-alignment system, a method to determine what effects might mutate the mystics when they are unable to control certain forces flowing through their souls, and have basically divided the core magical "verbs".
The next step is to link the ways that magical effects can be augmented into the cube. For this I'm not using the faces of the cube, instead I'm using the edges of the cube where two faces meet one another.
Constant * – (Earth or Water) The effect
influences its target for longer than normal
Base:
Instantaneous
+1 Lvl: Seconds (until
next action)
+2 lvls: Minutes
to Hours (until end of scene)
+3 lvls: Days to
Months (until end of session/story)
+4 lvls: Years to
Decades (until end of chronicle)
+5 lvls: Permanent
Delayed * – (Air or Water) The effect
may be delayed until a certain circumstance occurs
Base: Happens
immediately
+1 Lvl: Happens in
seconds (allows an action to occur first)
+2 lvls: Once a
trigger condition occurs, up to Minutes/Hours away (this scene)
+3 lvls: Once a
trigger condition occurs, up to Days/Months away (this session/story)
+4 lvls: Once a
trigger condition occurs, up to Years/Decades away (this chronicle)
+5 lvls: Once a
trigger condition occurs, could be any time
Diffused * – (Air or Metal) The range
of this effect is extended further from its than normal
Base: Touch
+1 Lvl: Metres (in
same room, immediate vicinity)
+2 lvls: Up to hundreds
of metres (in line of sight)
+3 lvls: Up to tens
of kilometres (local town or county)
+4 lvls: Up to thousands
of kilometres (local state or country)
+5 lvls: Everywhere
on the planet
Distant * – (Air or Fire) The target nucleus
of this effect may be further away than normal
Base: Touch
+1 Lvl: Up to tens
of metres (Nearby, in line of sight)
+2 lvls: Up to kilometres
(well-known location in same suburb or town)
+3 lvls: Up to hundreds
of kilometres (known location in same county or state)
+4 lvls: Up to
tens of thousands of kilometres (known location on same planet)
+5 lvls: Anywhere in
the same solar system/plane of reality
Heightened * – (Earth or Fire) The trait
modifications imposed by this effect are higher than normal
Base: May provides
a d4 situation bonus, or a single trait (positive or negative)
+1 Lvl: Increases
situation bonus to d6
+2 lvls: Increases
situation bonus to d8 (or add a second trait)
+3 lvls: Increases
situation bonus to d10
+4 lvls: Increases
situation bonus to d12 (or add a third trait)
+5 lvls: Increases
situation bonus to d12+2
Hidden * – (Earth or Metal) The true
nature of this effect is less able to be detected by observers
Base: The mundane
may sense it, mystics definitely notice it
+1 Lvl: The
mundane don’t sense it, mystics may sense it
+2 lvls: The
mundane don’t sense it, mystics need a success to sense it
+3 lvls: The
mundane don’t sense it, mystics need two successes to sense it
+4 lvls: The
mundane don’t sense it, mystics need three successes to sense it
+5 lvls: No one
senses it
Invigorating * – (Fire or Wood) The
effect applies an aegis bonus to its target
Base: None
+1 Lvl: Increase
an aegis by 1
+2 lvls: Increase
an aegis by 2
+3 lvls: Increase an
aegis by 3, or all aegises by 1
+4 lvls: Increase
an aegis by 4
+5 lvls: Increase
an aegis by 5, or all aegises by 2
Mass * – (Air or Wood) The effect
influences a greater number of targets than normal
Base: Self (or one
touched target)
+1 Lvl: Affects
one target per success
+2 lvls: Choose
two traits, affects all in range who share both traits
+3 lvls: Choose
two traits, affects all in range who have either trait
+4 lvls: Choose
one trait, affects all in range without that trait
+5 lvls: Affects
everyone in range
Penetrating * – (Fire or Metal) The effect
is less easily resisted by its target
Base: Target has
all the expected resistances
+1 Lvl: Target
must actively resist the effect (if they know about it)
+2 lvls: Target spend
an aegis to actively resist the effect
+3 lvls: Target spend
two aegises to actively resist the effect
+4 lvls: Target spend
three aegises to actively resist the effect
+5 lvls: Target
may not resist the effect
Reflective * – (Water or Metal) For
its duration, the effect is more difficult to remove from the target
Base: Effect may
be negated/removed as normal
+1 Lvl: Someone
trying to remove the effect must spend 1 energy
+2 lvls: Someone
trying to remove the effect must spend 2 energy
+3 lvls: Someone
trying to remove the effect must spend 3 energy
+4 lvls: Someone
trying to remove the effect must spend 4 energy
+5 lvls: Someone
trying to remove the effect must spend 5 energy
Replenishing * – (Earth or Wood) When
it expires, the effect may be recharged by the target if they avoid rejuvenating
an exhausted aegis
Base: Effect may
not be recharged
+1 Lvl: Effect may
be recharged once
+2 lvls: Effect may
be recharged twice
+3 lvls: Effect
may be recharged until end of story
+4 lvls: Effect
may be recharged until end of chronicle
+5 lvls: Permanent
Targeted * – (Water or Wood) This
effect gains a bonus die when used against a specific target (this increases the chance of the effect working, rather than increasing the output of a successful effect)
Base: Can target
anyone, No modification
+1 Lvl: You may know the name of the
person, or vague details about them. This provides an extra d4.
+2 lvls: You have met the person, or
know someone who knows them well. This provides an extra d6.
+3 lvls: You have had a conversation
with the person, or have met them in passing on a number of occasions. You count
them as a general contact or ally. This provides an extra d8.
+4 lvls: This person is well known,
you have more than a passing relationship link to them. This provides an extra
d10.
+5 lvls: This person means a lot to
you, perhaps a family member or someone who your life revolves around in some
way. This provides an extra d12.
Each option uses the two adjacent sides of the elemental cube, so that gives us 12 ways to boost spells. More than enough.
When I said that familiar will gain powers based on their elemental affinities, I'll probably develop a few multi-element powers as well, this will focus those types of familiars by offering them some more potent abilities as long as certain elemental affiliations are met.
The thing about these elemental concepts is trying to make sure they have a logical coherence to them, while offering a wide variety of options across them.
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