Greetings, I this installment of my series discussing my Home-Brew System and it’s linked setting I will expand upon my previous post concerning magic. I wanted to go into more detail on how magic will work with my system and thus it’s linked setting. I talked about how magic is scalable in my system in two distinct ways – Spell Points and Level Tiers.
There will be rules concerning ritual casting – where multiple casters can jointly channel magic and cast a spell in unison to share the individual Spell Point cost on more powerful spells. Added to that if their joint Spell Tier are the same, they can make the spell conform to their joint desired end while minimizing the dangers associated with the higher powerful spell and potential Chaos Magic taint.
Going up in level comes increased Spell Point totals and an opportunity to learn a new Spell or more. This will be done by spell research and depending upon how much time and resources are spent researching magic as the Mage adventures and any bonuses from high INT will decide what spell is available and then learned. Mages can also attempt to learn a spell found in another spell book or a non-castable spell scroll.
Another way to learn a spell is to summon a spirit of a powerful dead Mage, a Demonic, Elemental or Angelic being and give them a sacrifice equal to the spell circle in the Silver cost of researching the spell traditionally. Note that Angelic beings will ONLY teach new spells to Lawful Mages and Priests; while Elemental and Demonic beings will teach a Mage a new spell.
There are multiple types of Magic-Users in my system, they are:
- Adventuring Magus – Lawful, Neutral or Chaotic caster.
- Elementalist – Neutral Caster.
- Healer – Lawful caster.
- Infernalist/Witch – Chaotic caster.
- Rūnwita (Druid) – Neutral or Chaotic Caster.
- Shadow Magus (Mystical Thief) – Neutral or Chaotic caster.
- Techno-Magus – Lawful or Neutral caster.
Unlike on my companion blog where I discussed my house-ruled Magic-User classes though similar these classes will work slightly differently than how their counterparts. A lot of this is based upon the differences in the systems used though they are derived from the same core root systems – OD&D and Chainmail.
Both the Elementalist and Infernalist/Witch are fairly identical at this time to their house-ruled counterparts, as will the Rūnwita (Druid). The Adventuring Magus is pretty similar but are more like the Warrior-Mage in nature. They will have certain spells shared with Rūnwita that give them shapeshifting and martial powers.
Shadow Magus are the Thief but given Shadow Magic abilities that mimic the more traditional D&D Thief class, plus other magical abilities. Bright Light and absolute darkness can hamper a Shadow Magus’s abilities as their magic lies on the fringes of both light and darkness. They are not true Mages but a Pact Magus like the Healer, Witch and Elementalist. They gain their magical abilities and spells via their Outer Worldly Patrons.
Whereas the Elementalist, Healer and Witch learn actual spells from their patron the Shadow Magus gains limited Spell-like Abilities that mimic Thief abilities as well as other abilities as they go up level. The Shadow Magus is similar to more magically based Thief by Jared Daniel Nielsen. Their powers are developed as they go up in level and thus master new aspects of their abilities.
The Adventuring Magus as I mentioned above is a fusion of my house-ruled OD&D Magus and Warrior-Magus in that they are not the traditional Magic-User in OD&D. I want my default Magic-User to be tougher than traditional as they are adventurers. It didn’t make sense that an adventuring Magic-User should be a weak book worm spellcaster limited to a dagger for its only melee combat weapon.
Though an Adventuring Magus is a capable fighter in their own right they are far from being a frontline fighter and will never be able to master the various weapons and cannot wear armor. Adventuring Magus like other Magic-Users they must have their hands free in order to cast spells and must do magic research to gain spells.
Getting back into magic in general Magic items creation is important to Magic-Users. Magic-Users can create castable Spell Scrolls at first level, at third level Magic-Users can create Potions, at sixth level Magic-Users rods/Staves/Wands and at nineth level Magic-Users Rings. At twelfth level Magic-Users can finally magical armors, weapons and other magical items.
The reason for magic item creation sub-system to be tiered is it that emulates the fact that the Magic-User is learning a new crafting skill and mastering the ability to infuse magic into them. A Magic-User must find a mentor to learn and master these skills as they go up the three levels that make up the crafting a magic item.
Well this about time for me to end this installment and get it posted before I go to bed as I have to pack and move my stuff into storage. Please take care, fin.