I'm in the process of designing a magic system based on the Tarot, and I'm looking after some help, but first I'll have to briefly describe what I have so far...(this may take a few posts and a little bit of time to get through):
There are 6 Laws of Magic (Legis Magicae), including the Primary Laws (Legis Primus), which apply to every spell:
I. Lex Demergo "The Law of Equivilance"
All magik has a cost. This cost is determined by the intended target of a spell.
II. Lex Nominis "The Law of Names"
The target of a spell must be named. In order to cast a spell on a person or intelligent entity, its True Name must be known to the caster.
III. Lex Aequitis "The Law of Reciprocity"
Also known as the threefold law. The cost of any spell that harms another being is tripled.
And the Secondary Laws, which may be employed to make the spell easier or faster to cast (more on these in a bit):
IV. Lex Iunctio "The Law of Correspondence"
V. Lex Desidero "The Law of Contagion"
VI. Lex Illecetra "The Law of Sympathy"
A Magus, or magic-user, is defined by the following Characteristics:
Paradigm: This determines a Magi's awareness of the greater reality beyond themselves and the physical world, and is represented by one of the Major Arcana of the Tarot. A character with no awareness of the occult (a "norm") defaults to the Fool (0), with a Magi starting at the Magician (I) and increasing this as they become more accustomed to dealing with magikal reality and deconstruction of their identity.
Praxis: This is the school or tradition of magik that a Magi follows, whether Voodoo, Witchcraft, Sorcery, Hermetic or Platonic Magic, Shamanism, etc.
A Magus's Praxis determines their Arts (Ars Magicae) and Techniques (Techne Magicae) (see below)
Arcana: Each Magi has a score in the four suits of the Tarot: Swords, Cups , Wands, and Coins. When crafting a spell, a Magus determines which of the Arcana is used as the Primary Arcana of that spell and may draw a number of cards per turn equal to their score in that Arcana.
The Primary Arcana is determined by the target of a spell, as is the Spell Cost, according to the following chart:
____________SWORDS____CUPS_____WANDS____COINS
Page (9)____ Dimicare_____Fabrili_____Thyrsus____Machinae
Knight (18)___Volucris_____Aquatile____Prodigi_____Beastiae
Queen (27)___Cogitare____ Alucinare__Memoriae___Corpus
King (81)_____Tempastatis_Domusus___Silvae______Moeniae
Ace (*)_______Aeria_______Mare______Pyros_____Terras
The Page represents tools, props, objects, etc, with a spell cost of 9.
Dimicare would be used to affect weapons or armour, Fabrili for any crafted tool, Thyrsus for any plant, herb, or simple object crafted out of wood, and Machinae for any machine, artifice, or complex device.
The Knight represents animal life, and carries a spell cost of 18.
Volucris would be used to affect birds or flying insects, Aquatile for fish, aquatic mammals, and other sea life, Prodigi for monsters or supernatural creatures, and Beastiae for any land animals.
The Queen represents people and intelligent entities, and carries a spell cost of 27.
Cogitare would be used to affect the mind, thoughts, and acquire knowledge, Alucinare is used to affect dreams and emotions, Memoriae is used to affect memories or acquire skills, and Corpus is used to affect the body.
The King represents places and the environment, with a spell cost of 81.
Tempastatis would be used to affect anything to do with the sky, including the weather, Domusus is used to affect anything to do with the home, Silvae represents the forest or natural landscape, and Moeniae is used to affect a city, castle, or palace.
The Ace, on the other hand, represents pure control of a specific Classical element (Air, Water, Fire, or Earth, and has a variable cost based on the size/intensity of the desired effect.
Magi possess skill in a number of Arts, Techniques, and Domains.
There are 9 Arts, each describing a specific "verb" or "action" desired from the spell:
Abjuration "Banish"
Apportation "Move"
Conjuration "Create"
Divination "Sense"
Domination "Control"
Execration "Destroy"
Nexation "Bind"
Obfuscation "Hide"
Transmutation "Alter"
There are also 9 Techniques, which describe how a Magus powers a spell. These are divided into 3 categories: Invocation ("Channeling"), Evocation ("Summoning"), and Incantation ("Enchanting").
Each Magus also possesses a number of Domains (Regnem Magicae), which describe various motifs informing what effects a Magus can create, or at least their approach to performing magic. These are also called "The O'Mancies", as they are based on the -mancy suffix.
(Note that this is actually a linguistic misnomer, as "-mancy" historically specifically refers to divination techniques, but it works aesthetically, most people don't know the difference, and word conceptions alter as time goes on anyways, so I'm allowing myself this concession).
There are over a hundred Domains, and hundreds more possible with a bit of linguistic ingenuity, but Magi typically focus on 3 to 5 of them. Some examples include: ailuromancy (cats, felines), cromniomancy (onions), epidiomancy (diseases), necromancy (death), ophiomancy (snakes), and tyromancy (cheese).
to be continued...
Okay, so with that info-dump out of the way, the process of crafting a spell is actually quite simple:
The caster choses an Art and a Domain to fit the effect they are trying to produce
( Arachnomancy + Apportation for "spiderwalk" for example, or Pyromancy + Conjuration for "fireball").
The intended target of the spell defines the spell's Primary Arcana and Cost
(the aforementioned "spiderwalk" spell is cast on a person, so uses Corpus, meaning the Primary Arcana is Coins and the Spell cost is 27. The fireball spell, on the other hand, is a primal manifestation of elemental energy, with Wands as the Primary Arcana and the cost determined by the intensity of the flame/how much damage the fireball will inflict/etc, tripled because its an offensive spell.)
The spell is then cast, once the Magi pays the Spell Cost.
to be continued...
So, in order to cast the spell, i.e. cover the spell cost, the caster uses one of their Techniques. I'll limit this discussion to Invocation ("channeling") for now, as Evocation and Incantation have their own separate sub-systems.
The easiest and least risky Invocation technique is Exousia, whereupon the caster draws upon their own energies to power the spell (Arete). The caster need not draw any cards, simply pays the price, but for every point of Arete spent in this manner the Caster takes an equivalent number of points of Fatigue. Additionally, a Caster may only spend a total number of points of Arete per turn equal to their Arcana score in the Spell's Primary Arcana. Extremely potent spells can thus cause a caster to suffer serious physical damage, and take a long time to cast.
More common thus is the technique of Thaumoturgy, which draws upon the natural ambient magical energy of the universe (Dynamis). The caster draws a number of cards per turn up to their Arcana score in the spell's Primary Arcana .
(ex: a caster with a score of 6 in Cups, may draw up to 6 cards per turn for any spell that uses Cups as its Primary Arcana).
If a Suit card is drawn, and that Suit matches the spell's Primary Arcana, it garners 1 point of Dynamis if a pip (A-10), or 3 points of Dynamis if a Court Card. Otherwise, the card is discarded. A Caster takes 1 point of Stress for every discarded Suit card.
If a Trump (Major Arcana) is drawn, it is compared to the caster's current Paradigm. If equal to or below, the card garners 9 points of Dynamis. If the Trump is higher than the caster's Paradigm it is discarded and the Caster takes a number of Stress equal to the Trump's value.
However, a caster may also employ one or more of the Secondary Laws to aid in the casting of a spell. This involves crafting a Ritual, the elements of which determined by the Law:
Lex Iunctio, the "Law of Correspondence" can be invoked by involving symbolic associations in the casting. The Primary Arcana of the spell must be represented, first off, and for every additional Arcana represented, the caster may then use Suit cards of that Arcana to power the spell as if they were of the Primary Arcana.
Lex Desidero, the "Law of Contagion" can be invoked if the caster utilizes a personal effect or piece of the intended target of the spell, reducing the target's defenses.
Lex Illecetra, the Law of Sympathy, allows the caster to reduce the spell cost by using Foci.
So, putting it all together, say you have a Magus with the following stats:
Larry Kotter Jr.
Paradigm: The Hermit (IX) Praxis: Wizard
Daring: Normal (5)
Agility: Good (10)
Might: Puny (3)
Durability: Good (10)
Wits: Exceptional (15)
Intelligence: Exceptional (15)
Courage: Legendary (20)
Stamina: 28
Psyche: 50
Arcana
Swords: 3 Cups: 3 Wands: 6 Coins: 3
Arts: Abjuration, Apportation, Conjuration
Domains: Ceranomancy (lightning), Integomancy (protection), Ophiomancy (snakes)
Larry, wandering in the dark woods, is confronted by a Spectral Twisp. Being of a contentious disposition, Larry decides to fend it off with a lightning bolt.
The Art & Domain for this are Conjuration + Ceranomancy.
The target being a supernatural being means the Primary Arcana is Wands (Prodigi), so the Spell Cost is 18, x3 because this is an offensive spell, so 54.
However, Larry is using his trusty Simurgh-feather wand as a Foci, reducing the spell Cost to 9 (x3), so his adjusted Spell cost is 27.
As Larry's score in Wands is 6, he can draw up to 6 cards the first turn. He gets:
Ace of Cups
Knight of Wands
The Hierophant (V)
5 of Swords
3 of Wands
and The Hanged Man (XII)
First Larry discards the Ace of Cups and 5 of Swords, taking 2 Stress. Additionally, The Hanged Man is discarded for a whopping 12 Stress. This temporarily reduces his Psyche to 36.
Larry has left the Knight of Wands, worth 3 points of Dynamis, The Heirophant, worth 9 points, and the 3 of Wands, worth 1, for a total of 13. He's about halfway to the point of casting spell. Once he garners 27 or more points of Dynamis, and Names his target ("Spectrum Vexatio!") a bolt of lightning will hurl from his Wand.
Okay, so obviously there's a bunch more to it, but that's the gist of what I've got conceived. Obvious major influences were Ars Magica (sic), Changeling: The Dreaming, and Cineflex.
There's parts I'm still playing with (like possibly letting Nexation "Bind" cover "Control" as well, and replacing Domination with something like Consecration ("Preserve") or Purification ("Restore").
But the main issue I'm having is the Spell Cost totals and how those are affected by different levels of Ability. I've considered at various times using the values on the cards, but that seemed unweildly and too math-heavy. As I'm no math whiz, does anyone know how I might go about calculating probabilities on a Tarot deck based on the system as outlined? Are there areas anyone can see that I can streamline without giving up the ...well, I guess aesthetics of the system? Does this kind of system have an appeal to anyone besides myself?
Quote from: TristramEvans;602222Okay, so obviously there's a bunch more to it
Okay, your topic, the 'pitch' if you will, got me interested enough to click on your topic, so I like this idea enough to want to know more. The thing is, and this might just be me, but I feel my eyes glazing over as I read the rules you've set up here. I read and don't comprehend.
I'm trying not to be a douchebag, but I don't feel like I understand what you just told me. In order for me to help you, may I make one request? Could you re-issue the description of how this system works without the use of Latin or terms unique to your system? Just what is it, what does it do, what is the procedure to make that happen? I feel all tangled up in the language.
Quote from: Popillius_Scipio;602546Okay, your topic, the 'pitch' if you will, got me interested enough to click on your topic, so I like this idea enough to want to know more. The thing is, and this might just be me, but I feel my eyes glazing over as I read the rules you've set up here. I read and don't comprehend.
I'm trying not to be a douchebag, but I don't feel like I understand what you just told me. In order for me to help you, may I make one request? Could you re-issue the description of how this system works without the use of Latin or terms unique to your system? Just what is it, what does it do, what is the procedure to make that happen? I feel all tangled up in the language.
No, that's a perfectly fair assessment, as I was basically regurgitating my notes. I'll try to rephrase it in plain language as if I was explaining it in a rulebook.
It is, admittedly, a "crunchy" system. Plus I use a lot of Latin, simply because it sounds all "magicky" to me (and is one of the few languages I'm moderately fluent in).
Glad to hear it. I'm often accused of being brutally honest, emphasis on brutal. I want to be careful handling someone else's work.
I used to think as you do, that colorful, well-researched, baroque names are cool, but after putting a few designs in front of my players and getting questions like 'Which one is Ad Captandum again? Is that the one that gives bonuses to my roll or my opponent's?' I realized that simpler language was the reason why D&D's spells are named things like 'comprehend languages.'
Just wanted to say this is a cool idea. Please post more (especially some descriptive examples).
A diagram showing the main aspects would be useful, but yeah I'd probably reduce it to two stats and a list of schools if possible, it drills down a bit too deeply.
Okay, this is going to take a few days for me to get everything typed up, but to start with, for clarity's sake, here is a brief overview of the underlying system that I'm using with the magic system. It's a streamlined revised version of FASERIP with some tweaks I've been GMing for a while. This is a brief primer I wrote up a little bit ago for new players. I've tried to be as clear and concise as possible, so it's possible for a player to simply read this and the one page combat primer, grab a character and start playing:
PHASERIP SYSTEM PRIMER
Here is what a typical Hero might look like defined in game terms:
ROBIN HOOD
GIVEN NAME: Robin of Locksley
OCCUPATION: Outlaw Chief
ORIGIN: Legend
ARCHETYPE: The Archer
CALLING: Rebel
DARING: Exceptional
AGILITY: Legendary
MIGHT: Good
DURABILITY: Exceptional
WITS: Exceptional
INTELLIGENCE: Normal
COURAGE: Uncanny
STAMINA: 60
PSYCHE: 50
TRAITS: Archery x2 Charm Chicanery Leadership Ride
LIMITATION: Cannot Resist a Challenge (Pride, Legendary)
Heroes are defined by 2 basic types of characteristics in game terms: Attributes and Traits. Attributes are divided into Primary, Secondary and Special Attributes.
All Heroes share 7 Primary Attributes, essential faculties possessed to some degree by every character in the game: Daring, Agility, Might, Durability, Wits, Intelligence, and Courage.
DARING is a measure of a Hero's boldnes, valour, and raw combat ability. A Hero with high Daring is a great warrior, while a Hero with low Daring is probably a bit of a pushover.
AGILITY is an evaluation of a Hero's nimbleness, flexibility, and reflexes. A Hero with low agility is clumsy and uncoordinated, while a Hero with high Agility is capable of performing astounding acrobatic feats
MIGHT is an estimate of a Hero's strength and physical power. A Hero with high Might is able to lift great amounts of weight and inflict devastating blows inb combat, while a Hero with low Might is weak and impotent in combat.
DURABILITY represents a Hero's ability to resist or recover from injury. A Hero with high Durability is tough and difficult to injure, while a Hero with low Durability is frail and wounds easily.
WITS estimates a Hero's perceptiveness, intuition, and situational awareness. A Hero with high Wits is observant and difficult to surprise, while a Hero with low Wits is easily distracted and often caught off-guard.
INTELLIGENCE is an evaluation of a Hero's ingenuity, reason, and memory. High Inttelligence denotes creativity and diligence. A Hero with low Intelligence is not necessarily stupid so much as banal, irrational, or uneducated.
COURAGE represents a Hero's willpower, bravery and resolve, A Hero with low Courage is cowardly and easily influenced, while a Hero with high Courage is dedicated and steadfast.
Daring, Agility, Might, and Durability are referred to as a Hero's Physical Attributes, while Wits, Intelligence, and Courage are referred to as a Hero's Mental Attributes.
ECHELONS
Each Primary Attribute is qualified by a descriptor or adjective, called an Echelon. Echelons reflect the character's competency in that Attribute, and other Phaserip characters with the same Echelon in an Atribute are of commensurate proficiency. Each Echelon is associated with a numbered Echelon Rank between 1 and 10, and an Echelon Rating between 1 and 100.
The ten standard Echelons and Echelon Ranks used in Phaserip are Puny (1), Normal (2), Good (3), Exceptional (4), Legendary (5), Uncanny (6), Fantastic (7), Amazing (8), Incredible (9), and Unearthly (10).
The ten standard Echelon Ratings are Puny (3), Normal (5). Good (10), Exceptional (15), Legendary (20), Uncanny (30), Fantastic (40), Amazing (50), Incredible (75), and Unearthly (100).
Looking back to Robin Hood's character description, we see that his two most significant Attributes are his Uncanny Courage and Legendary Agility. Robin Hood faced overwhelming odds, turning to outlawry and organizing a band of rebels against the insurgent monarch, King John. He was renowned for his swashbuckling feats and extraordinary accuracy with a bow. Robin's Daring, Durability, and Wits are all well above average (Exceptional), and he possesses average Intelligence (Normal).
Robin Hood's Might of Good indicates that, while not the strongest of fellows, he can easily lift up to 200 lbs. However, imagine that Robin somehow gets trapped under a fallen tree trunk, weighing close to 600 lbs. Robin must escape soon, or Maid Marian will fall prey to an ambush by the notorious Sheriff of Nottingham. This is where GESTs come into play.
GESTS
GEST is an acronym for "Gauge of Extraordinary Skill or Talent". A GEST roll is made whenever a Hero is attempting an exceptional act or extraordinary feat.
When attempting a GEST, a Player rolls percentile dice (2d10, one die set as the "tens" and one die set as the "ones"; a result of "00" equalling 100) and compares the result to the corresponding row on the ARG! (Action Resolution Graph).
The ARG! provides one of 5 Phase Results, each dileanated by a colour, which determine if and how well a character succeeds at the attempted GEST. A Green, Blue, or Red Phase Result indicates success, while a Yellow or Purple Phase result indicates failure.
GEST Rolls are primarily modified in two ways: Phase Shifts(PS) and Echelon Shifts (ES).
A Phase Shift is applied after the GEST is rolled, and alters the Phase Result. An Echelon Shift, on the other hand, is applied before a roll, and alters the Echelon of the Attribute used for the GEST . (For example, a character with Typical Agility who receives a +1ES would roll on the Good Echelon row of the ARG!)
A GEST roll may also be modified by the Difficulty of the action attempted, as set by the GM. If the Difficulty of a GEST is below the Echelon used for the GEST, a Green Phase result is all that is needed to succeed. To succeed at a GEST where the Difficulty is equal to the Echelon used, the player must roll a Blue Phase Result to succeed. If the Difficulty is above the Hero's relevant Echelon, the player would need a Red Phase Result to succeed.
To continue with our previous scenario, Robin Hood is trapped beneath an overturned tree trunk weighing roughly 600lbs, so the GM sets the Difficulty of Robin's GEST as Exceptional. As this is one Echelon higher than Robin's Might Echelon, he would need a Red Phase result on his GEST to succeed.
Normally, any Difficulty that is more than one Echelon above the relevant Attribute is considered impossible, though ultimately it is left up to the determination of the GM, who may instead impose an additional modifier to the roll. Any GEST with a Difficulty that is 3 or more Echelons below the player's relevant Attribute might be considered automatically successful, with no need to roll (again at the discretion of the GM).
An Opposed Roll occurs when a Hero is attempting a GEST and another character is activelly attempting to resist or otherwise prevent them from succeeding. For an Opposed Roll, the Difficulty of the GEST is determined by the relevant Trait of the opponent/defender.
Robin Hood, managing to escape from underneath the fallen tree, must now race to Maid Marian's location before the Sheriff arrives. Unfortunately, to reach Marian, Robin must make his way past a group of King's Guardsmen posted on the main road. Wanting to avoid a fight (so he can save his energy for the inevitable clash with the Sheriff), Robin decides to try and trick the Guards into letting him pass. Taking a moment to disguise himself beneath a peasant's cloak, Robin attempts to convince the Guardsman that he is merely a villager passing through on his way home. The GM decides this will require a Wits GEST, with the guards' Intelligence setting the Difficulty. In this case, the guards are all of Normal Intelligence, meaning that Robin only needs a Green Phase result to succeed. If the GM decided the guards were not particularly bright (Puny Intelligence), he might declare that Robin does not even need to roll a GEST.
When a Hero must succeed at a GEST, the player may spend Arete to modify the results of the roll. Arete is spent on a 1:1 basis to increase the result of a percentile roll. All Heroes start with an initial pool of Arete points equal to their Psyche and during play a Hero may earn Arete by acting heroically.
TRAITS
A GEST roll may also be affected by a Hero's Traits. Traits are characteristics that define a Hero's unique skills, aptitudes, and quirks. Traits may provide either an Echelon Shift or Phase Shift modifier to a roll, depending on whether they are applied actively or passively.
If a Hero is attempting a task that specifically employs one of their Traits (such as a character with the Trait Science! attempting to mix a chemical compound), they are actively using that Trait. On the other hand, Traits provide a passive bonus in situations where the Trait does not directly apply, the Trait is used to supplement an action primarily employing another characteristic, or during an Opposed Roll, wherein two characters are trying to succeed at the same goal or to prevent the success of their opponent's endeavour.
Robin Hood possesses the Trait Ride. If he were to attempt a complicated horseback maneuver, such as riding down a sheer cliff-face, the GM may call for an Agility GEST, and as this is an active use of his riding Trait, Robin's player could then increase the result of the GEST by one Phase. If the aforementioned horse were to become spooked by a phantom and Robin attempts to calm it down before he's thrown from the saddle, the GM may call for a Courage GEST and allow Robin's player a +1ES to their roll to represent how their Ride Trait implies experience dealing with the moods of horses. Thus, Robin rolls the GEST as if he possessed Fantastic Courage.
Traits may be doubled (x2) or, in extremely rare cases, tripled (x3), providing increasingly better modifiers to a roll.
Robin Hood is famed worldwide for his Archery skills, which border on the inhuman. His Archery Trait is doubled (Archery x2), providing Robin with either a +2 Echelon Shift or a +2 Phase Shift whenever he uses that Trait!
There are several Standard Traits defined for every Hero in the game, including their Origin, Archetype, Calling, and Occupation.
While a Hero's Primary Attributes are generally not altered during play except for temporary modifiers, Secondary Attributes may change often over the course of a game. Secondary Attributes include Stamina, Psyche, Renown, Resources, Arete and Continuity.
STAMINA is an abstract measure of a Hero's capacity to sustain, absorb, or avoid physical injury. Stamina is represented by a pool of points equal to the sum of a Hero's Physical Atrribute Echelon Ratings.
Robin Hood possesses Exceptional (15) Daring, Legendary (20) Agility, Good (10) Might, and Exceptional (15) Durability, thus his Stamina pool is 60.
PSYCHE is an abstract evaluation of a Hero's mental equilibrium, emotional stability, and capacity to cope with Stress. Psyche is represented by a pool of points equal to the sum of a Hero's Mental Attribute Echelon Ranks.
Robin Hood possesses Exceptional (15) Wits, Normal (5) Intelligence, and Uncanny (30) Courage, thus his Psyche pool is 50.
RESOURCES is an abstract measure of a Hero's financial stability, personal wealth, and economic class. A Hero's Resources are represented by an Echelon that is used to determine if a Hero can afford a particular item or service.
RENOWN is an approximation of how well-known and popular a Hero is, and their general reputation for honesty and fair play. Renown is represented by an Echelon and a pool of points that may increase or decrease during play depending on a Hero's actions. Renown influences the reactions of other characters to the Hero.
ARETE is a pool of points that are earned for acting heroically or selflessly, or lost for acting selfishly or immorally. Arete points are spent to modify GEST rolls. A Hero gains a number of Arete points up to their Psyche Echelon Rank x10 Daily, unless their current reserve exceeds this amount.
CONTINUITY represents a Hero's experience and consistency, dileanated by a pool of points and an Echelon based upon the maximum total continuity possessed by the Hero at any one time. Continuity points may be used to improve or expand upon a Hero's characteristics or for Retcons (rerolls) of failed GESTs.
(Arete and Continuity vary so often between and during games, they are thus not included in character write-ups for the game)
Arete is awarded frequently throughout play, while Continuity is awarded at the end of a game session.
The third category of Attributes are Special Attributes, which are unique to each Hero and are divided into Advantages and Disadvantages.
ADVANTAGES include superhuman powers, gadgets, and vehicles employed by a Hero, as well as allies, contacts, and headquarters.
DISADVANTAGES are hindrances or obstacles to a Hero's success and are categorized as either Limitations or Weaknesses. A Limitation impedes a Hero's efforts, while a Weakness causes them harm.
Ok, with that out of the way, the only further thing worth noting before getting into the magic rules is that when a character takes Fatigue, it temporarily reduces their Stamina, and if Fatigue surpasses a character's Stamina then they take wounds, in the form of losing levels of their Attributes.
Likewise, if a character takes Stress, it temporarily reduces their Psyche, and if Stress surpasses a character's Psyche, it induces psychological effects, up to and including taking a Derangement.
And with that said, let me get into this...
Magus (pl. Magi) is used here as a general term for any character capable of using magik* or casting spells. Magi are further distinguished by their
Paradigm,
Praxis, and
Arcana.
A magus'
Paradigm is a signifier of their experience using magik, awareness of the supernatural world and greater nature of reality, and their overall knowledge of the occult. Paradigms are represented by 1 of the 22 Major Arcana of the Tarot. In essense, Paradigm may be viewed as a magus' "spellcasting level". All magi start at level I: The Magician. Any character with no knowledge of or experience with magik is considered, by default, to possess a Paradigm of level 0: The Fool.
Praxis describes the school or tradition of magik that a magus follows, as well as their general philosophy of how magik works. A Praxis represents a specific view of reality and informs the process of spellcraft employed by a magus.
Arcana are 4 characteristics rated between 1 and 10, named for the 4 Suits of the Tarot: Swords, Cups, Wands, and Coins. Each suit possesses numerous associations and symbolic meanings, and a magus' rating in an Arcana represents their proficiency in affecting targets of a spell that fall within the scope of that Arcana.
- Swords are used to affect air, the mind, flying creatures, and armorments.
- Cups are used to affect water, emotions, dreams, and art.
- Wands are used to affect fire, animals, plants and spirits.
- Coins are used to affect earth, machines, devices, and the body.
* - The alternate spelling "magik" is used here to disassociate the word from the various alternate meanings applied to the term.
As Paradigm, Praxis, and Arcana are essentially a magus' "magikal attributes", a magus' "magikal skills" are in turn represented by their Arts, Domains, and Techniques.
ARTS (Ars Magicae) define the specific effects a magus can accomplish through spellcraft. There are a total of 9 Arts, each associated with a single verb that encompasses their effect.
ABJURATION "Banish"
Used for protection spells, countermagic, wards, and exorcisms.
APPORTATION "Move"
Used for spells of flight, levitation, teleportation, and telekinesis
CONJURATION "Create"
Used to alter reality, form objects from thin air, and pull animals from empty hats
DIVINATION "Sense"
Used to gain information, foretelling the future, and astral projection
EXECRATION "Destroy"
Used for curses, eldritch blasts, and most of what is considered "black magic"
NEXATION "Bind"
Used for spells of domination, control, connection, and combination
OBFUSCATION "Hide"
Used for illusions, spells of invisibility, and general chicanery.
PURIFICATION "Restore"
Used for healing spells, consecration, and attempts at enlightenment (Henosis)
TRANSMUTATION "Alter"
Used for shape-shifting, metamorphosis, and transmogrification spells.
If a magi is trained in an Art, they may craft any spell to achieve that effect "on the fly". Otherwise, they must employ a proscribed ritual from a spellbook or grimoire.
DOMAINS (Regnem Magicae) represent the scope and nature of a magus' spellcraft and the overall character of their magik. It's often possible to achieve the same effects or ends using any one of various domains, but the methodology and approach to achieving that result are characterized by the specific Domain utlized.
Each Domain is defined by 1 or more motifs indicating their sphere of influence.
Example Domains include:
Aeromancy "air, wind" ; Ailuromancy "cats, felines" ; Bellomancy "battle" ; Bibliomancy "books" ; Chronomancy "clocks, time" ; Cynomancy "dogs, wolves" ; Dendromancy "trees" ; Dracomancy "dragons" ; Entomancy "insects" ; Geomancy 'earth' ; Haematomancy "blood" ; Heliomancy "light, The Sun" ; Hydromancy "water" ; Integromancy "counter-magik" ; Metallomancy "metal" ; Meteoromancy "weather" ; Necromancy "death" ; Neuromancy "mind" ; Onieromancy "dreams" ; Ophiomancy "snakes" ; Osteomancy "bones" ; Psychagogomancy "ghosts" ; Pulvisomancy "dust, sand" ; Pyromancy "fire" ; Sciomancy "darkness, shadows" ; Technomancy "technology, computers" ; Tyromancy "cheese"
Spells are formed, at their most basic, by combining and Art with a Domain. Thus a "fireball" spell would be most easily accomplished by using Conjuration + Pyromancy ("create" + "fire"), while a lycanthropy spell would use Transmutation + Cynomany, etc.
TECHNIQUES (Techne Magicae) describe how magi accomplish a spell casting, or more specifically, the power that lies behind a spell. Techniques are divided into 3 categories of 3, and are deileanated by a magus' Praxis.
INVOCATION ("Channeling")
*EXOUSIA - Drawing upon one's personal energies (Arete) to power a spell.
*THAUMOTURGY - Channeling the mabient magikal energy of the universe (Dynamis) to power a spell.
*THANOTURGY - Utilizing the negative energy of Death (Miasma) to power a spell.
EVOCATION ("Summoning")
*GOETIA - Binding daemons and lower spirits to do one's will.
*PHYSIKOS - Forging contracts with spirits of nature and elementals to achieve magikal effects.
*THEURGY - Entreating higher spirits and gods for divine assistance.
INCANTATION ("Enchantment")
*GRAMAYRE - Use of Glamours and Pishogues by those of Fey blood.
*TELESMA - Crafting of magik tools and weapons, Runecraft.
*THELXIS - Use of songs, music and chanting (Carmen) to imbue another with magik.
The Laws of Magik (Legis Magicae)
For all intents and purposes, magik represents an alternate view of reality, separate from science. However, like physics, magik is bound by several "natural laws" defining how it works and restricting its use.
The 3 Primary Laws (Legis Prima) are always in effect and must be obeyed by any spell cast.
I. LEX DEMERGO "The Law of Equivilance"
Nothing can be gained through magik without first giving up something of equal value in return. The essence of this law is that all magik has a price, represented in the game by it's Spell Cost.
II. LEX NOMINIS "The Law of Names"
Names have power. The target of a spell must be named by the caster, and to cast a spell directly on a sentient being requires knowing that person's "True Name". The Naming in a spell is a statement of intent to the universe that channels a caster's will. What this mean,s essentially, is that all spells require a somantic (verbal) or inscripted (written) element.
III. LEX AEQUITIS "The Law of Reciprocity"
This law is summed up succinctly by the phrase "once done, threefold repaid", and thus is commonly reffered to as "The Threefold Law". What this means is that the Spell Cost of any casting intended to do harm to another is tripled.
The Secondary Laws, on the other hand, may be utilized at the discretion of the caster to decrease the difficulty or reduce the cost of a spell.
IV. LEX IUNCTIO "The Law of Correspondence"
As Above, So Below. By employing symbolic associations, magi are able to increase the potency of a spell. These associations are dileanated by Tables of Correspondences, such as one might find in any volume on ceremonial magick.
V. LEX DESIDERO "The Law of Contagion"
Once Joined, Always Linked. An object once owned by or a piece of the target of aspell is considered inherently linked to the target and thus creates a "bridge" for the spell, allowing spells to be cast at any distance from the target and also reducing the Target's defences or natural resistances to the spell. Such items are called Fetishes.
VI. LEX ILLECETRA "The Law of Sympathy"
Like Attracts Like. employing symbolic physical respresentations of the target or intended effect of a spell, referred to as Foci, reduces the spell's Cost. This also includes ritual actions, such as spinning in a circle to raise a "whirlwind spell" (Conjuration+Aeromancy).
It's rumoured that there are 3 additional Laws, lost to time, that allow a magus to ignore the 3 Primary Laws, or "cast without cost".
Quote from: Popillius_Scipio;602555I used to think as you do, that colorful, well-researched, baroque names are cool, but after putting a few designs in front of my players and getting questions like 'Which one is Ad Captandum again? Is that the one that gives bonuses to my roll or my opponent's?' I realized that simpler language was the reason why D&D's spells are named things like 'comprehend languages.'
Yeah, I've gone back and forth on this one. However, I should make the additional caveat here that this is the second "advanced" system of magic for my RPG, the other "basic system" is essentially a "multi-power" superpower witha few restrictions. My goals with this particular magic system was to demand a bit more work (study) on the part of the player, so that the (relative) complexity of the system represents the amount fo commitment that the character must put into learning and using magic.
That said, I think I am going to go with English terms for the various tiers of the Arcana ( or at least have the translations handily identified in the chart).
Quote from: danbuter;602687Just wanted to say this is a cool idea. Please post more (especially some descriptive examples).
Thank you. As soon as I get the rest of the basics typed up, I'll go into more detail with examples and pre-made spells.
So, continuing...
SPELLCRAFT
Crafting a spell essentially involves answering 3 questions:
I. What is the intention of the spell? (ART + DOMAIN)
II. What is the target of the spell? (ARCANA)
III. How is the spell powered? (TECHNIQUE)
I. What is the intention of the spell?
The first thing for a caster to decide is what the spell does (the ART used) and how it accomplishes this or manifests (the Domain used). Generally, the appropriate Art and Domain for the desired effect are self-evident. However, Domains in particular are not meant to restrict a magus so much as encourage creativity and inject flavour. Thus it should be possible to achieve the same ends via a variety of different methods as appropriate to an individual magus' Domains.
For example, if three Magi; one possessing the Domain Arachnomancy, one possessing the Domain Ailuromancy, and one with the Domain Aeromancy; each wish to accomplish the same feat, say scaling the side of a steep building, each would use the Art Apportation. But while the Anachromancer might cast a "spider-walk" spell granting them wall-crawling abilities; the Ailuromancer may grow cat's claw and imbue themselves with a feline sense of balance before scaling the buildingside; whereas the Aeromancer could make themselves light as air and simply float to the top of the edifice.
II.What is the target of the spell?
A spell's intended target determines the Arcana used for the spell. Each Arcana is divided into five tiers, named for the Court Cards of the Tarot (Page, Knight, Queen, King) and the Ace. The most appropriate tier is chosen for the target of the spell, which denotes the Spell Cost.
(Please note that this crappy looking excuse for a chart is due to the restrictions of the forum software)
_______________SWORDS__________________CUPS
Ace (3)_____Sollertia (Knowledge)_________Alucinare (Dreams)
Page (9)____Dimicare (Armourments)_______Effigia (Craftwork)
Knight (18)__Volucris (Avians)____________Aquatilis (Marine Life)
Queen (27)__Mentis (Mind)_______________Memoriae (Heart)
King (81)____Tempastatis (Heavens)________Moenia (Home)
_______________WANDS__________________COINS
Ace (3)_____Claresco (Senses)_________Nummarius (Wealth)
Page (9)____Thyrsus (Plants)___________Fabrillis (Device)
Knight (18)__Beastiae (Animals_________Machinae (Machine)
Queen (27)__Prodigi (Spirit)____________Corpus (Body)
King (81)____Silvae (Forest)____________Sceptrum (City)
Occasionally, especially in the case of Conjuration spells, there is no discernible target for the spell, rather an independent effect. In such situations, the Spell Cost is based on the Echelon of Intensity for the desired effect. This includes Elemental manifestations.
III. How is the spell powered?
Once a spell's Art, Domain, and Arcana are determined, and the Spell Cost calculated, the caster much chose a Technique to power the spell. Each Technique features a unique method of paying the Spell Cost.
Invocation, or "Channeling", is the most commonly employed class of Technique, wherein the magus act as a conduit for eldritch energies, drawing them into themselves and reshaping them by their will. The 3 Techniques classified as Invocations are Exousia, Thaumoturgy, and Thanoturgy.
Exousia is the safest and simplest form of Invocation, whereupon the caster draws upon their own personal energies to power a spell. Using this Technique, the magus simply pays the spell cost in Arete on a 3:1 basis (every 3 points of Arete spent converts into 1 point of Dynamis). The only downside to this Technique is that for every point of Dynamis generated in this manner, the magus takes a point of Fatigue. If the Fatigue accumulated from casting the spell exceeds the caster's Stamina, then they suffer Attribute Loss (see Injury & Healing).
Magi who know the Technique of Exousia are also capable of using Periergia ("Petty Magic") to cast Cantrips.
Thaumoturgy is the Technique of tapping into the ambient magikal energy of the universe, Dynamis, drwing it into themselves, and reshaping it to the form they desire.
Drawing upon Dynamis to power a spell is represented by the drawing of cards from the Tarot deck. A magus can draw a number of cards per Panel (turn) up to their rating in the Arcana used for the spell. (So a Magus with a Swords Arcana rating of 5 could draw up to 5 cards per Panel to power any Swords-based spells). These cards are laid down face-up in front of the caster, and are henceforth referred to as the caster's Hand.
If any Major Arcana are drawn, their number is compared to the caster's current Paradigm. If the card is equal to or lower than the caster's Paradigm, then the card is kept in the caster's Hand and is worth 9 Dynamis. If the Major Arcana is higher than the caster's Paradigm, then it is discarded into a separate pile and the caster takes Stress equal to the card's number.
If a Pip card (Ace - 10) is drawn, its Suit is compared to the Arcana of the spell. If the Suit matches, then it is kept in the caster's Hand and is worth 1 point of Dynamis. If a Pip card is of a suit different to the Arcana of the spell, then it is put in the discard pile and costs the caster 1 point of Stress.
If a Court card (Page, Knight, Queen, King) is drawn, its Suit is compared to the Arcana of the spell. If the card's suit matches the spell's Arcana, then it is kept in the caster's Hand and is worth 3 points of Dynamis. If it also matches the tier of the Acana used by the spell, it is worth 9 points of Dynamis. If the Court card is of a different Suit than the spell's Arcana, it is placed in the discard pile and costs the caster 1 point of Stress.
Once a Thaumoturgist accumulates enough Dynamis to cover the cost of the spell, they may cast the spell by naming the spell's intended effect and target. When Dynamis is spent to cast a spell, those crds in the caster's hand and the discard pile are shuffled back into the deck.
Thanoturgy is an alternate means of powering a spell that draws upon the supernatural energy exuded by death and the dead, Misama.
Miasma is more potent than Dynamis but carries a far greater amount of risk to the caster. Many consider Thanoturgy an abhorrent practice as it essentially uses the souls of once-living beings as "batteries" to power a spell.
Drawing upon Miasma to power a spell follows much the same process as that of Thaumoturgy. A magus can draw a number of cards from the Tarot deck per Panel up to their rating in the Arcana used by the spell, though they must do so in a graveyard, mortuary, or other resting place of the deceased. Places where exceptionally violent deaths, especially multiple murders occur, are also a potential source of Miasma. Additionally, particularly unscrupulous Thanoturgists may also ritually sacrifice victims to gain Miasma, though like any murder, this act would carry harsh Arete penalties.
If a Pip card is drawn and it's Suit matches that of the spell's Arcana, it is worth 3 points of Miasma. If the card is of any other Suit, it is worth 1 point of Miasma.
If a Court Card is drawn, and it's Suit matches the Arcana used for the spell, it is worth 9 points of Miasma. Otherwise the Court card is placed in the discard pile and costs the caster 9 points of Stress.
If a Major Arcana is drawn, it is compared to the Paradigm of the magus attempting the spell. If the card is lower than the caster's Paradigm, it is worth 9 + its rating in Miasma, but also costs the caster 3 point of Stress. If a Major Arcana drawn is equal to or higher than the caster's current Paradigm, the caster developes a Derangement (see Sanity Rules). If the Major Arcana is more than twice the value of the caster's current Paradigm, they develope a Deformity instead.
Okay, so, going from there, I hope that explains it all a bit better. I'll try and get a wide variety of examples of the whole thing put together from here on out. One thing I'm thinking of doing is standardizing the Praxi (Schools or Traditions of Magik), each aligned with 3 Arts and 3 Techniques, and having certain magikal "Talents" that a character acquires upon raising their Paradigm: maybe a list that a player can choose from, I guess somewhat like D&D's Feats, but more focused...stuff like "Astral Perception", "Ghost Sense", etc.
I'll also write up a bit of the cosmology of the game to explain in more detail how a spell actually works in the game's universe, which mainly involves synchronizing energies from the Astral Plane with the target's Aura.
Still not sure on the values assigned to Spell cost and the cards drawn yet.
All right, after rereading the original and then going through the new stuff in pages two-three, I think I've got a better idea of what's going on.
A caveat before I begin -- something I've learned after years of trying out new systems, is that the simpler something is, the better. If a person sits down to play your game and doesn't know anything about it, they will fall back on what they know, and with D&D's hold on the P&P RPGer's mind, there's a very good chance that's going to be the fireball-chuckin' wizard -- your system clearly allows for that, and I understand your design goal -- make it slightly opaque and thus flavorful, but that could very easily be a barrier to involvement. There's a phenomenon I'm very familiar with from my own design work, and that's the phrase 'That's stupid.' This casual dismissal dooms many games, and I feel your magic system might be at risk for seeming like too much work. One of the reasons I suggested the less airy language (apart from making my job of critiquing and suggesting changes easier). That said --
What I understand from what I read is that magic in this system is a hyperfocus on the old Mage: the Ascension idea of paradigm defines magic, with the paradigm now being important enough to have it's own stats, rather than just a stern suggestion from the GM.
Which I think is good, and a highly laudable and lofty goal for a system of magic. What I really want to know before I say good/bad, is how exactly it works. Don't mean to be a prick, but I'd like to suggest simpler language still.
Perhaps some Q&A will help grease my runners:
I want to cast a spell. I see I need ranks in a 'magic skill' to do that, which seem to be based on the Trumps. This I like -- because each rank means drawing one of the lower level trumps is good, n'est-ce pas?
So, need skill. Then I outline what I want to do. Let's go with 'conjure a block of muenster cheese.' I want there to be a permanent block of real muenster cheese that I and my dinner companions can eat. Since I can't just create it out of thin air, I'd either need to spend magic points on it (soul-stuff or 'dynamis' I think?), or teleport a block of cheese from elsewhere due to the law of equivalency. So, assuming I'm not a dirty cheesenapper, I want to create cheese out of the clean magic potentiality of the universe. How much would that cost me? Is cheese out of nowhere expensive? What determines this cost?
Third, now that I know what I want to do, I create the roll out of conjuration + cheesomancy. As I am a cheesomancer, with levels of cheesomancy, this is super easy for me. If I were a dairymancer or a foodomancer, it would be harder. How much harder? What's the level of specificity?
So I spend my magic points and make the 'roll,' though in this case it's drawing cards from the deck. How many do I draw, and how do I know if I've succeeded? Are there partial successes? If I don't draw well enough, could I accidentally get a wheel of brie, or maybe lower quality muenster?
And this all relates to Tarot how?
Quote from: Popillius_Scipio;605953All right, after rereading the original and then going through the new stuff in pages two-three, I think I've got a better idea of what's going on.
A caveat before I begin -- something I've learned after years of trying out new systems, is that the simpler something is, the better. If a person sits down to play your game and doesn't know anything about it, they will fall back on what they know, and with D&D's hold on the P&P RPGer's mind, there's a very good chance that's going to be the fireball-chuckin' wizard -- your system clearly allows for that, and I understand your design goal -- make it slightly opaque and thus flavorful, but that could very easily be a barrier to involvement. There's a phenomenon I'm very familiar with from my own design work, and that's the phrase 'That's stupid.' This casual dismissal dooms many games, and I feel your magic system might be at risk for seeming like too much work. One of the reasons I suggested the less airy language (apart from making my job of critiquing and suggesting changes easier). That said --
What I understand from what I read is that magic in this system is a hyperfocus on the old Mage: the Ascension idea of paradigm defines magic, with the paradigm now being important enough to have it's own stats, rather than just a stern suggestion from the GM.
Which I think is good, and a highly laudable and lofty goal for a system of magic. What I really want to know before I say good/bad, is how exactly it works. Don't mean to be a prick, but I'd like to suggest simpler language still.
Perhaps some Q&A will help grease my runners:
I want to cast a spell. I see I need ranks in a 'magic skill' to do that, which seem to be based on the Trumps. This I like -- because each rank means drawing one of the lower level trumps is good, n'est-ce pas?
So, need skill. Then I outline what I want to do. Let's go with 'conjure a block of muenster cheese.' I want there to be a permanent block of real muenster cheese that I and my dinner companions can eat. Since I can't just create it out of thin air, I'd either need to spend magic points on it (soul-stuff or 'dynamis' I think?), or teleport a block of cheese from elsewhere due to the law of equivalency. So, assuming I'm not a dirty cheesenapper, I want to create cheese out of the clean magic potentiality of the universe. How much would that cost me? Is cheese out of nowhere expensive? What determines this cost?
Third, now that I know what I want to do, I create the roll out of conjuration + cheesomancy. As I am a cheesomancer, with levels of cheesomancy, this is super easy for me. If I were a dairymancer or a foodomancer, it would be harder. How much harder? What's the level of specificity?
So I spend my magic points and make the 'roll,' though in this case it's drawing cards from the deck. How many do I draw, and how do I know if I've succeeded? Are there partial successes? If I don't draw well enough, could I accidentally get a wheel of brie, or maybe lower quality muenster?
Thankyou, this response is actually really helpful, and I'm going to take a long hard look at it before making a response (which is my way of saying I can't give a worthwhile reply until tomorrow, due to time contraints). Also, over the last two days there's been a huge part of me that thinks that I've amassed too much crunch and debris atop my intitial idea, and I've thought of scrapping it and going back to basics. There's parts of the system I really like, aesthetically, but I also agree that the simpler it is in play the better. One over-riding thought I've had, comparing it to the base system I've desigend this for, is that the reason I designed that system the way I did was so there would be no point duringa game I'd have to look up rules for any reason. I think that the magic system I've outlined here contradicts that.
anyways, I'll get back to you on this post presently.
Quote from: BillDowns;606134And this all relates to Tarot how?
Um, really? drawing cards from the tarot is the resolution mechanic, and elements of symbolism regarding the tarot are incoprporated into it, along with aspects of the system being freely adapted from
Tarrocci, the card game the tarot deck was designed to be used for.
Quote from: Popillius_Scipio;605953Perhaps some Q&A will help grease my runners:
Okay, so let me start by answering your FAQ with regards to the system as presented, and then I'll get into the revisions I'm planning to make this simpler and more intuitive...
QuoteI want to cast a spell. I see I need ranks in a 'magic skill' to do that, which seem to be based on the Trumps. This I like -- because each rank means drawing one of the lower level trumps is good, n'est-ce pas?
Essentially, yes. The "ranks in magic" represent your character's ability to exert their Will over 'reality', and their capacity to face the supernatural without losing their sanity, but that's just setting justification for "magic skill".
QuoteSo, need skill. Then I outline what I want to do. Let's go with 'conjure a block of muenster cheese.' I want there to be a permanent block of real muenster cheese that I and my dinner companions can eat.
Indeed, a Conjuration spell. Incidentally potentially the most 'expensicve' type of speel for reasons I'll explain in a bit. And since in this system, the cost of a spell also to a certain extent dictates how long it will take to complete, potentially a very lengthy spell.
QuoteSince I can't just create it out of thin air, I'd either need to spend magic points on it (soul-stuff or 'dynamis' I think?), or teleport a block of cheese from elsewhere due to the law of equivalency.
Well, yes and no. The Law of Equivilancy basically just states that magic takes a toll on the user, it has a personal cost. You can't get something for nothing. One part of bbeing a clever spellcaster is ameliorating this cost. For example, it would cost less to simply teleport some cheese there, like a dirty cheesenapper, which would use the Art of Apportation rather than Conjuration. But in that case its not the physical displacement that the Law of Equivilance applies to rather the energy demand it places on the caster, re: magic points.
So, not Raiders of the Lost Ark "sandbag-for-statue" equivilancy, rather Constantine "magic drains you" equivilancy.
Otherwise, yes, you could pay this with dynamis/'magic points', or a number of othe rmethods. These are the Techniques, of which I've only detailed Invocation thus far.
Think of them as methods of paying a bill at a restuarant.
You could pay cash or use a debit bank card, meaning you pay the cost directly (Invocation aka "Channeling").
You could use a credit card, meaning a third party agency covers the cost for you, and you now owe them a debt (Evocation aka "Summoning")
Or you could try to convince the waiter to give you the meal for free via personal charm or some extraordinary bluffing (Incantation or "Enchantment")
QuoteSo, assuming I'm not a dirty cheesenapper, I want to create cheese out of the clean magic potentiality of the universe. How much would that cost me? Is cheese out of nowhere expensive? What determines this cost?
In this case, being a Conjuration, there are two costs, one based on the Arcana that cheese best fits and the other based on the cheese's Echelon Rating.
So, first you'd find that Arcana tier that best fit the object being created. Simple foods, such as plants or animals, would use Wands as their Arcana (
Thyrsus or
Beastiae), but as cheese is a
processed food, the spell would use Coins:
Machinae.
As 'Machinae' is associated with the Queen tier, the spell has a base cost of 27. For every other Art besides Conjuration, this would be the whole of the cost.
Next, you'll need to determine the Echelon Rating for cheese. In the Phaserip system, non-living objects are rated based on their Material Strength (MS). Food has an MS of Feeble (2), but that's assuming an object up to 2" thick. Assuming this is a big chunk of cheese, enough to feed a party of adventurers, the GM would probably bump the MS up to Puny, but that's still only 3 points. Cheese is pretty cheap to creat on-demand. For something made out of steel, for example, the MS would start at Uncanny (30).
So, altogether the spell has a cost of 29.
QuoteThird, now that I know what I want to do, I create the roll out of conjuration + cheesomancy. As I am a cheesomancer, with levels of cheesomancy, this is super easy for me. If I were a dairymancer or a foodomancer, it would be harder. How much harder? What's the level of specificity?
Actually, a 'cheeseomancer', 'dairymancer' or 'foodomancer' would all pay the same cost. The caveat here is that there is a set list of domains ("O'Mancies") in the game, 100 in all, so there's not generally as much crossover potential between motifs. OTOH, where specificity does play a part would be in part of the rules I haven't mentioned yet, contests between magic users or magical combat. Simply put, specificity provides an advantage over an opponent, but plays no role in non-opposed magic.
QuoteSo I spend my magic points and make the 'roll,' though in this case it's drawing cards from the deck. How many do I draw,
The number of cards you draw is based on your character's aptitude in the Arcana being use dby the spell.
The 4 Arcana (Swords, Cups, Wands, and Coins) are basically a magic user's skill in casting specific types of spells, or affecting certain types of targets. A magus has a number of points to divide between their Arcana based on their Courage Echelon Rank + their current Paradigm/'magic level''. So an apprentice or neophyte is likely to have a score of 1-3 in any given Arcana, while an experienced master wizard potentially has more than one Arcana rated at 10.
The important thing to note here is that both the apprentice and the master can cast the same spell, the only difference is that it will take the apprentice much longer and there is a higher risk of a mispell.
For example, a pyromancer with a Wands 2, and one with Wands 9, can both cast a 'fireball' spell, but it would not likely be a useful combat tactic for the magic user with Wands 2 as it could take them upwards of 10 rounds to gather the Dynamis ('magic points') necessary to execute the spell.
So with the cheesomancer example, the Arcana used is Coins, so the number of cards drawn is based on your character's rating in the Coins Arcana.
Quoteand how do I know if I've succeeded?
The spell succeeds when you gather a hand of useable cards adding up to the spell cost, so in this case 29 points of Dynamis.
every turn between the one where the caster first draws cards until they play their hand and cast the spell, the magic user is focusing all their attention and concentration on the spell, presumably chanting an intonation.
QuoteAre there partial successes? If I don't draw well enough, could I accidentally get a wheel of brie, or maybe lower quality muenster?
Yes. Basically, a mispell occurs if a caster draws no useable cards on their first draw. This simply means the caster failed in their attempt, and may try again the next round.
A "fumble" occurs if the caster draws no useable cards AND a Major Arcana higher than their Paradigm/'magic level'. this will likely incur a disastrous effect of the GM's choosing, as appropriate to the spell and the severity of the Major Arcana.
A partial success occurs when, after gathering at least 1 point of Dynamis on the previous round, the caster subsequently draws no useable cards and a Major arcana higher than their Paradigm in a single round.
(to be continued...)
It definitely looks interesting but it makes me wonder why not just stick with Mage the Awakening/Ars Magica/Mage the Ascension? It just seems too complex for no good reason.
Quote from: Marleycat;606790It definitely looks interesting but it makes me wonder why not just stick with Mage the Awakening/Ars Magica/Mage the Ascension? It just seems too complex for no good reason.
Yeah, well, as I mentioned earlier, this is meant is the "advanced" system for the game, there's already a much simpler system that's based upon the existing rules for super powers in the game. This system is meant to appeal to those who want a system that models "real world" occult magick, as opposed to the various Vancian and super-power esque systems out there. But I agree, its nowhere near streamlined enough yet. But I think it's getting there.
The biggest problem, I think, is that this system assumes the player comes from a similar reading background as I do, namely someone very familiar with ceremonial magic traditions, Jungian psychology, and Classical magic traditions of Greece and Rome up to agrippa. As such, a lot of the correlations and connections that are instantaneous in my mind, assume a common language of symbolism that it would be naive and arrogant on my part to assume. I could present an overview of all this as a preamble to the system, but even then I'm getting to the point where a player has to read almost a book's worth of info before they can play, which is asking a lot more commitment than the average player, IME, is willing to invest.
Anyways, yeah, I'm going to keep working on revising this, even if I do find the current structure very aesthetically pleasing. I think by finding a new/easier/more intuitive method of calculating the spell's cost, that alone will reduce a fair portion of the crunch.
Good, good because I am that average/casual gamer but games with this kind of focus interests me so if you could make more inituative and a shallower learning curve you definitely have something.
Quote from: TristramEvans;602552I use a lot of Latin, simply because it sounds all "magicky" to me (and is one of the few languages I'm moderately fluent in).
I hope this won't sound harsh, but no, your Latin is terrible. My Latin is very bad, but still good enough to cringe at what you wrote. For example:
Demergo = I submerge
Aequitis = ? (Did you mean "aequitatis", the genitive of "aequitas"?)
Iunctio = (the) conjunction (Did you mean "iunctionis", the genitive of "iunctio", meaning "OF conjunction"?)
Desidero = I desire
Illecetra = ? (Did you mean "illecebrae", the genitive of "illecebra", meaning "OF the lure/prostitute")
Ars Magicae = ? (Did you mean "ars magica", meaning "magic art", or "ars magiae", meaning "art of magic"?)
And so on.
Now, please don't take this as a personal attack. There are many
published RPGs that show a no less cavalier attitude toward latin grammar and orthography (a setting for True20 called "Lux Aeternum" springs to mind). Please put up with my rant.
Quote from: MatteoN;607150I hope this won't sound harsh, but no, your Latin is terrible. My Latin is very bad, but still good enough to cringe at what you wrote. For example:
Demergo = I submerge
Aequitis = ? (Did you mean "aequitatis", the genitive of "aequitas"?)
Iunctio = (the) conjunction (Did you mean "iunctionis", the genitive of "iunctio", meaning "OF conjunction"?)
Desidero = I desire
Illecetra = ? (Did you mean "illecebrae", the genitive of "illecebra", meaning "OF the lure/prostitute")
Ars Magicae = ? (Did you mean "ars magica", meaning "magic art", or "ars magiae", meaning "art of magic"?)
And so on.
Now, please don't take this as a personal attack. There are many published RPGs that show a no less cavalier attitude toward latin grammar and orthography (a setting for True20 called "Lux Aeternum" springs to mind). Please put up with my rant.
The Latin uses are intentionally not those typical of a written text, as I specifically chose terms that had strong metaphoric associations and had alternate poetic uses, which would conflict with the grammar you're referencing in written documents, yes. The main reason for this is because the language shouldn't be discernable to someone even with a basic knowledge of Latin.
For example, "demergo", while meaning submerge, also had the poetic meaning "to go into debt"
"aequitas" comes from the expression "aequitas equitas", meaning "justice, fairness, or equity".
"iunctio" means "connection, joining"
"desidero" means "to long for" or "to wish for greatly"
and so on. What may be causing the most confusion to you is that I am quite often using stems and leaving off the endings. The objective is based on the concept of
vocce barbarae, which you may be unfamiliar with, but is a classic concept of Platonic-based magic. Basically put, it has to do with the "crazy words" used in magic are powerful because they're meaningless or nonsensical, not because they are of an "ancient or powerful language". It represented a way for the magi to disassociate their mind from conscious thought. It was a "foci", to use the vernacular.
"ars magicae" on the other hand is an inside joke for students of traditional magic who also roleplay, I'm not sure I could explain that one without wasting a lot of time for very little payoff. If you were to
translate it into actual latin, it would be ars venificus.
Quote from: TristramEvans;607241What may be causing the most confusion to you is that I am quite often using stems and leaving off the endings. The objective is based on the concept of vocce barbarae, which you may be unfamiliar with, but is a classic concept of Platonic-based magic. Basically put, it has to do with the "crazy words" used in magic are powerful because they're meaningless or nonsensical, not because they are of an "ancient or powerful language". It represented a way for the magi to disassociate their mind from conscious thought. It was a "foci", to use the vernacular.
Now I see. Thank you for the explanation!
Okay, so first revision I've made was to combine the Arts and Techniques, in that now each Art is one of 3 groups of 3, each group associated with a specific Technique, or method of casting, like so...
INCANTATION (Enchanting)
Conjuration "Create"
Execration "Curse"
Obfuscation "Hide"
INVOCATION (Channeling)
Apportation "Move"
Divination "Sense"
Transmutation "Alter"
EVOCATION (Summoning)
Abjuration "Banish"
Consecration "Dedicate"
Nexation "Bind"
Also, gone are the Arcana (at least in their current form). Now, when you cast an Incantation, the number of cards drawn is determined by the character's Wits Echelon Rank. For an Invocation, the number of cards drawn is determined by the caster's Intelligence Echelon Rank. And for an Evocation spell, the number of cards drawn is based on the character's Courage Echelon Rank.
I think this simplifies matters, and also ties the magic system closer to the basic game system. Moreover, I'm quite pleased with the divisions, which I think on the whole give an indication of the 'flavour' of magic associated with a specific Technique. One could even go so far as to call them Witchcraft (Incantation), Wizardry (Invocation), and Sorcery (Evocation), but I'm a bit too pedantic for that.