My inability to settle and properly
design a magic system for my modern OSR stuff has made my mind go
wild at the thoughts of alternate ideas for magic beyond the spell
slot vancian magic. Here's 12 of them, all of which at one point
crossed my mind as an interesting idea in the past.
Sorcerer, ripping through the Threshold. From [2] |
Magic Systems
[1] Magic
is called High Arcanism and its practitioners are named Wizard and
Mage. It requires physical energy, equal to and excess of the change
and action it does. Mages pay for this energy cost with their own
body, causing their stores of fat and muscle to be burned to create
the energy they need. Mages tend to be pale, and take cold damage
from hypothermia if they cast spells too often; the heat used up as cost for the spell. With a special
ritual, all the life force can be drawn out from a tree into one
branch to create a wand or staff, giving a battery of power. The life
force of humans and other living things can also be drawn out into their skulls or shrunken heads.
Your Wizard tower
is probably hooked up to a wind or water wheel, powering some endless
arcane experiment or process. You would need a lightning strike to
convert lead into gold. Your summoned creatures only have a set store
of energy they can use once created, and ancient summons of yonder
years stand in absolute stillness, conserving every last drop of
energy they can for decades like statues, until opportunity arrises.
[2] Magic
is a black art and called Sorcery. It's practitioners are Sorcerers.
You have a direct link with the Netherrealm, a black world beneath
and behind the real world. When souls die, their morality, happiness,
and love is sent upwards to the heavens and everything left over it
sent down to the black realm, where spirit beasts feast upon them. To
be inducted as a Sorcerer, one must have had a near death experience.
Being buried alive is a common method for young apprentices.
Sorcerers can
press the link between them and the Nether to bring forth its
elements; smokeless fire that burns flesh but not wood, endless
echoing words that draw panic to all that hear them, glowing symbols
that control the minds of those who look upon them and of course the
spirit beasts themselves. Every time a Sorcerer uses this power they
must roll and avoid rolling under the number of spent Threshold
points. Rolling poorly allows for unintended Netherrealm elements to
slip into our world, and rolling really poorly sucks the Sorcerer
there, trapped for a set period of time.
[3] Magic
is the power of life and nature, the Arts of the Woad. It's
practitioners are called Druid if male and Witch if female.
Practitioners may not use metal tools or weaponry, as it is
considered offensive to nature. To press this magic requires
knowledge of woods, herbs, and animal bones, the brewing of potions,
and the rites of blood sacrifice. Most practitioners have several
bewitched people to aid them in the collection and performance of
their rites.
Witches and Druids
can subtly control fate through ritual involving the elements and
stars. Wild animals can be befriended and farm animals driven to a
frothing rage with the proper spells. Brewing potions to cure most
aliments as well as poison anything, even the land or air, is
possible. Blood sacrifice is the arts of healing and regeneration, or
even raising the dead, and it important to create more lasting boons
and curses, the blood the price to work such force.
[4] Magic
is just D&D Magic and its practitioners are called Magic Users.
However you need to sleep to prepare spells; ½ hour for a first
level spell, 1 hours for a 2nd
level spell, 2 hours
for a 3rd
and so on. Magic Users prepare
spells in their dreams, and the moment they go to sleep they lose all
the spells they had prepared from the following day.
Copious
use of stimulants to stay awake or depressants to stay asleep for as
long as possible are key to any magic user's career. The more
powerful magic users hibernate for days, weeks, months, even
centuries at a time to create incredible magic. The Sleep
spell is the most fearsome of all
and if it even exists it is surely one of the most highly guarded
spells to ever be created.
[5] Magic
is Shamanism and its practitioners are called Shaman or Dreamer.
Every spirit of nature is a 100% unique element of nature, but are
extremely specific. Thundercloud that scares the birds and Fresh
blood on pure white snow are two examples of nature spirit. Each
human being soul is also a spirit, which is taking a break from being
a spirit to being alive. Humans that live too long go senile and
mindless, and spirits who stay dead too long become maleficent and
arrogant. Killing elderly immortal humans and forcing ancient spirits
into the bodies of babies are both considered righteous actions to
keep the balance.
Shamans choose a spirit animal and can, while sleeping, invade the
dreams of other people. Shamans can also meditate to speak to
spirits, and ask for favors relating to the spirits domain. Shamans
will either offer their spirit animal to serve them for a while
(disabling their dream abilities), offer the sacrifice of food or
wealth, or perform some other function. If you learn the true name
(their spirit name) of a living person, you can instead force them to
obey your wishes in the same way you can bribe a spirit, but a living
person has no way to resist. Discovering your own spirit name gives
you supernatural powers over your elements and domains of nature, but
is perilous as another shaman could invade your dreams and find out
your name to control you.
[6] Magic
is just tricks, highly skilled actions done so well to be beyond what
most people would be considered possible. It's practitioners are just
called Magicians or Tricksters. This magic is blatently supernatural
and impossible, but with enough practice it is so. All magicians are
themed after real world stage magicians, except with tricks being
real.
Tricksters can be cut into pieces without harm, putting themselves
back together. They can make small objects disappear from their
person or appear on another person, and conjure forth common objects
and animals that could fit through the brim of their hat or sleeve.
The less the 'audience' or enemies believe it is possible for them to
do this, the harder it gets.
[7]
Magic
is bribing the invisible cogs of the universe. It's practitioners are
called supplicants,
judges, or sometimes don't have a name. Everybody has an invisible
force watching them, imps that catalog every sin and tiny angels that
record every good deed and grace. All are filed to the central office
of heaven, which merits out punishments and blessings in the
afterlife. Not only this, but invisible creatures of fate, logic,
reason, nature, and all others also exist to keep things in check.
Magic is bribing,
dominating, and finding the loopholes of how everything works and
getting these cogs of the machine to exploit it. For example if you
sneak a single coin out of a bag that has 30 coins without a recorder
spirit noticing, then when you open the bag it will have 30 coins,
plus the one you stole in your pocket. Magic scrolls are just
warrants that allow sudden and spectacular change, only given to
angels but can be stolen or bribed as the workers of the cosmic
office are very unhappy with the difficulty of their job and poor
pay.
[8] Magic
is 100% genetic and only subhuman freaks can perform it. It's
practitioners are usually just called Freaks, or more politely
Hermits. Due to the result of breeding humans with demons, fairies,
unicorns, dragons, ogres, or some other magical creature the
resulting child appears human with some spooky features and a air of
unease.
Casting spells and
doing magic puts the hermit at risk of becoming more and more like
their unnatural parent. Doing too much will cause a minor permanent
feature, like a tail or unnatural eyes, to sprout. If continued the
freak will morph in a half human half monster being and be an
outcast, unable to ever be accepted in society again and lose almost
all of their sanity as their mind splits.
[9] Magic
is a balance of two cosmic forces; Yapu and Tapu. It's practitioners
are called Witchdoctors. Yapu is the positive force of the sun,
creation, sex, and food. Tapu is the negative force of the moon,
destruction, isolation, and war. All sickness in the body and mind is
caused by an imbalance of these two forces. Every living thing has a
balance of the forces when healthy, but stretching one or the other
far enough will create interesting effects despite negative
repercussions in the unbalanced one.
Witchdoctors can
prescribe fasting, isolation, and war dances to the warriors of the
tribe to make them extremely fearsome in battle, but they will sleep
during the day and be miserable. They can also ask people to refrain
from negative thoughts and night-related activities to make them have
hands and songs that heal, but they will be unable to take anything
seriously or be able to defend themselves. Yapu and Tapu amulets can
provide these bonuses with more control, allowing the wearer to be
imbued with the primal force within his or her amulet when needed
instead of changing their lifestyle.
[10] Magic
is artifice, the creation of magic items. It's practitioners are
called Enchanters or Artificers. There are no such thing as active or
cast 'spells', but merely items with magic powers. The ability to
craft these items is an expensive but doable skill for anyone with
the intelligence to understand the proper methods of creating and
maintaining these items.
Instead of spells per day, you bring along magic items to your adventure. Items crafted by novice artificers have limits uses and restrictions; magic boots that allow the wearer to jump to the top of a house but come undone after 1d6 uses, the leather snapping from the strain. Magic soaps that are so slippery can be put on the ground as a trap, but once used it is impossible to pick it back up again. Greater Artificers can actually create permanent items, but have to be fed with gold, blood, or contain the spirit of powerful beings.
Instead of spells per day, you bring along magic items to your adventure. Items crafted by novice artificers have limits uses and restrictions; magic boots that allow the wearer to jump to the top of a house but come undone after 1d6 uses, the leather snapping from the strain. Magic soaps that are so slippery can be put on the ground as a trap, but once used it is impossible to pick it back up again. Greater Artificers can actually create permanent items, but have to be fed with gold, blood, or contain the spirit of powerful beings.
[11] Magic
is incantation of words of power, the living and breathing form of
divinity. It's practitioners are called Orators or Speakers. Each
spoken word of spell sentence forms together to create a powerful
magical effect. Those who learn magic go through years of taking vows
of silence, abandoning normal speaking to further immerse themselves
in the chants and structure of the words of power. Normal people who
learn the words and speak them often unleash unintentional magical
effects and greatly harm themselves doing it, as they do not have the
training or innate power to speak magic.
You
must speak words together in order to create magic. The first word of
every sentence is usually the force or action the magic is trying to
accomplish, and on its own it can only create a tiny spurt of magic.
Additional words add effects, range, context, adjectives, and
additional elements to the cast spell. The maximum number of words
you can speak in a magic sentence is your level. For example,
speaking the words for 'Fire', 'Sphere', and 'Distance' will launch a
fireball.
[12] Magic
is the art of the human body, perfected. It's practitioners are
called Disciples or Monks. Magic is inherently a part of life, and to
master ones own physical shell for the soul is to master the magic of
this shell. Most live in secluded communes, harsh dojos, or as
traveling ascetic. All of whom are greatly respected by locals due to
their harsh living and discipline.
Monks,
beyond being incredibly physically strong and fast, have eliminated
many of the human weaknesses. Their supernatural
abilities are even more incredible; by channeling the heat within
themselves some can breath fire. Others can inhale and
exhale a dust devil or great gust of wind. Their eyes can see through
thin fabrics if they so desire, and some can heal others by touching
them. Each tradition has different abilities they nurture in their
spiritual seekers.
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