Home of the Odd Duk

Tag: magic system (Page 15 of 16)

Classifier Magic

Tanah Con-Rahn is an idea for a campaign idea with Southeastern Asia flavor. It is centered around a couple ideas, mainly a tweaked magic system that redefines schools of magic. If you want to skip the explanation of how this idea formed, skip down to the section on Classifier Magic.

As previously mentioned, I enjoy making up my own languages. The vast majority of them are naming languages. This means that no real grammar is ever invented, just a list of words that allows the user to name things. This works well for Latin-sounding town names or Sanskrit-like character names.

Sometimes, though, slogging through a constructed languages provides an opportunity to tweak major rule systems. Today's exercise was starting with the fundamental wordlist from lojban (they call it gismu) to create a funadmental wordlist using Indonesian,Hindi,Vietnamese,Filipino and Bengali sources. Since I have a couple Indonesian study books that teach grammar, I also decided to give the language an Indonesian grammar.

Indonesian grammar has a lot of interesting features, not the least of which is a classifier system. English only has a few, but the most common one is the word head. In English we say two bowls of rice and four head of lettuce, as opposed to saying two rices and four lettuces. The words head and bowl function as a classifier. Indonesian has several and are required. The list I have is:

orang - humans (which I extend out to sentient races)
ékor - animals
buah - large things (e.g. houses, ships, mountains) and fruit and abstract nouns
batang - long cylindrical objects like cigars, trees, spears and sticks
tangkai - flowers
helai - flat,thin objects like cloth or paper
bidang - used for grounds, fields and gardens
butir - grains, seeds and anything that resembles small round objects (e.g. pearls,gems,eggs)
bilah - bladed objects (e.g. knives, axes, swords)
pucuk - used for sharp, pointed things like nails as well as rifles. Scrolls are included here because they are rolled up and resemble rifle barrels.
utas - long and soft things like threads and cords
kerat - things that can be easily broken, torn or cut like meat and bread.

Looking at this list, it occurred to me that these classifiers could be used to determine or modify the magical effect of a spell. This led to the framework for Classifier Magic.

Classifier Magic

Classifier magic does away with the traditional school groupings of spells. It also removes the opposition school rules. In its place are a list of spells assigned at least one classifier and possibly up to eight. With training, a Wizard gains access to a new classifier at every odd level, up to a maximum of ten classifiers at level 19.

For each spell with more than one classifier, each classifier modifies the effect of the spell. Scroll up to see a short list of classifiers and their explanations. For example, let's say that magic missle belongs to two classifiers, batang (cylindrical object) and tangkai (flower).

Magic Missile (Batang)

Range: 60 yds. + 10 yds./level
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: 1-5 targets
Saving Throw: None

A missile of magical energy will appear from the wizard's fingertip and unerringly strike their target. The missile strikes unerringly, even if the target is in melee combat or has less than total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell. Likewise, the caster must be able to identify the target. He cannot direct a magic missile to "Strike the commander of the legion," unless he can single out the commander from the rest of the soldiers. Specific parts of a creature cannot be singled out.  Against creatures, each missile inflicts 1d4+1 points of damage.

For every two extra levels of experience, the wizard gains an additional missile--he has two at 3rd level, three at 5th level, four at 7th level, etc., up to a total of five missiles at 9th level. If the wizard has multiple missile capability, he can have them strike a single target creature or several creatures, as desired.

Magic Missile (Tangkai)

Range: 15'
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: One 10'-radius circle
Saving Throw: Negates

When this spell is cast upon a nonmagical fire (such as a campfire, lantern, or candle), it causes the fire to flash and shoot arrows of flame. All creatures within 10 feet of the fire source suffer 1 point of damage per level of the caster (up to 6  points). Victims who roll a saving throw successfully suffer no damage.

A 1st level Mage chooses the batang classifier to determine the effect of the spells learned. Upon learning magic missle, he/she is able to cast the magic missile batang spell only. At 3rd level, let's say that the Mage takes the tangkai classifier. Without having to learn a new spell, the Mage can now also cast the magic missle tangkai spell.

As far as magical research, Mages researching a spell they currently have using a different classifier have the costs or time cut in half. In this case, "different classifier" means a spell and classifier combination that doesn't currently exist. For example, let's say that a Mage with the Magic Missile spell and the helai classifier wishes to research a version of Magic Missile using the helai classifier. The would be a new spell *not* automatically granted because there is no definition for the Magic Missile spell with this modifier. Such as spell would need to have the effects of a first level spell, but research costs would otherwise require half the time or half the money, but not both. An acceptable spell could be:

Magic Missile (Helai)

Range: 0
Components: V, S
Duration: 1 round/level
Casting Time: 1
Area of Effect: One whip
Saving Throw: None

When this spell is cast upon a non-magical whip, it causes the whip to do 1d6 points of damage. Creatures that take increased damage from fire will also take increased damage from the whip. When the spell ends, the whip will become a normal whip suffering no ill effects from the spell.

Useful as a DM Tool

Maybe the classifier system feels like too much work. I can understand that, it would require the entire spell list to be reworked as base spell + classifier. To save time, I will eventually post all the LL spells reworked in such a manner.

Still, it can also be useful as a way of creating new spells for players and NPCs. Taking the Wall of Fog spell, you could add the tangkai classifier to make a spell that is similar to a smoke bomb or add the kerat classifier to make a small object composed of super-dense fog. It won't work for all spells (like Feather Fall), but it opens up some new possibilities.

The Ill-Fated OSR Project

With the OSR Project, I ran into a snag trying to develop a magic building system. I wanted something that could re-create the spell list from B/X (or BECMI) without being overly complicated.

One idea was to use the OpenD6 system. The downside of it was that this seemed to lessen the number of spells. In other words, fireball and lightning bolt become essentially the same spell.

Then, I remembered some ideas I had for Shayakand based on Anaxagorian philosophy. For the system, we could use Seeds and Essences. Seeds are what you might call elements in either the modern or classical sense. This would include air, fire, water, etc. You can even throw in oriental elements like wood and metal. Get alchemical and add in mercury and sulphur and aqua regia. Get modern and include gold, silver, helium, sodium, etc. To make it more like Anaxagorian, though, you'd have to include what we in the modern world call compounds (including alloys). With this we have salt, baking powder, diamond, pewter, concrete, etc. Seeds could even include metaphysical concepts like thought and newtonian concepts like force, gravity, and the like.

Essences are easier to describe. They are the fundamental qualities that make a thing distinct from every other thing. For example, human-ness would be an essence. Orcish is another one, elven would be a third example. It doesn't necessarily apply to sentient creatures (all lumped under kith), it could be specific types of animals, plants or protozoan. In a world with magic, you have to have unlife, but you could have something as weird as chair-ness. (The essential qualities of a chair that make it a chair and not something else.)

Anyway, seeds and essences would make the NOUN part of the magic system.

For the verb, I'll like to stick with common categories for now. This would be things like Protect, Curse, Charm, Create, Summon, Change, Heal, Imbue, Move, and something for Illusion spells.

So the basis of creating a simple spell is to link a verb to a noun. Create Gold, Move Thing, Charm Dragon, Curse Weeds, Summon Fire, etc. Imbue and Change are similar, but the difference is this: Change transforms one object into another. Change Frog would transform the target of a spell into a frog. Imbue Frog would impart froglike characteristics to the target. This could be anything from a long tongue to the ability to breath through the skin, to an ability to sit in water for long periods of time without becoming dehydrated.

After that, we'd need a point system of some kind to measure the effects of these spells. For example, a simple spell could pertain to a 1hd creature, 1 molar of a substance, 1d6 damage, or +1 effect. These spells would cost no points and could be treated like cantrips.

To enhance the effect, though, would require spending points to increase the area of effect, the range of the spell, increase damage, increase number of targets or modify the casting time. Not sure about the specifics of this one yet, but I'd hope that a point system would only be used to generate leveled spells. In other words, a 2 point spell could be first level, a 4 point spell could be second level and so on.

The effect of this system is that spells and magic items are incredibly specific. Here's what I mean. You can have a spell that temporarily protects you from attacks by a type of creature. Even if you broaden it out and say Protect Animal, you can be harmed by plants. If you say Protect Living Creature, you can be attacked by undead and constructs. There is no "protect everything" spell. "Everything" is not a seed or an essence.

Thinking about the spells needed to create magic weapons, there is not a generic spell to grant +2 against everything. So magic armor could be +2 against kith (all sentient creatures) because it was created for a soldier to wear in a war. Maybe a +3 against dragons for a local hero out to rid the area of a pesky dragon. In other words, it give the magic item a story because it's effects are pretty specific.

But I still would like to have generic +2 armor against everything. To do that, I'm going to be flexible with the Imbue school of magic. Let's say that folks with the Imbue school can decide, with proper study, to really get into materials fabrication. In other words, to get +1 armor, you have to magically infuse iron to make it slightly better than steel. You can describe it in any kind of way you want - event an element to fit the bill. Better yet, give it a characteristic color. This makes it easy to spot.

Say, that fellow has chartreuse plate mail.
Egads, he could brush off a cannon shot to the chest!

As always, the devil is in the details. I'll like to start off with a spell having a casting time of a round, a duration of three or four rounds, range about 5 feet, one target, one molar of material, and maybe a five foot radius of effect and 1d6 damage. Let's see where that gets us, shall we?

BTW spells like wish and limited wish may be special cases. I could go the Hitchhiker's Guide route and say that wish spells are IMBUE PROBABILITY, but figuring out 1d6 effect for probability can get tricky. Maybe you could say that a wish is an essence, but that still leaves you with figuring out 1d6 effect.

I think Illusion spells are limited forms of create. In other words, Illusion Badger creates the illusion that the target has been transformed into a badger.

Anyway, let's see how this idea goes.

Recent Work on Projects

I'm sorry for the recent spam. I got overwhelmed by the spam when I didn't update my hashcash filter.

I have been working on a few things. I'll update the current development page soon. Really.

I stopped the football project long enough to actually play Statis-Pro Football again. I have a pretty good team with a few holes to fill in the draft. I made the questionable call of not keeping a good RB. I am afraid that will haunt me.

Anyway, I have used yould to generate most of the Lenga language. This is the last piece in creating all the crunchy bits for the backstory of this world.

I have also stumbled upon an old usenet posting of a spell description language. I have modified it, adding an element and a few actions. Using it, I am translating the OGL spells from the SRD into the magic system I have created. It's not as straight-forward as I would like. There is a bit of fuzziness in some of the descriptions. It also takes a while. There are even a few spells that do not translate, like Air Walk.

The goal is to have something that is more or less systematic in determining difficulty and power of a spell without making the player use a lot of math to create their own. I think this has been done. In the player's book, it will basically show a spell, a description of the effects, a mana cost and a TN. To make a spell, a player must use simple sentences to describe the effect of the spell. Conjunctions cannot be used, only one verb per sentence.

For example, the Aid spell is described in the SRD this way:

Aid grants the target a +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+10 temporary hit points at caster level 10th).

This translate to:
Give target bonus against fear.
Give target temporary LIF.

Using the rules, the GM then figures out the Mana Cost (11) and TN (24).

One rule about Magic is that it is easier and cheaper for spells to do one simple thing. If a person casts two spells instead of a combined one, the breakdown would be:

Bonus against fear spell: Cost 5, TN 20
Give temp LIF points: Cost 5, TN 18.

If someone has time to cast two spells instead of a combined one, it is 1 point cheaper and about 10% more likely to work as intended.

Other spells demonstrate this more dramatically, like Animal Messenger, which I'll detail later.

« Older posts Newer posts »

© 2024 Sycarion Diversions

Theme by Anders NorenUp ↑