Mrowak
Arcane
- Joined
- Sep 26, 2008
- Messages
- 3,947
AzraelCC said:Well, several posts have already mentioned that magic should have its own unique challenges in its implementation (casting) to balance power, rather than going the 4th ed. route of just renaming powers and making everyone in a party generic.
One magic system that I'd like to see is one where spells are tied to the geography of the battlefield. A lot of beliefs in magic, particularly pagan ones, subscribe to this idea. Where you are casting is often more important than components or words. Magic draws power from the universe, hence it makes sense that some places within that universe emanate more power than others. Rather than have components or knowledge of spells be the primary ingredients of spells, why not the area and items in the area where you are casting them?
For example, a wizard and his party ends up fighting in a forest. The spells available to the wizard should be nature related--manipulating trees, controlling animals, shaping the earth. The same spells won't be available to the wizard should he find himself, say in a desert or even within a city. This is not a system that just adds bonuses to spells in a certain area, but rather, the spells available to a wizard is actually determined by his surroundings.
Spirits might even be present in an area to grant very powerful spells should the wizard recognize their presence--however, they require difficult or debilitating bargains with the spellcaster in order to grant boons. They might require the sacrifice of a spellcaster's powerful item or even a fellow party member's life in exchange for truly powerful spells.
I think this could even promote better gameplay, as a wizard should always adapt to his surroundings, instead of spamming the same spells everytime.
THIS!!!
Damn, it would be a fine game to implement such magic ruleset correctly. Somehow I see it particularly fitting for more oriental settings (though by no means limited to), with their more spiritual perception of places, landscapes, their attatchment to purity of ritual etc. I'm totally buying a miko, shugenja or yamabushi performing rituals associated with the immediate surroundings and getting effects according to their location. This also could be taken much further by taking into account taking specific time of the day (e.g. a spell being most powerful exactly at midnight and weakest or most dangerous to cast at noon). It be even more demanding if you'd have 'pay respect' to some local deity before even being able to think about doing magic.
I would love to see a game having this mechanic though one would have to think about ways to introduce some spell variety. Perhaps a branch taken from a holy tree could be used to create a wand which then could be used to cast a limited number of forest-related magic.
Anyway, I like the idea