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<Snipped quote by Light>

... What does everyone think?


If I may, I'd like to suggest a bit of a simplification to the system, mostly just a condensing of schools into categories that capture more under one umbrella, so people can pick more freely and still play into niche power fantasies. The core idea is the same- give people the ability to pick schools and still have the freedom to express how their character uses that school, potentially differently from others. I just believe that with less schools, we can achieve that "unique expression" even more, and have less edge cases of "I want to use a certain kind of magic but there isn't a school that really captures/allows it."

There are 7 schools/attunements/affinities this way: Air, Cosmic, Earth, Fire, Occult, Radiant and Water.

Air, Earth, Fire and Water would be the central schools, focusing on manipulation of the world around us. Air would take on the responsibilities of electromancy. Earth would be the unions of geomancy, metallurgy and the magic of nature's plant and animal life. Fire is mostly unchanged, as it's a well-established archetype that needs little more than heat, flames, embers and smoke. Water would inherit cryomancy as well.

The remaining three schools of Cosmic, Occult and Radiant would take on the job of more esoteric magics, with perhaps Radiant still being allowed as a non-forbidden school.

Occult represents most of what you'd consider forbidden magic. Hellish or eldtritch rituals, illusions and mental manipulations, and of course all forms of dark life-exchanging magic such as sangromancy/hemeomancy, osteomancy and fully fledged necromancy.

Cosmic would be a fringe case on how/if its use is allowed. As likely the least undstood school, Cosmic reaches deepest into the void to control space and time with telekinesis, chronomancy, and teleportation. Cosmic would also be responsible for "null type" magics such as force, kinetics and sound.

Radiant is the closest one could analog to divine magic. Still a scholarly and learned art, it would encompass light (both illumination and hard-light objects), order, and most other magics you could associate with prototypical clerics and paladins from other fantasy settings.

I want to point out that I did not attribute healing to any of the schools here, any school should be able to interpret their magic in a way that allows them to heal in some way.

Edit: my phone can't spell Cosmic apparently, and thought I was still talking about Occult.
Is there any capacity for people to learn magic beyond the kinds they are naturally attuned to? I'd assume it's possible, else how would the black mana arts have been discovered to begin with? Unless I'm mistaken and that an individual can be born with attunement to a kind of black mana.
<Snipped quote by Light>

Feel free to throw some ideas around, or you can also PM me if you'd like to discuss some ideas more directly XD.


It's ok, I had a pretty specific idea in mind but it just doesn't seem like it'd work- given the time scale of where our characters are supposed to be at this point in their lives. Don't worry about it, I'll fill in the gaps for party composition once people have settled into their ideas.
@CaptainManbeard Given everything you said, and the ideas floating around from other players, I don't think the idea I had in mind would work too well, and rather than try to fit a square peg in a round hole, I'll return to the drawing board for a new concept. I want to make something that doesn't step on the toes of others, so I'm feeling out what people gravitate towards before I throw my two cents in.

No rush, but I'm particularly waiting to see what @vietmyke decides on as well.
How plausible is it that someone would have had some experience/training with magic before joining a proper academy? I'm thinking of playing someone who's already a bit traveled, and knows enough magic already to fend for themselves on simple mercenary jobs. Would that be ok? I don't imagine they'll be more powerful than the other players per se, but maybe they would already know their affinities and know a small handful of spells before joining the school?
For sure, it seems like you've got your bases covered, hahah! I'm still not married to a school of magic yet for my character but I'll have something by the time is CS time.
A pretty neat and organized little system that's still quite open ended. Nice. I'm curious if there are schools of magic for healing, force, sound, light or darkness? Or if these kinds of magic are interspersed among the schools you listed?

And/or are there any Divine arts? Or is all magic learned and therefore Arcane?

I'm also intrigued that time magic is considered taboo in this setting. Not that I disagree with the choice, it's just interesting as a side note.
I'm also very interested. I'd love to hear more specifics about how magic works in this setting/rp, and what we'll be able to work with when making our characters. Also, would this be a magically dominant setting? Or are martial/artifice/technological types of characters equally viable?
This sounds pretty cool, color me interested.
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