I've been all over the place developing the magic system, so starting from square one:
- Reality is analogous to a tapestry
- The tapestry is woven from threads of all the different colors of magic
- Spell casters manipulate the threads of the tapestry to alter reality and cast spells
- If casters manipulate the threads too much, the tapestry attempts to correct itself
- The tapestry is not always successful, and sometimes aberrations or anomalies occur
- Casters can interrupt other casters' spells by re-weaving threads back into the tapestry
Game Mechanics:
- Threshold-Limited Magic
- Characters have a separate threshold tally for each color of magic
- Each color has its own calamity table
- When exceeding thresholds, characters risk taking on traits associated with the god that governs the color of magic used
- Spells
- The amount of energy (potency) that can be channeled into spells is governed by the Power attribute
- Spells are either individual skills, or are word/realm skills used to determine control
And from that point, I'm stuck. I like the idea of syntactic magic, but it's already a fairly complex system, and individual skills as spells might make things easier on players. More to come.
I should probably add something here.
Like this:
Like Loading...