Brainstorming time: I need help with a spell system I'm creating... [Archive] - Wizards Community

Post/Author/DateTimePost
nonsi

01-11-07, 10:58 AM
I'm trying to build my own version of spell system and I'd be most thankful to anyone who could help filling in some missing parts (I have most of it figured out already).

Please don't be quick to judge regarding the changes from the core. These are primarily introduced for flavor purposes – to preserve the feel & touch of real life folklore.


Ok. Basically, there are several techniques of producing magical effects:

- Arcane (intelligence based): Magical Weaving. Magical Weaving is based on strain & tolerance & recovery rather than spells per level per day. Magical Weaving is the scientific approach to magic. To properly progress in it, one needs at leas 1 rank per class level in Spellcrafs and 1 rank per spell level in Knowledge (mathematics). This is the only form of spell casting that allows metamagic feats other than Silent/Still/Quicken Spell and the only one that allows researching new spells (beyond those given in PHB I & II). Arcane spell casters have a "memorize" buffer from which they can choose the most appropriate effect.
- Divine (wisdom based): Bending reality to your belief-driven will by drawing from the upper/lower planes (Cleric) or from the strength of the land (Druid). Divine spell casting has the same stats as given in PHBI. Divine spell casters select any desired effect "on the fly".
- Charm-Spinning (charisma based): The Bard casts spells via sheer force of personality. He sort of "charms" reality to cooperate with him and spins the magical energies around him. The Bard's spell progression also remains unchanged. Bardic music is another way of spinning the magical energies into a desired effect. Charm-Spinners select the desired effect "on the fly".
- Witchcraft (??? based): Occult rituals that draw power from the essence of powders, liquids, crystals, minerals, symbols, plants and animal remains. Witches are the only spell casters who can bond with a familiar. (progression ???)
- Eldritch (??? based): Inborn magical affinity to inexhaustible supply of limited abilities (e.g. Warlock and Dragon-Shaman).




What I need are 2 things:
1. An appropriate spell casting progression (+ spell availability) to the Witch's spell-casting ability. It's not arcane, it's not divine and it's not eldritch. Spell points are also out of the question thematically and strain is not relevant when drawing from an outside source, and I'd really hate to resort to the divine approach of spells per level per day. So what else is there ?
2. the most appropriate ability for witchcraft & Eldritch magic.


Thanks in advance to anyone who puts an effort.
Ilion

01-11-07, 09:21 PM
Without the details of your system it's hard to see where you're going, but here are a couple of suggestions:

Witches: Witches must prepare their "spells" ahead of time. These take the form of single-use potions, powders and charms (note: these are not magic items in the usual sense and won't work for anyone but the witch who created them). The witch can create effects of a power based on class level and intelligence, and can have a number of them prepared at any time based on class level and wisdom (giving them dual-stat dependency, but allowing for both "powerful" and "versatile" witches).

Eldritch: You've already called out warlock and dragon shaman. Why not just use them as written? They're different enough from everything else to have their own flavor.
Dex

01-12-07, 03:48 AM
Well, how about Wisdom for Witchcraft, Charisma for eldritch, and then you have Int left for psionics ? So you have two systems for each ability. :P

What if you use Incantations for the witch spells - just make a lot more of them, and perhaps give them some small bonuses (like casting them quicker, or slight bonuses to the check rolls etc, lower chance of mishaps etc.)

I'd be interested to read what changes you make to the core spell progressions, it sounds interesting.