Homebrew Magics: Physical, Mental; all classes adhere to framework [Archive] - Wizards Community

Post/Author/DateTimePost
Thelon Fairblade

05-09-05, 11:18 AM
Basically, I am inspired by a novel series I am reading (Tales of the Einarimm, by Juliet McKenna), which is giving a framework to a rough idea I have wanted to pursue for awhile...


Physical Magic: manipulates the world around you, by controlling the 4 elements (earth, air, fire, water).

Mental Magic: manipulates the world inside, by controlling the 4 aspects of life (mind, body, spirit, ????).

All casters (1 exception) would be spontaneous casters. Pure casters would be modelled off Psions from the XPH; i.e. spell/power points, roughly 2 spells/powers known as every class level, roughly 1 spell/power feat per 4 or 5 class levels.

Campaign specific restriction: no one (1 exception) can manipulate both types of magic. You may take class levels in a class with magic different than your first casting class, but you don't get any casting ability. (i.e. a Mental Magic caster could take levels of Ranger, a Physical Casting class... he just wouldn't even gain the Physical Magic).

The big exception is Wizardry. Wizards are masters of the theory of magic, and have the ability to wield both types of magic. However, they are Preparation casters, and all spells are +1 spell level. (i.e. a 1st level wizard can only prepare Cantrips, as 1st level spells)


The 8 types of magic (4 elements, 4 mental aspects) be a cross between Psionic Disciplines and Arcane Schools. Only those with Water magic can learn water spells; only those with earth magic can learn earth spells. But Acid spells and plant spells would be available to both specialties. Plus some spells would be available to all casters of elements, or all casters of mental; and finally, some few spells would be available to all casters, regardless of type (although preference might exist for one type or another).

Breaking this restriction is possible through the Expanded Affinity feat, essentially the Expanded Knowledge psionic feat -- you may learn one spell outside your core affinity (but still restricted by type).

An "Additional Affinity" feat would grant the character the right to pull spells out of a second full affinity list, but could not be from an opposing affinity. for example, a Firemage could use Expanded Affinity (Scrying) to learn the Water spell [redefining it as peering through a flame], but could not take Additional Affinity (Water) since it is opposed to fire.

a "Basic Principles" feat would allow a caster to choose a spell/power from the opposing Type (Physical or Mental), but only from the list of "available to all affinities". For example, a Physical caster might choose Basic Principles (Mental Barrier) to learn a minor charm to protect his thoughts. Yes, this violates the "can't cross types" restriction, but the list of options is extremely limited.


Some of the core classes would be slightly changed by this new system, while some would be vastly changed or eliminated. For example "Druids" simply are practioners of Earth or Water magic; Clerics tend to be practioners of Body or Spirit magic. Psions are Mind casters, but also tend to take a second affinity for Body or ???. Bards are Spirit casters.


Some spells would be duplicated on multiple lists, but slightly tweaked or changed to represent the alternate affinity. For example, the Mental Affinity of Void has the spell of Teleport. Physical/Earth and Physical/Water both have Tree Stride. The other Affinities might have some similiar methods to perform fast movement over long distances (Air, for example, has overland flight... not the same as Teleporting, though!).


Thoughts? Comments? Suggestions?
Thelon Fairblade

05-12-05, 11:30 AM
Watch out for the :bump: in the night!
Xeviat-DM

05-12-05, 04:48 PM
Thelon, I understand how much work such changes can be. I'm currently working on a augment/mp system with all of the PHB spells and XPH powers (consolodating them where ever possible), perhaps you'd like to look at it in the next month when I'm finished, could help you save some time.

I found that one must start with a very strict definition of what each element can do, and be prepared to create new spells to help with the balance. You may need to make some spells non-elemental; things get difficult fast.

As for your system ideas ... are you intending on reducing the number of casting classes? You may be better off making a body magic class and a mental magic class, and the wizard, then letting character elemental choice define their spell selection, and thus character type. You say druids are water/earth for example, but what about all of their air and fire spells?

I welcome you to look over my system. Maybe you can poach some ideas, or team up with me to create something we can both utilize?
Thelon Fairblade

05-13-05, 10:44 AM
I was indeed thinking of scrapping all the other "Caster" classes in favor of a "mage" class and the "wizard". I hadn't thought about additional flavor that would require an "elemental mage" class as opposed to a "mindmage" class... Nothing pops into my head for different archetypes (besides the general prohibition against crossover between the types).

Yes, very interested in the results of your "augmented spells" efforts!

As for separating everything out, yeah, that'll be quite the effort. I have tried similar groupings before with my "Domain Spheres" idea (all divine spells associated with Domains, like Spheres in 2e), where I restricted clerics to just the spells available to their god's portfolio (all of his spheres... lesser gods with fewer domains give fewer spell options, thus reinforcing their "lesser" status. Also, it means if you want something specific, you need to petition a specific clergy, not just Joe Cleric.). This would basically be reorganizing all spells into 6 categories: 4 elements + "universal" + "complex" (available by feat only), where I hadn't decided how many spells should be in "universal", and which would be pulled out as "complex"....