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| Hierarch Leviticus09-26-05, 06:24 PM | I'm thinking that many of the magic-tinkerers here could benefit from a basic primer on Verb and Noun magic in games. If you have no idea what I'm talking about here, then you can go HERE (http://www.rpgnow.com/product_info.php?products_id=774), register (for free), and download Ars Magica 4th edition (for free). This is the most influential, but by no means the only, attempt at Verb and Noun magic. -------------------------------------------------- To do magic, you need a Verbs and a Noun. There are a number of Verbs, such as: Create, Alter, Destroy, Sense, and Ward. There might be a whol lot of Verbs, adding more to this list, or other Verbs might be considered part of these (for example, Animate might be considered part of Alter, or it might be seperate). There are also a number of Nouns. For example: Earth, Air, Fire, Water, Plant, Animal, Mind, Illusion, Body, and Mana. To cast a spell, the mage adds one verb to one noun. A Mage who had the Verbs Create, Sense, and Ward, and the nouns Earth and Fire, would have six basic areas of spellcasting available: Create Earth, Create Fire, Sense Earth, Sense Fire, Earth Ward, and Fire Ward. You get the idea. An "area of magic" might amount to a single flexible spell, a Domain-style list, a full-on list of spell, or a basic set of rules for improvising the effects that you want. And that's how it works. Anyone got, or getting, any ideas? |
| Aurotuli09-26-05, 11:08 PM | The d20 version of this is "Elements of Magic, Revised" available at RPGNow.com here (http://www.rpgnow.com/product_info.php?products_id=2699&). It is a wonderful system, although it takes a little while to become accustomed to it. The magic users in it tend to be more versatile but a bit less powerful (per level) than the core d20 Wiz/Sor/Clr/etc. It has a sequel, Lycian Academy I thini it is called. Also a good choice, although requires EoMR to make any sense of it. |
| Lina_Inverse09-27-05, 01:06 AM | OOOOO i really like this. Expand Explore and ill comment more. |
| Hierarch Leviticus09-28-05, 02:18 PM | Okay, here's what I'm tinkering with. "Nouns" are placed at the start of a spell name. There are ten; Flame, Frost, Vital (positive/healing), Wood, Iron, Wind, Thunder (Electric/sound), Shadow, Death, Beast. "Verbs" are added to the end of nouns to produce spells. There are 10. Blade: Summons a blade made of pure, quintessental [noun]. Child: Creates a temporary creature composed of [noun]-stuff. Forge: Creates a quantity of [noun]-stuff. Girding: Creates defenses for the caster or another made of [Noun]. Rebirth: Heals / repairs / restores / recreates a [Noun]. Sense: Allows the caster to sense and locate specific kinds of [Noun]. Speech: Allows the caster to learn about, or from, a single example of [Noun]. Strike: Allows the user to lash out as an attack with [Noun]. Ward: Defends the user against [Noun]. Word: Creates a global area effect surrounding the caster based upon [Noun]. An example might be Vital Speech lets the caster determine the exact state of health of a living target - how wounded it is, how tough, if poisoned, drunken, and so on. It would also detect undeath simply because it would be rebuffed so harshly when cast on such a target. Thoughts? Suggestions? |
| Gilean09-29-05, 11:10 AM | Mind? The verbs are not that in the literal sense. But looks nice, I might snatch this for one of my magic-style compendiums. |
| mrshupizdumaterinu09-29-05, 11:19 AM | Thoughts? Suggestions? What would be an alternative to spell levels? What would make spellcasting a resource that can be spent? Would every combination have a number of effects possible, or would they have just a fixed one? Again, what would decide the strenght of the spell? Are verbs and nouns known from start, or learned? Just some questions that could help you. |
| Hierarch Leviticus09-29-05, 12:31 PM | What would be an alternative to spell levels? What would make spellcasting a resource that can be spent? Would every combination have a number of effects possible, or would they have just a fixed one? Again, what would decide the strenght of the spell? Are verbs and nouns known from start, or learned? Those are, indeed, good questions. As it sits with me right now, I think I'll be making a single "type of casting" for each combination, but allow it to have options - more like a Wheel of Time 'Weave' than a D&D spell. Oh, and as for "spell power"... I'm about to start a thread on the method I'm looking for. |