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Re: The Sorcery System

Posted: Sat 14 Oct 2017, 11:17
by Astro_Val
Id like pretty broad, straight forward spells or magical abilities, driven by willpower (although maybe it varies by type of magic?) and culture specific magical traditions.

And magic doesnt have to be alike. I mean you could have one classic thaumaturgical school with spells and invocations, "shapeshifting" as one type of magic with different availabe animals/forms rather than spells, alchemy that allows you to brew potions.... etc
+1 I like this suggestion

Re: The Sorcery System

Posted: Sat 14 Oct 2017, 13:04
by Templar
I think that wild/untammed magic should be dangerous to wield. With dangerous consequenses.

Just a thought

Re: The Sorcery System

Posted: Sat 14 Oct 2017, 17:05
by Henke
Freeform! :-)

Re: The Sorcery System

Posted: Sat 14 Oct 2017, 17:06
by Henke
Id like pretty broad, straight forward spells or magical abilities, driven by willpower (although maybe it varies by type of magic?) and culture specific magical traditions.

And magic doesnt have to be alike. I mean you could have one classic thaumaturgical school with spells and invocations, "shapeshifting" as one type of magic with different availabe animals/forms rather than spells, alchemy that allows you to brew potions.... etc
+1 I like this suggestion

Same here

Re: The Sorcery System

Posted: Sat 14 Oct 2017, 18:14
by 9littlebees
Id like pretty broad, straight forward spells or magical abilities, driven by willpower (although maybe it varies by type of magic?) and culture specific magical traditions.

And magic doesnt have to be alike. I mean you could have one classic thaumaturgical school with spells and invocations, "shapeshifting" as one type of magic with different availabe animals/forms rather than spells, alchemy that allows you to brew potions.... etc
+1 I like this suggestion

Same here
I also like this, as long as it isn't so open that it takes a Spellsinger PC hours to decide on the right spells / talents every time they spend XP.

Re: The Sorcery System

Posted: Sat 28 Oct 2017, 08:12
by Omligh
Hello and good morning from Stockholm! First time poster here and hope to engage in many more!

Have we considered the 'wild mage' possibility as part of the unreliability of being a magic user in FL?
It was a class from Baldur's Gate 2 which was a general mage class with a twist: You could "forcecast" spells you didn't memorize, but with the chance that you would cast something completely different.
I wanted to forcecast shield on Imoen, but ended up polymorph Minsc into a bunny.
Could this be an idea for the wild, unreliable and dangerous consequences of being a caster?

Re: The Sorcery System

Posted: Mon 30 Oct 2017, 10:04
by Omligh
Thought of another system that might be a better impliment.
Let set the stage with the hypothesis that we are using a level type system of spellcasting were a level 1 spell needs 1 successful roll, level 2 needs 2, 3 needs 3 and so on.
What if we would use a faliure chart, marking, for example, number 1-18.
So you roll your basic, I dunno, 'light' or whatever. Demands one success and you fail. Out comes the failchart. You roll 1d6 (because the spell demanded 1 successful roll) and consult the effects 1-6.
1 is a simple dud, nothing happened. 6 could be like a minor missfire, seering your hand for 1-2 damage?
Nothing to harsh, but as the spells demand more successes, the more dice you roll 'if' you fail.

Thoughts on this?

Re: The Sorcery System

Posted: Mon 30 Oct 2017, 19:40
by 9littlebees
Thought of another system that might be a better impliment.
Let set the stage with the hypothesis that we are using a level type system of spellcasting were a level 1 spell needs 1 successful roll, level 2 needs 2, 3 needs 3 and so on.
What if we would use a faliure chart, marking, for example, number 1-18.
So you roll your basic, I dunno, 'light' or whatever. Demands one success and you fail. Out comes the failchart. You roll 1d6 (because the spell demanded 1 successful roll) and consult the effects 1-6.
1 is a simple dud, nothing happened. 6 could be like a minor missfire, seering your hand for 1-2 damage?
Nothing to harsh, but as the spells demand more successes, the more dice you roll 'if' you fail.

Thoughts on this?
I like this and have been thinking of a very similar approach, but I fear it might slow down play too much, requiring the extra roll. In my mind, I would prefer to roll once for the spell. If the roll fails, the misfire is determined by the existing pool somehow.

Current thinking is that the highest die in the pool determines the severity of the misfire. The severities increase with the level of the spell. So you have a misfire table with 1 through 5 as rows (highest die rolled), and the columns are spell levels. Make sense?

Re: The Sorcery System

Posted: Mon 30 Oct 2017, 21:08
by King_Kull
I think I will wait for more information about spellcasting and then I will make my opinion known ;)

Re: The Sorcery System

Posted: Mon 30 Oct 2017, 22:47
by 9littlebees
I think I will wait for more information about spellcasting and then I will make my opinion known ;)
Very wise! ;)