Wednesday, September 11, 2019

Magic user classes

Magic users may select an object in their possession as a magic focus. With a focus in contact, all magical techniques take one round to perform unless otherwise noted. If the focus is lost or destroyed, a new one can be assigned through a week long, arduous but not challenging process. Without a focus, magical techniques can be performed outside of combat with a ritual that takes one minute to complete.

Druid

Grow useful plants whenever needed, eschewing metal items.
  • Stat bonus: +1 ration per inventory slot per level
  • Starting items: cudgel, druidic passphrase, pouch of common seeds from your homeland
  • Skill: cook, survivalist, or builder
Level 1: bramble, naturalist
Level 2: vine, botanium
Level 3: heartfruit
Level 4: arbory, wither
  • Bramble: throw down a handful of bush seeds and cause them to grow immediately. They require a decent amount of dirt and form a sturdy but not fully rigid barrier. Fruit bushes can provide 1 ration, but plants created with these magics produce no seeds.
  • Naturalist: none of these powers can be used while you knowingly touch metal, or until the next new moon after. You and your companions (not including vehicles) are impossible to track through natural terrain by any normal means.
  • Vine: cast vine seeds which grow up to ten meters instantly, across any solid surface. Can be used to climb walls, destroy weak structures, or immobilize an enemy until they succeed a strength test or are freed.
  • Botanium: one per day, you can put any magical plant under your control with a touch. This lasts one hour, and they can remember what happened but may be understanding.
  • Heartfruit: call upon the providence of nature to grow a plant which can bear healing fruit. It grows after a month of care, from then on producing a new fruit one week after harvesting. The fruit has dark red juices and tastes salty, fully restoring vigor or healing one wound.
  • Arbory: once per day plant a tree seed, causing it to grow swiftly and irresistibly up to twenty meters. Requires plenty of soil, and fruit trees can provide 1d6 rations.
  • Wither: once per day, you can cause any normal plant to wither up and die with a touch. Deals a wound to plant creatures.

Witch

Gain the forms of animals and their natural talents, forgoing metal items.
  • Stat bonus: +1 stealth in wilderness per level
  • Starting items: broomstick, journal, stone axe
  • Skill: butcher, cook, or politician
Level 1: wild shape, blessing
Level 2: mode of the swift, natural aspect
Level 3: cast of sky
Level 4: dominant will, beastly form
  • Wild shape: become an animal at will, gaining its physical attributes but becoming unable to use normal items, techniques, or magic. You can take the form of any animal you have been turned into by magic, as well as an antelope or wolf. If you knowingly touch metal, these abilities are lost until the next full moon.
  • Blessing: perform a ritual to gain the forms of wild animals by putting your hand over their eyes for ten seconds. Only works on nonmagical animals, no larger than twice your size or smaller than half, and grants you their form whether by friendship or force.
  • Mode of the swift: gain the forms of a fox and cobra.
  • Natural aspect: partially transform, gaining one conspicuous attribute from the animal form while still being able to use your normal equipment and abilities.
  • Cast of sky: gain the form of an owl or similar sized bird (at GM discretion).
  • Dominant will: with a touch, impell your will upon a nonmagical beast once per day, forcing it to obey a single word command along with pointing. Cannot be used on a beast again if your command caused harm.
  • Beastly form: gain the forms of a shark and tiger.

Summoner

Call upon alien entities and unleash them.
  • Stat bonus: +1 skill slot every two levels
  • Starting items: whip, ritual mask, chalk
  • Skill: navigator, linguist, or tailor
Level 1: summon entity
Level 2: alien contact
Level 3: alien mind, twin passages
Level 4: stable conduit
  • Summon entity: once per day you can conjure an alien presence into your realm, to act for six rounds plus your will bonus (or sixty seconds +10 per will bonus). Every level, the summoner can call upon an entity one additional time per day and gain access to a new entity, generated by the GM or rolled from a list the GM has prepared. If you find a summon scroll, you can discern the nature of the entities, and permanently learn to summon one.
  • Alien contact: once per summon, you may roll a magic check to give your entity a one-word command that it must obey, along with necessary gestures. For example, you command it to 'kill' and point at a creature.
  • Alien mind: once per day, make a magic check to give your entity a single complex order that it must try its best to carry out. For example: you command it to lift a portcullis and prevent non-allies from passing by.
  • Twin passages: up to two entities can be summoned simultaneously.
  • Stable conduit: once per day, summon an entity for one hour plus one minute per will bonus.

Illusionist

Conjure illusions which can be manipulated in many ways.
  • Stat bonus: +1 speed per level to maintain distance
  • Starting items: fine clothes, copper mirror, whip
  • Skill: writer, engineer, or painter
Level 1: minor illusion, duplicate
Level 2: shroud, quasitangible
Level 3: lifesize
Level 4: dualize, unreality
  • Minor illusion: create an illusion of a common handheld object that you are familiar with. When someone first sees an illusion and each time they see it do the impossible, they make a will save to see through it. By focusing, you can see through illusions you know of as if they were transparent. You can maintain one illusion at a time, and it disappears if your concentration breaks.
  • Duplicate: make an illusory copy of a particular object you have with you, or have had time to examine outside of combat.
  • Shroud: by touching a target, you may cover it with an illusion of similar size. For example, you could disguise a sword as a broom, or make a bag of gold appear as an apple.
  • Quasitangible: your illusions are solid and tangible to anyone who does not know their true nature. You always know that your illusions are false.
  • Lifesize: create illusions up to the size of a person.
  • Dualize: you can maintain two illusions at once, but only so long as you do nothing else.
  • Unreality: if you can imagine it, you can create it, up to the size of a house. Your illusions can break the laws of physics without allowing a new save from viewers, unless it fails to affect the environment in ways it should. For example, if you make a figure of lightning walk through dry grass without burning it, a new save would be allowed.

Necromancer

Resurrect and control undead as minions or tools.
  • Stat bonus: -1 vigor, +1 magic per level
  • Starting items: shovel, dagger, coffin
  • Skill: apothecary, surgeon, or historian
Level 1: corpus
Level 2: spiritus, vitae
Level 3: quietus
Level 4: animus
  • Corpus: resurrect a dead person as a wight, so long as they have been dead for less than one week. It will retain any class techniques and physical abilities from life, not including magic. If you raise a wight while you still have one, the old one will crumble into dust.
  • Spiritus: give life to the bones of a person who has been dead for less than a week, raising them as a skeleton with normal skeleton attributes, totally loyal to you. Command up to one skeleton at level 2, three at level 3, and five at level 4 without them going wild and attacking everything.
  • Vitae: touch an undead creature and drain vital essence from it, lowering its vigor and raising yours by 2d6. If you roll higher than its current total, you completely absorb it.
  • Quietus: touch any dead flesh and preserve it from all natural forms of decay. This does not require a thinking being or even a complete body, but only one continuous piece of animal flesh can be preserved at a time. This cannot be used again on the same flesh.
  • Animus: within any container crafted of bone, you can hold a dead person's soul. Only thinking creatures have a soul, and it must be captured within one hour of death. The soul contains all their memories, personality, and magical aptitude, but can do nothing aside from speaking when captured. You can place a soul within your wight, which will grant it all of the soul's traits and no longer count as your captured soul, but will also make it no longer obedient, and the soul cannot be re-captured when the wight dies.

Sorcerer

Redirect elemental forces.
  • Stat bonus: +1 speed per level when retreating
  • Starting items: arming sword, robes, alchemical battery (one charge)
  • Skill: alchemist, brawler, or politician
Level 1: channel, elemental channels
Level 2: warp, infuse
Level 3: twin channel
Level 4: redirect, transmogrify
  • Channel: when in contact with a visible amount of water, oil, fire, or lightning, you can channel it into a 10 meter line. While channeling, you take no damage from ice, fire, or lightning for the round.
  • Elemental channels: each day, you have a number of channels equal to your sorcerer level. Channeling water or oil deals 1d6 damage and soaks everything along the line. Channeling ice, fire, or lightning deals 2d6 damage, fire can ignite the target, and lightning can paralyze them.
  • Warp: alter your elemental blasts to take different shapes. New forms can be created at GM discretion, and any number can be combined, but each additional warp consumes one additional channel.*
  • Infuse: absorb up to a person-sized amount of any element into your body, to be channeled at a later time. Requires at least a cup of water or oil, a torch worth of flame, or any electrical charge greater than a static shock. Only one infusion can be held at a time.
  • Twin channel: when touching enough of more than one element, both can be channeled at once and aimed at separate targets, consuming three channels.
  • Redirect: if struck by elemental attacks, you can negate one and channel it in the next round without spending any channels, but losing your infusion if you have one. If a sorcerer targets you and also has this ability, the one who rolls higher damage or spends the most channels wins.
  • Transmogrify: when touching two elements at once, you can expend two channels to convert them both into any other element and channel that. Infusions can be expended for this, but not gained.
*some possible warps: a bend in the line, allowing it to hit around corners. A single-target projectile that can hit up to 30 meters, but only one target. A wide burst that hits everyone in melee.

These are the core magic classes for my game. It's possible more will be added, but they'll more likely be put in my 'advanced magic' folder which may or may not ever see use.
Some magic plants to start you out: http://wordsforyellow.blogspot.com/2019/09/magic-plants.html
General animal stats: http://wordsforyellow.blogspot.com/2019/09/stats-for-some-common-animals.html
Summon entities: http://wordsforyellow.blogspot.com/2018/09/aberrant-summon-generator.html
Undead attributes and worldbuilding: http://wordsforyellow.blogspot.com/2019/09/undead-stats-and-attributes.html
Elemental generator: http://wordsforyellow.blogspot.com/2019/04/elementals-generator.html

3 comments:

  1. Solves the issue of both running out of MD prevalent with standard GLoG magic users and keeps it much more lightweight. I like it!

    Illusionist is probably my favorite, as I imagine it could do this!
    https://giphy.com/gifs/looneytunes-cartoon-looney-tunes-9S3FT1Lt3iaCQoUXEn

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    Replies
    1. Reading it again, that's probably not what unreality does. But I'd totally rule that as possible! :)

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    2. Getting rid of magic dice, spells, and nearly every kind of unifying magic mechanic definitely makes things more flexible, but it also kind of makes things harder to design. I'm glad you like it!

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