Magic and Spellcasting Physical / Metaphysical Law in Tapestry | World Anvil
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Magic and Spellcasting

I am aiming to make a more hard magic type of system. Magic will be more restrictive in its abilities than in D&D or Pathfinder.   Magic can do many things but not everything. While magic is great at throwing fireballs or protecting allies with barriers it does not allow people to fly or teleport. Nor can people create something from nothing to any degree of permanence.   Magical spellcasting comes from harnessing mana, the source of magic. Magic can be found in all sorts of strange natural ways. Such as a river that makes people sleepy whenever someone drinks from it. Magical items also exist but they are creative in an almost narrative capacity and can't be created as a downtime activity for players. A sword used to defeat a goblin army will become a goblin slaying sword. A player can't spend 8000 gold for a +1 goblin bane magic sword. For a manufactured magic item look towards magitech.   Magitech is magic bound to items. Magitech uses power stones, which are a natural magical power source, to harness magical effects.   Spells are magical effects created by spellcasters. While magic can do many things spells can do a smaller subset.
Things spells can do:
Create temporary fire, water, ice, wind, earth for attack spells. I should probably put a timer on this. Let's say 1 minute? A player will engineer something crazy to make me want to change this later.
Create extradimensional space. Bags of holding, portable holes, and pit spells are things I wouldn't want to live without.
Heal wounds. Limited to Necromancers.
Temporary debuffs and longer lasting curses.
Illusions. They appear solid but you can move through them. They can also make sounds.
Summon monsters. Proper summon monsters are limited to druids only in their groves. I am thinking that wizards can maybe make shadow monsters that are illusions that deal damage but can be destroyed easily. Stay tuned.
  Things spells can't do:
Create something from nothing. Economic problems.
Teleport. I want trains to be the fastest form of transportation.
Fly. Similar to teleport. Featherfall is okay.
 

No Magic

Some areas of the world have a no-magic effect, where mana doesn't exist. Magic items, magitech, and spells do not function in these areas. Characters that can cast spells notice when they enter or leave a no-magic zone. These zones can't be created and are considered a natural effect. The largest no-magic zone is centered around the Necropolis but they can be found elsewhere.  

High Magic

On the other side, there is high magic, where there's excess mana. High magic zones are also called chaotic magic zones. They are most commonly found near the edges of the world where the physical plane meets the elemental planes. Chaotic magic zones can exist elsewhere but these are always temporary. Spellcasting in high magic zones gets a free boost but also an upgraded challenge die.  

Dark Magic

While most magic works by harnessing magic dark magic has a different source. Dark magic is believed to corrupt the mind, soul, and body. Dark magic is the only kind of magic that works in the Necropolis, a no-magic zone. Undead are powered by dark magic and undead spellcasters use dark magic even if they didn't while they were alive.

Manifestation

As someone casts a spell mystical runes and rings of light will form around them in various magical colors. This combined with waving arms around and chanting make magic spells anything but subtle.
Type
Metaphysical, Arcane

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