This
week, I thought I'd talk more about the new magic system
in Arcana Unearthed.
Casting
Spells
It's simple, really. Like I said last week, each class
has access to either simple or both simple and complex
spells. You have a set number of spells that you can "ready"
on a given day, based on your level and an ability score.
"Ready" simply means that you've got the spell
all set to go when you need it. (You don't lose the readied
status of a spell if you cast it. It's more like how a
sorcerer knows certain spells, except that your chosen
readied spells can change each day if you wish.) If you
can ready four 1st-level spells per day, they can be four
different 1st-level spells from day to day. No spellbooks
involved. No memorization and forgetting*. And the numbers
of spells you can ready isn't so small that it forces
repetition (and you can change them every day).
You
also have a set number of "slots" each day to
cast your spells with. So, if you've got three 1st-level
slots, you can cast any three of the four 1st-level spells
you have prepared. In any combination. So you can cast
one spell three times, three different spells, one spell
twice along with another, or whatever.
So
far, it sounds like it's just a combination of the way
sorcerers and wizards work, right? Well, that's intentional.
I wanted to keep it both simple and not drastically different
than what people are used to (and I wanted to keep the
spells themselves pretty compatible with regular spells).
But
I didn't stop there. The two really different aspects
are:
1.
Casters can "weave" multiple lower-level slots
to cast higher-level spells, or a single higher-level
slot to cast multiple lower-level spells. This adds a
great deal of flexibility.
2.
Spells have prescribed diminished and heightened effects
in their descriptions to tell you what happens if you
cast the spell using a slot one level lower or one level
higher than the spell itself. This effectively makes every
spell into three similar but different spells. For example,
there's a spell that animates a melee weapon to go attack
for you. It attacks as if you're wielding it. The diminished
version suffers a -2 penalty to attack rolls and can take
only partial actions. The heightened version allows you
to use your spellcasting ability score modifier rather
than your Strength to use to determine attack bonus and
damage. I'm proud of this innovation, because it adds
a great deal of flavor to each spell and allows casters
a lot more choices. You don't have to take a feat to use
these diminished or heightened versions. If you've got
the spell readied, you've automatically got all three
versions readied.
It's
All in the Categorization
So all spells are categorized as simple, complex or exotic.
I also took a concept that worked great in 3E and expounded
upon it -- the idea of spell descriptors. You know, the
bit after the school that tells you it's a [fire] spell.
That's great, because it lumps spells together in meaningful
ways. You can say, "He adds +2 to the DC of all fire
spells he casts," and the statement has clear meaning.
So
I've added more to that. For example, I've discovered
that most players were surprised to learn that there was
a [fire] descriptor and a [cold] descriptor but not an
[air] descriptor or one for earth or water. So I've added
them, and made it really mean something for a spell to
be an air spell. So if your character concept is that
you want to be a wind mage, it's easy to pick your spells
appropriately. You can even take a special feat that will
make your [air] spells all have some new and funky qualities,
thus giving you good incentive to be a wind mage. Or a
fire mage. And so on.
One
of the new descriptors is [psionic]. Now, for those of
you who are hard-core psionic separatists (championing
the cause that psionics are completely different than
magic) this might be an innovation you don't like. But
for those who want to see psionics integrated into the
core of the game system, I think you'll be happy. Psionic
"spells" affect minds, telekinetically move
objects, and do all the other things you expect from psionics.
Psionic mages, however, can use them with purely mental
actions-no somatic or verbal components (you pay a feat
to be a psionic mage). The mind witch class (a subtype
of the witch class, which I'll explain more about in a
future diary entry) gets the psionic mage feat for free
at mid levels and has access to all spells with psionic
descriptor, whether they are simple or complex. That's
pretty close to a psionic-flavored class right there in
the core of the system. You'll really have to see the
mind witch write-up and the psionic "spells"
to know what I mean, but I think I've given you an idea
of where I'm going. (I even put the word "spells"
in quotes when it comes to psionic "spells"
in this diary entry, because the actual text of the book
provides for simply calling them powers, to help keep
the flavor of the two separate.)
*
Although I have to be fair: there's no memorization and
forgetting in 3E, either. That's a 1st Edition and 2nd
Edition concept. Although I noticed that memorization
of spells crept into the SRD even though it's not in the
actual core rulebooks. 3rd Edition wizards prepare and
lose their spells, they don't memorize and forget them.
DESIGN
DIARY PAST ENTRIES
*
Magic -- January 17, 2003
"As
a designer, magic in Arcana Unearthed posed a
huge challenge. I knew that I wanted to ditch the Vancian
system...."
*
Design Decisions, Part Two -- December
24, 2002
"Here's
a bit more discussion of some of the general issues
I faced as I began designing Arcana Unearthed...."
*
Design Decisions, Part One -- December
19, 2002
"Before jumping into another big area of Arcana
Unearthed's design, like classes or the magic system,
I thought I'd discuss some of the general issues I faced
as a designer starting the book...."
*
Arcana Unearthed Races -- December
5, 2002
"I
started with the races. While I knew that the game needed
humans as a basis, I wanted all the other races to be
new. I didn't want to just create dwarf and elf analogs
with different names...."