So
what's left? In previous Design Diary installments, I've
discussed the main spellcasters
and the tough guys of the game.
Well, actually, I've saved some of the best for last.
Without further ado, let's talk about the runethane, the
mage blade, and the witch.
Runethane
As the name implies, runes are this character's focus.
Runes in Arcana Unearthed are magical symbols that
hold power. They can be placed (sort of magically drawn)
on objects, people, or even in the air. The runethane
has a special list of runes that, for example, summon
creatures, inflict damage on foes, cause fear, and so
on. He's also got runes that heal, provide information
about the object they are placed upon, empower a weapon,
and helpful things like that. Thus, some runes are for
warding or attacking (sort of like magical traps), some
enhance objects and creatures, and some are even divinatory.
The limiting factors are the power levels of the runes
(there are lesser runes, advanced runes, greater runes,
runes of power, and the "ultimate rune"), how
many of them the runethane knows, and -- in particular
-- how many runes he has active at one time.
Runethanes
also cast spells, but do not have as many slots or known
spells as say, a magister or greenbond. As they gain in
levels they're also able to make more permanently inscribed
runes, runes with passwords to activate or bypass, and
other modifications. Players who really like planning
ahead and having a lot of influence over their environment
will like playing runethanes.
Mage
Blade
It seems like just about everyone likes the idea of a
character that casts spells and fights. Making it work
is a little tricky, and I really wanted to do more than
just have a multiclassed mage/warrior type. So I created
the mage blade, a spellcaster that needs a bladed weapon
(called a key weapon) as a focus for all his spells. If
you like the image of a guy with a sword waving his blade
in deliberate arcane gestures, cutting magic symbols through
the air, then you'll like the mage blade.
The
mage blade wears light armor (eventually gaining the ability
to move well in even medium armor) and casts simple spells
about as well as a runethane. The class has some special
blade-related powers that give the key weapon unique powers
and let it do interesting things like cut through in-place
spell effects.
Witch
Forget the old woman stirring a bubbling broth in a cauldron
or riding a broom. The Arcana Unearthed witch is
very different from that. Perhaps the best way to think
of a witch in this sense is someone born with inherent
supernatural power, who, through special training, learns
to adopt a special manifestation of that power. So, for
example, a wood witch has power over plants and trees,
and he chooses the "fire" manifestation, allowing
him to generate a blast of pure positive life energy called
greenfire. He could alternatively have chosen the "song"
manifestation and had the power of the lifesong that would
allow him to heal himself and others. A winter witch could
choose the blade manifestation and create a powerful sword
made of ice. The mind witch might choose the "word"
manifestation and gain the power to command the wills
of others. All in all, the book includes six different
types of witch plus five different manifestations, for
a total of 30 different innate starting powers.
A
witch's power, called witchery, helps determine his class
skills and other character aspects. The class is really
more like six similar classes than one single class. As
he gains levels, the witch gains mastery over other manifestations,
and can even learn to use his witchery to enhance his
spells. A witch casts simple spells about as well as a
runethane and a mage blade. I think fans of psionics will
like the witch (and in particular the mind witch) because
some of the class's powers are innate rather than spells.
You don't even have to treat witchery as strictly magic
if you don't want. If you prefer, you can almost think
of them as mutants from superhero comics. If that doesn't
appeal, however, treat the witch's role as that of a character
born with a special "gift" or "talent."
Witches even gain a power called "the sight"
that allows them to see auras of power.
A
Parting Shot About Arcana Unearthed Spellcasters
I designed each spellcasting class with a different view
of spellcasting -- sort of a different theory of magic.
Runethanes, for example, see spells as words and symbols
of power. Magisters see magic as a very ordered, almost
scientific lore. Mage blades look at spells the way a
warrior sees specific combat moves and stances.
Further,
the components of spells in Arcana Unearthed are not determined
by the spell (although a very few have special, costly
components) but rather by the caster. A magister must
have her staff to cast her spells at their fullest effectiveness.
A mage blade, similarly, must have her blade. (In game
terms, both are considered foci.) A witch has all sorts
of strange material components stored in a witchbag, something
all witches carry. Without her key weapon, a mage blade's
spells take on somatic components that make it difficult
to cast spells in armor. Without her staff, a magister's
spells take twice as long to cast. And so on.
These
aspects give a strong sense of flavor to spellcasting
(I hope). In future entries, I'll explain other things
I did to inject more flavor into magic. I hear all the
time about how the game rules strip all the "magic"
out of magic. I'm trying to put some back. It's also a
goal of mine to make Arcana Unearthed more flavorful
and less generic than the core rules it's based on. Not
because the core rules are bad, but because with the core
rules, you've already got the general -- you don't need
more of that. You'll hopefully see these attempts in the
class and race descriptions, and even in the implementation
of the new kinds of feats, the equipment, and so on.
DESIGN
DIARY PAST ENTRIES
*
More Classes -- February 27, 2003
"This
time, I want to tell you about some of the other classes:
akashics, magisters, and greenbonds...."
*
Build a Better Fighter -- February
23, 2003
"The
title this week is facetious. It really should be 'build
a different fighter'...."
*
The Magic Balancing Act -- February
13, 2003
"In
Arcana Unearthed I'm introducing a new method
of magic item pricing. First, I streamlined the item
creation feats..."
*
More Magic -- January 23, 2003
"This
week, I thought I'd talk more about the new magic system
in Arcana Unearthed."
*
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...."