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DESIGN DIARY

Monte Cook's Arcana UnearthedIn this column, I cover issues that come up during the process of writing Arcana Unearthed: The Malhavoc Handbook. Some are specific design issues, while others are somewhat more esoteric. I hope you find them all informative and interesting, answering a lot of the questions you have about the book, the kinds of things designers think about, and about the whole publishing process. This Design Diary will be updated sometimes every week, sometimes every other week. -- Monte

Still Talking Classes
DATE: March 13, 2003

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...."

 
 
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