dmdrowenforcer
Squire
Posts: 25
Favorite D&D Class: Wizard
Favorite D&D Race: Drow
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Post by dmdrowenforcer on Jun 14, 2018 20:57:39 GMT
For my homebrew world I have created a very detailed magic system. Like, to the point where you could tell me a spell even if it was not included in the game's spell lists, and, after some thought, I could "Cast" it. I can go into more detail if anyone is interested but I am a computer programmer so it is rather complicated. However, it should be understandable so if you are curious I can definitely go into detail. Anyway, what I was wondering was, have any of you done anything similar?
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Post by meribson on Jun 16, 2018 20:11:41 GMT
In my Dark Tidings setting all forms of magic could be summed up as "I say what I want to happen in a specific language while feeling the right emotions and thinking the right thoughts. Depending on the magic language I'm using I can only effect certain things. If I'm not careful then the backlash of giving reality orders could cause me great physical harm or even death."
The detailed part is that I've started actually making the languages for each of the 4 major forms of magic. Thus far I only have a few words for half of them, some words and grammar for a third, and the most complete one is the daemonic magic language which I have sounding very much like Black Speech.
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dmdrowenforcer
Squire
Posts: 25
Favorite D&D Class: Wizard
Favorite D&D Race: Drow
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Post by dmdrowenforcer on Jun 17, 2018 17:07:12 GMT
Very nice. What are the four types of magic in your setting?
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Post by meribson on Jun 17, 2018 19:32:54 GMT
Very nice. What are the four types of magic in your setting? There's technically five practiced in the lands the setting focuses on, but the fifth is not often talked about and follows different rules. The main four are Blessings, Daemagia, Muerkoth, and Witchcraft. One is widely accepted, one is accepted but looked at with caution, while the other two are outlawed.
Blessings are done by the High Priests and Inquisitors of the two dominant churches, that of the sun god Huitzihelm and the fire god Ælfric Embeard. The main limitations of Blessings are its lack of direct combative application. In simpler terms, it's purely support. The linguistics of the language (based off of Latin) don't really have words that talk about harming others in a way that lend themselves to a combat spell. The emotions required in order to cast a spell are some measure of reverence or an "I am not worthy"-ness.
Daemagia is the magic used by daemons and their cultists, and is spoken in a guttural, harsh language based off of the sounds found in the inscription on the One Ring. The daemon language is the most complete because I ported my version of Goblin from another setting to serve as it. Morgan Jenkins did a wonderful job reading a hobgoblin war chant in DM-Nastics 89, if you want to hear a sample of the language. Unlike most settings that I've seen, the emotions behind Daemagia aren't anger, hate, or the stereotypical "bad" emotions, the emotions are joy, glee, and happiness. The biggest limitation of Daemagia is that it can't do anything that isn't alive, and it can only affect plants to a limited degree. So should a permanent portal to Hell be opened, say 600+ years prior to the current era in the setting, it would give rise to widespread acceptance of...
Muerkoth, AKA Necromancy. At first it was hated and practitioners were hunted down, but when the Burning Wound was opened, a cabal of necromancers stood against the legions of Hell and managed to halt the daemons' advance. The cabal formed an organization called the Ordos Muerkon, and today it still holds off the waves of daemons pouring out of the Burning Wound. As for what Muerkoth works on: bones, dead tissue, and the spirit. The emotions needed to trigger necromancy spells are a mixture of malice and hatred.
Witchcraft is the second of the two outlawed magics, Daemagia being the other, though some Witch Hunters use it to better fight their quarry. The language for it is loosely based off of Old English, and the emotions are awe and wonder. One of the reasons behind it being outlawed is a rule of all magic in this setting called Spell Rebound, the backlash mentioned in the earlier post. Witchcraft has the biggest backlash of any form of magic, an Entangle spell if not cast with a work-around will kill the caster as every single hair on their body turns into grass. Head, arms, pubic, nose, inner ear, EVERY SINGLE HAIR!
The fifth form of magic is practiced by a group of barbarians that came from the northwest. The fastest spell still takes several hours to set up, and the ritual circles used require blood as a catalyst. What the barbarians would do is set up a ritual the day before a battle, and let the blood from the battle the following day supercharge it.
(Before anyone wonders why the Ordos Muerkon haven't destroyed or dispersed the portal, they've tried. Multiple times. Every twenty to forty years a strike team will go in to try to shut it down, failing that take out enough daemons to give the rest time to recuperate. They no longer fight to win, they fight to survive, and mostly to spite the daemons.)
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dmdrowenforcer
Squire
Posts: 25
Favorite D&D Class: Wizard
Favorite D&D Race: Drow
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Post by dmdrowenforcer on Jun 18, 2018 17:42:48 GMT
Very well thought out.
My magic system is losely based on the system from the roll playing game arsmagica. It uses "Formulations" (verbs) and "Actuaries" (nowns). Formulations are create, distroy, transform, control, and know. There are 18 actuaries. Instead of the traditional four elemental planes my setting has 18. 6 Elements, 6 energies and 6 essenses. These are the actuaries. A formulation and an actuary create what is known as a dweom. Other perameters such as range and duration come after. All of these things have a word that must be spoken and a complex roon that must be made with the hands in the air. This is the detailed system learned by arcane spell casters, but priests and druids have there own types of magic. They use specific chants and prayers to invoke nature or the gods respectively. Most "Hedge wizards" do not understand what they are doing they have mostly memorized some of the wizardly and druidic chants and do not know about formulations, actuaries, or the perameters which are called equates. Hope you can understand all that.
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