There was a time long ago in in the old world when magical items were immutable. Once enchanted with function, they would never change from that. This is how it was for hundred of years till a better method was needed. Not because the items were not powerful, but because their creation was so dangerous.
To make an item imbued with magic required a long and complex ritual with rare materials and chaotic forces. The risk of this process was that a item could be made of such devastating power and evil nature that it would destroy all that took part in the ritual. And would then have to be hunted down and destroyed as it would call to the basest beings to protect it.
But in time this changed, with research into the weapons carried on Star Jammer class space ships being the key. To make the weapons more versatile, their effect focus's were separated from how mana got to them. This allowed the foci to be removed and a new one put into the gun changing how it worked. Originally only used on larger capitol weapons other took note.
With the coming of the great war many were put to work on ways to get an advantage. The Kudu researcher Glinbak Hardnut had been looking at ways to make magical items easier to make. One day he came across plans for the next generation of space born weapon and had an epiphany. If they can separate the focus of power from the gun...why could he not do it for a personal item?
Years went by and his efforts moved forward. Eventually getting government funding and all the perks that go with it, Glinback did it. He made a safer, easier, and more versatile magical item.
The legacy of Glinback Hardnut is that all magical items are broken into two parts. The first is the conduit and the second is the focus. The conduit is the item its self, bound to the character the conduit creates a stable path for the characters mana to be accessed. But on it's own it has no power.
Foci are the lense for the characters mana. They give the mana form and function. Changing the chaotic nature of mana into a stable effect. Foci can be slotted into any conduit item, drawing mana from the user, though the item, and into the focus. Then imbuing the effects back into the item and the user.
This allowed a user to change foci at will, to alter his items with out having to carry twenty tons of spare equipment. Just a small pouch with foci was all that was needed, and it was safe. Foci them selves did not have power, so the item and the focus could be made safely with out needing to expose the creators to the chaos of the energies being harnessed.
In time this lead to new innovation in magic items. Mana batteries called Universal Mana Crystals (UMC's), hand weapons that could accelerate a metal slug or launch a bolt of lightning. Vehicles of any type one can imagine. And even the great floating citadels of power on the planet Elttaes.
History of Magical Items, Abridged
Revised by Jacob Vanders, Human Historical Corp
Showing posts with label magic. Show all posts
Showing posts with label magic. Show all posts
Friday, December 31, 2010
Wednesday, December 15, 2010
Spells and Manipulating them...
Since I have not posted allot recently and things have changed, I think I will go into how Manifest Destiny as a RPG handles spells. This is partly because if any one ever actually visits this blog and reads it, they may be interested. But also cause I have recently done work on the second part of spells: Spell Manipulation.
The short of it, in MD spells are skills. As a player gains experience, they can spend that to rank up skills including spells. This makes them better by adding a bonus to the players focus test (casting test). This allows spells to grow in power as the player develops their character.
But This did not satisfy my interest in the games spells. They needed something else, something that made them more versatile so that I did not need to make twenty different spells that all did the same thing...just that little bit different. A little simplicity can go a long way.
So this is where spell manipulation comes in. As a spell gains ranks, it gains manipulation points. The points act like a open pool so the player can alter a spell to do things its base design was not meant to do. So the better you know a spell, the more you can do with it.
Spell manipulations are simple really, once you have the points you can put what ever manipulation you please on the spell. Want more power, that is one point. Want to make an area effect spell only do damage to enemies? Well then use the Friend or Foe manipulation for two points. Want to chain fire a lightning bolt spell? There is the rapid cast manipulation allowing you to fire the same spell for as long as you have mana in your turn. Oh and that is three points to use.
There are more in the list, but really the list is not the point. The point is what manipulations do for spells. They broaden the usefulness of spells so they are not just static things. They make them worth investing experience in giving the player more control and variety from something that is truly based on imagination.
After all, I am just making the system and the world. Your making it live. Giving characters shape and form with in your dreams. So why shouldn't I facilitate that as much as I can? Right?
The short of it, in MD spells are skills. As a player gains experience, they can spend that to rank up skills including spells. This makes them better by adding a bonus to the players focus test (casting test). This allows spells to grow in power as the player develops their character.
But This did not satisfy my interest in the games spells. They needed something else, something that made them more versatile so that I did not need to make twenty different spells that all did the same thing...just that little bit different. A little simplicity can go a long way.
So this is where spell manipulation comes in. As a spell gains ranks, it gains manipulation points. The points act like a open pool so the player can alter a spell to do things its base design was not meant to do. So the better you know a spell, the more you can do with it.
Spell manipulations are simple really, once you have the points you can put what ever manipulation you please on the spell. Want more power, that is one point. Want to make an area effect spell only do damage to enemies? Well then use the Friend or Foe manipulation for two points. Want to chain fire a lightning bolt spell? There is the rapid cast manipulation allowing you to fire the same spell for as long as you have mana in your turn. Oh and that is three points to use.
There are more in the list, but really the list is not the point. The point is what manipulations do for spells. They broaden the usefulness of spells so they are not just static things. They make them worth investing experience in giving the player more control and variety from something that is truly based on imagination.
After all, I am just making the system and the world. Your making it live. Giving characters shape and form with in your dreams. So why shouldn't I facilitate that as much as I can? Right?
Monday, June 22, 2009
Whipping out the Mojo, School of Water
The second primal element, water is every where. It is in the air, in the ground, and can be found in even the most desolate places. Water is the destroyer and the life bringer, and while a crushing torrent can destroy and move even the largest of stones. It's power to heal and refresh the body and mind are undeniable.
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Monday, June 15, 2009
Whipping out the Mojo, School of Fire
There are numerous schools of spell casting in this rpg. The first is the school of Fire. Fire is the cleansing flame, destroyer and renewer alike. The school of fire can be used to light a fire, cleans a poison, heal the body, or incinerate an enemy.
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Wednesday, June 10, 2009
That pesky grind stone again...
Well I am back to writing the story and history elements of the RPG again. There is allot of explanation, at least in my own head, about why things break from tradition. One such area is in the use of mana to create effective weapon enhancements.
In MD I wanted to break away from the usual +4 long sword or uber death and go some where else. Items (armor, weapons, trinkets, more) will be conduits for energy or mana. The player then can place in the item a focus that gives the item powers and effects that are greater then the base item.
So why do this? Well first this is the natural evolution of what other games had started with gem slotting and such. but more then that, it give the player power and options. A player can carry a series of small light foci, expendable or not, and in situations fop them out and put new ones in to alter the effectiveness of the item.
This also allows the player to go shopping for powers. And instead of having to offer useless items that weigh a ton, more useful base items or foci can be offered as rewards. In the end, I think this and the story behind it will help to set this role playing game apart from the rest.
So, back to the writing...there is more to do and more to get out of my head. Any one have a melon baller?
In MD I wanted to break away from the usual +4 long sword or uber death and go some where else. Items (armor, weapons, trinkets, more) will be conduits for energy or mana. The player then can place in the item a focus that gives the item powers and effects that are greater then the base item.
So why do this? Well first this is the natural evolution of what other games had started with gem slotting and such. but more then that, it give the player power and options. A player can carry a series of small light foci, expendable or not, and in situations fop them out and put new ones in to alter the effectiveness of the item.
This also allows the player to go shopping for powers. And instead of having to offer useless items that weigh a ton, more useful base items or foci can be offered as rewards. In the end, I think this and the story behind it will help to set this role playing game apart from the rest.
So, back to the writing...there is more to do and more to get out of my head. Any one have a melon baller?
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Monday, June 8, 2009
Whipping out the Mojo...
Previously when I talked about the use of mana, I also discussed the basics of how spells work. But in this section I would like to cover that a little more and actually kick off a series of pieces I will do about magic in manifest destiny. First up are spell basics.
As you may know, in Manifest Destiny, any one can use magic. From children to bums, there is no limitation on who can channel mana into the world. This is because mana and magic is so common that it is a part of every day life. This is not to say there are not those that dedicate their lives to it, there are. But most people have a few spells they use to make life easier.
Second, spells are skills. They grow as the player uses them. This allows the character to do more with them, no only increasing their power, but being able to manipulate them on a fundamental level. For instance, most area effect spells are stupid and will damage friend and foe alike. But if you train the spell enough, you can manipulate it to only damage your enemies and not your friends. This increases the potential of spells because depending on the way to manipulate the spell, the more useful individual spells will become.
Third, spells are cast using mana dice and not an attribute roll. This is because your not testing to see if you can cast the spell. But to see if the spell survives the trip to it's destination. This is called the focus test, and if you don't have enough focus, the spell is not going to make it. I have done this just because other magic systems seamed so arbitrary. This is more based on science since if the energy, mana, of the spell is not cohesive, it will not be able to get to where it is going and dissipate.
Finally, there are many schools of magic and they tend to overlap. In fact there are three healing spells right now one in each school of Fire, Divine, and Demonic. But each also operates in a different manner. The Divine Healing spell accelerates the natural process and closes wounds by accelerating healing. The Fire Healing spell is one of cleansing, burning away the harmful stuff and using their ashes to aid the target of the spell to heal. While the Demonic variation just forces the body to accept the damage as if it was natural and had always been there. Why else do you think a demons minions are ugly and looks stapled together.
These are the basics of magic in MD. But there is more, next time I will discuss the schools of magic. But that will be in a week, tomorrow, I am not to sure what I will come up with though...so stay tuned cause we will all be surprised.
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magic,
manifest destiny,
spells,
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