Wednesday, April 23, 2008

Elysium Nebula: Magic Breakdown


Again, just as a reminder: Unlike just about every other thing on this blog, Elysium Nebula is neither my own setting, a group effort I'm involved in, or a project aboandoned by the original creators that I'm now trying to complete myself. All I'm doing is offering my take on the setting's crunch as a test of d20 Rethought's flexibility- though while the background fluff is largely set, dictating the nuts and bolts of people's abilities means I'm also dictating some of the nitty-gritty fluff aspects as well. But that's a topic for another post, assuming I ever do revisit my vague "fluff*crunch=optimal rpg experience" philosophy.

In this case, I'm working on using the d20 Rethought magic system to represent Elysium Nebula's eldritch arts. EN has only one source of supernatural power: The ley lines, subdimensional networks of energy that run throughout the cosmos and wrap themselves around all but the most barren of planetoids. My personal take has been to orient the different casting classes around different methods of channeling that power in order to cast spells. The default d20 Rethought magic system works very well here, because we can simply say that each ley line corresponds to single skill.

So here's a breakdown- going off the rough descriptions given to me by the creator (Skrittiblak), I've come up with ten separate ley lines to cover the variety of things magic can do in EN, plus a pair of "schools" for each one. Schools are just three-feat chains that (as a few of you might recall) let your character wield more advanced sets of effects. But enough talk; have at you!
  • Mind (Telepathic communication, restore resolve points, read surface thoughts); Manipulation (Charm, confuse, put to sleep) and Mentalism (Mind Blast, read memories, plant false memories or commands)
  • Growth (Restore vitality points, accelerate healing rate, enhance physical ability); Healing (Heal wounds, cure disease, regenerate limbs) and Shapeshifting (Change features, grow wings, change size)
  • Force (Move object, kinetic blast, arrest motion); Forceshaping (Magic Missile, wall of force, grasping hand) and Telekinesis (Wield weapon, levitate, fly)
  • Matter (Mold object, shatter, alter composition); Transmuting (Reinforce or weaken object, enhance item, craft object) and Shaping (Conjure and control material, duplicate object)
  • Sense (Fool sense, augment sense); Illusion (Conjure illusion, baffle sense) and Perception (True sight, detect)
  • Fire (Conjure and control fire); Flameshaping (Fireball, wall of fire, conjure fire elemental) and Heat Control (Heat or chill target, endure elements, absorb heat)
  • Space (Remote viewing, locate target, fate manipulation); Timetwisting (augury, slow/hasten target) and Teleportation (Call item, group teleport, create portal).
  • Machine (Animate, control or dismantle device); Energy (Drain, store andprovide power, lightning bolt) and Technomancy (Baffle sensors, read or erase data, control or disrupt robot)
  • Entropy (Disrupt life, accelerate decay); Necromancy (Create and control undead) and Demonology (Conjure demon, extract spirit)
  • Void (Dispel magic, suppress spellcasting); Voidshaping (Antimagic field, antispell shield) and Banishment (Disrupt undead, dispel conjuration, smite)

2 comments:

Skrittiblak said...

I read this ages ago but coming back to it I have to say it's really good. Kudos.

Dagda said...

How fares EN these days? Active? In hibernation? Run it's course, with various ideas and lessons from it working to fuel further projects?