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Nov 6, 2013

New setting: Magic

So, Magic is getting an overhaul both mechanicly and story-wise.

Time for some story:
In the old world, the currents of magic flowing through the world had been stable, predictible and possible to manipulate for people directly. That had made the people of the old world capable of drawing from the magical currents to cast spells largely at whim, should they have sufficient know-how on that particular field.

Meanwhile, in the younger new world magic flows as a unstable river, making it impossible for people to manipulate directly. This made so that once the worlds merged, the mages of the old world lost their powers entirely. This made it so that most of the commonly relied upon healing magics of old-world magic users were lost in the merge, making the time after merging one rife with disease and injury-related death. Since most of the means to cure and heal the sick and injured were lost.

But there is still magic that is possible for mortals to wield, but it requires the person in question to bind his very soul to one out of several different dieties, each of which wields the power of a specific domain within magic.

The Gods, and by extension the types of magic, are:
Nature, Death, Light, Darkness, Elementalism, Chaos.

Why have I chosen to perform these changes?
Well, first and foremost it allows the removal of the Arcane school of magic. The arcane school has just been such a bother to balance and has been deterimental to actual gameplay at every twist and turn, and thus had to go.
Second of all, it allows me to rework magic in order to distinctuate previously underrepresented schools of magic such as Light and Darkness, and make them a lot more flavourful.
Thirdly, it lets me add interesting new types of magic, such as Chaos, Necrotic and Druidism.

I will release a more complete list of magical spells and such at a later date.

The next entry will go deeper into the topic of dieties and gods.

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