magic system conversion

daxos232

Mongoose
I keep screwing around with the magic systems. I'm trying to get the feel I want for my homebrew setting so this is my idea. I wanted to post incase anyone has done something like this before, and noticed any problems. I wouldn't want to do all the work for nothing.

Instead of divine, sorcery, and spirit magic everything would be like a common magic spell. All the spells would be organized according to rypes of runes.

For example beast form and bestial enhancement would be under the "beast" rune along with other spells that are related to beasts. A character could have the magic skill "beast spells" at 62%. They have a 62% chance to cast any of those spells under that category.

Cults, orders, and shamanistic traditions would be associated with 2 to 4 rune catergories. A character from a shaman cult could have magic skills "beast" 56%, "earth" 45, and "spirit" 70%. There would be 3 to 5 spells for each of those rune categories, allowing the character to cast a variety of spells.

I got this idea because I wanted my druid like spirit worshippers to be able to change into animals, talk to birds, and still be able to summon spirits and stuff.

This does take away the distinction between sorcerors, priests and shamans in game mechanics but a character following a sun god with fire,light, and truth would have different spells from a sorcerer adept with mastery, illusion, and luck.
 
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