Disclaimer: This magic system was made with GURPS in mind
I. Promise of the magic system
Mages cannot directly wield magic on their own; they rely on both a Mediator and a Converter to access and control magical energy. Spirits and Demons serve as the Mediators, drawing in and absorbing Ethereal energy from the environment before transferring it to their bonded humanoid. To channel and control this energy, the bonded individual must use a Focus—an instrument that acts as the Converter, shaping the raw magic into a specific effect. This setup ensures that magic can only manifest when both the spirit or demon mediator and the humanoid's focus are properly aligned.
Image source: Desiree Moffatt
Image source: The Saga of Tanya the evil Type-97 Pendant and Elenium Type 95
Invocation refers to the act of channelling magical energy to create specific effects. This can be done using various methods, such as verbal incantations, gestures, or the use of symbols. In this system, invocation includes two main forms: spells and formulas, providing a versatile approach to magic.
A spell is a detailed and often powerful form of magic. Spells require longer casting times and careful preparation, producing significant effects that can alter environments or influence reality. These invocations often consume resources such as Mana Points (MP).
Overview:
• Casting Time: 6 seconds to 24 hours, depending on the spell’s complexity and power.
• Resource Use: May require Mana Points (MP), energy drawn from the environment and component material.
Mechanics:
1. Casting Time:
– Spells are grouped by their casting duration:
• Simple Spells (6 seconds): Quick, basic effects with limited impact.
• Moderate Spells (1 to 10 minutes): Require focus and offer stronger effects.
• Extended Spells (1 hour to 24 hours): Involve intricate rituals for significant, large-scale effects.
2. Resource Management:
– Fatigue Points (MP): Casting costs depend on the spell’s tier:
• Simple Spells: 1 MP
• Moderate Spells: 3 MP
• Extended Spells: 5+ MP
– Environmental Energy: Some spells require specific surroundings (e.g., casting a fire spell near an open flame).
A formula is a pre-prepared, rapid form of magic, designed for situations where speed is critical. Formulas require only 1 to 5 seconds to cast and have a fixed FP cost. They are ideal for quick responses or emergencies but must be prepared ahead of time.
Overview:
• Casting Time: 1 to 5 seconds.
• Resource Use: Each formula consumes a set amount of Fatigue Points (FP).
Mechanics:
1. Preparation:
– Formulas must be set up in advance, often during rest or downtime. Preparation might involve:
• Inscribing symbols on objects, scrolls, or weapons.
• Memorizing specific gestures or sequences.
2. Cost and Usage:
– Formulas are consistent in their effects but limited by their FP cost, restricting how often they can be used consecutively.
This structure allows for a flexible approach to magic, balancing power and efficiency through the distinct characteristics of spells and formulas.
Mana Points (MP):
Mana represents a dedicated pool of magical energy that is separate from the caster’s physical stamina. It works well for systems where magic is a specialized resource, allowing for more frequent casting but potentially requiring replenishment through rest, potions, or magical conduits.
Why?
– Spells are often larger-scale and more complex, requiring a dedicated energy source to emphasize their power.
– MP highlights the caster’s proficiency and reserves for advanced magic, making it feel distinct from physical stamina.
Examples:
– A mage casting a ritual to summon an elemental might deplete their mana but remain physically unaffected.
– Environmental flux could act as a backup source for MP if needed.
Fatigue Points (FP):
Fatigue reflects the physical and mental strain of invoking magic. It ties magic use to the caster’s overall endurance, making it more taxing. This suits systems where magic is seen as grueling or closely tied to the user’s body.
Why?
– Formulas are quick, emergency-focused magic bursts, so tying them to FP adds a cost to frequent use and encourages careful resource management.
– The physical demand of rapid magic casting aligns with FP, creating a sense of urgency and limitation.
Examples:
– Casting a quick Firebolt or Haste could drain FP, forcing the caster to weigh their next action if their stamina is low.
IV. Exceptions:
In certain situations, magic might draw on both Mana Points (MP) and Fatigue Points (FP), depending on the spell or formula being used. These exceptions reflect cases where magic places a strain on both the caster’s magical reserves and physical or mental stamina. Understanding these exceptions can help you strategize when to cast and manage your resources effectively.
1.How Exceptions Work
1. Spells:
– Spells typically rely on MP as their primary resource. However, some particularly demanding spells may also require FP to represent the physical or mental toll of channeling immense magical energy.
– Example: A Summon Elemental spell might require 5 MP for the magical effort and 2 FP to account for the strain of maintaining control over a summoned entity.
2. Formulas:
– Formulas usually consume FP for their quick and reactive nature. However, certain formulas may allow you to spend MP in addition to FP for enhanced effects or to bypass certain limitations.
– Example: A Minor Heal formula may cost 2 FP by default, but if you choose to spend an additional 1 MP, it could restore more health or remove a minor status ailment.
Encourage players to think tactically about when to use Spells versus Formulas:
• Use Spells for powerful effects that can change the course of events but require time and planning.
•Use Formulas for immediate needs or when quick responses are crucial.
Allow characters to specialize in either style:
•Characters focusing on Spells might gain bonuses for longer casting times or reduced FP costs.
•Characters specializing in Formulas could have access to more potent pre-loaded spells or reduced preparation times.