After some time of private thinking I decided it was best to openly discuss my attempt to make a BW magic system suitable for use in HârnWorld. I appreciate all constructive ideas on this.
Shek-Pvar Burner
The Ancient and Esoteric Orders of the Shek-Pvar constitute the bulk of all magic users (called Shek-Pvar) on Kethira, the world of Hârn. The orders predates even the oldest known civilized realm and the use of magic is as old as the world itself. According to Pvaric Philosophy Kelestia, the cosmic all, can be described in terms of six elemental principles: air, earth, fire, metal, spirit and water. The elements are complex and encompass a wide range of sub-principles; earth is more than the dirt under our feet -- it's also the realm of life, growth and decay for example. There is also a seventh (pseudo) element -- the realm of neutral magic. The elements are usually organized on the Pvaric Wheel like this:
[IMAGE REMOVED SINCE I CHANGED WEB HOST]
Since the elements require vastly different mindsets when working with them, six sub-orders, called convocations, of the Shek-Pvar has emerged, each focusing on a different element. The SP are further subdivided into smaller groups called chantries. Chantries (working much like Ars Magica's covenants) consist of a group of Shek-Pvar (usually) of the same convocation living and often working together. Beyond the chantries, there is little central organization.
Skills
How magic works in terms of skill use depends on which incarnation of the HârnMaster rules set you use. There are four different variations of the rules (HM1, Shek-Pvar, HM Magic and HMG: The Shek-Pvar) and even though they are highly compatible in general, they all take slightly different approaches. HM1 and Shek-Pvar (which is more or less an expansion of HM1's magic system) treats each spell as a separate skill while HM Magic treats each convocation as a separate skill with an additional skill covering neutral magic. Since I don't own Kelestia's latest HMG supplement I cannot implement ideas from that module in these rules. An interesting feature of SP and HMM is the discussion of Form and Principle. When casting spells a mage first builds a form and when it has been built, he summons the suitable principle and pours it into the form to complete the spell. It is also said that Wild Magic is the result of summoning of Principle without Form. Since BW uses a system where two exponents are added when casting a spell, the use of Form and Principle makes perfect sense in BW terms.
When using magic, the Shek-Pvar relies on three separate skills and, in some cases, his sheer willpower to control the forces of creation and shape and bend them into doing his bidding.
Form (Will)
With the Form skill the Shek-Pvar shapes the esoteric container which will hold the elemental principles. How the form is shaped depends on the Shek-Pvar's Taint (see Traits below) and the facets employed by the spell.
Principle (Will)
This is the actual summoning of elemental power; it is with Principle that the Shek-Pvar taps into the streams of magic and commands them to enter his Form.
Pvaric Philosophy (Will)
Pvaric Philosophy is a school of thought mainly focused on answering questions regarding "what is" and "what is it's nature" and of course the convocational principles. Magic theory if you like.
Traits
As in BW only a select few can wield magic. Using the SPB, characters require the trait "Gifted" in order to be able to develop the skills Form and Principle. Pvaric Philosophy does not require the Gifted trait. Just being Gifted is not enough though. Few, if any, can use their Gift successfully without proper instruction. Before learning anything else, students learn self-discipline and how to use their inner key to open the secrets of the elements. This process of introspection and study attunes the student to one of the convocational elements and Taints his aura. This Taint is expressed in a separate trait which comes free of cost. If a Tainted trait is not taken the gift is considered to lie dormant.
Taint of Lyahvi
The character is attuned to the element of Air.
Taint of Fyvria
The character is attuned to the element of Earth.
Taint of Peleahn
The character is attuned to the element of Fire.
Taint of Odivshe
The character is attuned to the element of Water.
Taint of Savorya
The character is attuned to the element of Spirit.
Taint of Jmorvi
The character is attuned to the element of Metal.
Each of the Taint traits has a similar effect: they modify the spell Ob depending on which element they summon with Principle. The Primary element suffers no Ob modification; Secondary and Neutral Elements suffer a +1 Ob/+3 Syll. modification, Tertiary Elements suffer a +2 Ob/+6 Syll. modification and the Diametric Element suffer a +4 Ob/+12 Syll. modification. The syllables modification reflects the fact that using the mindset and "language" of fire it is very difficult and complex to command principles tied to water.
Wild Magic and Formalized Magic
There are two ways of casting spells in SPB: using Wild magic and Formalized magic. Formalized magic is probably the most common method since it's easier and far, far safer. This method employs the use of formalized spells thoroughly researched to produce a specific effect. Wild magic is more or less improvised and when casting Wild spells the Shek-Pvar summons principles without having created a Form. Instead he employs his sheer force of will to shape the magical energies. In BW terms, Wild Magic is the same as non-distilled Abstractions while Formalized magic are spells distilled once.
When casting Wild spells, pool the character's Will and Principle exponents.
When casting Formalized spells, pool the character's Form and Principle exponents.
Facets and building spells
Due to the importance of elements/convocations and the use of Form & Principle, elements in SPB aren't treated as other facets. They are the origin of the spell, it's heart and driving principle.
Element [Obstacle/Syllables/RP]
- Air [+4/+8/10]
Air, light, illusion, etherealness- Earth [+3/+12/10]
Earth, life, growth, decay- Fire [+3/+12/10]
Fire, heat, energy, dryness- Water [+4/+8/10]
Water, cold, darkness, moisture- Spirit [+5/+4/10]
Spirit, knowledge, mind, meaning- Metal [+2/+16/10]
Metal, mineral, artifice- Neutral [+3/+10/10]
metamagic
Another option here would be to treat all elements equally in terms of ob, syllables and rp cost since the Taint will modify ob and syllables further.
Impeti [Obstacle/Syllables/RP]
- Influence [+2/+4/2]
Influence can be seen as a weaker form of control. Think of it as telling the element what not to do instead of exactly what to do.- Enhance [+3/+8/3]
The enhance impetus is used to strengthen an already present element. Making a sad person more sad or a wind blow harder for example.- Tax [+4/+16/4]
With tax, a spell weakens an element present. Taxing spells can decrease winds, make awake people tired and suffocate a fire.- Control [+5/+32/5]
Using control, a spell can do very specific things. An arrow can be made to hit a target, a fire can be told to burn down a specific house and metal can be shaped into a precise form.- Create [+6/+64/6]
This impetus summons an element or elemental principle where there is none. Light in darkness, spontaneously combusting fire etc.- Destroy [+7/+128/7]
With the destroy impetus, a spell can vanquish a present element. Make a stone crumble to dust, cast an area into darkness or drain a lake.- Transmute [+8/+256/8]
The transmute impetus allows a spell to change one element into another. This is very difficult since the elemental principles are so different. Using this imeptus a Shek-Pvar could also alter the way an element works. Make rain fall upwards and fire chilling for exmaple.
Origin, Duration and Area of Effect
As in MB.
Spell casting failure
Wild spells
- No successes: Unwanted summoning
- Failed by 3 or more successes: Outright Tax
- Failed by 1 or 2 successes: Automatic garbled transmission (no Element variance)
- Met Obstacle: One ring varies d6 steps (1 impetus, 2 origin, 3-4 duration, 5-6 area of effect)
- Exceeded Obstacle: No variance
Formalized spells
If obstacle is not met, roll a DOF to see what happens. 1 garbled transmission, 2-6 harmless dissipation.
Casting spells carefully and patiently
As in MB.
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Alright. These are my thoughts so far. I need to do some sample spells as well and I'll also be thinking through some new LPs (since the skills have changed).