Inspired by Random_Interrupt's MTG Wozerd
We're overhauling Relic-seekers and Sorcerers. Both now use Charms (or, if you prefer, Orbs, Talismans, Amulets, Trinkets, Baubles, Wands, Staffs, Books, Sacrificial Daggers, Urns, etc.). Charms can take any form, though every form must be constrained to these rules:
- Charms are stored in an Inventory
- Charms may be lost, stolen, or broken
- Charms require both special crafting knowledge and intrinsic spell knowledge
- Charms are art
When starting as a class, Relicseekers Charmseekers choose what kinds of charm they use, or their preferred magic type. For example, "Jewelery" or "Orbs" or "Runes" or "Fire Charms" or "Sleep Charms" or "Once owned by a Pope". Lore and Speech means you recognize charms of your kind, and can speak with adjacent creatures (e.g. Jewelry and Fire would both let you talk to dragons. Runes might let you talk to dwarves. This is really case-by-case.). Prophecy is mostly the same. So is Power Against Power. Aspect lets you manifest the ideal of your charm.
Sorcerers no longer cast directly, but receive spells which they can make into charms. They still need to consume mana potions to use the spells. Also, distill mana will no longer be a spell, rather an ability. Sorcerer's can make "shamble" charms with only pretty trash in only a minute, but these can't be used by others, can only be used once, and last an hour before becoming completely inert. Proper charms need skill, materials, and time.
Characters who aren't charmseekers can use a charm at 1 MD once, after which it becomes inert for a time (normally about a week)
I just think they're neat |
Mmmmm,very wise.
ReplyDeleteI should make a big table of charms, trinkets and amulets and their associated spells. This shall be a future post.