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Post by Sir Not Appearing on Forum on Mar 2, 2013 14:40:34 GMT -5
New source book idea guys. As you already know the Cogs of War was a source book of the main rule book for Gaia Saga and added in information regarding the Levasian invasion. It remoulded the combat system into something a little more robust and organized and has worked quite well. My next project will focus on remoulding the Magic system. I plan on keeping the roots of how magic works the same as it always has been, with some minor changes, additions and options for people to play around with. Once it is all over you will be able to run a campaign completely focused on magic, or you can use the book as a supplement to magic using characters for other campaign types. Just like The Cogs of War, this new book will focus on a period of Gaian lore, in this case the emergence of Magical schools, the war between the Elven Empire and the Drakulian tribes to the south, and the eventual splitting of the mega-continent Eternia into the many continents that cover Gaia. I figured if I wanted to focus on Gaian lore more I might as well release some game updates alongside it. I have no idea how long this is going to take me to compile as I will be doing it in my spare time, but I plan on releasing bits and pieces on here as time goes by. Any help or advice on spell stuff you want to see implemented please let those ideas be known here.
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Post by Sir Not Appearing on Forum on Mar 2, 2013 17:58:21 GMT -5
That would be extremely helpful and amazing good sir.
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Post by Sir Not Appearing on Forum on Mar 4, 2013 17:49:34 GMT -5
Thanks for posting these. Totally forgot some of these even existed.
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Post by Sir Not Appearing on Forum on Mar 4, 2013 20:13:18 GMT -5
I'm going to go through ALL of the archived sheets I have and see what I can find. Should prove to be interesting.
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Post by Sir Not Appearing on Forum on Mar 6, 2013 15:04:35 GMT -5
Pulsating Necro-Worm School: Shadow EXP Cost:10,000 MP Cost: 40 (15 each turn after) Forms (explained later): Summon Combine (explained later): No Requirements (explained later): Arcane Languages, Arcane Lore, Occult Summary: This summoning technique brings into existence a grotesque being from the pits of Hell. The creature appears to be a centipede-thing made up of humanoid body parts and covered in stinky musculature. It can be variable in size but can have a maximum length of feet equal to 10% of the caster's Intelligence score. The creature has physical statistics equal to double that of the caster but does not have any scores in non-physical statistics. The worm can attack using a bite that has a 50% chance of causing Tomb Rot in the victim. If struck by white magic the worm takes damage instead of being healed and takes triple normal damage. After the caster decides to cancel this spell, the spell dissipates due to the caster running out of MP or the worm is killed it melts away into green ichor and vanishes.
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Post by Sir Not Appearing on Forum on Mar 7, 2013 9:14:26 GMT -5
Divine Intervention School: White EXP Cost: 10,000 EXP MP Cost: 25 Forms: Glowing Aura Combine: No Requirements: Arcane Languages x2, Arcane Lore x2, Religion x2, Rituals Summary: A channeling of ether into the essence of good thoughts, empathy and possibility. The target is able to re-roll their failed once per combat Luck roll as long as they are protected by this aura. Remains active for two turns and then dissipates. Can not be cast on evil beings, characters that worship Marr or other evil gods, or things that do not have a Luck score.
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Post by Sir Not Appearing on Forum on Mar 17, 2013 9:32:41 GMT -5
Desert Devil School: Wind EXP Cost:6,000 MP Cost: 25 (10 every turn after) Forms (explained later): Summon Combine (explained later): No Boost (explained later): x2 Wind Aspect (religion) Requirements (explained later): Arcane Languages, Arcane Lore Summary: This summoning technique calls forth an elemental force of wind to take control of collected dust, sand or other loose granules in the area and manifests as a miniature tornado that bounces around the battlefield. The Desert Devil has physical statistics equal to half that of the caster, but does not have any scores for Luck, Charisma or Intelligence. The Desert Devil has a 100% resistance to non-magical weapons and attacks and ignores enemy armor when attacking as though it had cleave. When destroyed or canceled the Desert Devil will explode and anyone within a radius of fifteen feet from it must make a successful 50% Luck roll or face the effects of choking.
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Post by Sir Not Appearing on Forum on Mar 17, 2013 9:43:28 GMT -5
Pizza Elemental School: Petty EXP Cost:3,500 MP Cost: 25 (5 each turn after) Forms (explained later): Summon Combine (explained later): No Requirements (explained later): Arcane Languages, Arcane Lore, Camping Summary: This summoning technique brings into existence an elemental being made from pizza ingredients. The creature looks like a large amorphous blob of cheese, sauce and pizza toppings and can sluggishly move across the ground and vertically up walls and other grainy surfaces. The creature has physical statistics equal to a 25% of the caster, with no scores given for Luck, Charisma or Intelligence. When destroyed the creature transforms into 1D10 item slots worth of "Pizza" which can be used as food for characters. This food will go bad within a single day if left out of refrigeration or the cold and if ingested afterward has a 25% chance of causing the effects of the flu illness.
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Post by crovax on Mar 17, 2013 15:40:53 GMT -5
these are some of the spells ive found on my character sheets.
Mirror School:Illusion EXP Cost: ? MP Cost: 15 Forms (explained later):? Combine (explained later):? Boost (explained later):? Requirements (explained later):? Summary:Generates a mirrored surface in front of caster
Time Twister School:Time/Wind EXP Cost:? MP Cost: 40 Forms (explained later): Combine (explained later): Boost (explained later): Requirements (explained later): Summary:
Essence of Bear School:Nature or Druid EXP Cost:? MP Cost: 30 Forms (explained later): Combine (explained later): Boost (explained later): Requirements (explained later): Summary:
Divine Intervention School:? EXP Cost:? MP Cost: 250 Forms (explained later): Combine (explained later): Boost (explained later): Requirements (explained later): Summary:
Ice Sheet School:Water EXP Cost: MP Cost: 20 Forms (explained later): Combine (explained later): Boost (explained later): Requirements (explained later): Summary:
Vivid Dream School:? EXP Cost: MP Cost:50 Forms (explained later): Combine (explained later): Boost (explained later): Requirements (explained later): Summary:
Flame Javelin School: EXP Cost: MP Cost: 25 (+20) Forms (explained later): Combine (explained later): Boost (explained later): Requirements (explained later): Summary:
Triangular Vault School:? EXP Cost: MP Cost: 30 Forms (explained later): Combine (explained later): Boost (explained later): Requirements (explained later): Summary: This is the spell crovax used to trap vincent steel
Shadow Fusion School: Shadow EXP Cost: MP Cost: 60 Forms (explained later): Combine (explained later): Boost (explained later): Requirements (explained later): Summary:
Pocket Dimension School: EXP Cost: MP Cost: 10 Forms (explained later): Combine (explained later): Boost (explained later): Requirements (explained later): Summary:
Grand Pocket Dimension School: EXP Cost: MP Cost: 40 Forms (explained later): Combine (explained later): Boost (explained later): Requirements (explained later): Summary:
Messenger School: EXP Cost: MP Cost: 10 Forms (explained later): Combine (explained later): Boost (explained later): Requirements (explained later): Summary:
Time Dart School:Time EXP Cost: MP Cost: 100 Forms (explained later): Combine (explained later): Boost (explained later): Requirements (explained later): Summary:
Time Jump School:Time EXP Cost: MP Cost: 150 Forms (explained later): Combine (explained later): Boost (explained later): Requirements (explained later): Summary:
Clockwork Blast School: EXP Cost: MP Cost: 60 Forms (explained later): Combine (explained later): Boost (explained later): Requirements (explained later): Summary:
Asphodeus's Calm School: EXP Cost: MP Cost: 150 Forms (explained later): Combine (explained later): Boost (explained later): Requirements (explained later): Summary:
Pool of Time School:Time EXP Cost: MP Cost: 200 Forms (explained later): Combine (explained later): Boost (explained later): Requirements (explained later): Summary:
Quantum Jump School:Time EXP Cost: MP Cost: 40 Forms (explained later): Combine (explained later): Boost (explained later): Requirements (explained later): Summary:
Time Stop School:Time EXP Cost: MP Cost: 40 Forms (explained later): Combine (explained later): Boost (explained later): Requirements (explained later): Summary:
Mass Trigger School:Petty EXP Cost: MP Cost: 50 Forms (explained later): Combine (explained later): Boost (explained later): Requirements (explained later): Summary:
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Post by Sir Not Appearing on Forum on Mar 18, 2013 13:44:30 GMT -5
Here is a quick snip of spell forms and what some of them mean. I worked on this a bit when I had some down time in Macon and decided to post it on here for those of you curious.
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Spell Forms
Spells manifest in a variety of different ways depending on how the caster imagines their use. For magic that has been taught and has distinctive manifestations based upon the original creator, practitioners often times use generic methods of casting where the spell always appears the same and always requires the same amount of ether to generate. A spell, typically a generic spell, physically appears on the mortal plane in what is called a “form” or a list of various “forms”.
Forms during game play in Gaia Saga play a large part in how spells affect characters, objects and the environment they are being cast on or in. Some spell forms cannot be physically dodged, for example, while others might completely ignore the benefits of armor that target’s might be wearing at the time.
Each spell form gives the player a sense of when to use the spell and in what situations the spell might be useful. Certain spells may only combine with spells that have similar spell forms.
Below is a list of every spell form currently being used. Each spell listed in the back of this source book has a list of what forms they manifest as. Multiple forms mean that the spell in question falls under each one at the same time. You may choose to create more spell forms for your own campaigns if you feel the need to.
Form List Amorphous Aquatic Chaotic Counter Divine Explosive Glowing Aura Imbue Solid Summon Transformative
Amorphous Amorphous spells have no definite shape and may physically appear as a blob of protoplasmic liquid that might move in seemingly every direction. Spells that take this form are able to get around armor but do not harm the armor itself. Spells with this form deal absolutely no structure points damage but the target receives no armor save. Inanimate objects cannot be harmed by spells with this form.
Aquatic Aquatic form spells have a close kinship to liquid and work well within and under water. Aquatic spells travel faster under water and so gives the caster a +25% chance to hit the target as long as the spell is being cast under water at the time of manifestation.
Chaotic Chaotic spells have random manifestation effects that can pretty much cause anything to happen, both beneficial and harmful. Whenever a character uses a spell that has this form roll a D6 and follow the results below as mentioned. This effect occurs only if the spell succeeds in being manifested. • Roll 1: Etherical Explosion around the caster, dealing damage equal to magical power to caster and any other character within ten feet radius of caster. • Roll 2: Random creature is summoned that is controlled by the GM and will attack anything nearby. Creature is chosen just like a random encounter would be chosen although habitat does not matter. • Roll 3: Random weather effect of random intensity strikes and affects the entire battlefield or area within sight of the caster. Cannot be countered and will remain in effect for 1D4 hours of time. • Roll 4: The temperature becomes the exact opposite of whatever it currently is in the general area. Increase or decrease by 3D100 degrees. Could have various effects based upon character races and objects present. • Roll 5: The effects of the “Mass Trigger” spell go off immediately without any chance of countering it. • Roll 6: Nothing negative seems to happen.
Counter The spell can be used as a means to counter a spell that is of the opposite elemental sphere (spheres listed in section right before spell lists) to it. This means the spell can be used defensively.
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Post by crovax on Mar 18, 2013 21:30:39 GMT -5
these forms look interessting. I cant wait to expirement with them. A small observation though, the chaos one is all negative. I think it would be more chaotic if some the abilities have a positive outcome. Also, i think that once the game gets a few game sessions in, nobody will cast any chaos forms for fear of mass trigger detonating all their magic items. (except maybe you bill)
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Post by Sir Not Appearing on Forum on Mar 18, 2013 23:18:24 GMT -5
LMAO
Yeah, I would cast it like crazy with little concern for what would happen, that's for damn sure.
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Post by Sir Not Appearing on Forum on Mar 21, 2013 11:09:39 GMT -5
More forms:
Beam the spell manifests as a line of solid energy that acts as a missile weapon and can fire across the battlefield. Spells with this form count as both physical attacks and magical attacks, which allows casters to counter incoming physical missile attacks as if they were countering spells. Beam form spells can be dodged like any other physical attack.
Divine Divine spells are brought on by a combination of etherical energy and internal faith, allowing the caster to use their religious beliefs to empower their energy. Divine spells gain an extra modifier based upon the piety of the character casting the spell. The modifier equal x2 normal effects for every 10 piety the character has during the casting of the spell. Spells being cast must be relevant to the caster's religion in order to receive the modifier.
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Post by crovax on Mar 24, 2013 21:18:55 GMT -5
Ive been tossin around a couple ideas for some spells. I was thinking of calling it sword magic. a better name could probably be devised if anybody wanted to put their mind to it. Im just submitting this to see if anybody thinks its any good. I personally would considering a character like this.
Sword Magic
Sword Link School:Sword EXP Cost:2500 MP Cost: 20 Forms :none Combine (explained later): Boost (explained later): Requirements: Swordsmanship, Arcane languages Summary: This spell can not be cast in battle. This spell creates a permanent link between the mage and the chosen sword. Once this spell is complete, the mage knows the location of the sword at all times. With a thought the mage can summon the sword to his hand. If the mage uses this spell on another sword, the current sword is disentegrated. This spell turns any non-magical sword into a magical item.
Hardening School:Sword EXP Cost:1500 MP Cost: 10 Forms :none Combine (explained later): Boost (explained later): Requirements: Swordsmanship, Arcane Languages Summary: When this spell is cast, it doubles the structure points of the targeted sword. This spell can only be cast on a sword once.
Swift Strike School:Sword EXP Cost:4000 MP Cost: 25 Forms : Combine (explained later): Boost (explained later): Requirements:Swordsmanship, Arcane Languages, Sword Art Summary: This spell Imbues the target sword with cleave for the next action. The sword counts as a magical item for the duration of the spell. When the spell is ended, the sword suffers a loss of 25% of its structure points.
Perfect Parry School:Sword EXP Cost:5500 MP Cost: 35 Forms :none Combine (explained later): Boost (explained later): Requirements:Swordsmanship x2, Arcane Languages x2, sword art Summary:This spell can only be used as a defense. It gives a 10% bonus to the parry roll. It makes the target sword indestructible for the defense roll.
Damaging Stroke School:Sword EXP Cost:5000 MP Cost: 30 Forms : Combine (explained later): Boost (explained later): Requirements:Swordsmanship x2, Arcane Languages x2 Summary: The target sword does double damage to structure points for the duration of the spell. This spell lasts for 2 turns. The sword counts as a magical weapon for the duration of the spelll.
Knowledge of the Blade Masters School:Sword EXP Cost:8000 MP Cost: 50 Forms : Combine (explained later): Boost (explained later): Requirements:Swordsmanship x3, Arcane languages x3, Sword Art x2, Anatomy, Martial arts x 3 Summary: This spell grants the mage an understanding of sword fighting tactics developed by many blademasters over time. The mage gains a 25% bonus to dexterity and strength when using a sword for the duration of the spell. This spell lasts for 2 turns.
Battle Focus School:Sword EXP Cost:6000 MP Cost: 25 Forms : Combine (explained later): Boost (explained later): Requirements:Swordsmanship x3, Arcane Languages x2, Sword Art x2, Anatomy Summary: This spell reveals the weak points of any opponents. Any successful attack rolls for the duration of the spell have 15% chance of being critical. This spell lasts for 2 actions.
Ranged Blow School:Sword EXP Cost:5000 MP Cost: 60 Forms : Combine (explained later): Boost (explained later): Requirements:Swordsmanship x2, Arcane Languages x3, Arcane Lore, Sword Art x2 Summary: This empowers the sword with a burst of etherical energy. The mage sends this energy arcing across the battlefield with the swing of his sword. This spell does damage equal to the mage's strength plus the weapon bonus of the sword. This counts as a missile attack
One with the Sword School: Sword (legendary) EXP Cost:10000 MP Cost: 100 Forms : Combine (explained later): Boost (explained later): Requirements:Swordsmanship x4, Arcane Languages x3, Sword Art x4, Anatomy, Arcane Lore, Knowledge of the Blade Masters(spell) Summary: The mage can only cast this spell when he is holding a linked sword (sword link spell). This spell grants the mage a grand understanding of battle and sword art. He gains a 25% bonus to his dex, Strength, and stamina. As long as this spell is active, the mage can cast the Ranged Blow spell without expending MP. This spell gives the linked sword cleave for the duration of the spell. This spell lasts for a turn. Once the duration of this spell is up, the mage loses his intiative and can't cast it again for the remainder of the battle.
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Post by Sir Not Appearing on Forum on Mar 24, 2013 22:35:52 GMT -5
sexy I say Troy.
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