Patrons and Magic
Patrons and Magic
Spells that feel interesting to me always seem related to input vs output, like using spells in response to an external factor or using a spell to solve or counteract the outside world that has impact on the player character. These kind of spells have broad uses, or broad effects, and often are creatively applicable to a variety of situations. The other kind of spells I like are very specific spells that are tailored for a situation or decision, but are useless for anything else.
There is a huge issue with both however, because including both in a magic system leads to a unnatural focus or preference on the most useful spells, and metagaming becomes the predominant reason to use or select specific spells. I do not like balancing spells to counteract this either, that just makes everything more complex or boring. This is what makes some spells almost never get picked or used, and others are known for their broken nature (Carpet of Adhesion in Rifts is a good Example).
So the solution, to me at least, has to allow for both kinds of spell to shine, while making their weaknesses and strengths relevant.
I
think there is a lot to learn from boardgames on this front, with
really complex systems present in some games, especially German style
games, there is a beautiful system hidden under many layers of
choices you have to understand and plan.
So if you use something
and it is the wrong time or you fumble, it is really punishing, like
a lot of spells in lots of RPGs.
That is the main reason I dislike
super specific spells in most systems that limit magic to a certain
amount, it seems to make players hesitate to branch out or do something less
useful or powerful if they have the option to have a powerful spell.
I
also tend to dislike miscast systems, mana systems, levelless spells, and
a whole slew of other approaches to limiting spellcasting, all
because they are greatly hampered in their levels of fun because the player is constantly having to deal
with something inflicted by outside forces – in miscasts case, I
simply do not like punishing them for pushing limits in an such and unpredictable way as a random roll with potentially terrible results.
To
this end, I have several ideas, the core of which is something I have
termed stomach magic; essentially the player is given magic spells, as normal, but has access to all of the spells they are granted, and does not have to prepare them daily.
When they use a spell, it goes into a “stomach”, which releases
all spells once full. The “stomach” is full when all the spells
they have are put into it, or when you hit certain thresholds,
depending on the patron of their
magic or potentially their level.
In
tandem to stomach magic, I also enjoy the use of alteration magic, or
a source of magic that changes the spells themselves because of the
source of their power.
Alongside
both types magic are there are sometimes patrons - beings who require you to somehow pay for the power you are granted.
A
demon might make a player have a spell that sacrifices
someone innocent, or a blood mage might have a spell that deals them
damage. This means players can cast spells more freely, but must cast
this "bad" spell to retrieve all their used ones.
This
means a player can go wild, and do powerful things, because they have access to all known spells at all times- at least until used- but the cost spell's effect has to happen eventually if they want their spells back, and if it is life or age or warts or dementia, that can be a tough decision. This makes the
magic user become more and more interesting, and they balance magic
and their other resources carefully, then this challenge is something they get to manage and plan all by themselves.
As they level, they might get more
and more of these bad spells alongside good spells, or the base spell might change.
This seems to present tracking spells in a better way than usual vancian magic, as players have more
stake in using spells and tracking them, because they can get them back quickly, but the cost connected
is now a concern that they get to manage and plan for in a more interactive way, instead wasted dead time with no spells. It is self
inflicted, and so the ball is in their court, and they are the ones
who blackjack their own grave, not a random roll with varied effects
or a lack of resources.
So here are some patrons, and once finished, links to the pages that detail how they functionally and flavorfully alter the Magic User Class for Lamentations of the Flame Princess.
Patrons of Magic
Blood Magic – Stomach Magic : Blood In, Blood Out
Moonlight Magi – Alteration Magic : Moon Related
Satanic Power – Stomach Magic : Ritual
Geomancy – Alteration Magic : Magnetic and Earth Related
A Little Book – Alteration Magic : Spells in Book
Bound to a Demon - Stomach Magic : Payment For Services Rendered
Aging – Stomach Magic : The Ultimate Price
Witch’s Warts – Stomach Magic : Witchy Changes
Dementia – Alteration Magic : Spells Fade
Pyromancy – Alteration Magic : Flame Related, Fueled by Alcohol
A Spirit of Wind – Alteration Magic : Wind Related
Complex Mathematics – Alteration Magic : Math Related
Troll Calculus – Alteration Magic : Philosophically Related
A Magical Focus– Alteration Magic : Spells from an Object
Verbal Magic – Alteration Magic : Spoken Word
Somatic Magic – Alteration Magic : Gestures
Material Magic - Alteration Magic : Requires Components
Manna From Heaven – Alteration Magic : Resource Based
Old Gods – Alteration Magic : Eldritch and Horrible
Cartomancy – Alteration Magic : Collect and Locate
Vancian Revamped – Stomach Magic : Sleep and Memory
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