Talk of 'combination' elemental magic has encouraged me to present an
crude outline for the development of a more detailed elemental magic
system that I've been thinking about for some time.
Rather than just expand elemental books with more spells that are exclusive to that book, I propose an elemental "recipe" system. Characters would be awarded proficiency levels in each of the elemental books according to how many spells of each they've learned (or some other factor yet to be determined). These would be translated into
'casting points' that the game would use (invisibly to the player) to perform rolls to determine the success or failure of all or parts of a "recipe" spell. At a certain point (or points) in that character's development, he or she would gain this ability to create a myriad of effects by combining the elements in different powers. The spell
syntax might look something like this:
prep earth 1 water 1
You trace some arcane sigils in the air, shaping the patterns of earth and water channeling.
cast <creature>
You gesture at a <creature>, and the ground beneath its feet begins to turn to mud!
A <creature>'s feet are stuck in the mud!
Roundtime: 5 seconds.
(This would prevent the creature from turning, advancing, or retreating, and impose a penalty to its evasion.)
Or, for a more complex example for high-level characters:
prep earth 35 air 40 water 40
You trace an arcane sigil in the air, shaping the patterns of earth, ir, and water channeling.
cast
You gesture and dark storm clouds move into the sky.
Roundtime: 10 seconds.
The wind picks up furiously!
Roundtime: 5 seconds.
A torrent of rain cascades upon everything around you!
Roundtime: 5 seconds.
The earth groans and rumbles beneath your feet!
Roundtime: 4 seconds.
The rain pours down in sheets!
Roundtime: 5 seconds.
A deafening roar fills the air as a large landslide races down from the hills above. It is heading in this direction!
Roundtime: 5 seconds.
The area is covered in mud as the landslide ravages the area!
Roundtime: 10 seconds.
A <creature> is knocked to flat and enveloped by the rushing sludge!
[And if you're not protected somehow...:]
You are knocked flat and enveloped by the rushing sludge!
You head is slammed to the ground, cracking your skull!
A large object slams into your leg!
You are stunned!
Roundtime: 7 seconds
You are completely covered in mud and cannot breathe!
Roundtime: 7 seconds
You flail and grasp for air as you try to free yourself!
Roundtime: 5 seconds
You flail and grasp for air as you try to free yourself!
Roundtime: 5 seconds
You flail and grasp for air as you try to free yourself!
Roundtime: 5 seconds
You manage to raise your head above the surface.
You struggle to your feet.
[Or if you're unlucky...:]
You have just suffocated!
In short, dozens of new spells would have to be written, each of which have a range of values for components that combine to create the desired effect (e.g. Landslide = earth(35-45) + air(35-40) + water(40-50). Spell success would depend on the usual stats and
abilities, but also on the casting points that the character has accumulated specific to each elemental book. Also certain combination spells would only work in certain areas depending on 1) the current climate 2) terrain 3) elevation 4) availability of components*. This is to ensure that you couldn't cast Landslide in a desert (at least not with the normal recipe and skills required to cast under optimal conditions!)
Here is an outline of some elemental combination possiblities and their possible spell names.
Fire + Earth = Volcanoe, Earthquake, Chasm
Fire + Water + Earth = Geyser
Earth + Water = Mud
Earth + Water + Air = Landslide, Flash Flood
Water + Air + Electricity = Thunderstorm
Electricity + Water = Conduction (a beam of water through which casts of LB or TINGLE pass through, enhancing their effects)
Electricity + Earth = Magnetic Ballista (Hello?)
Air + Water = Downpoar
There could conceivably be hundreds more.
Also, extreme amounts of mana put into single elements could create specific (or random!)events, especially when combined with aether. Some elements while not directly "opposing" eachother per se, could cancel eachother out. For example, a mage casting Mud at you could "turn" some of the effects of the spell by casting some form of fire energy directed at his enemy's spell matrix (with the water evaporated, all that's left is dirt). Additionally, Frost Scythes could be melted or evaporated by fire, or their trajectories could be compromised by air. Fire Shards could be snuffed by the well timed casting of water or earth, etc.
Hopefully you can see where I'm going with this. Obviously this is an enormous suggestion; the implementation of dozens of new spells to work with a magic sub-system that is fully integrated with the weather and time sytems, as well as new terrain and elevation factors, specific to each room or group of rooms that have element specific effects on the success or failure of spells....well...wow. But wouldn't that be great? This is the kind of direction I see the Warrior Mage guild taking in terms of major development. All the things that many WM's have talked about before: weather control, increased detail for WM magic, and more spells to be discovered one by one!
As for those who thirst for official cabals, all I can say is that with a system like this, high degrees of specialization could still be possible--the system would accomodate an enormous number of possibilities as the specialist discovers all the applications of his favorite element. Or, a specialization bonus could be incorporated
into the point system specific to each book. But in terms of what the players should encourage the GM's to look at, I believe that laying the groundwork for new and exciting expansion of elemental magic should be a priority for our guild. As we have more spell options, specialization will start to seem much more exciting and practical for
everyone, whether it be in the form of specific bonuses, GM implemented, or simply a matter of choice for the individual player.
-Nebula