BackgroundDark Tides is a game system I've been tinkering with for a long time, but it's only really come into its own recently. For the longest time, it existed primarily to serve as a testbed for new mechanics which would then be ported over to whatever system I was legitimately working on at the time. But over the years, the world grew, and improved, and the lore expanded, and the best mechanics stuck around, and it's actually turned into a fairly good system. I would actually get requests from people to host it, or to put it all in a book so THEY can host it. The game, despite being quite fun to play, has never really gotten to that point, but it was long something I wanted to do.
It was only recently, however, that the final piece fit into place - the magic system. Dark Tides main defining feature, from the very beginning, was that it was a world in conflict, and the major symbol of this was it's two contrary magic systems. The Dark Magic is still in pretty much the form it began in. But the True Magic, what was supposed to be the primary magic system, changed every year or so.
Until now.
PurposeI've finally developed a system that I'm happy with, both thematically and mechanically, but my spell list is remarkably short, and that's were you guys come in. I
could just fill it out by myself, but I figured it might be more enjoyable to get other people involved, and I'm sure you guys have awesome ideas I'd never have thought of.
The SystemMagic is composed of two components - summoning spirits, and using them to power spells. Spells are, in many ways, living things - you can think of the spell as the body, the casing, and the spirit as mind or the heart or the engine that drives it.
Because of this, a poorly crafted spell will be unable to contain the spirit powering it, and a variety of bad things can happen - the spirit can escape the spell completely, the spirit can take control of the spell to do with as it pleases, the spirit can turn the spell back on the caster, or the spirit can use the spell as a way to maintain a presence in the physical world while only paying it lip service.
So what IS a spell?
A spell, as in the thing people cast, that mages memorize, written in spell books, describes an
action. It does not define a
purpose - most spells can be put to use in a wide variety of tasks. For example, one spell,
Song of Growth, is used both by healers, farmers, artists and assassins looking for a "natural" death. The spells action is to encourage and guide the growth of living things (or bits thereof). The healer can encourage wounds to close, the farmer plants to grow, the artist (assuming a living medium) can create bonsai trees to die for, and the assassin can cause the growth of lethal tumours. Less orthodox wizards have been known to use the spell to fuse disparate life forms together or create terrible mutants. The end result of a spell depends both on the casters intent, and the nature of the spirit being used.
Some spells can be narrower or broader than others.
What spells do I already have?Song of Growth - Encourage and Guide the growth of living organismMemories Made Real - Temporarily revert an object or system back to a previous state, if possible.
Dirge of Spirit - Banish spirits to the spirit world. Good for fixing mistakes and disrupting enemy spells.
Runic Transcription - Write another spell into a book, creating a spellbook, or add a spell to an existing spellbook. (in the second case, you will need to summon a spirit - you will use the one bound to the book by in the initial inscription)
Induce Emotion - Cause and feelings and mental states in the targets mind. Effect strongly influenced by spirit type.
Trace Ancestry - Follow an object into the past to see where it has been. Like a bloodhound, but backwards in time.
Shatter Spellcraft - An explicit counterspell, similar in function to dirge of spirit. Good for spirits that are difficult to banish.
Invisible Hand - Generate force in a given direction on an object or area - only a single line of force is generated (unless you cast multiple spells), though you can control its path.
Stone to Flesh - Imbues a nonliving object with the properties of life.
And a couple other ones I won't mention, because they really could stand to be replaced.
So... any suggestions?Description of the various spirits and a basic introduction to summoning