Post by Toz76 on Sept 11, 2018 18:00:17 GMT -5
Sooooooooooooooooooooo here's the thing.
In a work of fiction as random and wacky as 3WSR, I normally don't like putting hard limits on what someone can and cannot do. New Powers As The Plot demands is a fun way to play. But in a work of fiction as continuity-driven and lore-heavy as 3WSR, it can be nice to have some hard limits: Character A can do this, but not this, and can secretly also do this.
So here's the basic idea. We come up with a list of basic abilities in various categories, such as elemental magic, necromancy, morality magic, et cetera. We decide who has access to each ability, whether they are innate or learned through training, and the cost of using them.
For example: The colorfolk as a whole have magical ability equal to that of most mid-level magical acolytes. They know a large number of moderately powerful spells, such as the ability to turn one's pants into rockets. Though most colorfolk have identical powersets, reaching higher "levels" with their artifact, as Man In Steel recently did, gives them access to abilities unique to their bloodline. The advantage to being a colorperson is that since your power stems from the prism, you aren't drawing from your inner magical reserves. Ordinarily, using magic requires a certain amount of "magical energy", and using too much at once can temporarily exhaust it, and any castings made on an "empty tank" instead come from their life force, potentially killing them. But the colorfolk never run out of magic so long as the prism is working. The downsides of this system are worth noting though: if the prism is destroyed, the colorfolk lose their infinite magical energy. If their artifact is lost, they can't access personalized powers. And most importantly, while the "colorfolk spells" are numerous, they are deliberately somewhat weak and defense-oriented. Colorfolk can't create fireballs or cause storms, unless their artifact allows it, as the colorfolk are not meant to be warriors. Most elemental spells are unavailable to them for this reason. The colorfolk spell repetoire mostly contains spells for flight, healing, conjuring or repairing objects, shields, and transformation spells.
Necromancy comes in a variety of forms, and is not inherently evil. Good necromancers are actually quite common. They view death and the human body different from traditional norms, and are in fact highly spiritual. Most necromancers learn their trade at the Vyskothi Academy in the wilds of Finland. As necromancy in 3WSR is related to life, death, and the human body, healing spells are technically necromancy, and most necromancer adepts focus on healing. Necromancy can also be used for the creation of undead. This isn't technically evil either, as necromancers are of the belief that the human body is but a tool temporarily inhabited during life, and when a necromancer of the Vyskothi school dies, they usually request that their body be returned to the academy to perform groundskeeping work in zombie form. The "dark" necromancy spells usually involve the use of undead in combat, the "stealing" of life force from others to increase one's own, and the creation of magical disease and pestilence. Most necromancers must be trained, but a few unfortunate individuals are born with a handful of powerful abilities- Priori, for instance, is a natural necromancer, born with the ability to animate corpses, and over the past hundred years she learned many other powerful necromatic abilities. Sickoia, the VEC healer, also studies necromancy, but exclusively for healing spells, and she also studies herbalism and other healing methods.
Feel free to add suggestions and corrections!
In a work of fiction as random and wacky as 3WSR, I normally don't like putting hard limits on what someone can and cannot do. New Powers As The Plot demands is a fun way to play. But in a work of fiction as continuity-driven and lore-heavy as 3WSR, it can be nice to have some hard limits: Character A can do this, but not this, and can secretly also do this.
So here's the basic idea. We come up with a list of basic abilities in various categories, such as elemental magic, necromancy, morality magic, et cetera. We decide who has access to each ability, whether they are innate or learned through training, and the cost of using them.
For example: The colorfolk as a whole have magical ability equal to that of most mid-level magical acolytes. They know a large number of moderately powerful spells, such as the ability to turn one's pants into rockets. Though most colorfolk have identical powersets, reaching higher "levels" with their artifact, as Man In Steel recently did, gives them access to abilities unique to their bloodline. The advantage to being a colorperson is that since your power stems from the prism, you aren't drawing from your inner magical reserves. Ordinarily, using magic requires a certain amount of "magical energy", and using too much at once can temporarily exhaust it, and any castings made on an "empty tank" instead come from their life force, potentially killing them. But the colorfolk never run out of magic so long as the prism is working. The downsides of this system are worth noting though: if the prism is destroyed, the colorfolk lose their infinite magical energy. If their artifact is lost, they can't access personalized powers. And most importantly, while the "colorfolk spells" are numerous, they are deliberately somewhat weak and defense-oriented. Colorfolk can't create fireballs or cause storms, unless their artifact allows it, as the colorfolk are not meant to be warriors. Most elemental spells are unavailable to them for this reason. The colorfolk spell repetoire mostly contains spells for flight, healing, conjuring or repairing objects, shields, and transformation spells.
Necromancy comes in a variety of forms, and is not inherently evil. Good necromancers are actually quite common. They view death and the human body different from traditional norms, and are in fact highly spiritual. Most necromancers learn their trade at the Vyskothi Academy in the wilds of Finland. As necromancy in 3WSR is related to life, death, and the human body, healing spells are technically necromancy, and most necromancer adepts focus on healing. Necromancy can also be used for the creation of undead. This isn't technically evil either, as necromancers are of the belief that the human body is but a tool temporarily inhabited during life, and when a necromancer of the Vyskothi school dies, they usually request that their body be returned to the academy to perform groundskeeping work in zombie form. The "dark" necromancy spells usually involve the use of undead in combat, the "stealing" of life force from others to increase one's own, and the creation of magical disease and pestilence. Most necromancers must be trained, but a few unfortunate individuals are born with a handful of powerful abilities- Priori, for instance, is a natural necromancer, born with the ability to animate corpses, and over the past hundred years she learned many other powerful necromatic abilities. Sickoia, the VEC healer, also studies necromancy, but exclusively for healing spells, and she also studies herbalism and other healing methods.
Feel free to add suggestions and corrections!