Catalyst Magic Of The Arrowhead Islands

Post Reply
Ruffnut
Hero
Posts: 710
Joined: Fri Aug 26, 2016 8:17 am

Catalyst Magic Of The Arrowhead Islands

Post by Ruffnut » Tue Feb 06, 2018 10:25 pm

This is an idea I have been toying with for over 2 years now. There are four main elements: Earth, Fire, Water and Air. People harness these powers through the magical Catalyst Crystals. Without them only basic magic can be used. Each crystal has a set element and works best for the person it has "Bonded" with. There are also more "Exotic" ones such as electricity (Fire + Earth), Ice (Air + Water) and smoke (Water + Air). This magic exists solely within the Arrowhead islands: No outsiders currently know it. Soon I will start working on rules, as well as the rest of my Arrowhead Islands expansion.

C&C Welcome.

Many Thanks for reviewing this post from Ruffnut
He just sits there tapping away all day on a tiny screen. But he tells everyone that he is slaying Orcs.

HedgeWizard
Adventurer
Posts: 158
Joined: Wed Dec 06, 2017 3:20 pm

Re: Catalyst Magic Of The Arrowhead Islands

Post by HedgeWizard » Wed Feb 07, 2018 11:33 am

Could this be something which used similar ideas as to what was discussed here?

viewtopic.php?f=13&t=442

With the obvious difference of being more restricted in the type of spells you can do.

Ruffnut
Hero
Posts: 710
Joined: Fri Aug 26, 2016 8:17 am

Re: Catalyst Magic Of The Arrowhead Islands

Post by Ruffnut » Wed Feb 07, 2018 4:39 pm

HedgeWizard wrote:Could this be something which used similar ideas as to what was discussed here?

viewtopic.php?f=13&t=442

With the obvious difference of being more restricted in the type of spells you can do.
This will most likely use similar spells, except that it's one gem for ALL spells of a certain type. Soon I will have a large opportunity to work on it.
He just sits there tapping away all day on a tiny screen. But he tells everyone that he is slaying Orcs.

Robb 1
Knight
Posts: 346
Joined: Wed Sep 28, 2011 4:55 pm
Location: Sheffield UK

Re: Catalyst Magic Of The Arrowhead Islands

Post by Robb 1 » Wed Feb 07, 2018 11:09 pm

I look forward to seeing how this develops. Might it be worth checking out WHFRP 1st ed Doomstones campaign that features elemental crystals and also nice models of each crystal to make to use as props? :) some nice effects too and some pretty nasty combined spell effects for if you join crystals together. though being warhammer theres some pretty nasty side effects and a very nasty pay off at the end of :D it all such is the power of chaos and tzeentch :lol:.

Dragon warriors rpg also has elementalists too wher they combine 3 of the elements one being a primary skilland 2 lesser skills it also uses 5 elements the last one being darkness

Ruffnut
Hero
Posts: 710
Joined: Fri Aug 26, 2016 8:17 am

Re: Catalyst Magic Of The Arrowhead Islands

Post by Ruffnut » Thu Feb 08, 2018 5:22 pm

As part of the accompanying Arrowhead Islands Expansion I Made This. I decided to made Jobs to replace the special skills the species gets.

Races

Island Native
Appropriate Racial Bonus And Survivor (Island)
Lore Special Skill of Choice
Religion Lore
Swim
City Lore (Arrowhead Archipelago)

Pirate
Appropriate Racial Bonus And Swashbuckler
Sea Lore
Swim
Crafting or Navigation
Religion Lore

Trader
Appropriate Racial Bonus And Entrepreneur
Navigation
Bargain
Stewardship
Evaluate

Herbalist
Appropriate Racial Bonus And Natural Healer
Healing
Plant Lore
Religion Lore
World Lore

Animal Tamer
Appropriate Racial Bonus And Animal Friend
Taming
Animal Lore
Awareness
Hunting

Chief
Appropriate Racial Bonus And Natural Leader
Leadership
Law
Religion Lore
City Lore

Headhunter
Appropriate Racial Bonus And Weapon Master
Hunting
Any Combat Special Skill
Trap Knowledge
Crafting

Farmer
Appropriate Racial Bonus And Natural Farmer
Herding
Farming
Crafting
Animal Lore

Priest
Appropriate Racial Bonus Or +1 Magic And Blessed Or Holy
Religion Lore
Magic - Priestly
Sea Lore
Healing

Watchman
Appropriate Racial Bonus And Hawkeye
Awareness
Armour
Any Combat Special Skill
Any Movement Special Skill
He just sits there tapping away all day on a tiny screen. But he tells everyone that he is slaying Orcs.

Ruffnut
Hero
Posts: 710
Joined: Fri Aug 26, 2016 8:17 am

Re: Catalyst Magic Of The Arrowhead Islands

Post by Ruffnut » Tue Feb 13, 2018 12:52 pm

In this thread I will now only post things to do with Catalyst Magic, everything else to do with the islands will be in their own thread.
He just sits there tapping away all day on a tiny screen. But he tells everyone that he is slaying Orcs.

Ruffnut
Hero
Posts: 710
Joined: Fri Aug 26, 2016 8:17 am

Re: Catalyst Magic Of The Arrowhead Islands

Post by Ruffnut » Tue Feb 13, 2018 1:35 pm

Here are the basics. There are also Hybrid elements made up of two or more elements, in which they are always in order of importance (e.g Ice = Water - Air), but they are still WIP. C&C welcome.

Skills
Main Skills
Catalyst Magic

Element Skills
Catalyst - Air
Catalyst - Earth
Catalyst - Fire
Catalyst - Water

Other Skills
Magic Lore
Second Sight - Catalyst

Levels
Unlike regards skills, Catalyst Magic skills have 12 Levels. If you would rather only use 6 levels in your games, double the XP cost and award the levels 2 at a time. Each level unlocks new spells and abilities for the respective element. Element and Other Skills cannot be higher than half of your Catalyst Magic skill, and that cannot be higher than half of your MAGIC Score.

Spells
Overview

If you do not possess a Catalyst Crystal, you can only cast spells that are a maximum of half your respective Element skill, and for each point it is over a quarter of your respective Element skill, the difficulty of the spell is one higher.

Casting
Instead of trying to roll under your MAGIC score, like you do in other magic types, each spell has a Difficulty Rating. For the casting process to be a success, you must first consume the necessary components (If any) then roll 2D6, add half the relevant Element skill (Ignoring fractions), and if your total is equal to or higher than the Difficulty Rating of the spell, the casting process has been a success and the spell is cast. If you fail, you will only get certain components back, and in the case of a fumble, you must roll on the relevant Oops table. However, if you are lucky and roll a double six, you may consult the relevant Critical Success table.
He just sits there tapping away all day on a tiny screen. But he tells everyone that he is slaying Orcs.

Ruffnut
Hero
Posts: 710
Joined: Fri Aug 26, 2016 8:17 am

Re: Catalyst Magic Of The Arrowhead Islands

Post by Ruffnut » Tue Feb 13, 2018 2:14 pm

Update to previous post. C&C welcome :P
P. S the area saying what you get at each level is supposed to be in a table but it did not format properly so in the final version it will look better. :P

Overview

Rules

Skills
Main Skills
Catalyst Magic

Element Skills
Catalyst - Air
Catalyst - Earth
Catalyst - Fire
Catalyst - Water

Other Skills
Magic Lore
Second Sight - Catalyst

Levels
Unlike regards skills, Catalyst Magic skills have 12 Levels. If you would rather only use 6 levels in your games, double the XP cost and award the levels 2 at a time. Each level unlocks new spells and abilities for the respective element. Element and Other Skills cannot be higher than half of your Catalyst Magic skill, and that cannot be higher than half of your MAGIC Score.

Spells
Overview
If you do not possess a Catalyst Crystal, you can only cast spells that are a maximum of half your respective Element skill, and for each point it is over a quarter of your respective Element skill, the difficulty of the spell is one higher.

Casting
Instead of trying to roll under your MAGIC score, like you do in other magic types, each spell has a Difficulty Rating. For the casting process to be a success, you must first consume the necessary components (If any) then roll 2D6, add half the relevant Element skill (Ignoring fractions), and if your total is equal to or higher than the Difficulty Rating of the spell, the casting process has been a success and the spell is cast. If you fail, you will only get certain components back, and in the case of a fumble, you must roll on the relevant Oops table. However, if you are lucky and roll a double six, you may consult the relevant Critical Success table.

Progression
Although each element has its own spells and abilities, they all follow the same Progression Tree.


Level
Progression
1
Spells
2
Spells
3
Ability, Spells
4
Spells
5
Spells
6
Ability, Spells
7
Spells
8
Spells
9
Ability, Spells
10
Spells
11
Spells
12
Mastery

Hybrid Elements
Some Elements, such as Ice, or Lightning do not have their own elements; they are instead made up of two or more Main Elements. Not all Main Elements in a Hybrid Element are as important, and this is represented in their Elemental Composition, with the most important Main Element coming first, and the least important last. Starting with the least important Main Element, the hero is awarded new spells and abilities at alternating levels. For example, in Ice (Water - Air), at level one he hero would receive the Air spells, and Water ones at level 2 etc. However, in the case of a Hybrid Element being made up of 3 Main Elements the spells and abilities awarded at levels 3, 6, 9 and 12 are instead awarded separately, following the normal rules with except that the most important Main Element getting both levels 3 and 12, with levels 6 and 9 being distributed normally between the other two Main Elements. Also, when distributing other levels, the least important Main Element misses it's first level in which it would get a reward. These changes for 3 Element Hybrids are to ensure that the Main Element gets the most important levels and abilities, as well as the Mastery.

All spells in Hybrid Elements should be modified to suit the Hybrid Element. One example of this for the Hybrid Element Ice (Water - Air) is a water spell shooting multiple bursts of water at high speeds becoming a spell that shoots multiple Ice shards at the target. Hybrid Elements also have modifiers they give to spells of a certain element to make them more akin to the Hybrid Element. Examples of this include include the aforementioned water spell dealing extra damage and being able to pierce armour, but losing its ability to rust metal and push back enemies.
He just sits there tapping away all day on a tiny screen. But he tells everyone that he is slaying Orcs.

Ruffnut
Hero
Posts: 710
Joined: Fri Aug 26, 2016 8:17 am

Re: Catalyst Magic Of The Arrowhead Islands

Post by Ruffnut » Thu Feb 15, 2018 5:48 pm

Any Thoughts?
He just sits there tapping away all day on a tiny screen. But he tells everyone that he is slaying Orcs.

HedgeWizard
Adventurer
Posts: 158
Joined: Wed Dec 06, 2017 3:20 pm

Re: Catalyst Magic Of The Arrowhead Islands

Post by HedgeWizard » Fri Feb 16, 2018 2:04 pm

Hi Ruffnut,

The system looks promising but the calculation process for the difficulty seems difficult at first glance with you having to make multiple calculations which can slow things down. You have to half your element skill and when you do a hybrid spell how does that work? Average of the halfs? How can that be made simpler?

With some example spells and difficulties it might be easier to picture. Are you looking to have a set spell list as is usually the case or a more free flow method like the one I attempted with philosophical magic?

Ruffnut
Hero
Posts: 710
Joined: Fri Aug 26, 2016 8:17 am

Re: Catalyst Magic Of The Arrowhead Islands

Post by Ruffnut » Fri Feb 16, 2018 3:38 pm

I will have a set list of spells for each element, although with near endless varieties of Hybrid spells (2 Water -Air might be called something different and you could always have a Water - Water - Air if air was not very essential) it is almost the same thing as endless spells. I am also planning to add light and dark, but those will come last. The reason you half the special skill is because it goes up to 12, and this way it is more balanced. You ignore fractions, and for hybrid spells I am thinking that you either figure out the average, or just divide the skills by the number of skills, then add them together and then cancel any fractions. Later today l will have another chance to do a lot of work on it so by tomorrow there will be another post or 3
He just sits there tapping away all day on a tiny screen. But he tells everyone that he is slaying Orcs.

Ruffnut
Hero
Posts: 710
Joined: Fri Aug 26, 2016 8:17 am

Re: Catalyst Magic Of The Arrowhead Islands

Post by Ruffnut » Mon Feb 19, 2018 8:43 pm

Any Ideas or improvements?
He just sits there tapping away all day on a tiny screen. But he tells everyone that he is slaying Orcs.

Post Reply