Arrowhead Islands Catalyst Magic

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Ruffnut
Hero
Posts: 674
Joined: Fri Aug 26, 2016 8:17 am

Arrowhead Islands Catalyst Magic

Post by Ruffnut » Tue May 29, 2018 8:30 am

The Main Rules Of Catalyst Magic So Far:
(Since I Am Pasting This Over Formatting Might Be Messed Up)
(WIP)
Overview

Rules
Catalyst Crystals are formed when magical residue in the air condenses, through the same method moisture in the air turns into rain. However, they are immensely rare, and if you find one you are either immensely lucky, for they are very valuable, or destined to become its wielder, for they possess magic that draws it's chosen champion to it, where he will see it, and in that moment his destiny will be decided. All Catalyst Crystals begin white in colour, but when someone of magical potential releases a small portion of his magic into it, it will change colour to match his element. If he ever forsakes it, gives it up or leave it for a large amount of time it will revert back to its original, empty colour.

The first challenge for any would-be Catalyst Magician is activating their gem, for they have most likely not unlocked their magical potential, and as such will be unable to activate it. Everyone has a predetermined Element, chosen from birth that suits their personality. This will reveal itself through the colour of their crystal once they succeed in activating it.

Skills
Main Skills
Catalyst Magic

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

Other Skills
Magic Lore
Second Sight - Catalyst

Levels
Unlike regards skills, Catalyst Magic skills have 12 Levels. 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), as well as your Magic score, 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, the spell is also cast, except that you must pay twice the MP cost, and if you cannot pay the full MP cost as a result, the rest is halved (rounding fractions up) and deducted from the casters stamina. 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.

Catalyst Crystals

Overview
Catalyst Crystals are the single most important item for any Catalyst Magician. A Catalyst Crystal is akin to an oval pearl, but are coloured differently for every element. Unlike other gemstones, the colour in a Catalyst Crystal is solid; they are not transparent at all. They are not consumed when casting a spell, instead they stay with their owner until they are separated or consumed in the process of Consumption to cast a powerful spell.

Creation
Catalyst Crystals are formed when magical residue in the air condenses, through the same method moisture in the air turns into rain. However, they are immensely rare, and if you find one you are either immensely lucky, for they are very valuable, or destined to become its wielder, for they possess magic that draws it's chosen champion to it, where he will see it, and in that moment his destiny will be decided. All Catalyst Crystals begin white in colour, but when someone of magical potential releases a small portion of his magic into it, it will change colour to match his element. If he ever forsakes it, gives it up or leave it for a large amount of time it will revert back to its original, empty colour.

Becoming A Catalyst Magician
The first challenge for any would-be Catalyst Magician is activating their gem, for they have most likely not unlocked their magical potential, and as such will be unable to activate it. Everyone has a predetermined Element, chosen from birth that suits their personality. This will reveal itself through the colour of their crystal once they succeed in activating it.

Usually they will have to find a magical tutor or go a magical school of their respective element, but for some rarer elements this may not be possible, so they will instead have to make do with one of their most important main element. There they will be able to learn Catalyst magic up to level four, although schools of varying qualities will have varying maximum levels they can teach to.

From that point,

Optional Rules
6 Levels Instead Of 12
If you would rather only use 6 levels in your games, double the XP cost and award the levels 2 at a time.
He just sits there tapping away all day on a tiny screen. But he tells everyone that he is slaying Orcs.

Ruffnut
Hero
Posts: 674
Joined: Fri Aug 26, 2016 8:17 am

Re: Arrowhead Islands Catalyst Magic

Post by Ruffnut » Tue May 29, 2018 8:37 am

(WIP)
Water
Level 1:
Create Water (Minor)
This spell allows the caster to create water from the moisture in the air. The speed at which it is created depends on the level of your relevant Element skill and the amount of moisture in the air, although on average at lower levels it will only be a few drops every second, and at higher levels a small trickle of water.

Direct (1+)
This spell allows water to move through the air to it's target. Its movement is slow and every 50cm it moves will cost 1mp. Since the water must be tethered to a source by at least a small puddle, different sized sources have different limits to the distance they can extend. An example large source is a lake, and an example tiny source is a church font.

Tiny Source: 1m
Small Fire: 2m
Medium Source: 4m
Large Source: 20m
He just sits there tapping away all day on a tiny screen. But he tells everyone that he is slaying Orcs.

Ruffnut
Hero
Posts: 674
Joined: Fri Aug 26, 2016 8:17 am

Re: Arrowhead Islands Catalyst Magic

Post by Ruffnut » Tue May 29, 2018 6:44 pm

Edited the casting and rules section of Catalyst Magic:

https://docs.google.com/document/d/1cVn ... pdrivesdkk

(I also have a scientific explanation for the addition to the rules section but I chose not to include it. Feel free to ask about what it is)
He just sits there tapping away all day on a tiny screen. But he tells everyone that he is slaying Orcs.

shintokamikaze
Hero
Posts: 544
Joined: Sun Jul 19, 2015 1:40 pm

Re: Arrowhead Islands Catalyst Magic

Post by shintokamikaze » Tue May 29, 2018 7:12 pm

Great work, I'm looking forward to the full book.

Ruffnut
Hero
Posts: 674
Joined: Fri Aug 26, 2016 8:17 am

Re: Arrowhead Islands Catalyst Magic

Post by Ruffnut » Thu Jul 26, 2018 9:02 am

Good progress done on water magic. When I start adding ice moves it will get faster
He just sits there tapping away all day on a tiny screen. But he tells everyone that he is slaying Orcs.

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