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A Soft Magic System: "Fae" magic

This is a WIP! if you have comments or questions please let me know in the comments below! WIP Notes: The goals for this soft magic system: to reward the PC creativity with magic that they can manipulate very flexibly to weave lore into the PC character and tie in cool magical scenes for the DM to play with to allow the DM to buff creatures and BBEG with some cool spells to balance the DC with the difficulty of the spell with associated consequences and true abilities of raw mana to make soft magic spells trainable to PC by setting achievable yet rightfully difficult milestones or rituals to enhance the gameplay for both the DM and PC while maintaining a balance of difficulty

The casting of Spells

The way to approach this magic system is quite simple, as it is based around Ilhacia's abundance of raw mana (aka magic weave) the exists everywhere. Though invisible to the naked eye, mana is infused in the very essence of everything from plants to animals to the rocks, water, and even people after living in Ilhacia for long enough. And soon enough, mages began to notice, document, and study the way that magic works in Ilhacia, though only the most skilled and attuned are able to reach out and ask command the weave itself.

The weave may respond to strong-willed (WIS) or knowledged (INT) requests from a caster of any race or class at any time at no cost to the caster. The only prerequisite is that you must have at least 1 spell regularly without equipment. The nature of the magic the caster has does not affect the Fae Magic Spell.

Note that CHA is not able to be used to manipulate mana, though CHA casters can attempt to with their INT or WIS instead of CHA. This is due to the nature of the raw mana of Ilhacia. While it can be commanded, it is not commanded in a sentient way but as if it were undifferentiated magic (in my brain, it is like the stem cells of magic). The caster reaches out with their intellect or spirituality to manipulate the undifferentiated weave into a string of commands, spoken or willed to the mana directly. This can be negotiated with the DM on a game-by-game basis and may be allowed if the player can convince the DM, but I can't see a way for raw, non-sentient particles to be persuaded. 

The Creation of Spells

A need may arise when your players or character may reach out to the mana for help in attack, defense, stealth, or retreat. This need gives you the ability to create a spell and roll to see if it works. When a player casts a Mana Command Spell, they must speak their command to the mana. The command is then interpreted by the DM and gauged into a DC class on the table below. The spellcaster must roll 1d20 plus their spell casting modifier or spell attack depending on the nature of the command. Add any additional bonus granted by effects or other spells as in a CHECK or ATTACK depending on the nature of the command.

The Nature of Spells

Each spell will have a nature to it, that decides the damage and/ or effect of the commands upon the mana. You can relate it back to either of the WotC "magic" systems below, and Ill explain how each works

D&D 5e Schools of Magic

Magic the Gathering Mana

Historia
Spell | Sep 17, 2021
Decay
Spell | Sep 3, 2021

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