Empyrean Extension - Magic System

Magic in Empyrean

Empyreans are already highly spiritual creatures with very strong, phenomenal powers. The magic system is meant to enhance the diversity between different kinds of Empyreans, but is also meant to introduce an element that is already present with the most formidable of Empyrean Powers. 

For this reason, the magic system is an optional extension of Empyrean that cannot easily coexist with the existing power system. With using the Magic System, Empyrean Powers become more subtle. 

To reflect this, it is recommended that the following powers become increasingly difficult to acquire, or perhaps they are only available as spells.

- Aetherean Edge
- Bane
- Celestial Panoply
- Empyrean Wings
- Eternal Flame
- Shroud of Night
- Soul Blade
- Tempest

Magic is meant to be the only means for the Empyrean to manifest spectacular effects. When magic is available, Empyreans are overall considered to have more subtle "psychic" powers. For this purpose the concept of empowerment of a certain action is probably better suited when Magic is used, and other Empyrean Powers are best restricted.

Another alternative is to enhance the function of magic, so that its effects are visibly more formidable, but be aware that such an adjustment means that the same thing will apply to all enemies that the players will encounter. This certainly makes for a more epic and dramatic pacing.

Aether Weave

Aether Weave is a special empyrean power that enables Empyreans to sense the Aetheric currents around them and weave the energies thereof into magic spells with specific results.

Empyreans use powerful runes to unlock their magical powers, but the Rune system and the ways it works is quite involved.

Instead of this, a simpler system is described in this post, leaving the possibility to further extend the Magic System with the actual use of Empyrean runes.

As with other powers, the Invoker (the equivalent term for magician among Empyreans) expends 1 Destiny to activate Aether Weave, by focusing intensely for a brief moment.

To acquire Aether Weave, an empyrean must first develop the Talent Empyrean Invocation.

The power and talent are accessible to Empyreans with Spirit level 4 or Spirit level 5, but level 5 is recommended. Empyreans with Spirit lower than that are simply not spiritually equipped to handle such refined practice.

The talents Focus: Spirit, and Superiority: Spirit are both highly recommended for those who want to have a more reliable experience with Empyrean Invocation.

Spells are mastered as Lore and each spell is learned as a new body of Lore. Spells are grouped in circles of power, ranging from Circle 1 to Circle 5 spells. Regardless of their circle and rarity, all spells cost the same to learn. Nonetheless, more powerful spells are always more rare and less accessible during play.

When the invoker activates Aether Weave, they roll Spirit to determine their Soulforce. Soulforce determines both the potency of the invoker's magic but also their access to higher circles of spells. With 0 successes the invoker can only perform minor magic, so at least 1 success is required in the Spirit roll in order for the invoker to actually use any magic of substance.

The invoker needs equivalent Soulforce to the circle of the spell they wish to cast. Thus a 5th circle spell requires a Soulforce of 5.

The Invoker receives supremacy in all spell rolls. Each spell describes the results of the roll in its own entry. The successes of the spell roll are also called Spell Power. The enemy's successes scored while trying to resist a spell's effect, directly reduce the spell's power. A spell with 0 spell power left has very small impact.

Talents

Empyrean Invocation (Requires Mysticism, Empyrean character, Spirit Level 5 or Spirit Level 4, Aether Weave Power). You are trained to harness the aetheric currents into formulaic spells, sigils, runes and glyphs, gaining access to Empyrean Magic. You begin play with Empyrean Invocation 1 and knowing 1 spell or rune of your choice. High insight grants you some bonus spells initially. You can take this talent multiple times. Each time it unlocks access to a new spell level and grants a spell from that level. You can purchase additional spells as if they were new lore. If using the rune alternative, you learn a rune from the equivalent tier.

Aetheric Channeling: You know how to channel powerful aetheric energies without frying your brain. While Aether Weave is active, you can cast spells or use runes as if your Soulforce was higher by 1.

Wind Weaver: You are seasoned with the Aether Weave and can activate it effortlessly. You do not need to spend destiny to cast Empyrean Invocation, but if you do not spend destiny you also do not receive Supremacy in your spellcasting roll.

Soulfire: Your Inner Fire manifests as powerful Etheric Soulfire. When not using Inner Fire to actively self-heal, your Soulforce is increased by +1.

Example Spells

Circle 0

Light: You illuminate an area around you with a radius equal to your [Spell Power]. The strength of light is roughly equivalent to what a 40W lightbulb would produce. The Light you produce lasts as long as you like, and you can switch it on and off with a simple gesture.

Aetheric Phantasm: You produce an ethereal vision that can be used to relay messages, or produce illusions of little practical use, but high entertainment value, especially useful for relaying a story visually.

Circle 1

Energy Bolt: A bolt of sheer energy bursts forth from your fingertips, striking a single foe within a maximum distance equal to [Soulforce] + [Spell Power]. The bolt deals damage equal to [Soulforce] + [Spell Power]. Energy Bolt can be dodged as a ranged attack, but it can also be used effectively as a weapon during a melee engagement.

Circle 2
Energy Ray: A line of sheer energy bursts forth from your fingertips, striking all foes, caught in its path within a maximum distance equal to [Soulforce] + [Spell Power]. The line's length is equal to [Soulforce] + [Spell Power]. The bolt deals damage equal to ([Soulforce] + [Spell Power]) x2 to all targets caught in its path. Energy Ray can be dodged as a ranged attack, but it can also be used effectively as a weapon during a melee engagement.

Healing Hand: Your touch heals the wounds of your allies. Add up your [Soulforce] + [Spell Power]. Every 3 points restore 1 wound. Every 5 points restore a grievous wound.

Circle 3
Energy Blast: A blast of powerful force energy bursts from the chosen point, after emanating like a ball of concentrated energy from your fingertips. The blast has a radius equal up to your Spell Power, and a distance equal to ([Soulforce] + [Spell Power]) x2. The blast deals damage equal to ([Soulforce] + [Spell Power]) x2 to all targets caught in its path.

Circle 4
Energy Storm: A potent storm of powerful force energy emanates from the chosen point, after emanating like a ball of concentrated energy from your fingertips. The storm has a radius equal up to your [Soulforce] + [Spell Power], and a distance equal to ([Soulforce] + [Spell Power])x3. The storm is truly devastating, dealing damage equal to ([Soulforce] + [Spell Power]) x3 to all targets caught in its path.

Circle 5
Gift of Unbeing: A beam of concentrated force energy emanates from your fingertips, striking your target with the very power of something utterly inevitable. The target of the beam suffers damage equal to [Soulforce] + [Spell Power] x 5. The range of the beam is equal to [Soulforce] + [Spell Power].

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