Tales from the Aether TTRPG System: Spells and Magic
Masterpost // Previous // Next
This is a peak at some design elements of my TTRGP Tales from the Aether. This is not dnd. If you think some of these ideas are interesting, check out my Masterpost linked above and feel free to send me feedback :D
Everyone can learn magic and spells in this system very easily as every player can choose to know 1 novice Spell at level 1 regardless of whether or not they are trained in any of the Magic Skills. However, beyond character creation, it takes a bit more work to learn Spells.
The number of spells a character can learn is equal to their Magic Attribute but they may learn more depending on Ancestry or Feats. This may seem restricting but Spells work a little differently in this system. Learning a Spell is only the first step on your magical journey as every Spell has a plethora of Upgrades that you can learn to make a single spell multi purpose and escalate in power with you.
In order to learn a new Spell, it must be of a Rank you can learn. For example, my Abjuration Skill is Journeyman Rank but I want to learn an Expert Abjuration Spell. Well, I can't. I would have to hold onto the spell until I reached the proper skill level.
Now, there are four ways to learn new Spells and to gain upgrades and it may vary for your character on a Spell by Spell basis. These are: Innate Spells, Faith Spells, External Spells, and Learned Spells.
Innate Spells are Spells you just know. No on taught you them as they seem to be a natural part of you for what ever reason. These spells are thus more volatile than others and have a 1 in 20 chance of either doubling the strength and effect or failing entirely (rolling a 20 and a 1, respectively). As you grow in power, new spells and spell upgrades will reveal themselves to you - and your character may have no idea what spells or upgrades they will learn until you give it to them.
Faith Spells are Spells you harness through faith. This could be faith in a religion, faith in the self, faith in an ideal, etc. Your faith is so powerful it can literally move mountains but if it wavers, you may lose your ability to use these spells all together. Faith spells are a bit of a mixture of the three other types. Your character can strive to learn specific spells that are influenced by their faith but do not need to do research persay to learn. The spells come more naturally but can also be lost far more easily as faith can be fickle. If your character is losing faith or struggling to maintain their faith, there is a 50% chance their spells will fail. If your character has lost faith entirely, they cannot use their faith spells. If your character’s faith is strong and unwavering, their spells are as well.
External Spells are Spells given to you from an external force through a pact, parasitic relationship, or residue from an encounter with a creature or location. These spells leave a physical mark on your body when you learn them and will continue to change you the more you use them. This could be a change in hair color, tattoos or markings that appear overnight, a change in eye color or shape, or whatever you want it to be. This change represents the physical toll of channeling power that is not your own and the mark of whatever entity has given you these spells. Additionally, your character may not have a choice in what spells are bestowed upon them and the entity can remove your ability to use these spells whenever it pleases or if the contamination has naturally worn off over time.
Learned Spells are Spells you learn through research and study. These spells are the most consistent out of the three. Once you learn a spell, it is yours. However, in order to improve these spells, you will need to continue studying and experimenting with them which may involve keeping “spell books” or notes of some kind that detail your experimentation. If your notes are destroyed or stolen, you will need to start over with what you remember if you wish to continue improving the spell.
The different schools of magic are technically arbitrary constructions as magic is magic but so is violence. It takes different technique to wield a shield, a dagger, and a war hammer just as it takes a different skill set to protect, destroy, or create.
Abjuration is the school of protection and wards. This includes increasing one's Defense Bonus (will explore when discussing combat) and Resistances or creating wards that prevent creatures from approaching.
Alteration is the school of change. These spells alter the world around you such a levitating objects, transforming one creature into another, and manipulating time.
Conjuration is the school of summoning and transportation. These spells summon spectral weapons and armor as well as creatures to fight for you. It is also the key to traveling across the world or to different planes.
Evocation is the school of curses and the spirit. Oftentimes shunned, this school delves into dark places and is far more volatile than others.
Glamor is the school of the mind. These spells alter the minds of creatures to give them hallucinations that allow you to manipulate them like puppets on a string.
Mysticism is the school of knowledge. These spells allow you to see the truths of the world around you as well as what was, what is, and what has yet come to pass.
Necromancy is the school of healing and undeath. Necromancy is well known for its penchant for keeping allies up and fighting regardless of the shape they may be in.
Primal is the school of elements. These spells allow you to manipulate and invoke the power of nature through fire, plants, and more.
Next week I'll discuss equipment and durability