Open prappleizer opened 2 years ago
I posted this here because I've been considering it (and more broadly, how the PC's "levels" would interact with the settings variant arcana).
In my mind, we can't penalize PCs who take casting classes for being in the outskirts of the galaxy, mostly because of the fact that it wouldn't affect martial classes. I quote Keith Baker here: "The PCs are extraordinary in the setting". I think that even if you're playing rogues and outlaws, etc., the idea will be that the PCs by virtue of their level can draw as much arcana as they need to power their class abilities. But perhaps some form of disadvantage on spells above a certain level could be considered if you're way out there. On the other hand, most enemies in the outer reaches, say, will not be using a lot of arcana (not that they can't hit you in other ways).
So for the following rough guidelines (subject to debate) my assumption is that this is the "cap" on magic level being used by everyone except the PCs. That is to say, the "average" caster in the setting would pull about this much in these locales. But there exist expert casters, etc., who can always extract a bit more from the weave than quoted here.
I like the idea of a disadvantage range and an "impossible without special features" range that varies by environment. Maybe in the outer reaches, you have disadvantage on everything above 1st level, but then 6-9 level spells are just straight up impossible. Or maybe there are quirks, like the magic is more volatile or dangerous. Maybe it risks some kind of corruption or "Name of the Wind" esque self-drawing which can ice you instantly.
I think the arcano-tech can help out with this also! Maybe there is a version of energum which can be used to hack into a higher energy source that might be a bit farther away. This kind of tech would be expensive and highly sought after, because you could really be powerful if you're the only one who can cast any high level spells in your whole sector.
I like those ideas — also, it gave me the idea that perhaps those are environments that could make use of a "wild magic surge" table like the many floating about — we could even craft one for this setting. Upcasting in regions without reliable arcana flow might let a spell go off, but there's an unintended consequence you have to roll for!
I think your mechanics for a stepping stair system of castable --> castable with disadvantage / wild surge --> impossible is a good one. And then yeah, some rare tech might be able to extend / store energum long enough, or draw it more efficiently, to power arcane workings out there..... but very rare and expensive indeed.
Oh I am ALWAYS down for a wild magic surge-type table. Fantastic idea. I would love to brainstorm ideas for the table, but it would be great if it had like a solid d100 options to keep it really unpredictable.
On that note, I've added a page (here) where we can toss wild magic ideas. If you think of any fun ones, just toss em in! I'll do the same.
From Claire:
I think maybe more concrete examples of what kind of magic and magi-tech can be worked from like, on-planet events, vs young stars, dense clusters, and arcanum itself?