Arch-Sorcerer Gargamel
03-11-2002, 05:05 AM
Shadow magic has been tossed around on these forums and hinted at in official products and novels. Considering that shadow has such a strong influence on the fears of Cerilians, Shadow Magic would be within the scope of the setting.
Rules for a system of shadow magic already exist within other settings. It would most likely be neccesary to create our own or alter the existing rules to fit the setting of Birthright.
Here lies the system I propose:
The system within the Forgotten Realms setting, with alterations.
Basically, there are 4 feats that determine the system along with background. These are Shadow Weave Magic, Pernicious Magic, Tenacious Magic, and Insidious Magic. The names for the latter three are somewhat vague. Shadow (Mebhaighl from now on) Magic increases your caster level for its associated schools by one and decreases your caster level for its weak schools. In addition to this, it also permanently costs its users 2 points of Wisdom. Pernicious Magic makes your associated spells harder to counter and weakens your ability to counter spells of the weakened schools. Tenacious Magic your associated spells harder to dispel, and makes it harder for you to dispel spells from the weakened schools. Insidious Magic makes spells harder to detect with divination and weakens your divinations in a similar manner.
Instead of the schools in the Forgotten Realms associated with Shadow Magic, I suggest the schools of Necromancy, Illusion, and Divination (Low Magic + Necromancy). As the weak schools of Shadow Mebhaighl I would suggest Alteration and Enchantment.
The reasoning behind these suggestions are based on the Shadow World's inherent affinity for un-life. Enchantment should be replaced with illusion because of Illusion ease of use in the world (Particularly, Magicians have access to it). Also, enchantment is more affiliated with life than it is with un-life. However, this causes the Insidious Magic feat to lose part of itself. It really isn't much of a loss, so I suggest that the divination weakening aspect of it removed.
I also think that the Feat should give Magicians access to Necromancy spells above 2nd level. I envision that there would be more Shadow Magicians than Shadow Wizards or Shadow Sorcerers. The story behind this would be something along the lines of a curious (unblooded) Magician was seeking for ways to increase his power, and upon studying, discovered Shadow Mebhaighl. This method makes Shadow Magic more desirable to Magicians than Wizards and Sorcerers and doesn't make them too powerful, but they can become impressive opponents (Still more desirable as NPCs than Player Characters and still much weaker than normal Wizards and Sorcerers). This feat could also take the place of the Feats for bloodlines or Elven descent when considering access to some possible prestige classes.
Also, this requires the discussion of Shadow Sources (for Shadow Magic Regents). Shadow Sources should come from the same pool as regular sources. However, Shadow Mebhaighl users should suffer penalties when interacting with normal sources and vice-versa (contesting and affecting with Realm spells and whatnot). Also, there should be a long, painful method for converting sources to and from Shadow Mebhaighl.
I would like to hear some feedback, if that wouldn't be too much to ask.
Rules for a system of shadow magic already exist within other settings. It would most likely be neccesary to create our own or alter the existing rules to fit the setting of Birthright.
Here lies the system I propose:
The system within the Forgotten Realms setting, with alterations.
Basically, there are 4 feats that determine the system along with background. These are Shadow Weave Magic, Pernicious Magic, Tenacious Magic, and Insidious Magic. The names for the latter three are somewhat vague. Shadow (Mebhaighl from now on) Magic increases your caster level for its associated schools by one and decreases your caster level for its weak schools. In addition to this, it also permanently costs its users 2 points of Wisdom. Pernicious Magic makes your associated spells harder to counter and weakens your ability to counter spells of the weakened schools. Tenacious Magic your associated spells harder to dispel, and makes it harder for you to dispel spells from the weakened schools. Insidious Magic makes spells harder to detect with divination and weakens your divinations in a similar manner.
Instead of the schools in the Forgotten Realms associated with Shadow Magic, I suggest the schools of Necromancy, Illusion, and Divination (Low Magic + Necromancy). As the weak schools of Shadow Mebhaighl I would suggest Alteration and Enchantment.
The reasoning behind these suggestions are based on the Shadow World's inherent affinity for un-life. Enchantment should be replaced with illusion because of Illusion ease of use in the world (Particularly, Magicians have access to it). Also, enchantment is more affiliated with life than it is with un-life. However, this causes the Insidious Magic feat to lose part of itself. It really isn't much of a loss, so I suggest that the divination weakening aspect of it removed.
I also think that the Feat should give Magicians access to Necromancy spells above 2nd level. I envision that there would be more Shadow Magicians than Shadow Wizards or Shadow Sorcerers. The story behind this would be something along the lines of a curious (unblooded) Magician was seeking for ways to increase his power, and upon studying, discovered Shadow Mebhaighl. This method makes Shadow Magic more desirable to Magicians than Wizards and Sorcerers and doesn't make them too powerful, but they can become impressive opponents (Still more desirable as NPCs than Player Characters and still much weaker than normal Wizards and Sorcerers). This feat could also take the place of the Feats for bloodlines or Elven descent when considering access to some possible prestige classes.
Also, this requires the discussion of Shadow Sources (for Shadow Magic Regents). Shadow Sources should come from the same pool as regular sources. However, Shadow Mebhaighl users should suffer penalties when interacting with normal sources and vice-versa (contesting and affecting with Realm spells and whatnot). Also, there should be a long, painful method for converting sources to and from Shadow Mebhaighl.
I would like to hear some feedback, if that wouldn't be too much to ask.