If your interest was piqued by news about my forthcoming Jewelspider RPG last time, there's more today. Much more, in fact. I've been working away at the magic system, and finally it's been unveiled to all those patient Patreon backers.
Jewelspider is set in the world of Legend (the same setting as Dragon Warriors) but it's more of a realistic take on Legend's medieval origins. This is the world as the people inhabiting it believe it to be. Magic is real, but it isn't a matter of careening fireballs and glitzy special FX. Typically a spell takes minutes, hours or even days to cast, but the outcome is much more significant than simple artillery.
The theory is that an evocative and flavourful magic system will mean that every spellcasting attempt is an adventure seed in its own right. To achieve that goal I'm eager for feedback from the Patreon backers (that wisdom of crowds thing) and after that I'll be releasing the game, first as a PDF and then in print form.
In brief, this is how the Jewelspider magic rules work:
The Nature of Magic
Magic in Jewelspider is a subtle art, often requiring tools and time to manifest. The core of the system lies in reality's reluctance to be altered by magic; overt magical effects are challenging to achieve.
Spellcasting Mechanics
Mastery Levels: To cast a spell, characters must possess mastery in the relevant type of sorcery.
Skill Use: Most spells are cast using Reasoning, though some can be woven from artistic expressions using Artistry.
Intrinsic Difficulty: Each spell has a difficulty level that must be met or exceeded for successful casting.
The Seven Magical Laws
Each of these modifies the difficulty of casting.
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Contagion: Using personal items like hair or nails can influence spell difficulty.
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Subtlety: Spells cast without witnesses are easier to achieve.
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Deferment: Delayed effects are simpler to integrate into reality.
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Proximity: Closer targets make for easier spellcasting.
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Impermanence: Temporary spells are easier than permanent ones.
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Invitation: Spells accepted by targets (even unwittingly) are more potent.
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Sympathy: Artistic mimetic components (e.g., a feather for a levitation spell) can enhance spell effectiveness.
Tools and Time
The effectiveness of a spell often depends on the tools used. Rings, Diagrams, Books, Apparatus, and Laboratories each provide varying bonuses and require different amounts of time to use, from instantaneous to several hours.
Success, Failure, and Partial Success
Success: If the casting effect equals or exceeds the difficulty, the spell works as intended.
Failure: No effect occurs, though mishaps are possible.
Partial Success: Unexpected, often uncontrolled effects occur, adding a layer of unpredictability and excitement to spellcasting.
Counterspells and Wards
Defensive measures like Wards and the innate ability to resist spells by other sorcerers add depth and strategy to magical duels and encounters.
If you want to dive into the full details and join the conversation, head over to my Patreon page. Your support helps bring Jewelspider to life, and you'll get exclusive content and a behind-the-scenes look at the development process. Or just join as a free member, which still gives you access to a whole lot of early posts and ensures you'll get updates about publication.
(The image at the top is from Robin of Sherwood. As if you couldn't tell.)