Magic
The Essence of Magic in TTRPGs
Spellcasting isn’t a science and it shouldn’t feel like one, it’s magical and in GnG we’ve injected the magic back into spells. With each spell being dynamic and manipulatable you can try almost anything that comes to mind. And the brand new spellcrafting rules allow for players and characters to forge new spells both in and out of game.
Mana
Instead of using a set of spell slots that are ridged and difficult to understander we use the mana system. It’s super easy to understand, very flexible, and it allows us to make unique interactions that just wouldn’t work in the spell slot system.
You have mana, spells cost mana, that’s all you need to know.
Sources
There are a variety of different sources for magic in the spellcasting talent tree and they all function thematically and mechanically different from one another allowing for spellcasters to fill a wide variety of roles in the team. Some like the innate source could function as tanks using their body magic to make themselves more resistant to damage where as others such as the divine could focus more on support and healing.
Spell trees
Each spell is evolved into what we call a spell tree, this is because each spell can be used in a wide variety of different ways. This is where the mana system comes in useful, instead of an “upcast” system that only allows a spell to be modified in 1 way our spell tree system allows casters to manipulate their spells in cool unique ways depending on the situation.
Tribute tables
The dark arcane that you dare to tamper with when casting spells is nothing if not dangerous and powerful. We represent that here with with spellcasting skill checks that are made each time you cast a spell. On a failure the spell still goes off but the arcane also calls for a tribute. The spellcaster rolls on the tribute table and a dark consequence ensues.
Joint spellcasting
Another time when the mana system helps us to make spellcasting more interesting. When an ally casts a spell if you also know that spell you can join in on their spell cast adding mana to the sell and making it even more powerful.
This effect becomes even more potent when preforming a “Rite” this is a joint spell cast of a ritual which allows the spellcasters to reach effects beyond their normal spellcasting capabilities.
Spell duels
Instead of a simple “counterspell” option, basically a “nope” button, we have implemented a spell duelling system that allows you to counter spells with your own spells. Using that frost wall against the flame tunnel or that radiant light against the shadow bomb. These kinds of interactions are fun and dynamic making the actual encounter more interesting.
Attunment
There is no set amount of attunment slots and an attunment item may require more than one slot itself. Attunment is tied to the Soul stat and investing in it will allow you to gain more slots and thus use more magical items.
Resurrection
Resurrection is not cheap and easy, and it shouldn’t be, there should always be a cost and I don’t just mean a diamond. The character returning and the one doing the resurrection should both feel the effects of this action for a long time to come and in GnG they do.
Mass summoning
Due to our mass combat system and how we’ve designed our summoning spells you’ll never have to worry about bogging down the game with a bunch of animal summons, you can still play that type of character and not feel like you’re ruining the fun for everyone else.