Sunday, October 21, 2012

The Holidays

Its not often you hear from someone that they have been unable to work on projects due the holidays in October. But, around my house we take our Halloween very seriously. Everything is decorated, and this year's costume is almost ready for paint so I thought I'd take a few minutes to put up the old "I'm not dead post".

You're welcome. I plan to be back to work next month. See you then.

Monday, October 1, 2012

I'm never far from Calla

Work has been super slow, so game design has had a chance to shine lately. Although today I spent most of the day working on my Calla campaign instead of robots. Once Halloween has come and gone I'll be able to setup a nice playtest area for games.Until then, it won't make much sense with big party on the horizon.

My current efforts are focused around the magical side of Calla. I've spent a good deal of effort on those who hate magic, and even the divine, but not many words have been laid down on paper about the arcane masters of the world.

I started by working on two types of casters that displayed modern and ancient methods of weaving magic. The ancient method is code-named the naturalist. while the modern is the mechanic. A naturalist harness the energy found in physical objects and focuses that to cast spells. They craft "wands" which are capable of producing a specific spell effect. Focusing this energy depletes the stamina of the naturalist himself, which limits the number of times a day they can cast spells like a normal caster. The number of wands they can create is limited by experience, lesser spells (wands) allow a naturalist to select a higher level version of that spell later when they progress through levels. However, stats limit the maximum number of spells they can know per level just like a normal caster.

Now mechanics have studied how arcane magic works, and have applied this learning to creating spell effects without the need for spells. By performing complex calculations they can manipulate the energies found around them. They are limited in casting scope, by the nature of spells they can cast which are limited to effects based on the elements and the primals. (earth, air, fire, water, rage, fear, joy, sorrow)

A mechanic requires his calculator (abbacus or similar calculation device) to cast spells. Both hands must be employed and concentration is required. They learn spells (new calculations) as they progress in level. Their spells are unique in that they cause an immediate side effect when cast. For instance, when a mechanic casts sleep he selects a friendly target which has all fatigue removed from it. When he he casts heat metal, another target is cooled by the same amount.  A mechanic does not have to memorize calculations prior to using them, rather he must eventually rest to clear his head in order to perform more calculations. This limits the mechanic to a set number of spells per day much like a normal caster.

So you can see that both example casters manipulate energy naturally found in the world to cast spells. I want a world where magic can be created in a myriad of ways, but is founded in the same basic understandings. Much like the sword, it will take a variety of forms and it will be made from many different materials, but the basic idea will be the same.