Day_Dreamer
2013-06-19, 09:03 PM
I'm currently making an entirely homebrew system, and am busy writing rules for "spiritcalling" mechanics. The notion is that spiritcallers call supernatural entities into their own bodies to gain enhanced abilities as well as new powers.
One of the big parts of the system is that every type of magic operates under some kind of point-buy for effects table; in the case of spiritcalling, every unique spirit has a set number of points it can spend (for each element) to buy cool things to give to the caller.
I'm currently trying to think of some cool and unique discrete abilities or enhancements that the various elements can give. For reference, the elements are: Wind, Fire, Stone, Water, and Wood.
Any thoughts? I'm trying to keep the abilities fairly discrete from the (finished) arcane magic system, which lets you do most of the things that D&D wizards can.
For reference, the base game is d10-based (kind of like oWoD in terms of dice-handling), and is set in a fantasy world that is conceptually pretty D&D or Pathfinder compatible.
One of the big parts of the system is that every type of magic operates under some kind of point-buy for effects table; in the case of spiritcalling, every unique spirit has a set number of points it can spend (for each element) to buy cool things to give to the caller.
I'm currently trying to think of some cool and unique discrete abilities or enhancements that the various elements can give. For reference, the elements are: Wind, Fire, Stone, Water, and Wood.
Any thoughts? I'm trying to keep the abilities fairly discrete from the (finished) arcane magic system, which lets you do most of the things that D&D wizards can.
For reference, the base game is d10-based (kind of like oWoD in terms of dice-handling), and is set in a fantasy world that is conceptually pretty D&D or Pathfinder compatible.