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Angaros
01-28-2005, 07:12 AM
After some time of private thinking I decided it was best to openly discuss my attempt to make a BW magic system suitable for use in HârnWorld. I appreciate all constructive ideas on this.

Shek-Pvar Burner
The Ancient and Esoteric Orders of the Shek-Pvar constitute the bulk of all magic users (called Shek-Pvar) on Kethira, the world of Hârn. The orders predates even the oldest known civilized realm and the use of magic is as old as the world itself. According to Pvaric Philosophy Kelestia, the cosmic all, can be described in terms of six elemental principles: air, earth, fire, metal, spirit and water. The elements are complex and encompass a wide range of sub-principles; earth is more than the dirt under our feet -- it's also the realm of life, growth and decay for example. There is also a seventh (pseudo) element -- the realm of neutral magic. The elements are usually organized on the Pvaric Wheel like this:


Since the elements require vastly different mindsets when working with them, six sub-orders, called convocations, of the Shek-Pvar has emerged, each focusing on a different element. The SP are further subdivided into smaller groups called chantries. Chantries (working much like Ars Magica's covenants) consist of a group of Shek-Pvar (usually) of the same convocation living and often working together. Beyond the chantries, there is little central organization.

Skills
How magic works in terms of skill use depends on which incarnation of the HârnMaster rules set you use. There are four different variations of the rules (HM1, Shek-Pvar, HM Magic and HMG: The Shek-Pvar) and even though they are highly compatible in general, they all take slightly different approaches. HM1 and Shek-Pvar (which is more or less an expansion of HM1's magic system) treats each spell as a separate skill while HM Magic treats each convocation as a separate skill with an additional skill covering neutral magic. Since I don't own Kelestia's latest HMG supplement I cannot implement ideas from that module in these rules. An interesting feature of SP and HMM is the discussion of Form and Principle. When casting spells a mage first builds a form and when it has been built, he summons the suitable principle and pours it into the form to complete the spell. It is also said that Wild Magic is the result of summoning of Principle without Form. Since BW uses a system where two exponents are added when casting a spell, the use of Form and Principle makes perfect sense in BW terms.

When using magic, the Shek-Pvar relies on three separate skills and, in some cases, his sheer willpower to control the forces of creation and shape and bend them into doing his bidding.
Form (Will)
With the Form skill the Shek-Pvar shapes the esoteric container which will hold the elemental principles. How the form is shaped depends on the Shek-Pvar's Taint (see Traits below) and the facets employed by the spell.

Principle (Will)
This is the actual summoning of elemental power; it is with Principle that the Shek-Pvar taps into the streams of magic and commands them to enter his Form.

Pvaric Philosophy (Will)
Pvaric Philosophy is a school of thought mainly focused on answering questions regarding "what is" and "what is it's nature" and of course the convocational principles. Magic theory if you like.

Traits
As in BW only a select few can wield magic. Using the SPB, characters require the trait "Gifted" in order to be able to develop the skills Form and Principle. Pvaric Philosophy does not require the Gifted trait. Just being Gifted is not enough though. Few, if any, can use their Gift successfully without proper instruction. Before learning anything else, students learn self-discipline and how to use their inner key to open the secrets of the elements. This process of introspection and study attunes the student to one of the convocational elements and Taints his aura. This Taint is expressed in a separate trait which comes free of cost. If a Tainted trait is not taken the gift is considered to lie dormant.

Taint of Lyahvi
The character is attuned to the element of Air.
Taint of Fyvria
The character is attuned to the element of Earth.
Taint of Peleahn
The character is attuned to the element of Fire.
Taint of Odivshe
The character is attuned to the element of Water.
Taint of Savorya
The character is attuned to the element of Spirit.
Taint of Jmorvi
The character is attuned to the element of Metal.

Each of the Taint traits has a similar effect: they modify the spell Ob depending on which element they summon with Principle. The Primary element suffers no Ob modification; Secondary and Neutral Elements suffer a +1 Ob/+3 Syll. modification, Tertiary Elements suffer a +2 Ob/+6 Syll. modification and the Diametric Element suffer a +4 Ob/+12 Syll. modification. The syllables modification reflects the fact that using the mindset and "language" of fire it is very difficult and complex to command principles tied to water.

Wild Magic and Formalized Magic
There are two ways of casting spells in SPB: using Wild magic and Formalized magic. Formalized magic is probably the most common method since it's easier and far, far safer. This method employs the use of formalized spells thoroughly researched to produce a specific effect. Wild magic is more or less improvised and when casting Wild spells the Shek-Pvar summons principles without having created a Form. Instead he employs his sheer force of will to shape the magical energies. In BW terms, Wild Magic is the same as non-distilled Abstractions while Formalized magic are spells distilled once.

When casting Wild spells, pool the character's Will and Principle exponents.

When casting Formalized spells, pool the character's Form and Principle exponents.

Facets and building spells
Due to the importance of elements/convocations and the use of Form & Principle, elements in SPB aren't treated as other facets. They are the origin of the spell, it's heart and driving principle.

Element [Obstacle/Syllables/RP]
Air [+4/+8/10]
Air, light, illusion, etherealness
Earth [+3/+12/10]
Earth, life, growth, decay
Fire [+3/+12/10]
Fire, heat, energy, dryness
Water [+4/+8/10]
Water, cold, darkness, moisture
Spirit [+5/+4/10]
Spirit, knowledge, mind, meaning
Metal [+2/+16/10]
Metal, mineral, artifice
Neutral [+3/+10/10]
metamagic
Another option here would be to treat all elements equally in terms of ob, syllables and rp cost since the Taint will modify ob and syllables further.

Impeti [Obstacle/Syllables/RP]
Influence [+2/+4/2]
Influence can be seen as a weaker form of control. Think of it as telling the element what [i]not to do instead of exactly what to do.
Enhance [+3/+8/3]
The enhance impetus is used to strengthen an already present element. Making a sad person more sad or a wind blow harder for example.
Tax [+4/+16/4]
With tax, a spell weakens an element present. Taxing spells can decrease winds, make awake people tired and suffocate a fire.
Control [+5/+32/5]
Using control, a spell can do very specific things. An arrow can be made to hit a target, a fire can be told to burn down a specific house and metal can be shaped into a precise form.
Create [+6/+64/6]
This impetus summons an element or elemental principle where there is none. Light in darkness, spontaneously combusting fire etc.
Destroy [+7/+128/7]
With the destroy impetus, a spell can vanquish a present element. Make a stone crumble to dust, cast an area into darkness or drain a lake.
Transmute [+8/+256/8]
The transmute impetus allows a spell to change one element into another. This is very difficult since the elemental principles are so different. Using this imeptus a Shek-Pvar could also alter the way an element works. Make rain fall upwards and fire chilling for exmaple.
Origin, Duration and Area of Effect
As in MB.

Spell casting failure
Wild spells
No successes: Unwanted summoning
Failed by 3 or more successes: Outright Tax
Failed by 1 or 2 successes: Automatic garbled transmission (no Element variance)
Met Obstacle: One ring varies d6 steps (1 impetus, 2 origin, 3-4 duration, 5-6 area of effect)
Exceeded Obstacle: No variance
Formalized spells
If obstacle is not met, roll a DOF to see what happens. 1 garbled transmission, 2-6 harmless dissipation.

Casting spells carefully and patiently
As in MB.

- - - - - -
Alright. These are my thoughts so far. I need to do some sample spells as well and I'll also be thinking through some new LPs (since the skills have changed).

Durgil
01-28-2005, 04:56 PM
Jocke, I think that you're off to a great start! I really want to be able to add substantively to this discussion, but I need to bone-up on spell casting in BW, NRC's The Shčk-Pvâr, and by the looks of some of what you wrote down here, Ars Magica. :shock: I do really like what you have so far.

Drozdal
01-28-2005, 05:11 PM
This looks awesome Angaros. Still have to dig out my HM books to give you come feedback, now just a quick note.

Facets costs. I would base cost of them on Pvaric Wheel, which means your "element" facet would cost 10RP (as YOu stated), but if you want to get more elements it will be harder (more expensive) , thus Your Secondary ones will be at 11RP, Teritiary at 12RP, and you'll have to pay 13RP for Diametric element. Why? You mentioned Chantries, and said that each one is focused on study of just one element, so it makes sense (at least for me :)) that getting other elemental facets is a challenging task.

But still this stuff must be playtested and as soon as you'll came up with LP's for BW Shek-Pvar, we could start playing with numbers :) to nicely balance everything.

luke
01-28-2005, 07:21 PM
Jocke,
this is AWESOME. Great work.


I'm with Dro on the elements. I think your primary taint element should be X rps (prolly 15, actually) with a few syllables/actions attached. Each additional element costs +5 rps or something and has it's own syllablic cost. But Obs should be based on that snazzy wheel plus impetus and the other facets.

-L

Angaros
01-28-2005, 07:43 PM
Thanks guys!! :) I was a bit worried I would get cut down from behind, drenched in slow-burning tar and thrown in the desert or something. I agree with your input on RP cost for the various elements, it's a good idea. If you're gonna do some reading Durgil, you might take a peek in Nobilis as well. Rebecca did some great thinking there and it serves as great inspiration to what you can do with magic (even if what the Powers of Nobilis can do is out of reach of most magi).

luke
01-28-2005, 07:55 PM
so what are your sources, btw? is this your own work? is it straight from Harn?

-L

Angaros
01-28-2005, 08:34 PM
The background info about elements, convocations, Shek-Pvar, chantries etc. is all Hârn. I've only tried to translate the setting-specific material into BW terms and that work has been inspired by HârnMaster rules, Ars Magica and Nobilis. There's stunningly little information about the Shek-Pvar in terms of cultural and philosophical background material -- most of what is published is rules. There are a couple of chantries described in the published material and some general information about the Guild of Arcane Lore (a recognized guild that has some Shek-Pvar members) can be found in the HârnWorld supplement. Once I get these rules to work I'll probably modify them slightly to fit my personal taste better. I'd replace the metal element with a matter element for example, to come closer to some neo-platonic and aristotelian ideas. The wheel could then be transformed into a more interesting three-dimensional shape (looking a bit like the NCS color model). :D I'd also define the neutral realm a bit further and would love to do some more thinking on facets and how to use elements when casting spells. I've got some very aristotelian thoughts in my head (aaagh, get them out!) about the "nature" of elements and their natural purpose/direction/x... A Swedish guy named Erik Sieurin did some wonderful work on elements for a game called Khelataar. It was supposed to go into the 2nd edition magic rules, but the developers filed for bankrupcy before any revisions could be posted. The rights for Khelataar have been aquired by a devoted fan though and the game may come to life again soonish. :)

luke
01-28-2005, 08:52 PM
Jocke,

I strongly you encourage you to make your "personal taste" the basis for these rules. Go for it, man! Make them unique. Honestly, there's no reason to design stuff like this unless you love it.

I don't understand the need for Earth and Metal, either.

-L

Drozdal
01-28-2005, 09:19 PM
I think your primary taint element should be X rps (prolly 15, actually) with a few syllables/actions attached. Each additional element costs +5 rps or something and has it's own syllablic cost. But Obs should be based on that snazzy wheel plus impetus and the other facets.

My first thought was 10 point base and 5 point resource increment for each step beyond your element, but after second thought i figured out that it would be kinda harsh for players.

And really if you got Your own ideas how HM magic should work push them forward, you really do not want to port HM magic into BW, if you have something much cooler up your sleeve.

eruditus
01-29-2005, 09:00 AM
If you're gonna do some reading Durgil, you might take a peek in Nobilis as well.

My BW Larp rules actually have a good deal of inspiration from Nobilis. great game.

eruditus
01-29-2005, 09:23 AM
I'm a a huge Hârn fan and this looks fantastic.

I don't think that Taint should philosophically be a resource. Its more in the spirit, as you have written, to be a trait. However I do not think it should be free. No traits are free in BW unless they come with LPs. However, you may want to get rid of the "Gifted" trait entirely.

My suggestions:
Hârn oriented LPs dealing with the Shek-Pvar that offer one taint trait in the LP. Can anyone work magic? Can they get Taint without magical context?

Otherwise (as suggested by Dro) Primary and secondary taint traits cost 2, tertiary taint traits cost 3 and the dyametrically opposed taint trait cost 4 trait points. You could have a Latent Taint Trait that costs 1 and I would say that it is a call on trait for very specific "magicy" tests within that element that do NOT involve spell casting.

And I agree with abzu, that you may want to take this just one step further and replace the abstraction principles to make this your own. You have done a lot of good work here. On the other hand if your really happy with the outcome then why do the extra work, right?

Have you played with this in game yet?

eruditus
01-29-2005, 09:29 AM
I don't understand the need for Earth and Metal, either.

-L

There is a pretty significant philosophical orientation to the wheel. Earth is more life than it is rocks and dirt. Where Metal constitutes more the things Earth brings out devoid of life. Metal is about permenance, craftsmanship and the inanimate. Also there is a loose relationship between elements and what's in either side on the wheel, thus the combination of Earth and Fire depict Metal, Metal and Air form Fire, etc.

Thus healing spells would usually be Earth oriented while Turn Aside the Blade would be Metal oriented.

Durgil
01-29-2005, 09:51 AM
If you're gonna do some reading Durgil, you might take a peek in Nobilis as well. Rebecca did some great thinking there and it serves as great inspiration to what you can do with magic (even if what the Powers of Nobilis can do is out of reach of most magi).
I have gone out and upgraded my Ars Magica to the 5th edition, but I haven't had too much of a chance to see what really changed from the 4th edition (I just couldn't pass up having a hardcover for only $25). I've got a few things that I need to return to the game store today, so I look out for this Nobilis.

Durgil
01-31-2005, 04:23 PM
This maybe pretty obvious for those familiar with HârnWorld but you were asking about the Lifepaths of the Shčk-Pvâr. Here are the various ranks within the chantry:
Hanmavâr (unbound mavâr)
Mavâr (Apprentice)
Free Mavâr
Satía Mavâr (Senior Apprentice)
Shenâva (Journeyman)
Vîrán (master)
The latest publication from N. Robin Crossby, The Shčk-Pvâr, lists these ranks within the order and gives a brief descriptions of each. Also, I was able to pick up a copy of Nobilis over the weekend. This seems to be quite different than what I'm used to and may take some time for me to digest, but I can at least follow along now. :wink:

Angaros
02-01-2005, 01:53 AM
Ooh. I see. What does "unbound mavar" really mean? How can you be an apprentice if noone's teaching you? I didn't think it was possible to teach yourself magic. Ot are Hanmavar apprentices not attached to a specific master but still living in a chantry?

Yes Nobilis is different, but wonderful. I tend to view it as a novel rather than a game. Borgstrom's world is just spectacular and the little quotes/stories in the margins are just great. I will be buying Weapons of the Gods when it's released just because Borgstrom wrote it (well I like mythic China too).

Durgil
02-01-2005, 06:43 AM
...or are Hanmavar apprentices not attached to a specific master but still living in a chantry?
This one's correct.

Angaros
02-03-2005, 04:30 PM
I need some, no make that a lot, of input on some lifepaths I've made. Here goes:

MAVARI [ 7 yrs / 10 rp / +1 M / Outcast, City, Villager, Servitude ]
A Mavari is an apprentice bound to a master (Viran) and sworn to uphold and keep the laws and secrets of his convocation and chantry. The LP traits reflect the Mavari's adoption to the House/Chantry laws and peculiarities and his unflinching loyalty towards his master. Some Mavari rebel ofc, but they all learn to bow deep and pick up their master's navel lint first.
Skills: 8 pts : Read, Write, Pvaric Philosophy, Form, Principle , { convocation skills - see below }
Traits: 3 pts : *House-broken, *Yes-master

- Lyahvi (air) : Lapidary, Glassworking
- Peleahn (fire) : Firebuilding, Alchemy
- Jmorvi (metal) : Metallurgy, Blacksmith
- Fyvria (earth) : Herbalism, Foraging
- Odivshe (water) : Swimming, Sailing
- Savorya (spirit) : Symbology, Meditation

SATIA-MAVARI [ 4 yrs / 5 rp / +1 P / Outcast, City, Villager, Servitude ]
After some years as a Mavari, when his master considers him ready, a student is sent out into the world as a Satia-Mavari. The years spent as a SM is essentially a long trial period during which the student is supposed to test his arts and return to his chantry with three original spells and three items of interest (not necessarily magic). The student is free to return after a year and a day, but most take 3-5 years to complete their tasks.
Skills: 1 pt : Research, 2 General Points
Traits: 2 pts : *Road-weary

SHENAVA [ 5 yrs / 10 rp / +1 M / Outcast, City, Villager, Servitude ]
If the Satia-Mavari's accomplishments are deemed successful, the student is raised to the status of Shenava, or Journeyman. A Shenava is not guaranteed some sort of tenure at his chantry but may choose to stay if he pays rent to his House. Shenava are independent magi, free to travel and take residence wherever they wish. Most choose to remain with their chantries though since the chantry libraries and scholars provide much aid in their research.
Skills: 4 pts : Principle, Research, Form, Pvaric Philosophy
Traits: 1 pt

VIRAN [ 8 yrs / 25 rp / +1 M / Outcast, Noble Court, City, Villager ]
Few Shenava ever attain the status of Viran, or Master. Only the most accomplished magi reach this level. To become a Viran, a petition of excellence must be signed by at least six Virana. The petition is created by a Viran who feels the Shenava's level of expertise is adequate and then circulated until enough signatures have been collected. The procedure can take years and it's not at all certain that the petition will get a full six signatures. Some Viran inform the Shenava that a petition is circulating and some don't -- it's a matter of preference. Upon receiving the title Viran, the mage needs no longer pay rent to reside in a chantry and cannot be expelled from the order unless he has broken the Laws of the Shek-Pvar.
Skills: 8 pts : Form, Principle, Pvaric Philosophy, Calligraphy
Traits: 1 pt : *Removed-from-the-real-world (need a much better name)

- - - - -
There are probably lots of problems with these LPs. I'm unsure about the number of skill points the Satia-Mavari ought to get and whether I should name more or other skills for him. I feel I'm repeating skills throughout the LPs as well. It would look better if Shenava and Viran got some other skills, but then again, magic is their main focus. I could always keep Pvaric Philosophy (which is intended to be used instead of Sorcery when formalizing spells), and add Astrology, Mathematics and similar skills. Ideas?

jc_madden
02-03-2005, 06:37 PM
Traits: 1 pt : *Removed-from-the-real-world (need a much better name)

Well I'm not sure what the meaning of that statement is but "Transcended" or "Elevated" could be synonyms.

Drozdal
02-03-2005, 07:22 PM
Neither of those Lp's grants you Gifted as a trait. I think that MAVARI's first skill should be Pvaric Philosophy, and you do not have to put Pvaric Philosophy, Form and Principle multiple times on different LP's because anyway to become a master wizard (or Shek-Pvar) you have to get all those Lp's anyway so there is no need of duplicating skills (Change them for something else - more fitting like another (defferent) set of convocation skills for each "level" of pvaric initiation).

What about gray masters, the ones that are above VIRAN? You simply have to create Lp for them too (because they will probably ignore OB's on Pvaric Wheel).

And waht about rogue magi?

Angaros
02-04-2005, 03:24 AM
Neither of those Lp's grants you Gifted as a trait.
Well, neither does the sorcerer LPs from CB either. That's what I worked from.

I think that MAVARI's first skill should be Pvaric Philosophy, and you do not have to put Pvaric Philosophy, Form and Principle multiple times on different LP's because anyway to become a master wizard (or Shek-Pvar) you have to get all those Lp's anyway so there is no need of duplicating skills (Change them for something else - more fitting like another (defferent) set of convocation skills for each "level" of pvaric initiation).
Good ideas. The reason I put "Read" as first skill for Mavari was that if they don't know how to read, they won't be able to read up on PP either, but PP is probably more fitting.

What about gray masters, the ones that are above VIRAN? You simply have to create Lp for them too (because they will probably ignore OB's on Pvaric Wheel).
True. I'll get to work on that.

And waht about rogue magi?
Rogue magi as in magi that didn't learn magic the Shek-Pvar way is something I won't be dealing with. Rogue magi as in magi that rebelled against the Laws of the SP will need a LP.

Thanks! :)

Well I'm not sure what the meaning of that statement is but "Transcended" or "Elevated" could be synonyms.
The thing is (which I should have explained before) that magi becoming Viran are almost all far removed from the workings of the real/political world. I picture them as secluded, distraught and generally clueless of how the real world works right now. Their information about who the local lord is, where the last major war was and so on is decades old. It's like talking to an elderly person who can only remember his youth and thinks the president is the same and so on. They aren't stupid, but they are uninterested in politics and have lived in (mostly) remote locations for a long time.

Durgil
02-05-2005, 11:23 AM
I thought it might be helpful developing Lifepaths if I jotted done some info from NRC’s supplement The Shčk-Pvâr.

The hanmavâr ‘half apprentice’ is an unbound mavâr that performs menial tasks, runs errands, and performs other duties at the discretion of the resident masters (or anyone else in the authority at the chantry). They are expected to meditate for several hours each day, watch, and learn. If they are lucky enough they can be invited to attend a lecture or to help with research. The later is only to evaluate the hanmavâr, not for any actual assistance that they might offer. At this stage, the hanmavâr only learns the skills, ARCANE LORE and ARCANE DISCIPLINE, and hopefully begins attuning to a convocation. ARCANE LORE is a mundane skill that merely represents the general grasp of knowledge associated with the various arcane arts (including but not limited to magic, arcane philosophy, astrology, and alchemy). Someone with Arcane Lore has a broad knowledge of esoteric matters, and a somewhat more detailed knowledge of his particular area of specialty. ARCANE DISCIPLINE is defined as the ability to focus one’s being. Though it is similar to the mundane self-discipline, it is unique to the Shčk-Pvâr. The hanmavâr is examined at various times by the masters at a chantry for evaluations, which at any time they may recommend that the candidate seek a new chantry of give up his career choice. If not dismissed, this part of the training lasts until the hanmavâr is formally bound to a vîrán, which could be any where from one to two years. Hanmavâr do not go directly to ‘bound’ mavâr. First, interested a vîrán informally binds or adopts the hanmavâr (even though it is informal, a hanmavâr can only be adopted by one vîrán). Only when the vîrán finds the hanmavâr suitable to them, that they have learned arcane discipline and arcane lore, and have shown indications of attuning to a convocation, does the vîrán formally bind the student and they become a mavâr.

Once bound, the mavâr learns by watching and listening to the master and sometimes by reading the master’s tomes. A master may begin to teach their student spells, research methods, and further instruct him in the arts of lore and discipline. Mavâri may lose their master thereby becoming free mavâri. They can serve any Shčk-Pvâr of higher rank who accept their aid and try to glean whatever they can from wherever they can. They can conduct research and even develop their own magic.

When an apprentice reaches a certain level of competence the mavâr must leave his master and chantry and go out into the world as a Satía Mavâr or senior apprentice. They are generally given symbols or gestures that can be used to identify himself to other Shčk-Pvâr and wished good luck. They may not return for at least one year and a day. Upon their return, they are to demonstrate three original spells and submit three esoteric items, but this is not entirely uniform from one master or chantry to another.

The rest of the ranks, such as Shenâva (journeyman) and Vîrán (master) have more to do with appointment and politics than skills attained and/or mastered. I’m still trying to get a handle on these different system mechanics, but thought I would at least show you what I have so far.

eruditus
02-07-2005, 05:41 PM
Traits: 1 pt : *Removed-from-the-real-world (need a much better name)

Well I'm not sure what the meaning of that statement is but "Transcended" or "Elevated" could be synonyms.
Might i suggest "Hermit"

jchokey
02-22-2006, 01:59 AM
[OK, I'm coming to this thread three years late.... so if I don't get a reply, I'll understand. Still, I figured I had to ask.]

Jocke--

As you know from some of our conversations over at the Harnforum, I've recently discovered BW. Though I have some reservations about certain of its mechanics, I'm extremely impressed by what its magic system has to offer, and I've been spending much of the past few weeks thinking about how one might adapt BW to represent the kinds of sorcery practiced by the Harnic Shek-Pvar, or rather, how might adapt the SP approach to magic to BW.


Lo and behold! I've discovered that someone has already started doing so! Very nice! I might have chosen a somewhat different approach, but what you have here is most excellent.

Have you developed what you've written above any further? If so, I'd *love* to see it. If not, do you have any objection to my using some of your ideas as a spring board to developing my own adaptation. (If it were ever to be written up formally, I'd give you appropriate credit, of course).