Friday, March 16, 2012

Sneak Peak of Magical Terrain

So one thing I want is for Neoclassical Geek Revival to make the stereotypical wizard living alone in a crumbling tower in the middle of nowhere logical.

The first step was how counterspells work.  Wizard's don't like to share,  magic can never work as technology.

But then came the second part:  Wouldn't wizard's live in cities?  Hire guards?  That seems a better way to keep other thieving wizard's from getting your precious spells than hiding in the middle of nowhere.  And while it should be a valid option (hence the court wizard),  it should still be logical to move into an old abandoned tower in the middle of nowhere.  Rather than use the Carcosan "People will kill you for using magic" route,  I went with the "Magic dies in lands of reason and civilization"

From the upcoming release of Neoclassical Geek Revival:

Regaining Mana

              Mana points slowly regenerate over time, similar to luck points.  The rate at which mana points regenerate is based upon the elf or wizard’s level and the type of area they located in.  Magic is inherently disorganized and chaotic, and is strangled by the march of civilization.  The first blow against the unrestrained power of magic is the naming of things.  It is why names hold such power to magical beings.

Terrain               Mana
Orderly City            0                         
Rural                       1 per week
Frontier                   1 per day             
Wilderness              3 per day
Uncharted                5 per day            
Mystic Wastes          1 per hour
Vortex*                    1 per minute       

The amount of mana regained per day is multiplied by the elf or wizard’s level.    In each type of region there will be unstable locations that count as one type lower.  These are things like haunted houses, ley-lines, meteor impact craters and dragon graveyards.  Another risk is of mutation; individuals who critically fail a healing or traveling check in Mystic Wastes may cause a mutation if the GM has some horrid mutation table.  A Vortex will likewise cause mutations, slightly overshadowed by the fact that death will result within a few minutes. It would be a totally rad looking corpse though.


  1. I figure that wizards build towers as astronomical observatories. Perhaps it helps to get away from the earth a bit as well.

  2. If they're living in the middle of nowhere, a good reason to choose a tower over, say, a 1 or 2 story home, may be for the ease with which a wizard alone or a wizard and a few servants/guards/etc. could defend the structure. I like the reason in the article for it being in the middle of nowhere though. This mechanic would offer an interesting element to the distribution and view of magic. It's even possible people who've lived in cities their whole life may not even believe in magic.

  3. I like the concept that magic is less magical in an ordered society filled with the chaos and commotion of those who are un-magical themselves.

    One could almost postulate that a collective subconscious of all sentient inhabitants of a region have an effect on the position and significance of ley lines.

    As an understandable reasoning, I like it.

    For towers being the housing element of choice:

    In the wilds, line of sight is everything when it comes to defense. Proper preparation for an encounter means the deck is always stacked in the wizard's favor.

    That's that an exceptional intellect buys the wizard owner, the knowledge that he who is prepared survives the fight to fight again another day.