The Fluxcaster

The Fluxcaster

The Fluxcaster

Yochai Gal and I have been experimenting with an alternate spellcasting system for WoA v0.3 and we’d like to get your input. The Fluxcaster is a specialist in certain fields of magic; for each Arcane Discipline he knows, he learns additional Cantrips (at-will magical effects) and a new move (a spell or magical ability).

We’ve used the Wizard as a chassis for what we’d like feedback on (the Cantrip and Arcane Discipline mechanics), so the name, drive, bonds, backgrounds, gear, and advanced moves (with the exception of the Archmage move) are nothing new. Tell us what you think!

10 thoughts on “The Fluxcaster”

  1. I like the concept for Discworld port of Dungeon World, because wizards there do tend to have a similar approach to magic to what you’re describing (except for fireballs, every wizard has to have a fireball up his sleeve). Thanks for sharing!

  2. I prefer this over the original WoA Wizard, although I feel like I’d still prefer the original DW Wizard.

    The moves themselves are very nice but I feel it makes the character very limited in its magic use.

    A first lvl wizard, he can do 3 spells + 1 new spell per level (so up to 13 spells at lvl 10). These spells are very different from one another (compare Invisibility vs Detect Magic Vs Charm Person).

    The Arcane Disciplines are very narrow and correspond more or less to 1 spell + a small knack.

    The advantage being they can’t forget the spell, get -1 or put themselves on the spot, although to be honest, those are FUN options that actually add tension to a scene.

    The thing I dislike specifically is that you must choose a Discipline INSTEAD of an advanced move while the Wizard continue gaining new spells each level (increasing his versatility) AND gain an advanced move.

    So you’re LESS versatile AND you don’t have to pick up cool advanced moves as much.

    I think I’d prefer that each Discipline would have at least the equivalent of 2 different “spells” in them.

  3. Addramyr Palinor I agree that forgetting spells adds tension, but then again so does the 7-9 “risk” we created.

    What I hate is spell preparation; particularly the mathy way you do it.

    One iteration of this experiment works thusly:

    Cantrips (“free”)

    Standard Spells (with Risk)

    Greater Form (You rolled really well, here’s what happens now)

  4. I do like the concept of the double duty spells pull with cantrips vs. more powerful effects. The minor effects provide a nice, low risk, flavorful thing for the caster to do, and you get more variety out of the relatively small list of spells.

  5. So I’m working on a thematic DW / Blades in the Dark mashup and hack that has a lot of the same principles as Worlds of Adventure.

    At one point I had a very similar magic system to the one you have here.

    But a principle for my design work was that I wanted everything to fit on one page if possible.

    I came up with this. It still needs to be playtested, however.

    CONJURE

    When you rely upon obscure & meticulous methods to cast a spell you’ve mastered, roll CONJURE & spend 1 stress. You may choose to have the spell go haywire to increase the result by 1 tier. (Failure to Partial Success, etc.)

    ARCANE DISCIPLINE

    You begin having mastered 1 arcane discipline. You have knowledge of spells exclusive to that discipline & no other.

    Disciplines: Illusion ✦ Elemental Energy ✦ Enchantment ✦ Death ✦ Summoning ✦ Mental Projection

    Beyond that, I don’t define what a spell is. Of course, in BitD, the effect and threat conversation keeps crazier spells in check, but I think language limiting spells to a single target or small area by default might work.

    The exclusivity is the important bit.

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