I’m planning to dm my first game in a world of my own where magic is dangerous and powerful. Thus, I’ve had to do some homebrew rule changing to Open Legend to make that happen. Ultimately I want using magic to be risky/costly and to be buffed to make the risk worth taking.
To those ends I made a broad ruling that anything that would be flavored magic is not allowed without custom feats I’ve made. This puts a lot of restriction on extraordinary attributes, some more than others. Entropy is still useful for doing stuff with poison but Creation is difficult to make a case for being non-magical. I’m willing to accept that sort of drawback, though if you’ve any ideas on how it could be better well that is why I’m posting this.
My Spell Caster feat uses the term Extraordinary Points, which do not require to have points in that Extraordinary Attribute and they do not stack with what points you do have in any attribute. These points are just what allow a character to use magic. To buff this magic I decided to start with just upping the attribute dice by two and making up new dice for 9 and 10. So 1 Extraordinary Point rolls with 1d8 (normally for 3 points in an attribute) and so on. I gave 9 4d10 and 10 got 4d12. Also, the lethal damage is meant to show loss of years on your life without proper rest or treatment, which lethal damage plays into perfectly in terms of mechanics. Flavor wise, a character appears older from this lethal damage.
Spell Caster
Cost: 3
Prerequisites
Tier 1 – 2 Learning or 2 Logic or be taught directly
Tier 2 – 4 Learning or 4 Logic
Description
Whether by innate ability, study from books, or being taught you have learned how to utilize your life force as a weapon to cast spells.
Effect
Tier 1 – As a minor action, you can take 5 lethal damage to gain an Extraordinary Point in any one Extraordinary Attribute. You may do this as much as you like as a single minor action. Your Extraordinary Points do not add onto your Extraordinary Attribute. The limit on gaining these extraordinary points is the same as your level allows for Extraordinary Attributes.
Lethal damage from this feat only applies if the source of magic is from yourself. Other sources include essence crystals, a natural rift, or even other people.
These points only last for one round for free. After the first round has finished you lose the Extraordinary Point(s) or you can make a resolve roll to retain the Extraordinary Points. If you fail this roll you lose the Extraordinary Points and take normal damage equal to half the amount of lethal damage it cost to gain the extraordinary points. As a third option, you may use a Focus Action to retain the Extraordinary Points but take 1 damage per Extraordinary Point.
Tier 2 – You are able to teach others this feat. How this is at the DM’s discretion.
Special
You can use a mental attribute to reduce the amount of damage you take to gain or retain Extraordinary Points.
Enchanter is meant to allow crafting of magic items. You might argue that without this feat you can’t make healing potions, but I’d say that is only if you consider a potion magical. A potion could be reflavoured into herbal poultices or some really well made food.
Enchanter
Cost: 2
Prerequisite
Craft Mundane Item or Craft Extraordinary Item
Description
You have learned to imbue your creations with magical properties by steady channeling your life force as you work.
Effect
You can use the Craft Mundane Item or Craft Extraordinary Item feat to craft items with magical properties.
Special
You decide what exact magical properties to place upon your crafted items but the limits of the definition of magical properties is at the DM’s discretion.
The Infusion boon is meant to allow my in lore creation of storage of magic essence in crystals and allow for more broad usage. I referenced the Aura and Genesis boons to make this and for using boons and banes or damaging rolls it is meant to act similar to a held action.
Infusion
Duration: Until Dispelled or Triggered
Invocation Time: Special
Power Level: 4, 6, 8
Attributes: Any
Description
Whether you’re setting explosive runes as a trap, glowing sigils to save on torch prices, or storing essence in a crystal you can plan to use your magic powers later rather than sooner. You gather essence and force it to contain it within a set space or idle object to make it react to specified conditions or just to save for later.
Effect
This can be an Attack Roll, a Bane Attack, a Boon invocation, or Bane invocation and is considered a held action until specified conditions are met. You set the conditions to trigger the effect, at the discretion of the DM.
You can use this boon to store essence in a crystal for later use. If you do, you cannot add to it or subtract from it at will. Any Extraordinary Points not used when the crystal is used are lost. The maximum power level for the chosen bane or boon is one-half the power level of your infusion.
Power Level 4 – You can set a single effect upon a single object that is able to be held by a single person. The invocation time for this application 10 minutes.
Power Level 6 – You create a depiction of some meaning to Infuse an area that cannot be larger than 5 foot in any direction. Your depiction is restricted to be within the infused area and at least . You can set effects on two objects at once. The application time for this application 30 minutes.
Power Level 8 – Your Infused areas increase to 10 feet in any direction with all other restrictions the same. You can set effects on 5 objects that you’re able to to touch with your able to simultaneously touch with your hands. The invocation time for this application is 1 hour.
Special
To invoke this boon you must have either the Spell Caster or Enchanter feat.
Thank you for taking the time to read through all of this.