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I'm making a game where every major arcana of Tarot represents
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But I'm really creatively dull. Any ideas?
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>>47471138
Best bet is to look up what each of the Major Arcana represents.

For example, the Tower is a sudden, violent change or end to something. Clearly, this would be a "Power Word: Kill" sort of spell.

Don't assume that a card's name has any relation to its meaning. Both Death and The Devil are fairly neutral-positive cards.
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>>47471138
I think we all know what The World does...
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>>47471657
No, no, do it the exact opposite way, take the literal meaning of the every card instead. Tower creates a tower, for instance.
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>>47471706
This is magiv we're talking about here, not science! You can't just make it clear cut and precise; how can we be all cryptic and mysterious if everything does what it says on the tin?
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>>47471138
Find yourself a copy of Anima; its summoning section litterally has spells/incantations/rituals based of Tarot cards Arcana.
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>>47471138
>Any ideas?
The Fool's Errand/The Fool and His Money.
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>>47471138
Whenever someone tries to cast a spell, draw from a deck of many things.
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Just use all the JoJo stands. So The Fool lets you make constructs out of sand.
Don't actually do this, except for THE WORLD.
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>>47471138
>The Magician = versatile elemental tricks, magic duelling. The straightforward "I cast Fireball" type.
>The High Priestess = GASP! THE ENEMY!, divination, scrying. Compensates weak firepower with information.
>The Empress = Summoning ex nihilo, support. Not sure what to go for, honestly.
>The Emperor = Loyalty buffs on allies, binds on enemies, barriers. "I AM THE LAW".
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>>47471732
Dunno, a tower sounds pretty mysterious to me.
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>>47471138
Well, that's going to be a pretty small spell list, so the effects should be somewhat versatile, and each tarot should have 2 effects based on if it's up or down.

From there, just decide if you want the effects to be based on the name (chariot is a transport spell, world is geomancy) or if you want it to be based on the meaning of the tarot. The first will probably be easier to convey to players, since you can just say the name rather than explaining what all the tarots mean.
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>>47471983
What if the Tarot were all "keywords" (with the reverse applying if you turn it) and spells were using 2-3 cards to produce effects?
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>>47471706
I play The Magician, becoming magician^2 and winning the game.
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>>47472048
You make a good point, only morons who think you can "win" the game even pretend to believe in caster supremacy.
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>>47472071
>3.5
>Completely invalidating other classes isn't caster supremacy
Okay.
I guess you're right. Casters aren't overpowered, everyone else (looking at you, Fighter, aka Commoner Plus) is just gimped.
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>>47472029
Maybe have it like a formula 1+2+3=spell

1=type of spell
2=target or targets
3=more effects
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>>47472103
Casters? Those guys who die 90% of the time to a house cat?

Those guys who lose initiative and die in a single attack to any large monster?

yeah, sure man.

A fighter can solo a Great Wyrm, a wizard can pray that he has metagame foreknowledge
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If you're going to go down this route you should use the whole deck since, as mentioned, 22 cards doesn't go very far to describe everything magic can do.

maybe say each spell comprises at least one card of the major arcana, which gives you the basic effect type or sphere of influence, and at least one minor arcanum which tells you how it's used and the strength of the effect.

So for example...

>3 of Swords over The World
A minor curse on your enemy's wealth and worldly possessions

>Knave of Cups over Strength
A powerful spell to ensure bodily health

>7 of Coins over Temperance
A spell that effects a modestly potent transmutation in a liquid.
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>>47472199
>Implying that who can win fights against monsters is what matters and not how easy it is to destroy a town/other PCs
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>>47472199
>foreknowledge

If only there was some sort of school of spells that allowed you to Divine future events or look at a location without being there
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>>47471701
>The World
MUDA MUDA MUDA

>The Star
ORA ORA ORA
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>>47472071
>>47472103
take this crap somewhere else
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>>47471138
You could look into how they are referenced in other games, or even stories. Maybe that sparks some inspiration in you.
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>>47472231
If only it was useable before you went and did everything, it's not.

If only it gave you perfect information or wasn't defeated by anti-scrying spells.

If only you weren't too retarded to know what questions to ask in the first place.

If only Wyrms didn't have access to it as well.

If only knowledge could make you invincible or stop you from dying in a single round.
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>>47471138
What Tarot deck is this from? Sounds like one I'd get along with.
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>>47472348
Persona 1-2
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>>47472323
Guess I'll just play a druid instead and be a better fighter than the fighter.
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>>47472323
Fuck it, I'm taking the bait.
>Shield
>Mage Armor
>Sleep
>True Strike
>Shocking Grasp
>Expeditious Retreat
>Reduce Person
>Enlarge Person
>Feather Fall
>Protection From Arrows
>Glitterdust
>Hideous Laughter
>Blur
>Invisibility
>Mirror Image
>Ghoul Touch
>Spectral Hand
Yeah, how helpless. None of these spells are above second level.
>>47472239
Sorry, broski.
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>>47472376
At level one.
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>>47472323
You must be in serious denial to not think caster supremacy is a thing in 3.5. For every solution you just gave to try and prevent a wizard from using a single tool in his toolbox, you've screwed over the Fighter even more due to the implications. If the enemy has enough magic at their disposal to handle scrying and counter-scry, then they probably have enough defenses to deal with 'man with sword'.

Hell, a Wyrm could always just fly outside the fighter's reach and just rain death on him
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>>47472392
Yeah, stronger than a Fighter until I start getting exponentially more powerful thanks to spells. Its almost like Druids are better than fighters or something.
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>>47471138
> Fool - Full-Party Return To Tavern/transform gold into experience/buffs to Luck
> Magician - turn lead into gold/explosive runes with more sophisticated triggers/buffs to Intelligence
> Priestess - plot device divination spell/Sense Emotion/buffs to Wisdom
> Empress - Summon a Feast for 3d6/calm a monster/buffs to Charisma, apply while playing a "good cop" or a "comrade" role in the converstation (peaceful negotiations, flirting, etc)
> Emperor - summon an ancient king (maybe like Fate/Stay night Gilgamesh, maybe LoTR King of the Dead)/morale boost to 3d6 allies/buffs to Charisma, apply while playing a "bad cop" or a "leader" role (interrogations, commanding troops, etc)
> Hierophant - Create an altar for chosen god/Clear mind, resets all mind-related buffs and debuffs, but also makes the character forget what situation he was in/Determine alignment
> Lovers - Locate Life Partner/Buffs to wisdom and intelligence when speaking to the opposite sex/Cure poison
> Chariot - Summon 3d6 warriors who may or may not understand your language/Summon Sword\Halberd\Spear Rain\Wall\Arm\Golem/Summon Horse
> Strength - Epic buffs to Charisma/Summon Dire Lion/Tame a monster
> Hermit - Gain limited access to ethereal networks used by Immortals (angels, devils, modrons...) closest to your alignment for communication (literally Internet)/Sending spell/Summon Fortune Cookie
> Wheel of Fortune - Summon 3d6 Random Elementals (fire, water, cyanide, puppies - whatever)/Summon Random Encounter/Create random lunch food: cookies, fire chips, etc
> Justice - Detect Lies/Create Anti-Magic Shackles/Create Shackles
> Hanged Man - become immune to literally everything for a short amount of time, casting time equal to effect time
> Death - Long-term spell: in a month or so after casting the target will or will not change their alignment, social position, wealth level, relationship status, place of residence, class and\or sense of humour/Talk With Dead/Break Shackles
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>>47473246
> Devil - /Summon Demonic Overlord For Your Job Interview/Create an object of obsession (alcoholics get a bottle of cheap wine, drug addicts get drugs, etc)
> Tower - Long-term curse that is pretty easy to dispell but hard to detect, makes the target's life go awry and destroys something long-established: wealth, social position, wealth, etc/literally Summon Bigger Fish/debuff everything in a 2d4 meter radius with random effects
> Moon - Invade the target's mind/Invade the target's dreams/Dreams give vague and metaphorical hints at what you should do next
> World - Teleport up to 3d6 targets to your mindscape, epic buff (think Reality Marble from Fate)/Greater Polymorph/Elemental Body
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>>47472199

>Those guys who die 90% of the time to a house cat?

I'm pretty sure casters can turn into said house cat if they wanted to.

>Those guys who lose initiative and die in a single attack to any large monster?

Divination mages get to apply insane initiative bonuses to themselves in PF, even then, there's plenty of spells that either raise or lower initiative scores.

>A fighter can solo a Great Wyrm

>Fighter charges
>Swings
>Wyrm's turn
>Full Attack
>Fighter gets fucked

The only thing fighters can solo is something that's weaker than them.
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>>47471138

>The Fool: Creates an amorphous substance with the consistency of putty; can emulate any physical object in strength and appearance.
>The Magician: Can create fire, earth, wind, and water spells and mix them together to produce new elements.
>The Priestess: Divination, creates a scroll that reveals an event that will occur sometime in the next 1d4 days; once the fortune is read, the event will occur and cannot be altered.
>The Empress: Restores vitality and the target feels as though they had just completed an 8 hour rest.
>The Hierophant: Can either destroy undead and sanctify the area with a 20 ft. sphere or command undead and turn the area into an unholy land; effect lasts for one hour but the sphere cannot be moved.
>The lovers: You and another person within LOS are linked, any damage taken or healed will be shared and if one person dies, the other dies with them.

1/?
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>>47471138

cont. from >>47473519

>The Chariot: Produces a vehicle of the user's choice driven by an ethereal specter. Vehicle can travel to any place that the user has ever visited, even if that area is in another plane of existence.
>The Strength: Target is enveloped in an aura that doubles their stats and allows them to gain advantage on every roll; once 1 minute has passed, the target will pass out and awaken after a long rest at half health with disadvantage on their rolls until they've taken another long rest.
>The Hermit: A sage appears before you and is able to point you in the direction of your next goal; it does not take into account things like obstacles or danger, merely pointing you in the most direct way.
>Wheel of Fortune: A roulette wheel appears and is spun by a cherub and succubi; roll 4d6 and gain that much health, damage, gold, experience, levels, or spell slots.
>Justice: A judge appears, anyone within 20 ft. of the judge is compelled to tell the truth; refusing to answer 10 seconds after a question is asked will cause you to fall unconscious at -1 health.
>The hanged man: You can turn a critical success into a critical fail and vice-versa.

2/?
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>>47471138

cont. from >>47473687

>Death: On the living, it allows someone to change their class into another of equal level; On the dead, it allows the individual to come back, though they don't remember any details of their old life and their bodies change to a random race, as if "reincarnation" was used.
>Temperance: Produces a cherub that blows into a horn that summons 1d4+1 angelic beings who will attack any non-good entity they can see.
>The devil: An entity appears from an explosion of flames and offers you one wish in exchange for something of personal value, once the wish is granted, they leave and take anything offered as payment with them.
>The tower: Everyone within 60 ft. must make a saving throw, anyone who fails takes 20d6 damage and is disintegrated.
>The Star: The target receives a bonus action and can add 1d6 to a roll of their choice.
>The moon: Creates an ephemeral veil that allows you to produce an illusion; the illusion can create stimuli for sight, sound, taste, touch, and smell and requires a Wisdom saving throw to see through it using detect magic.

3/4
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>>47471138

cont. from >>47473908

I fucked up temperance, temperance should be that it switches your alignment.

>The Sun: Produces a wave of heat that scorches every [evil] aligned creature within 60 ft. deals 20d6 and blinds the target.
>Judgment: See Temperance
>The World: You temporarily gain the powers of a character at the height of their power.

4/4
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