TacitLaurel
New Member
Magic System:
Sorcery:
Alchemy:
Summoning:
ESPers:
To solve simple disputes or challenges:
State what you're looking to do and roll 1d6. The resulting number will give you your general result.
Task Modifiers:
Sorcery:
- Four Major Elements (Fire, Earth, Wind, Water).
- Three Minor Elements (Physical, Mental, Spiritual).
- One Arcane Element to actualize magic.
- Your elemental alignment is determined at birth and tells you what kind of spells are easiest for you to cast. It doesn't limit your sorcery, but it is more convenient to specialize in spells that are related to your alignment. Most people have at least one major and minor element they are aligned to. Almost every mage has an Arcane alignment to allow them to casts spells in the first place.
- Spiritual affinity is a concept or rarely two concepts that sum up your existence. It can also be used to figure out what kind of magic you are best at. For example. someone with the affinity of loss will be a born loser who never wins no matter how hard he tries and can never gain anything of any lasting value. All his victories are also crushing loses. In his magic, this means that for example, he is extremely skilled at draining the power from something (of course he won't be able to absorb the power himself because this goes against his affinity). It is possible to have dual affinities.
- You are stuck with your element alignment and spiriutal affinity for the rest of your life and have to use your own mana, but sorcery is the fastest kind of magic to use and very convenient.
Alchemy:
- Uses magic circles, rune engraving and magically rich ingredients as stand ins for the Magician's own magical energy.
- Greater diversity (not limited by your affinity and alignment) but takes time.
- Can create things such as rune enhanced clothing, potions, magitech and wands/staffs preloaded with spells and magical energy for quick casting spells.
Summoning:
- Uses the same mechanics as Alchemy but rather than using ingredients, runes and circles to create magical items, you use them to summon creatures, spirits, gods, demons, legendary heroes. etc. to do your dirty work for you.
- You need to convince stronger summons to cooperate with your rather than kill you outright and you usually need to agree to a costly contract.
ESPers:
- ESPers are individuals with Major and/or Minor element alignments but no Arcane alignment. ESPers usually complement their powers with either summoning or alchemy but some just use their ESP.
- The way the power manifests itself is decided with elements, spiritual affinity and personality. For example, someone with a Physical minor element, no major and an affinity for permenant change would manifest their ESP ability as the ability to permanently kill your target, ignoring immortality, armor, etc. or something entirely if their personality didn't lean towards destructive.
To solve simple disputes or challenges:
State what you're looking to do and roll 1d6. The resulting number will give you your general result.
- 6: (Yes, and...) You did so well your success has bonuses.
- 5: (Yes...) You did just well enough to get what you want with no extra costs.
- 4: (Yes, but... ) You did well enough to get what you want, but it's going to cost you a bit more than you expected.
- 3: (No, but...) You didn't succeed, but you got close enough to win a half-victory.
- 2: (No...) You didn't succeed.
- 1: (No, and...) You didn't succeed and in fact your actions have come with penalties or you expended extra costs with no results to show for it.
Task Modifiers:
- Circumstances are favorable: Take two rolls and choose the better number.
- Circumstances are tough: Take two rolls and choose the worse number.
- A basic task: Don't bother rolling unless circumstances are tough, and in that case roll normally.
- An easy task/ resources to aid you: Take +1 on the result.
- A really easy task/ excellent help or resources: Take +2 on the result.
- A difficult task/obstacles are in your way: Take -1 on the result.
- A really difficult task/imposing obstacles are in your way: Take -2 on the result.
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