05-27-2019, 03:50 AM | #1 |
Join Date: Aug 2018
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6x6 Realm Magic (fantasy)
I am creating a Realm Magic system for my fantasy world (which I like to call “gritty high fantasy”). First off, it's only for "Arcane" (ie "non-Divine", as per TOG); Clerics/Druids use Threshold. Secondly, I want it to be with standard magic so I can both use NPCs as is, as well as cheat by just grabbing a spell from the standard lists for important NPCs that I have modeled as a Realm Mage. So this is intended to be aimed at giving PC wizards and important NPC wizards an extra dimension of coolness through freedom. I'm also making epic story implications with it which are too long to detail here.
The 6 realms are based on Marvel's 6 infinity stones, which are Space, Mind, Reality, Power, Time, and Soul, which I found fit surprisingly well with my version of fantasy. Their powers are [with GURPS enhancements in square brackets]:
I also roughly categorised the colleges into what Realm its spells are most likely to be:
Spoiler:
The Realms all come in 6 levels:
Level 6 (possibly level 5) is reserved for supernatural beings , but there are also more common infinity stones that give the user a bonus, say +1 or +2 "Realm levels", so that if you have level 4 in all realms and acquire all the stones, you could do anything, Infinity Wars spoiler:
Spoiler:
As per standard, there are 6 different Realm Magery with each level costing 20 CP, and each Realm also has an IQ/VH skill. You roll vs the lowest Realm skill at -1/additional Realm. Modifications are primarily based on energy costs and skill modifiers; not margins. I want to keep the costs on the high-end, because I consider them to include various perks as per spell enhancements (T39). The basic idea is that the different GURPS effects are "unlocked" by having a certain level of Magery in a Realm, and then you're free to use them in any combination, while calculating the cost and casting times as normal. Some effects be "Realmless", and are just universally available, such as extended range. For damage spells, level 1 is 0 (ie unavailable), 2 is 2 base damage, 3 is 1d, 4 is 1d+2, 5 is 2d, and 6 is 2d+2. Cost is 2x highest + 1x others. I want to have for a single Realm damage spell more efficient per FP cost at higher levels. To that you can also add enhancements (as per T39). When all enhancements (and limitations) have been added, the modified damage effects as well as FP cost can be multiplied a number of times equal to the Realm level of the “dominant Realm” (mostly the highest). So at level 1 you can’t deal damage, at level 2 you can deal 2 damage for 4 FP or 4 damage for 8 FP, and if you want an effect it’s calculated on that 4 FP and then multiplied. I am not entirely finished with this, and I have a few questions:
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05-27-2019, 05:43 AM | #2 |
Join Date: Jun 2006
Location: On the road again...
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Re: 6x6 Realm Magic (fantasy)
Seems very much like my own 6x6 Realm magic setup:
Energy - various forms of energy and raw power Matter - magic that affects the material world Mind - magic that affects the mind Space - magic that affects how one moves about Spirit - magic that affects one's spirit/soul, also used to petition entities for more power Time - self-explanatory I found "Power" and "Reality" to be too vaguely defined, as they often overlapped, so I altered things to be more self-evident. As for Soul becoming Spirit, I just found the latter to be a better description when it also includes invoking extradimensional entities (Cytorrak, Ikonn, Dormammu, Oshtur, Agamotto, etc.) for power. As far as range is concerned, I generally house-rule using the SSR table or long-range modifiers as necessary. Most combat-time/range spells use the SSR table, while information and some space spells use long-range mods. The other stuff... *shrug*. I tend not to have Resurrection in my fantasy games anyway, so that's a moot point for the most part. For summoning, I think the standard 1 energy per 10 CP of the summoned creature should work for Realm as easily as it does for the standard magic system. Summoning a small elemental? 4 energy. Summoning a 400 point demon? 40 energy.
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