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Old 06-16-2012, 08:18 PM   #1
Sunrunners_Fire
 
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Default [Thaumaturgy] Diabolist's Wards & Summoner's Circles

*casts Summon Forum Hivemind*

Okay, so ... my second youngest has decided that his mageling shall be skilled in circles, runes and wards; evidently taking inspiration from the Diabolists and Summoners in Palladium Fantasy. In building a Symbol Magic Lexicon based on the Diabolist Wards and a Ritual Magic Path/Book based on the Summoner's Circles, I'm finding that if I limit it to Palladium's published examples neither set is going to give his character much room to grow and gain new magic. As such, I'd like to expand the library of wards and circles ... but I'm finding myself short on ideas.

Hence this thread. For any of y'all who are familiar with Palladium Fantasy, its' Diabolists and its' Summoners, I would love ideas. Anyone already have custom wards and/or magic circles along those lines, or anyone want to take a shot at making some?
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Old 06-16-2012, 08:27 PM   #2
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Default Re: [Thaumaturgy] Diabolist's Wards & Summoner's Circles

I am not familiar with them. Played some Pallidum back in the early 90s but not the magic one. This was before they came out with Rifts.

So outline what you have and I can work from there.
You could also just make up your own cosmology.
Demons of a major type could have different wars and associated Paths.
You can have a Path of Binding and Summoning that handled all the demon control issues. Then different types of demons be thier own Path.
So Path of magic replaced by Diabloists Path
That handles making charms based on demonic energy, summon, control, bind and ward.
Then a Path of Persuasion that draws from the Mind and cahrm type demons.
Another for Fire, Water, maybe all ths Sins/Vices wrapped into one or get braod and use them as a whole Path each.
Path of Greed could help get or take away money and goods as well as influence the emotion for example.
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Old 06-16-2012, 08:39 PM   #3
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Default Re: [Thaumaturgy] Diabolist's Wards & Summoner's Circles

Oh god, not Palladium.

I still have no clue how wards work. (the circles appear fairly straight forward for magic-as-powers)

I don't have the book at hand right now, but for the sake of sanity, drop the "Preserve color" ward.

I will try and help when I am more awake
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Old 06-16-2012, 08:44 PM   #4
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Default Re: [Thaumaturgy] Diabolist's Wards & Summoner's Circles

I read the description of magic in Heroes Unlimited and my eyes kind of rolled back in my head. I'll pull the book down again and see if I can figure it out.
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Old 06-16-2012, 09:02 PM   #5
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Default Re: [Thaumaturgy] Diabolist's Wards & Summoner's Circles

Wow feel the love here for Pallidium.
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Old 06-16-2012, 09:03 PM   #6
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Default Re: [Thaumaturgy] Diabolist's Wards & Summoner's Circles

Quote:
Originally Posted by Refplace View Post
Wow feel the love here for Pallidium.
I have a pretty fair colleciton of Palladium stuff. Really entertaining! The rules make my head spin though.
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Old 06-16-2012, 09:05 PM   #7
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Default Re: [Thaumaturgy] Diabolist's Wards & Summoner's Circles

Quote:
Originally Posted by Bruno View Post
I have a pretty fair colleciton of Palladium stuff. Really entertaining! The rules make my head spin though.
Yeah they used SDC right? Dont even remember what that was now just I tried to play in a game of Heros Unlimited but no one really liked it well enough or understood it perhaps that we shelved it while we were still making charecters.
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Old 06-16-2012, 09:16 PM   #8
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Default Re: [Thaumaturgy] Diabolist's Wards & Summoner's Circles

For the Summoner, I'd use Path/Book magic, with two Paths and a Book. The Paths would be Path of Protection and Path of Summoning, and the Book would cover all the Power Circles.

As for the Diabolist, I'm not entirely sure. It would certainly use Symbol Drawing as its base skill, and might be easier to do as a kind of Symbol Magic, with Nouns and Verbs.
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Old 06-16-2012, 09:17 PM   #9
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Default Re: [Thaumaturgy] Diabolist's Wards & Summoner's Circles

Quote:
Originally Posted by Refplace View Post
I am not familiar with them. Played some Pallidum back in the early 90s but not the magic one. This was before they came out with Rifts.

So outline what you have and I can work from there.
Literacy: Diabolist Runes (Native) [3]
Literacy: Diabolist Magic Symbols (Native) [3]
Literacy: Diabolist Wards (Native) [3]

Symbol Drawing (Diabolist Wards) IQ/VH

Magic Alarm Ward (Noun; Restricted Scope; IQ/E; 1 Energy)
Silent Alarm Ward (Noun; Restricted Scope; IQ/E; 1 Energy)
Sound Alarm Ward (Noun; Restricted Scope; IQ/E; 1 Energy)
Trigger Alarm Ward (Noun; Restricted Scope; IQ/E; 1 Energy)

Area Affect Ward (Noun; Very Important/Flexible; IQ/H; 3 or 4 Energy)

Protection From (Verb; Very Potent; IQ/H; 2 or 3 Energy)
Protection By Infliction (Verb; Very Potent; IQ/H; 2 or 3 Energy)
Inflict (Verb; Very Potent; IQ/H; 2 or 3 Energy)
Power (Noun; Very Important/Flexible; IQ/H; 3 or 4 Energy)
Permanence (Noun; Very Important/Flexible; IQ/H; 3 or 4 Energy)

All the colors are (Noun; Restricted Scope; IQ/E; 1 Energy)
All the numbers are (Noun; Restricted Scope; IQ/E; 1 Energy)

All the conditions but Evil, Good, Magic and Undead are (Noun; Broad Scope; IQ/A; 2 or 3 Energy). Evil, Good, Magic and Undead are (Noun; Restricted Scope; IQ/E; 1 Energy).

I've not done anything more than noodle about on how to create the magic circles using Ritual Magic - Path/Book, other than deciding that I'd be going with "Circles of Protection" and "Circles of Summoning" as Paths with multiple rituals, with the "Circles of Power" being Books that contain only one ritual each.

Quote:
Originally Posted by samd6 View Post
Oh god, not Palladium.
hehe

Quote:
I still have no clue how wards work. (the circles appear fairly straight forward for magic-as-powers)
I'm using them as Symbol Magic. Its' much easier than trying to model them as powers.

Quote:
I don't have the book at hand right now, but for the sake of sanity, drop the "Preserve color" ward.
Preserve Color Ward?

Quote:
I will try and help when I am more awake
Cool.

Quote:
Originally Posted by Bruno View Post
I read the description of magic in Heroes Unlimited and my eyes kind of rolled back in my head. I'll pull the book down again and see if I can figure it out.
Heroes Unlimited doesn't do ward, rune or circle magic. Its' the Palladium Fantasy setting that does.
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Old 06-16-2012, 09:21 PM   #10
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Default Re: [Thaumaturgy] Diabolist's Wards & Summoner's Circles

{
Quote:
Originally Posted by Refplace View Post
Wow feel the love here for Pallidium.
Quote:
Originally Posted by Bruno View Post
I have a pretty fair colleciton of Palladium stuff. Really entertaining! The rules make my head spin though.
}

It has heart. The fluff is entertaining and sparkily creative. Kevin ... Kevin himself sets my teeth on edge. But I like his work. :shrugs:

Quote:
Originally Posted by Refplace View Post
Yeah they used SDC right? Dont even remember what that was now just I tried to play in a game of Heros Unlimited but no one really liked it well enough or understood it perhaps that we shelved it while we were still making charecters.
HP/SDC/MDC (1 MDC being 100 SDC and rounding SDC damage down when ablating it; MDC being mostly confined to RIFTS and its' related settings).

Quote:
Originally Posted by tbrock1031 View Post
For the Summoner, I'd use Path/Book magic, with two Paths and a Book. The Paths would be Path of Protection and Path of Summoning, and the Book would cover all the Power Circles.

As for the Diabolist, I'm not entirely sure. It would certainly use Symbol Drawing as its base skill, and might be easier to do as a kind of Symbol Magic, with Nouns and Verbs.
Heh. You appear to have read my mind.
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