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#1 |
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Join Date: Jan 2011
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This thread is meant to collect implementations of Syntactic Magic Realms according to GURPS Magic p. 188.
I begin with one of the examples in the book: Nameless 4 Realm Setting It consists of 4 Realms:
Do you have any other concepts for realms? It would be nice if you could present them in a similar structure. |
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#2 |
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Join Date: Nov 2008
Location: Yukon, OK
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I have one set for..
Time Thought/Mind Knowledge/Names Spirit Space Air Fire Warer Earth Metal Wood And think Im mssing a few but dont have access to my notes at the moment so Ill edit later if I am.
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#3 |
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Join Date: Mar 2012
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This was for a game a friend of mine was planning on running that never took off. This is the second version, in the first, magic wouldn't work on dragons.
Realms: Earth Water Fire Air Spirit Life Craft Magic Vastness Dragon Magic Cannot: Work across pure elemental metals; Directly control, create, destroy, or deceive a sentient mind; Be used to learn anything unknown to any mind |
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#4 |
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Join Date: Jun 2006
Location: On the road again...
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There's one set of Realms I use, each covering one notable "aspect" of reality. I use the 6-level variant instead of the 4-level, with level 6 in the Realm being off-limits to corporeal beings. (In essence, a being that achieves level 6 in a Realm becomes the Living Embodiment of that Realm.)
Energy: This far-reaching Realm includes all types of energy, including but not limited to cold, electricity, heat/fire, kinetic, light, radiation, and vibration. Matter: This Realm deals with altering and creating matter in all forms. A sorcerer's own scientific knowledge does affect the Realm's use. Mind: This far-reaching Realm deals with all aspects of intelligence and conscious thought, as well as subconscious desires. Space: This Realm affects such things as movement and inertia, permitting such wide effects as levitation, telekinesis, teleportation, flight, and even dimensional travel. Combined with Mind, it permits clairsentience. Spirit: This Realm deals with all aspects related to a being's soul or spirit. It can also be used to deal with spiritual entities of all levels. Time: This Realm affects both the passage of time, including the ability to travel backwards in time, as well as precognition and psychometry. Limitations: 1) Cannot create a living, sapient being from nothing and have it last. That would require Matter, Mind, Spirit, and Energy all at level 6. 2) A character's Magery level limits the maximum allowable levels in a Realm. The One-Realm Only (based off One College Only for 6 colleges) limitation on levels of Magery enables that one Realm to gain higher than other Realms.
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#5 |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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My setting, Desolation Road has a Realm based system which I've already posted here (link in my signature).
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#6 |
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Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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Modern Alchemy
Solid (Earth) Liquid (Water) Gaseous (Air) Plasma (Fire) Energy (Light) Life, minds and spirits can not be affected directly by this magic. There is no realm for distance, nor there is one for time. This magic can not create, only transmute, and must do so by equivalent mass. This gives full mastery of the realm a 40 point cost. Realms are divided in 4 levels, for 10 points per level. Levels:
By the way, Transmutation means within a realm, as in turning lead into gold. Converting between realms, falls under Control (so converting ice into steam would fall under the second level). The realms are sorted in order of increasing energy. Conversion between states must include the realms of all intermediate states. Converting a solid into pure energy would thus require all realms. |
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| magic, realms, syntactic magic |
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