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Join Date: Dec 2006
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We have decided to do a pretty high powered campaign (500 point), it's largely 'anything goes', and will likely feature traditional magic, magic as powers, and RPM magic. We generally tend to rotate GMing duties.
Alchemical gadgeteering exists, as does regular gadgeteering. The setting will be high fantasy. I've decided that I want to try a realm mage, and specifically want to realm magic to be a very fundamental 'root of the universe' sort of magic, it will be called 'true runes' in the setting. This will simultaneously define how the true runes work, for when I am GMing, so that adventurers involving them have more questions answered. So the question is: Is this relatively balanced at the 500 point level (point of comparison would be: would a 500 point RPM witch be in roughly the same category as a 500 point rune mage, just with decidedly different styles to how they do things) Further, feel free to share your thoughts or opinions on this approach to realm based magic. -------------------------------------------------- Rune magic is the magic of the very fabric of reality. Legend holds that runes were used to make the entire world, from the air to the land to the very laws of physics. What is known is that the runes a VERY dangerous, and magical failures with them have epic problems. Rune magic is not innate, like many other forms of magic, instead it is learned by a mage who is seeking to further there understanding of the universe and its power. Portions of true runes can be found in magical disaster sites and ancient libraries, some mythically powerful magical items also bear true runes, and a dedicated scholar can piece them together until they reveal the whole portion. Realm magic: Runes(4): Element Space Time Force Rune magic has a few downsides: 1. Rune magic does not guess, it deals in absolutes; as such it cannot divine the future, and will instead MAKE things happen if someone tries to use it to divine the future. 2. Rune magic is incapable of being small, or subtle; when you use runes big fundamental changes take place- essentially in any situation where runes are employed the biggest most profound method by which the mage brings about there goal is what is taken. 3. Failure with runes has horrible concequences (see 7; there is always a LOT of energy in a runic working, and it will be malicious). 4. Critically failing with runes has catastropic effects (see reality warping). 5. Rune magic requires Cosmic Magery (+50% cosmic) 6. Magery grants no bonus to skill- instead it grants 25 energy per level 7. Rune mages must use at least 75% of there max energy on all workings 8. The True Runes are horrifically complex and can drive a person mad simply by viewing them (mechanisim for this not yet determined; it will basically be required that any mage who works true runes have picked up resistant or immunity to this effect to do so regularly) 9. Permanence- while the actual effect of a working may pass, that a true rune was used will be forever evident (For example; someone healed by a true rune working would forever have the true rune that rebuilt them entangled into there aura- which might cause something as simple as a diagnosis by another wizard to cause problems) 10. Individualistic- rune magic is highly personal, as each person's ability to perceive the runes will be different from another, and as such rune mages may not make use of any options to combine efforts 11. Outside the normal realm of luck- Rune magic is absolute, and normal luck cannot effect it (cosmic +50% luck could, as would the super-luck advantage) Anyone who bears the mark of a true rune will be regarded with suspicion and fear, as a mage just starting to work the true runes could, literally, explode at any moment. Anyone who bears multiple true rune marks will be regarded in awe, as it has been some time since a master of the true runes has walked this land. Each runic realm costs 10 points per level, and there are 6 levels. 1. Detect and measure 2. Control and divert 3. Command and simple create 4. Complex create/destroy 5. Complete power 6. Fundamental control beyond magic (Up until this point all rune realms workings were 'magic' and could be stopped by pentagrams, counter-magic, dispeled by DN/metoric, etc; at this point the workings are 'true' and no longer subject to those limitations) Last edited by starslayer; 09-14-2012 at 11:11 AM. |
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| Tags |
| high fantasy, realm magic, ritual path magic, rpm |
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