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22:43, 1st May 2024 (GMT+0)

Theogenesis Design #3: Magic and Dominion

Posted by Grand ElderFor group 0
Grand Elder
GM, 258 posts
Fri 4 Nov 2022
at 19:25
  • msg #1

Theogenesis Design #3: Magic and Dominion

Magic

There are two types of magic: low magic and high magic.

Low Magic

Low Magic is the most common form of magic in Creation and is used by everyone from the humble hedgewitch to powerful sorcerers and archmages. It is a flexible art focused primarily on the harnessing and command of a Source in the form of spells. Each Low Magic has its own associated Trait and operates off the Spirit attribute.

SourceExamples
Natureplants, animals, monsters, weather
Elementalfire, water, earth, air, light, shadow
Mentalthought, memory, emotion, will
Liminallife, death, undeath, souls
Arcanetime, space, energy, fundamental forces

LevelRangeAreaDurationTargetsQuantityComplexity
160 ft0 ftmomentsindividualtinyminor
2120 ft15 ftminutesgroupsmalllow
3sensory30 fthoursroommediummedium
4sensory60 ftdaysbuildinglargehigh
5extreme120 ftweekscity blockvastgrand

High Magic

High Magic is the refined, scholarly study of magic. Its practitioners eschew the trappings of Sources and focus on magic as a unified power. They devise traditions and disciplines of magic that are more deeply nuanced and controlled. Their powers rivalling those of equivalent experience in the lower arts and are the ones capable of the truly great works of magical might. Each discipline of High Magic is a Trait and can be associated with any attribute. Unlike Low-Magic, spells and other effects of High Magic are limited only by the investment of the practitioner and sophistication of their respective discipline.
This message was last edited by the GM at 19:31, Fri 04 Nov 2022.
Grand Elder
GM, 259 posts
Fri 4 Nov 2022
at 21:07
  • msg #2

Dominion

Dominion

Divinities gain a pool of raw divine power that they can invest into various miracles and wonders. A Divinity has two (2) Dominion at Rank 0 and gains additional two (2) Dominion per +1 rank. Dominion cannot be stockpiled and regenerates to its maximum once per IRL week. Once advancement the divinity immediately gains 2 Dominion and their maximum is adjusted. Detailed below are uses for Dominion and their associated cost

ActionCost
Empower Mortals1*
Bless Mortals1
Curse Mortals1
Change Weather1
Resource Node, Basic2
Empower Faction3*
Bless Faction3
Curse Faction3
Change Season3
Alter Landmass3
Sacred Item4
Holy Site, Minor4
Resource Node, Magic4
Resource Node, Divine6
Place of Power6
Holy Site, Major6
Holy Site, Grand8

Empower Mortals: Select up to a number of mortals equal to your Rank and increase their Rank by a number of Ranks equal to Dominion spent; min 1. Divinities may decide what Traits and Feats, limited by awareness and availability, are gained through the process. Attribute increases are relative to Rank and determined by Traits.

Bless/Curse Mortals: Select up to a number of mortals equal to your Rank impose a blessing or curse upon them. For Ranks 0 to 3 this blessing or curse provides up to a minor modifier to some set of actions. For Ranks 4 to 7 the modifier can be up to major. For Ranks 8 and above it can be overwhelming.

Change Weather: Alter the local weather to another naturally occurring weather phenomena appropriate for the season and geography. This ability cannot be used to create impossible outcomes.

Resource Node: Create a deposit of a specified resource in an area that you occupy or otherwise control. This resource must be non-living and exist elsewhere in Creation. The rarity of the material influences the size of the node. The node is exhaustible through mundane means but can be replenished with subsequent uses.

Empower Faction: As Empower Mortals but you affect a group of mortals. For Ranks 0 to 3 this group can be no larger than a small village. For Ranks 4 to 7 this group can be no larger than a moderate city. For Ranks 8 and above the group can be no larger than a nation. For every additional Dominion spent all members of the group increase their Rank by an additional +1 to maximum.

Bless/Curse Faction: As Bless/Curse Mortals but you may affect a group of mortals. For Ranks 0 to 3 this group can be no larger than a small village. For Ranks 4 to 7 this group can be no larger than a moderate city. For Ranks 8 and above the group can be no larger than a nation.
This message was last edited by the GM at 00:42, Sat 05 Nov 2022.
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