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Started by IO11085
Tue, 11 Aug 1992 10:32
Petrocean magic
Author: IO11085
Date: Tue, 11 Aug 1992 10:32
Date: Tue, 11 Aug 1992 10:32
257 lines
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14153 bytes
***********PETROCEAN MAGIC******
The MAGI of Petrocea have developed several laws to describe
their magic. These laws give a good picture of what they are
capable of. They are:
LAW OF KNOWLEDGE: Understanding brings control, and the more you
learn the stronger you are.
(A) MAJOR SUBLAW: THE LAW OF SELF-KNOWLEDGE- The most
important kind of knowledge is knowledge about oneself.
LAW OF NAMES: Knowing the complete and true name of a phenomena
or entity gives you control over it.
This is based on two premises:
A) A name is a definition of that which is names, knowing the
name you know that which is named.
B) Names are associational devices both as aspects or
descriptors of a Phenomena and as root, or 'germ' sounds.
(A) MAJOR SUBLAW: LAW OF WORDS OF POWER- There are certain
words which are capable of changing the outer and inner reality
of those saying them.
LAW OF IDENTIFICATION: By Maximizing association between your
metapattern and that of an entity, you become in affect that
entity and wield its power.
LAW OF SYNTHESIS: The union of two opposites will produce a third
idea that will be truer than either of the first two. This third
idea will not be a composite but will be something brand new.
LAW OF POLARITY: A) anything can be spilt into two completely
opposite characteristics; and B) each of these opposites contains
the essence of the other in its own essence.
LAW OF BALANCE: If you wish to survive, let alone become
powerful, you must keep all aspects of your being in balance.
Fanaticism is to be avoided, for the further towards an extreme
you become, the less flexible and adaptable you become. This
balance must be dynamic, the state of static is in itself a form
of extremism.
LAW OF PERSONIFICATION: Any phenomena can be considered to be
alive and have a personality, in short to be an entity.
A) MAJOR SUBLAW: LAWS OF INVOCATION and EVOCATION - You can
conjure up from, respectively, the inside and outside of your
being, real entities, these entities are only personifications of
patterns, but then so is every being, including your friends.
The Magi of Petrocea, hereafter called by their Petrocean name,
Isti, are divided into three separate categories, That of the
Falist, the Parist, and the Marist. These categories are more
than simple divisions, based on socio-economics or whim, but real
differences in the personality and mindset of the Isti. Each
branch is equal to the other in magical power, but the Political
and social importance placed on each is another thing. (And one
that is none of my business)
Those who bear the name of Falist are concerned with the things
of the earth, the natural processes of all life. The Falist is
set apart by the possession of Earthsense, a term used for their
empathy with
the Earth and all its parts. They can sense the nature, state of,
the hurts, of the surrounding nature.
The Falist specialize in summoning nature spirits; the elementals
of earth, air, and water; and spirits related to the ancient
practices of mankind and the Earth, such as planting.
A subset of the Falist is a the Healers. Healers have their
natural earthsense channeled towards the human body to an
extroadinary degree, they are capable of bringing to bear magics
of great healing ability.
The Parists specialize in magic dealing with the conceptual.
Thoughts and beliefs are their major area of study, these Isti
have a vast array of divination and knowledge gathering magics
available to them. Most
Parists spend much of their time in research. They are also
masters of illusion, which is a good thing since they often work
for the nobles of Petrocea. Parists also have mastered the art of
binding elementals
and spirits to objects. Its of note that many of them are in
addition fine alchemists.
The Marists specialize in the summoning of destructive
spirits and elementals. They have great battle magics arrayed at
their command. They as a rule excel in the use of Fire, an
element where the other fare poorly. Most Maristi are fine
warriors and tacticians.
Now the magic of the Istil can be broken into 2 categories,
internal magics and magics gained through the summoning of other
entities, or what are sometimes called metapatterns; you could
call them elementals and spirits all are apt terminology.
Of the internal magics, most are geared towards focusing the will
to be able to deal with other entities, which are in fact
phenomena as per the Law of Personification. However some
internal magics that are found are the abilities of Healing and
Earth Sense and the ability to handle Earth Nodes.
There are seven arts common to all Istil: those of the elements
of fire, air, water, earth, and Shadu, often called the mediums
and those of Summoning and Metapattern often called the methods.
Each of the mediums matches an element, note that the Istil do
not work with Shaduka, as the intimacy required by them in their
magic, would mean that contact with Shaduka would simply drive
them insane, if it didn't devour their soul first.
Thus each Istil, no matter what their branch will have a score in
each of these elemental forms, this shows how well they are
attuned to that elemental and can deal with it. Often an Istil
will take on the mentality usually associated with the element
they have the highest score in.
Depending on what branch they are in, an individual Istil will
have a variety of affinities and deficiencies with the various
mediums and with the summoning of specific mediums. These
Deficiencies will be as follows:
The Falists will have a defiency in Fire giving them -4 to all
rolls and actions with that medium. They gain a +4 to all
attempts to summon spirits of the land, of weather and of nature.
They are prone to air, earth and water elementals of a more
gentler aspect.
Parists are +4 to summoning shadu elementals and spirits, -2 to
all other types.
Marists are +5 to summoning Fire elementals and other elementals
of destructive nature, -3 to all other types.
The method are the way to gain the aid of the elementals and
elemental spirits you work with. Thus whenevr you conduct an
operation it is method + medium +will/20.
Summoning is the ability to call up an elemental entity. This
usually takes two forms: either A) You form an elemental out of
the surrounding essence, thus almost giving creation to its
being, which is the more common for low powered elementals; or B)
You summon the elemental from its home, which takes time for your
call to rach it, and for it to travel, and it must be able to
travel there through the proper medium.
Summoning an elemental is usally of two cases, either you know
the beings true-name or metapattern(the terms are synonmous, the
Istil of petrocea prefer metapattern) or you don't. If you are
knowledgable of the entities metapattern then summoning is not
very long, basically as long it takes for the entity to reach
your location or coalesce out of the surrounding materials. This
takes a minum amount of will, usually equal to 3*magnitude of the
entity your dealing with.
If you do not know an entities metapattern then the summoning
process is a lot longer, and most be done in a ritualistic
fashion. This process is usually undertaken to gain new
metapatterns or to interrogate a specific elemental or spirit.
To do this the Istil set up a ritual circle and procedd to
meditate on the nature of the element, casting their mind out to
search for the elemental then dragging it hear. This process
costs the the spirits might in will to inact. To force the
elemental to come to you if unwilling(they are not always
unwilling, elementals rarely see things not of their element so
your being there and your inviatation will sometimes intrigue
them.) you must beat its die+might+20 on stress
die+method+medium. If a group of Istil attempt this add all their
mediums together + the method of the ritual leader.
Once the elemental is in your area you must match your
metapattern to that of the entities. If you have learned the
entities metapattern previously, then this is a simple die+
method+medium against the elemental's might. However if the
elemental choices to resist its a stress die+method+medium vs
die+might+10. This form of metapatterning takes 2*magnitude of
the being in will, 4*magnitude if it choices to resist.
If you summon an elemental that you don't know the metapattern to
this operation is a little longer. You must beat the elemental's
might+die+25 vs your method+medium+stress die. This costs the
elementals might in will+10.
Note that for all metapatterning it is possible to increase your
success by expending 5 pts of will for each +1 on your roll.
In a group ritual you get the combined medium+method of the
ritual leader+stress die, with all participants paying the will
cost.
Once you have metapatterned a being you may gain from it a number
of services equal to the amount your roll beat its. If you are
compelling a metapattern you can swap all services for knowledge
of the beings metapattern.
There are several other Arts/Talents available to an Istil of
Petrocea. They are described below.
The Talent of EARTHSENSE is innate to all Falists. It is truly
what makes them unique. This talent allows them to sense the
state of the earth, its pains, etc. Its score is also added to
the roll to sense anything 'unnatural'. It can be used to examine
a being and see how healty they are. This also is the only way to
find unknown earthnodes.
Certain Falists have the talent of HEALING. Those with healing
usually have very low scores in the other arts(the methods and
mediums) as the spend all their time learning healing magics. A
falist with healing basically has a chance based on his score to
heal any physical injury. They can also heal sanity, though this
takes a little while. All healers have high Scores in
Medicine/Chiurgy.
On EARTHNODES: There are certain places on the earth where Shadu
pools, these areas are called by the Petrocean Istil Earthnodes.
By the fact of the high Concentration of Shadu these spots make
the using of will a lot easier. Thus all magical operations will
be cheaper in cost for will, and sometimes be longer in duration
or be more effective. However botches are always much worse,
usually if you botch in a node you suffer several botch rolls.
The secret of finding Nodes is unknown, though the Sorcerers of
Ohs have stumbled on a few areas where magic works better, though
they do not understand them at all. The same applies to the
Shamans. These areas tend to usually be natural areas, though
that is not necessarily always the case.
Only Istil can find and use these areas, they are found through
the art of the Falists Earthsense, though once identified any
Istil who knows of the location will be able to use it
effectively.
**********BINDING OF ELEMENTALS INTO OBJECTS***********
(I haven't changed this section yet comments requested)
The Istil of Petrocea have developed the arts of binding
Elementals into an object, it should be noted however that this
process is also pretty common among Elementalists, with some
variation, of course.
This skill or art is only known among the Parists of the istil.
The process requires that an object be both physically and
spiritually pure. Pure in this case meaning that the object must
be made with the best of materials, with the finest of crafting,
and must not have any psychic residue upon it. Which means that
objects which have had previous owner is unsuitable for the
binding of elementals, so normal craftspeople are unsuited for
the creation of these objects.
Once an object is made, it needs to be imprinted.
Imprinting an object takes a minimum of 5 weeks rpg time,
depending upon the materials used. During this time the Parti
must spend a 6 hours a day sealed in their ritual room. This
process takes a base 60 will a day, every day. The amount of will
needed can be altered by material used. If any event happens
during the imprinting of the object, then object becomes
worthless, and all work and will expended so far is worthless.
For this reason these ritual rooms are almost always bare rooms,
of very thick walls with a solid door, that locks from the
inside, and has a strong lock on the outside to which the Parti
has the only key. the only decoration is a staring pattern on the
floor, used to help channel the will of the Parti.
Once the process of imprinting is finished, then the elemental or
spirit that is to be bound to the elemental will be summoned.
This process is longer than a normal summoning and takes usually
12 hrs of uninterrupted work and preparation. Its possible at
this stage to receive the help of another Istil for the
summoning, this is how items that a Parti could never make are
done.
The Parti who is making the item, must engage the elemental
summoned in a will vs. will fight, using her coercion score
against the elementals might. If successful than the elemental is
bound permantely
into the object.
The object resists all attempts to unmake it at the might of the
elemental who is bound inside it, with an additional +15 to any
spells of that are designed to unbind or otherwise sever the
binding.
If the parti fails the Will vs Will fight then they should be
prepared for the worse.
The finished item will therein have properties as per the
elemental bound within it.
It should be noted that just because the elemental is bound to
the Item does not mean it has to do anything, though once
mastered it is rare that you have to you have to continually vie
for mastery. Note this means that powerful items can easily
control their wielders.
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