Agree with Manfred - very solid first post and the writing is clear and well written.
I think this one would be easier to use - less campaign changing - if it is a short-term thing - something horrible eventually happens to make it not a real option.
Reminds me of the magic weapons given by the Ten-slayer in Thieves world - provides magical power, though are generally all 'monkeys paw' type in cost. Go to Comment
OK, guys, this is my first post on the Citadel. I´ve been lurking here for several years, though, and thought it was my turn to contribute something. Although I am primarily a writer, I did DM a lot back in the 90´s.
As for this submission, I wanted to achieve a condensed, dry academic style, almost like a peer-reviewed scientific paper.
Oh, and please dont rip me a new one if there´s some grammatical error - english is not my native tounge...:-)
My friends, this is what happens when you play too much Kult RPG....I´m after a dark, gritty feel, similar to the one from Steven Erikson´s or China Mieville´s books. Like Cheka Man assumed, the setting that spawned this submission is low-magic steam-fantasy-like. Most magics are minor cantrips, limited premonitions etc.
Truly powerful practitioners are exceedingly rare, most are hedge-wizards, witch-doctors and the like.
However, magic are an integrated part of society and technology - steam engines usually have magic sigil stamped into their moving parts to enhance power output and structural integrity, muskets have power runes carved into stock and barrel to enhance muzzle velocity and accuracy...and so on and so forth...
Anyway, this is one of these wayward ideas that will probably never see "official" use, but helps set the tone for one´s own writing.
I have got several good suggestions from this, I´ll mull over it a bit and change it accordingly...Thanks guys!