Magic is a strange power, that can be harnessed (or not?), but never fully understood. Magic should be unique. Magic could be REALLY unique on this one world…
The magic in my roleplay system is based around gemstones. It started off with the fact that wizards could use gems to regain lost mana: essentially, the gems were nothing more than glorified potions of mana. Since then I’ve managed to expand the uses of gems considerably and make them much more integral to the magic system; however, I still feel there is a lot more that I could do with them if I could only think of it! Basically, I’m asking for any ideas and suggestions that people have on how to make the gems and magic more interlinked.
The worlds are nothing more than bubbles on the strings on the plane of dreams.
Magic is a living entity, simple and non-sentient, but reactive to large-scale emotional states. Its name, like we might call a dog, “Dog”, is Garan. It is better to think of it as a huge astreal vine like plant, rather than an animal.
Quote from: “Sir Isaac Newton” Every action has an equal and opposite reaction
The young priest had been healing in the market place for free. Someone seeking bounty gold had told someone at the temple. "Hut. Hut. Hut" The Temple Knights in formation came marching down from the temple.
The young priest stood up. He reached into his pouch. With a smile he put the top into the Bey. With a spin, the 1000 prayers to the spirits came forth. The spirit responded. The wind whirled and buffetted the troops. They fell into each other and were having trouble getting due to the wind that only they felt.
The priest picked up his top and ran away. They would not catch him today.
There used to be many Gods. They were petty, cruel, and plagued Humanity almost as badly as the Demons of Sogoth. They bore more Gods. They fought with each other. They were unworthy of the divine mantle. Then came Argon.
Pandjit was a magi and philospher several hundred years ago. He used meditation, prayer (focused) dance, and soul access to determine the nature of the universe.
The One is the primal spirit of the universe. The One shaped the Material, for as the spirit goes so does the dust. The One is behind everything.
The Weaver spun time, space, fire earth, air, water, light, and spirit into existance from the primal chaos, the way a spinner spins threads out of cotton or wool. Weaving them together, The Weaver made all.
Uedha-a is the God who dwells here. That I am not afraid, he makes me so- Uedha-a bolsters hearts with iron, and with-holds souls from the Shadow Himself.
The Judge is the Ultimate Judge, who judges all beings after death. After death, you face The One. He measures your worth and determines your faith appropriately.
In this world, each race had its own Spirit, or Diety it revered. It personified the race. The Mythic people (Elves, Dwarves, Goblins, et al) had worshiped their spirits since before time began, long before Humans crawled out of their caves and became a speaking race.
"Harken to The Word of the Messenger, He who is heralding new age, one without the upsurping lesser Gods."
This scroll is for posting monotheistic religions to be used in games.
A complex mythology with a full set of deities.
In this pantheon, there are four dragons, and only four, and they are gods. They are opposed by four fiends, and only four, and they are demons.
The Carycian calendar has been adopted by many countries since its invention by the Blue Monk, Frezzi Alberto, in the year 1. It evolved from the wonderment Alberto felt for the natural cycles and his attempts to understand and predict them.
A form of magic whereupon talismans are grafted to the skin in order to grant power.
The Twilight Tunnels, the Imperial Gate system, were the backbones of the Imperium. The ability to travel almost anywhere via the Twilight Tunnels, allowing for near unlimited trade for little money, quick communication (any message anywhere nearly instantly (or within 3 days for the hinterlands), and easy personal travel. This system can be adapted to any gate system.
When the characters approach a clearing in the forest, they will see 4 ogres who are guarding, and preventing from escape, 4 human males, and 3 human females. The ogres will see the party and leap to attack. The females will scream "OUR SAVIORS!!" and run screaming straight across the currently forming battlefield, in between ogres and party members, to hide behind the rearmost party members. They will be safe there. The males will try to skirt the battle to the north side to join the women.
To the south, giants will be hiding in the thick underbrush until the party has engaged the ogres and then attack the most opportune target EXCEPT the ones that the females are next to.
It should be noted that the female commoners are not female commoners at all, nor are the male commoners actually male commoners. The female commoners are the hags, who have polymorphed themselves as the commoners in their stewpot to escape detection. The males skirting the battle are actually MORE ogres, the hags were in the process of polymorphing ALL the ogres into regular humans for ambush purposes. The REAL commoners are already dead, having found their way into the coven's cauldron for dinner.
The hags (the women) will position themselves near to any spellcasters in the rear first, and then near anyone else in the back of the fight. The ogres (the men) will wait until the hags shift form, and then attack first the rear folks, then shift into the melee.
It is possible that the characters, as they approach the ogres, will notice the giants in the bush, and be able to warn the others of the ambush.
GAME NOTES: If you sell the screaming women correctly, they will not even be suspected until it is too late. Therein lay the problem. This encounter is ESPECIALLY deadly to the rear eschelon of the party. It is entirely possible that the hags will finish off half the party before they even realize they have been duped. Caution is required if the game master wishes to avoid a TPK(total party kill).