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Rising Sun Eternal: Magic
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=== Common Types of Effects === As Game Moderator youβre free to invent any type of supernatural effect that complements your game world. A few common categories of effects may prove useful starting points for broader invention. '''Summoning Supernatural Entities''' In many settings there exist a family of rituals designed to compel a supernatural being to manifest at the location where the ritual is performed. The specific details of the chants and actions that must be performed to achieve this outcome vary according to the type of creature to be summoned. In determining the Scope rating for this supernatural effect, the most pertinent factor is the POW characteristic of the supernatural creature summoned. *1β8: Minor *9β12: Small *13β16: Significant *17β20: Substantial *21β30: Major *31β40: Vast *41β60: Sweeping *61β150: Cosmic '''Binding Supernatural Entities''' Another category of rituals found in many settings are those compelling a supernatural creature to obey the will of the ritual leader (at least for a period of time). This control is called binding. As with summoning, the Scope of such an effect is governed primarily by the POW of the creature β use the table above. Binding spells which have a long duration (more than a day) may warrant a higher Scope rating than that mentioned on the table. '''Mental Contact With Gods''' While many settings include numerous races of supernatural creatures, the major Powers are often more properly thought of as individual βgodsβ. . Certain sorcerers have at different points in history devised rituals to make mental contact with one of these intelligences. In determining the rating for the scope of such an effect the primary consideration is the potency of the God. *Minor (e.g., local spirit): Substantial *Major (e.g., angel, demigod): Vast *Significant (e.g., god of element): Sweeping *Cosmic (e.g., Creator): Cosmic '''Opening Physical Conduits to Gods''' Some sorcerers are not content with communing with such entities, but instead wish to open conduits for their physical avatars to enter our reality. Again, the primary consideration in determining scope is the potency of the God, although the act of opening a physical conduit is at least one step greater in scope than merely communicating telepathically. *Minor (e.g., local spirit): Vast *Major (e.g., angel, demigod): Sweeping *Significant (e.g., god of element): Cosmic *Cosmic (e.g., Creator): Cosmic '''Dimensional Traversal''' Settings often incorporate the idea of extra-dimensional locales, whether remote parts of our own universe, realms created by the collective human unconscious mind, or entirely different dimensions. Stories set in such worlds may involve a myriad of different supernatural effects that permit mere mortals to cross the barrier between the normal world and one such outside region. In determining the scope of an effect which allows dimensional traversal, consider the distances involved. Use the range table provided above, re-imagining the range values as referring instead to the distance traversed. '''Cursing and Damaging''' Although far less common than in traditional tabletop roleplaying games, supernatural effects may exist in some settings which directly inflict physical harm on individuals. The scope for such an effect can be estimated by considering the amount of physical damage which may be potentially inflicted, usually represented by a dice value or Lethality rating. *Minor: 1D4 *Small: 1D6 *Significant: 1D8 *Substantial: 1D10 *Major: 1D20 *Vast: 2D20 *Sweeping: 10D10 *Cosmic: 10D100 '''Warding and Protection''' As counterpoint to supernatural effects which may cause physical harm, it is equally possible for supernatural effects to exist which protect individuals from such harm. When estimating the scope of such an effect, consider the worst or most-serious type of damage the effect is likely to mitigate and consult the table from the previous section.
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