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== Magical Effects ==
 
== Magical Effects ==
  
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10.0 Supernatural Effects
 
There are lots of weird, supernatural things that can happen in your game. In most cases, the style of weirdness and its scope of effect should be tied to the specific setting, or the current adventure/campaign/plotline being played out. Effects should relate to significant plot points or elements of the setting rather than being generic RPG ‘spells’.
 
There are lots of weird, supernatural things that can happen in your game. In most cases, the style of weirdness and its scope of effect should be tied to the specific setting, or the current adventure/campaign/plotline being played out. Effects should relate to significant plot points or elements of the setting rather than being generic RPG ‘spells’.
 
The following guidelines may be helpful to Game Moderators inventing custom supernatural powers for their own game.
 
The following guidelines may be helpful to Game Moderators inventing custom supernatural powers for their own game.
 
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10.1 Calculating the Scope of the Supernatural Effect
=== Calculating the Scope of the Supernatural Effect ===
 
 
 
 
 
 
The manifestations associated with a supernatural effect can be virtually anything the Game Moderator can imagine. Where such effects require game mechanics, these can be designed on a case-by-case basis.
 
The manifestations associated with a supernatural effect can be virtually anything the Game Moderator can imagine. Where such effects require game mechanics, these can be designed on a case-by-case basis.
  
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Use these base scope ratings as a starting point, adapting them according to the criteria specific to different effect types as shown on the next page. Wherever multiple criteria apply, always pick the greater of the two possible scope ratings (e.g., if one criterion suggests a Significant rating and another a Vast rating, the scope of the effect is actually Vast).
 
  
  
=== Common Types of Effects ===
 
 
 
As Game Moderator you’re 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'''
 
  
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Use these base scope ratings as a starting point, adapting them according to the criteria specific to different effect types as shown on the next page. Wherever multiple criteria apply, always pick the greater of the two possible scope ratings (e.g., if one criterion suggests a Significant rating and another a Vast rating, the scope of the effect is actually Vast).
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10.2 Common Types of Effects
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As Game Moderator you’re free to invent any type of supernatural effect that complements your game world. For settings which emulate the styles of otherworldly phenomena found in H.P. Lovecraft’s fiction, a few common categories of effects may prove useful starting points for broader invention.
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10.2.1 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 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.  
 
In determining the Scope rating for this supernatural effect, the most pertinent factor is the POW characteristic of the supernatural creature summoned.  
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'''Binding Supernatural Entities'''
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10.2.2 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 – 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.
 
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 – 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.
 
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10.2.3 Mental Contact With Gods
 
 
'''Mental Contact With Gods'''
 
 
 
 
While many settings include numerous races of supernatural creatures, the major Powers are often more properly thought of as individual ‘gods’. .
 
While many settings include numerous races of supernatural creatures, the major Powers are often more properly thought of as individual ‘gods’. .
 
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.
 
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.
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Magnitude of God
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Scope Rating
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Minor (e.g., local spirit)
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Substantial
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Major (e.g., angel, demigod)
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Vast
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Significant (e.g., god of element)
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Sweeping
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Cosmic (e.g., Creator)
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Cosmic
  
*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'''
 
  
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10.2.4 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.
 
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.
 
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.
 
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Magnitude of God
 
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Scope Rating
*Minor (e.g., local spirit): Vast
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Minor (e.g., local spirit)
*Major (e.g., angel, demigod): Sweeping
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Major
*Significant (e.g., god of element): Cosmic
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Major (e.g., angel, demigod)
*Cosmic (e.g., Creator): Cosmic
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Sweeping
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Significant (e.g., god of element)
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Cosmic
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Cosmic (e.g., Creator)
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Cosmic
  
  
  
'''Dimensional Traversal'''
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10.2.5 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.
 
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.  
 
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.  
  
 
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10.2.6 Cursing and Damaging
'''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.
 
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.
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Damage Inflicted
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Scope Rating
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1D4
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Minor
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1D6
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Small
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1D10
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Significant
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1D20
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Substantial
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10% Lethality
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Major
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20% Lethality
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Vast
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40% Lethality
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Sweeping
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99% Lethality
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Cosmic
  
*Minor: 1D4
 
*Small: 1D6
 
*Significant: 1D8
 
*Substantial: 1D10
 
*Major: 1D20
 
*Vast: 2D20
 
*Sweeping: 10D10
 
*Cosmic: 10D100
 
 
 
'''Warding and Protection'''
 
  
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10.2.7 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.
 
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.
 
 
== Magical Schools in Japan ==
 
 
These are the types of magic, and the types of practitioner, available in Japan. A practitioner of one discipline cannot take up another.
 
 
=== Folk Magic ===
 
 
This is the traditional, time-honoured type of magic practised by wandering aruki miko shamanesses, or ateji mediums. It was almost always practised by women (or transgenders) and was primarily associated with shamanism and the summoning or invocation of kami in the Shinto pantheon, chiefly minor kami and local spirits, or ancestors. The government historically tried to control these figures by registering them through shrines and temples, and many religious houses would have such miko attached. However, many also wandered independently and carried out other roles, such as healing, minstrelry, dance, or even prostitution. (Much rarer, male shamans were known as geki.)
 
Ateji and aruki miko traditionally learned through intensive apprenticeship to a senior shaman, often a family member. They would learn to call the kami and spirits and be possessed by them to communicate with the living and to perform magic. 
 
Typically, an aruki miko/ateji initiates mental contact with a kami or spirit, which will then answer what questions or give what prophecy it has been asked to do, or perform magic. Denied the power and authority of the shrines and temples, an aruki miko/ateji can rarely if ever contact any spirit or kami above a Major magnitude, and the magic performed by the summoned entity is commensurate, as well as highly localized to the entity’s particular location or area of power.
 
 
=== Buddhist miracles ===
 
 
Buddhist monks, nuns and priests can perform divine miracles by contacting, summoning and binding the saints, Wisdom Kings, gongen (Buddhist deities appearing as local kami), Bodhisattvas, and actual Buddhas of the Japanese Buddhist pantheon. Exceptionally, they may even open a way for the entity to manifest itself. The entity will then perform or channel the appropriate miracle, to a strength commensurate with its Scope.
 
 
 
 
Koso - Buddhist saint, protective spirit: 13—16 (Significant)
 
 
Gongen - Buddhist spirit manifesting as kami: 17—20 (Substantial)
 
 
Tenbu (Deva) - Buddhist minor deities: 21—30 (Major)
 
 
Myōō-bu (Vidyārāja) - Wisdom Kings: 31—40 (Vast)
 
 
Bosatsu-bu (Bodhisattvas) - 41—60 (Sweeping)
 
 
Nyorai-bu (Buddhas): 61—150 (Cosmic)
 
 
 
All of these entities will only act consistently with Buddhist teaching; however, their individual characters and roles vary widely, and so will the miracles they can facilitate.
 
 
=== Shinto miracles ===
 
 
Shinto priests, shrine maidens, and exceptionally, gifted and pious lay persons can perform divine miracles by contacting, summoning and binding the kami of traditional Japanese Shinto. Exceptionally, they may even open a way for the entity to manifest itself. The entity will then perform or channel the appropriate miracle, to a strength commensurate with its Scope.
 
 
 
Ya-o-yorozu no kami - the eight million kami, minor kami, ancestors: Major
 
 
Kunitsukami - earthly, local kami: Sweeping
 
 
Amatsukami - heavenly kami: Cosmic
 
 
=== Sorcery ===
 
 
Sorcery is the attempt to manipulate the divine powers of the cosmos through human will. Much of it is derived from Chinese cosmology and Taoist philosophy. Sorcerers often learn these by studying ancient Chinese texts, or by bargaining for rituals from strange beings.
 
 
A sorcerer chooses a particular phase or movement (element) to achieve a particular magical effect. The manifestations and materials for the ritual have to be appropriate to the right movement. The sorcerer then constructs the appropriate ritual, based on complexity and desired scope. Environmental factors (season, direction, planet in the sky, etc.) can affect the chances of success of the Ritual Activation Test.
 
 
Once a particular ritual is formulated, it cannot be changed, only increased in scope, etc. A new ritual will have to be formulated for new effects.
 
 
 
[[File:Oriental_correspondences.jpg]]
 

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