Domain Magic
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Domain Magic lets the character render a place, of some square kilometers, permanently magical, with some effects of benefit only to himself, and others affecting all who visit the area, or affecting the area itself. Note that Domain Magic works poorly for characters who want or need to travel a lot, such as adventurers (and many other PCs).
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Performing Domain Magic
The act of "performing" Domain Magic, sometimes described as "Enchanting a Domain", renders an area permanently magical, and costs the character doing so Essence. The area is thereafter said to be the character's Domain, and the character is referred to as the Owner. A character can only have a single Domain.
Rules may be created later for how the Owner can sever his metaphysical ties with his present Domain so that he can make a new Domain elsewhere (but note that the ex-Owner won't get back the Essence that he spent back), and/or rules may be created for how another character can dis-Enchant a Domain, rendering it non-magical, which would be a very hostile act and quite understandably make the Owner somewhat upset. See further down for what happens when the Owner dies.
The cost in Essence is 0.1, plus a number of "Domain Units" worth of further Essence, dependent on the initial effects that the Owner wisehes to Enchant into the Domain (note that some effects must be chosen initially; they cannot be added at a later time).
Being able to Enchant a Domain
There are no spells to do this, because Domain Magic cannot be classified as belonging to any one of the Realms. Most characters who Enchant a Domain do so using the Lore Enchant Domain, but there may also be Powers that lets a character do it.
The Domain Unit
All Domain Effects have a price in Domain Units, in wholes, halves and multiples. The Domain Unit is an amount of Essence, depending on some of the traits of the Enchanter.
Start with a value of 2.4 Essence per Domain Unit, then subtract 0.1 Essence for each point of Will over 5, and then 0.05 Essence (do not round yet) for each point of either Psyche or Faith over 5. Don't use both attributes; use Psyche if the character uses the Enchant Domain Lore, or if the character is using a Power, then the writeup of that Power will define whether Psyche or Faith is to be used.
Finally, subtract 0.1 Essence if the character has a Minor Affinity with the primary terrain type of the Domain, or 0.2 Essence if the character has a Major Affinity. It may sometimes be possible for non-Humans to have a Grand Affinity with a terrain type; if a Grand Affinity matches the primary terrain type of the Domain, subtract 0.3 Essence.
Insert reference tables here.
The resulting value is the cost in Essence per Domain Unit. Each Domain Effect costs a number of Domain Units, sometimes in halves, e.g. 0.5 DU or 2.5 EU. Multiply the DU cost by the number of DUs and then (and not before) round up to the nearest 0.1 Essence.
If the Owner dies
Once the Owner dies, the Domain begins to fade. All numerical modifiers begin to drop, e.g. plusses and minuses, and RD modifiers. After 3 Years, reduce all numerical modifiers by 1 (towards zero; a -1 RD bonus to something becomes 0, and a +2 RD penalty to something else becomes a +1 RD penalty). Numerical modifiers that become zero cease to exist. After a further 6 Years, reduce all numercal modifiers that still eist by a further 1 (towards zero), and again after a further 12 Years, 24 Years and so forth, until all numerical modifiers are gone.
(Insert table here?)
Effects that do not give modifiers, but are instead rated in levels or stages, e.g. Trivial, Minor, Medium, Major, Grand, or similar, drop one level or stage after 1 Moon, then another level or stage after 6 Moons, then another level or stage after 3 Years, then 15 Years, then 75 Years, then 300 Years. In this way, game-mechanical effects tend to evaporate fast (pretty much anything is gone after 9 Years, or at least 21 Years), but if a strong-yet-subtle effect was Enchanted into the Domain, it'll linger for a rather longer time.
(And insert table here?)
The size of the Domain
The base size of the Domain in square kilometers equals the Spatial Intelligence of the Owner plus one. It can then be enlarged, but this can only be done during the Enchanting process.
Effect | Cost | Notes |
---|---|---|
Enlarged Domain I | 0.5 DU | Domain is twice as large |
Enlarged Domain II | 1,0 DU | Domain is 4 times as large |
Enlarged Domain III | 1.5 DU | Domain is 8 times as large |
Enlarged Domain IV | 2.0 DU | Domain is 16 times as large |
Enlarged Domain V | 2.5 DU | Domain is 32 as large |
Enlarged Domain can be taken at a higher grade than 5th, if desired. Just continue doubling the size.
Example, Domain Size
Aerith the Aënchantress has a Psyche of 7 and a Will of 6, and no Terrain Affinity, so her Domain Unit is 2.2 ES (0.1 lower for high Will, and 0.1 lower for high Psyche). Her Spatial Intelligence is 5, so her base size, which she gets for the initial outlay of 0.1 Essence, is 6 square kilometers.
She wants seven levels of Enlarged Domain, which costs her 7 x 2.2 ES = 15.4 Essence, for a total of 15.5 Essence. This gives her a Domain size multiplier of x128, so her Domain is 768 km2,
Examples I
Getting more in depth
Examples III
Advice
Please note
See also
Effect | Cost | Notes |
---|---|---|
1 | 2 | 3 |
4 | 5 | 6 |