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Created: 2004.6.11
Updated: 2004.6.23
Viewed: 3589


Sygil

World of Sygil

 
Sygil - Labeled

 

Continent of Alarshu

Alarshu

 

Country of Karisti

Karisti - Labeled

3rd ed. Modifications

1. Magic 1a. Magic is slower in being cast and is _always_ bound to an object. In general all magic that would be cast in less than an hour takes 10x the listed time to cast (or an our whichever is less) and must be cast onto an object. The object can then be invoked with a half action.
1a1. Level 0 magic is an exception to this.
1a2. The higher level the spell, the more expensive/rare the object is, to which it must be bound. I.e. a 1st level spell may be bound to a common stone, dart, arrow, ect.; a 2nd level spell must be bound to something that is worth a minimum of a silver piece; a 3rd level spell requires an object that is worth at least a gold piece; etc. Wizards will often inscribe runes or symbols of power on scrolls or other less expensive objects (however the ink used is often expensive); however this usually takes extra time.
1a3. The object to which the spell is bout is _not_ usually destroyed by the invocation of the spell (but the other spell components are), but it may be lost. I.e. magic missile spell is cast on a hand full of pebbles; the pebbels are then projected at the target when envoked; some of the pebbels may be broken or lost, and others recovered.
1a4. Bound/Inscribed objects last 1 day per level of the binder/inscriber. I.e. a 3rd level Wizard inscibes a scroll; the scroll will last for 3 days before the writing fades; or a 4th level Sorceror binds a spell into an object; the object will remain bound for 4 days. This may be made permanent by a permanence spell.
1b. Magic exists in a number of fashions:
1b1. Bound in objects (i.e. magic swords)
1b2. Inherent in creatures, plants, places (i.e. dragons, healing plants, places of power).
1b3. Blessing/Curses. For most, these are a once in a life invocation.
1b4. Writen (runes, symbols of power, etc.)
1b5. Spirits. Spirits exsist in all objects, places, people, animals, and plants. Offending the spirit of an object or place can have the same effect as mistreating a person or animal. It may become more difficult to accomplish tasks involving them or in thier presence. Therefore it is common knowledge that only a fool mistreats his equipment.
Players would start at 2nd level, having been hired by a patron. This would avoid the "introduction" sessions and move right on into the more interesting stuff.

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