The DiD Factory

Thursday, March 01, 2007

Mark

Two changes in magic.

First, I've simplified priest magic in the sense of domains. There are now only 4 domains: Benefaction, Damnation, Revelation and Tellurgy. Although deities can vary in their ethos, each one 'centers' upon one of these domains. As such, a priest can cast 1-3rd circle from 3 domains, 4-6th from 2 domains, and 7-8th from one domain. In this system, priests are 'high and mighty' with only general commitment to worldly constructs.

The whole 'undead' thing is now the providence of ritualists, a.k.a. 'necromancers'. Ritualists are infernal meddlers, demon-summoners, witches or wicans, perverting the transient favor of multiple other-worldly powers to their own end.

I've also simplified the resistance to spells (saves). Now, for hermetic, hedge, or ritualist magic, the general modifier for any save is simply +1 per circle of the spell. However, priests are different. The save versus any given faith magic spell is not dependent upon the spell, but +1 per circle of the priest casting it.

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