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), plus sometimes additional costs in Essence not accounted in Domain Units.

To Enchant a Domain, the Owner must walk along its borders starting at one point and walking all the way round to reach that point again, during a period of 6 Moons. If some lengths of the border cannot be walked, the character must at least be able to see them. This can be problematic for some characters who wish to have primarily mountaineous Domains, if they can't shapechange into birds or other other tricks to "see" what they need to see. Once the walk is completed, the 0.1 Essence is paid, along with whatever initial effects the Owner desires (and keep in mind, some effects can only be chosen initially), and the Owner then owns the Domain.

If the character cannot complete the walk in 6 Moons, he can try again, but must start over from scratch. (Please note that any character with minimal wilderness skills and at least basic overall competence can complete such a walk easily within the generous time frame, unless the area is very hostile in one way or another, in which case it might be a badly chosen place.)

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 in size. If square'ish, it would be something like 27 by 28 km, but it is actually somewhat elongated, something like 16 by 45 km.

Airith starts the border-walking process one day, and sets out to walk the roughly 122 km. She takes a leisurely 10-11 km a Day, and does not walk on Sundays because of her husband, so after 2 Weeks she is done. She pays the 15.5 Esence, and is now the Owner of her Domain.

Note, however, that so far Aerith's Domain does nothing.

Putting Domain effects into effect

Some Domain effects must be put into the Domain during the original Enchanting process. Others can be put in at any time.

Domain Watchfulness

This is a commonly chosen effect.

Effect Cost Notes
Watchful Domain 0.5 DU The Owner can set up Nodes of Sight
Watchful Domain 0.5 DU The Owner can set up Nodes of Hearing

After either of these effects have been Enchanted into the Domain, which may be done at any time, the Owner becomes able to set permanent Watchful Nodes from which he can see or hear, or both if both effects were chosen, as if the Node item had eyes or ears.

The Watchful Node must be set up in a reasonably stationary item, such as a large stone or a tree, but the item doesn't have to be immovable. For very large items, the Watchful Node must be defined as part of the item, e.g. a huge rock outcropping.

Each Watchful Node is permanent and costs 0.1 ES. It takes 6 Minutes and a simple act of will to make an item into a Watchful Node by touching it. The Owner may have a number of Watchful Nodes up to his Intelligence. Nodes cannot be moved, but they can be given up, which requires 6 Moons of dis-use preceded by and followed by an act of will. After that the Node ceases to function and the Owner has "space" for setting up a new Node, but the Owner does not get the 0.1 ES back, and must pay for the new Node.

There may be other types of Nodes in Domain Magic. Each is limited in number seperately, and may have different rules in all regards.

Example, Watchful Nodes

It turns out, Aerith the Aënchantress enjoys spying on people. She's the wife of a French count, and uses her magic without his knowledge.

She immediately


Advice

Please note

See also

Effect Cost Notes
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