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urhb:magic [2017/12/24 12:43]
daniel
urhb:magic [2018/01/12 21:13] (current)
marcs [Ritual magic]
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 ===== Magic: What Everybody Knows ===== ===== Magic: What Everybody Knows =====
 ~~NOTOC~~ ~~NOTOC~~
-This setting has 3 kinds of magic. But this game only covers 2. We are planning to introduce the 3rd in a follow up game that is either going to be titled: 'The Witches of Urr' if **The Free City of Urr** wins this game, or 'Rebellion in Urr' if the **Dark Empire** wins.+In the Urr game settings, we have 3 kinds of magic, but in this game only 2 will be used <sup>1)</sup>
  
-**1st** there is **Personal Magic**, to remind the rest of you that the wizards are well //wizards// during the roleplaying parts of a turn. It consists of a list of 1 (part time magic user) to 4 (Elf) personal powers that a wizard can use at will. These always work. Below are the powers that are so famous that any peasant in the land knows about them and their wielders.+==== Personal magic ==== 
 +First, there is **Personal Magic**, to remind the rest of you that the wizards are well //wizards// during the roleplaying parts of a turn. It consists of a list of 1 (part time magic user) to 4 (Elf) personal powers that a wizard can use at will. These always work. Below are some powers that are so famous/notorious that any peasant in the land knows about them and their wielders.
  
-**The Dark Prince** can __rip someone's eyeballs out from up to 20 paces away__. He has a habit of doing that to persons that disrespect him. He is infamous for having a rather arbitrary and self centered definition of disrespect. There is a magic ointment out there that can be used to regrow eyeballs, it is a rare ointment.+  * **The Dark Prince** can __rip someone's eyeballs out from up to 20 paces away__. He has a habit of doing that to persons that disrespect him. He is infamous for having a rather arbitrary and self centered definition of disrespect. There is a magic ointment out there that can be used to regrow eyeballs, but it is a rare ointment.
  
-**Elfs** can glide across lakes&rivers at tremendous speed and can call down multihued bubbles of magic force that shield them from attacks. But what makes them truly infamous is something called __The Charm of Forlorn Encystment__. People it is used on are never seen again. If an elf utters the following words: **I tire of your Antics and will Invoke the Charm of Forlorn Encystment.** Either Flee, or beg for mercy!+  * **Elves** can glide across lakes and rivers at tremendous speed and can call down multihued bubbles of magic force that shield them from attacks. But what makes them truly infamous is something called __The Charm of Forlorn Encystment__. People it is used on are never seen again. If an elf utters the following words: **I tire of your Antics and will Invoke the Charm of Forlorn Encystment**, either flee, or beg for mercy!
  
-**Wizards** in general have a reputation of showing up out of nowhere in places they could not have traveled to unseen and for grasping massive scorpions and vipers out of thin air and wielding them as weapons.+  * **Wizards** in general have a reputation of showing up out of nowherein places they could not have traveled to unseen as well as grasping massive scorpions and vipers out of thin air and wielding them as weapons.
  
-Still compared to what comes next these are just parlor tricks.+This is still nothing compared to what comes nextthese are just parlor tricks.
  
-**2nd** is the most powerful type of magic**Ritual Magic**. It is so resource intensive  that each magic capable nation in the game can only cast one ritual spell during the magic phase of each turn. A wizard must be freed up to lead this ritual. You cannot be involved in delicate diplomacy and coordinate a magic ritual that may have over a 100 participants at the same time. There is a special 'magic umpire' in the game who handles all magic rituals and how well they work.+==== Ritual magic ==== 
 +Second is the most powerful type of magic**Ritual Magic**. It is so resource intensive that each magic capable nation in the game can only cast one ritual spell during the magic phase of each turn. A wizard must be freed up to lead this ritual. You cannot be involved in delicate diplomacy and coordinate a magic ritual that may have over a 100 participants at the same time. There is a special 'magic umpire' in the game who handles all magic rituals and how well they work.
  
-A list of the magic capable nations in the game and what is generally know about their 'arsenal'.+A list of the magic capable nations in the game and what is generally known about their 'arsenal'.
  
 +  * The **Kingdom of the Longbeards** is rumored to have an ancient ritual that makes their army unbeatable as long as they defend their homeland in a just war.
  
 +  * The **Elves** have rituals that grant simple peasants the power to take on their oppressors.
  
 +  * The **Gnomish Confederacy** has supposedly a ritual that grants army units the power to fly. Whether this is that everybody grows a pair of wings or that all board a flying ship is unclear. Reports are contradictory.
  
 +  * The **Dark Empire** is a **Ritual Magic** powerhouse. Rumors talk about the Making the Dead rise and eating the living, predicting the future from the entrails of a human sacrifice, summoning hordes of locusts to devour their enemies crops and binding dragons to their will.
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 +  * Some years ago the **Temple Hermits** of the **Free City of Urr** used **Ritual Magic** to move a watchtower a 150 paces sparing the city the expense of tearing it down and rebuilding it, because the river had slightly changed its course over the years, undermining the foundation of the old spot of said tower. It was a minor feat as **Ritual Magic** goes, but it did prove Urr belongs on the list of **Ritual Magic** powered nations.
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 +    1) We are planning to introduce the 3rd in a follow up game.
 +     It is either going to be titled: 'The Witches of Urr' if Urr wins this game, or 'The Uprising of Urr' if the Dark Prince wins.
urhb/magic.1514119403.txt.gz · Last modified: 2017/12/24 12:43 by daniel