Copyright" title="(c) Erik Jameson - 1999 - USA, All Rights Reserved">
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A Geographic Reference To Known Stable Metaworld Locations
Shortly after the astral plane was discovered, the metaplanes were discovered. Corresponding to the ancient Greek elements, planes of pure water, fire, air and earth were found to exist. It was then discovered that there were planes that the shaman's totems called home (although there is admittedly still debate over the exact nature and number of such planes). For a number of years, most of us felt as if we had charted the basic geography of the Astral. In recent years however, more and more individuals have journeyed to strange metaplanes, with no apparent connection to any of the other known metaplanes and often with no connection with our own plane. Strange, bizarre and wondrous worlds these were, but we had no way of ever returning to these worlds. Such has been the quest of myself and my students for a decade now. To find stable metaworlds, that we could return to repeatedly. Indeed, I coined the term "metaworld" to differentiate these locales from the known metaplanes. We have lost too many students to this quest, but we, in the last year, have finally succeeded, with the charting of four metaworlds that we can visit time and again.
Getting There
The so-called "Lurker at the Threshold" does guard the gateways and it has been known to refuse passage to those it deems unworthy.
We here at the University of Berlin are more than happy to grant "maps" to these metaworlds. All we ask in exchange is a simple report telling us what happened, for our further research. Apocalypse The metaworld we call "Apocalypse" is a world blasted by holocaust. Our research has indicated nothing living within this world (or worlds), with the earth charred black and the few bodies of water brackish and poisoned. Indeed the Background Count, while within normal, is itself tainted, causing a general feeling of nervousness and nausea.
Ilium Ilium represents one of the stranger and more hospitable worlds we have charted. Ilium is a world made up of a single city, fashioned in the old Bronze Age Greek Style of massive battlements and "beetling towers," to quote Homer. Indeed, the basic culture of the metaworld is based loosely around what we would consider Bronze Age, or Mycenean, Greece. This does mean brutal heroes and hordes of female slaves in the kitchens and in the fields making flax. Acceptance for the metaplanar traveler is immediate, perhaps indicating travelers have journeyed to this world many times before. The level of magic appears to be next to nil, with the only magic being possible the aura alignment for the trip back to our home plane. Dorpfeld's Metaworld
This metaworld, the first which I was able to return to repeatedly, can be reached from within the walls of Berlin itself. Dorpfeld's Metaworld is the world initiated travelers should avoid. In fact, we have halted research into this metaworld due to the number of deaths. A swirling mass of visible mana, the Background Count is off all known charts. There appears to be no solid masses within this metaworld and few inhabitants. Those few beings that appear to be native to this world are extremely hostile spirits of an unknown kind. It appears that these beings feed on the mana itself. At this juncture, there appears to be no compelling reason, except possibly outside of research, why anyone should venture to this very dangerous metaworld..
The Smoke The Smoke is an industrial metaworld. It can best be imagined as a world where our own Industrial Revolution became everything. Soot and dirt cover nearly everything, with factories, running on something similar to coal and steam power, operate day and night (although there is little more than twilight with all the smoke). This "industrial hell" is inhabited by a race of "lizard men." Indeed, travelers to this world will find themselves transformed to look like this race of lizard men, making assimilation far easier. The background count is normal, with the corruption common to industrial zones. Magic, as a whole, still operates, even though the indigenous people have no talent for it. Conclusion
The Manipulation Of One's Own Aura As An External Mana Focusing Device And The Effects Therewith.
Okay, sorry for the long-winded academic title. Had to be done. But enough pleasantries, let's get right down to business. The primary problem of casting spells is the fact that we must channel powerful energies through our own bodies, a task evolution did not prepare us for. Thus, we are inefficient conductors of magical energies, able to cast spells, but taking damage in the process. The metamagical ability of Centering has done much to counter this process, but all it does it create a better conductor. Given this, there must be a better process for casting spells that creates less of a hazard for the caster. The first answer to this problem is the caster manipulating his aura, to make the process even cleaner and safer. Essentially, the caster, through this advanced form of Centering, creates a much cleaner and purer conductor. Which translates to throwing better mana bolts and taking less drain. Now, let me get onto the hard stuff, so that the rest of you can do the same trick. +++++INCLUDE MATHEMATICAL COMPUTATIONS
In game terms, Aura Focusing is a very difficult metamagical talent. To even understand the mechanics behind the talent, the magician would have to be greatly experienced. To reflect this fact, Aura Focusing is only available to magicians of Grade 5 or better. In addition, a month of uninterrupted study and practice is also required before it can be used. Above and beyond all this, the initiate must also have the metamagical skill of Masking. Game effects are rather simple. As an extension of Centering, the same skills and procedures are used. However, instead of rounding down successes on the Centering Test, successes are rounded up. Not exactly earth-shaking, but it is an improvement.
The Processes Of Binding A Spirit Within A Fixed Enchanted Object And The Benefits And Costs Gained Thereby.
Of all the areas of magical research, enchanting has been thought of as well understood, that the limits were known. And of course, the area of enchanting has suffered because it is not immediate or glamorous, spending months over boiling cauldrons, grinding tiny amount of mana into rings are not what makes for exciting trid. But that does not mean that enchanting is without excitement or breakthroughs. It is a major new breakthrough that has combined both of these elements, while bringing two major magical disciplines together. Simply put, with our process, an elemental can be trapped and bound within a specially created item, with its abilities available for use by the item's user. As of this writing, not all the bound spirit's abilities can be used, but the significant portion that can be used is nothing short of astounding. +++++INCLUDE MATHEMATICAL COMPUTATIONS And so, by using our process, this spirit's abilities of flame projection, psychokinesis, even enhanced movement, are all at the fingertips of the daring enchanter. It should be noted that throughout our treatise, only elementals were referred to. It is possible that allies and spirits might be utilized, but the above average intelligence of those beings preclude using them using these current techniques.
In Game Terms, Binding and Trapping an Elemental is a long-drawn out process. The first step is creating an item to be enchanted. First, a unique formula must be created, with a base design time of 60 days. This formula will only work for the type and Force of Elemental specified. To create the formula, the enchanter must make a Magical Theory Test equal to twice the Force of the Elemental desired. If no successes are rolled, the enchanter missed something and must try all over again. The materials for an Elemental Binding focus may be almost anything. However, it should be noted that if the item ever is broken, or significantly damaged (Serious Damage or worse, GM's discretion) the elemental goes free and will always attack its "Master." That means the vast majority of Elemental Binding foci are constructed with metals and strong materials. In addition, the item trapping the Bound Elemental can be attacked in astral space, just like any other magical item. If the item is destroyed, the Elemental will be able to go free. In addition, for every two points of Force of the Bound Elemental, the item must have at one unit of orichalcum. This is the physical component that allows the binding of the elemental. The base time to enchant the item is 30 days. The enchanter makes an Enchantment Test versus a Target Number of 10, with no modifiers applicable. Having completed the rituals, the enchanter must now pay Karma to actually charge the item and make it suitable for binding an elemental. It costs equal to the Elemental's Force in Karma to finish the ritual. Again, there are no modifiers for this cost. The item is now ready to house the elemental. Once the item is completed, the enchanter may now summon the desired elemental. Assuming the Summoning ritual is successful (which is completed as normal), the Elemental may now be bound. The summoner makes a Conjuring Test equal to twice the Force of the Elemental. If the summoner succeeds, he pays Karma points equal to the Force of the Elemental, no modifiers and the Elemental is now bound. In order to use the Elemental's abilities, a "Contest of Wills" must be taken, which is essentially a resisted Willpower test. If the magician wins, he may use the Elemental's abilities for one Turn per net success. If the Elemental wins, nothing happens. In each case, the Elemental can grant two out of three abilities to the user of the focus. Each bound Elemental grants a lesser version of Movement (at half the Elemental's Force), plus one of the two other abilities listed below. These two abilities are decided upon by the GM, not the player or the user, and are fixed from the time of binding. The abilities are given below. Air Elementals: Bound Air Elementals can grant Noxious Breath (Force L), or Psychokinesis (at half the Elemental's Force). Earth Elementals: Bound Earth Elementals can grant Armor (the user gains half the Elemental's Force in Body), or Shape Earth (as per the spell, Magic in the Shadows). Fire Elementals: Bound Fire Elementals can grant Heat Shield (as per the spell, Awakenings, p. 140) to the user, or Flame Aura (as per the spell, Awakenings, p. 140, at a Force equal to half the Elemental's Force). Water Elementals: Bound Water Elementals can grant the ability to breath underwater for a time equal to the Elemental's Force in Hours, or Shape Water (as per the spell, Magic in the Shadows). It should be noted that it is possible for Bound Elementals to grant other powers, based on their own abilities, or domains. This is up to the individual GM to decide, but the examples and rules given above should be followed as guidelines. Finally, each bound elemental counts against the summoner's maximum. Any elemental that does escape will turn on it's master, attacking him relentlessly. During this attack, because it is so enraged, the effective Force of the Elemental is plus one. Once it or it's master has been slain, it will return to it's native plain. The Creation of Special Foci Against Mental and Physical Drain
Don't worry, all you battle hardened street mages. I'm not going to bore you to death with a long winded treatise on a specialized focus. If you want to read it, simply drop me a note, right here in my mailbox on Magicknet and I'll give everything to you. What the frag am I rambling on about? I've found a new type of focus, one that will surely be of interest to everyone out there. We all know and love our Power Foci and we all like our other spell foci. They, when used properly, can make life, and magic, a whole lot easier. So what do most of us use foci for? Drain. You're no damn good to your teammates if, after throwing that Hellblast, you're out cold on the floor. Congratulations, you've just become dead weight. And so the most common usage of foci is to keep us on our feet. Now, I've found a way to do that even more efficiently and save your Power Foci for when you really need it. In essence, the Drain Focus absorbs some of the negative affects of spell casting. It helps you resist drain. Simple, right? Like the idea? Want to try it? Want to look for holes in my flawless theory? Drop me a line with the Subject: Drain Focus and my auto-mailer will dump a whole lot of MegaPulses your way. Have fun and good luck!
In Game Terms, the Drain Focus is really quite simple. It functions just like any other Power Focus, but it's dice can only be used to resist drain. And just like the Power Focus, it can be used at for almost any magical procedure. The enchanting process is identical to the creation of a Power Focus, including the formula creation. The Karma cost, however, is just a bit less.. The First Bonding Cost is 5xRating, with the same available modifiers. Karma Cost for subsequent bondings are 3xRating. The end result is a difficult creation, but easier to bond than a Power Focus.
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