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Druidic Nature Magic (Revised)


Killer Shrike

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Nature Magic:

 

This is a type of Divine Magic.

 

This system of Magic uses an ambient Magic System tied into the Natural Forces of the world. The stronger the natural forces of an area, the faster a user of Nature Magic can absorb energies with which to work magic. The greater the concentration of nature in an area the higher the REC rating associated with it (for these purposes consider a roughly 30†radius on average as a good-sized “areaâ€). The Nature Magic REC associated with any given area is determined by the GM, but a guideline follows.

 

In woodlands and other verdant natural areas with abundant life the Natural Forces will have around a 25 REC or higher, while places with a true dearth of nature such as a bustling urbanized city, deep underground, or a barren desert have 3 REC or less. Most places are in between these extremes. A few places on the planet such as unnatural wastelands created by twisted magic may lack any Natural Forces outright and thus have 0 REC, but these areas should be very rare; Natural Forces are inimitable and difficult to suppress for long.

 

A user of Nature Magic can store natural energies within himself but can only recover these energies at a rate no greater than the ambient Natural Forces REC of the area he is currently in. This is defined as a -1/4 Limitation on the REC of an END Reserve as shown in the following example: Nature Magic END Reserve: 50, 10 REC. REC Limited by Nature Magic Ambiance (-1/4); would allow a user of Natural Magic to store up to 50 END, and recover 10 points of END to his END Reserve each TURN in any area with REC 10 or higher, but only recover 5 points in an area with REC 5.

 

Nature Magic spells are bought as part of an Elemental Control. There are 2 kinds of Spells used in this Magic System. The first are called "Compacts" and consist of any spell which is designed to be cast by an individual. The second are called "Rites" and are primarily designed to be cast by a group of Nature Magic users.

 

All Spells must cost END, and all END must come from the Nature Magic END Reserve. All Spells must require an EGO Based Nature Lore Power Skill Roll to be cast. Rites must have the Ritual Limitation applied to them; and typically (but not always) also have Extra Time and even Window of Opportunity (1 season), and often require an OIF; Immobile Focus defined as a Stone Circle or Standing Stone. Standing Stones are specially engraved obelisks made of granite or other stone that are consecrated by a special Rite which simply performs a Minor Transform: Normal Stone into a Standing Stone; as a side benefit Standing Stones always boost the Natural Magic recovery of an area by +10 per Standing Stone (Change Environment 32" Radius (+1 1/4), IPE: Invisible to Sight, Invisible to Hearing (+3/4), +10 Nature Magic END Reserve REC (+10 pts). Some cultures use variations on the Standing Stone concept such as "The Great Oaks" or any other variation the GM prefers, but the end result is mechanically the same.

 

Sample User of Nature Magic Package Deal:

3 Nature Lore (EGO)

8 +4 to KS: Nature Lore

15 Natural Magic END Reserve. 70 END, 10 REC; Limited by Natural Magic Ambiance (-1/4)

35 Nature Magic EC (70 point powers)

 

9 1) Healing Womb of Hands: Healing 6 1/2d6 (max. Healed Points: 39) (Can Heal Limbs) (70 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Character May Take No Other Actions (-1/4), Concentration 0 DCV (-1/2), Others Only (-1/2), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4) [7 END]

 

18 2) Bramble and Vine: Change Environment 16" radius, -2 Climbing, -2 DEX, -2" Leaping, -4 PER Roll: Sight Group, -6" Running, -6" Swinging, Long-Lasting: 1 Hour (100 Active Points); Only in a Forest, Woodland, Jungle, etc (-1 1/2), Extra Time Extra Phase, Only to Activate Constant or Persistent Power (-1/2), Concentration 1/2 DCV (-1/4), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4) [10 END]

 

12 3) Strength of Oak: (Total: 71 Active Cost, 22 Real Cost) Strong as Oak: +15 STR, Reduced Endurance 0 END (+1/2) (22 Active Points); No Figured Characteristics (-1/2), Extra Time Full Phase, Only to Activate Constant or Persistent Power (-1/4), Delayed Phase (-1/4), Concentration 1/2 DCV (-1/4), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4), Linked to Tough as Oak (-1/2), Greater Power is Constant or in use most or all of the time (+1/4) (Real Cost: 8) plus Tough as Oak: Armor (10 PD/10 ED), Hardened (+1/4) (37 Active Points); Ablative BODY or STUN (-1), Increased Endurance Cost 4x END (-1 1/2), Only In Certain Circumstances: Uncommon (+1), Extra Time Full Phase, Only to Activate Constant or Persistent Power (-1/4), Delayed Phase (-1/4), Visible (-1/4), Concentration 1/2 DCV (-1/4), Costs Endurance Only Costs END to Activate (-1/4), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4) (Real Cost: 9) plus Dense as Oak: Density Increase (400 kg mass, +10 STR, +2 PD/ED, -2" KB), Costs END Only To Activate (+1/4) (12 Active Points); Extra Time Full Phase, Only to Activate Constant or Persistent Power (-1/4), Delayed Phase (-1/4), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4), Concentration 1/2 DCV (-1/4), Linked to Tough as Oak (-1/2), Greater Power is Constant or in use most or all of the time (+1/4) (Real Cost: 5) [5 END]

 

Total Package Cost: 65

 

Sample Rote Spell for 35 point Nature Magic EC:

 

39 4) Ban of all Paths : Change Environment 1" radius, -10 Running, -4" Leaping, -6" Swinging, Long-Lasting: 1 Month, Personal Immunity (+1/4), Selective Target (+1/2), Conforming (+1/2; Conforms to the edges of a natural feature, particularly the edge of a woodland.), Megascale (1" = 100 km; +3/4), Can Be Scaled Down: 1" = 1km (+1/4) (299 Active Points); Extra Time 20 Minutes, Only to Activate Constant or Persistent Power (-1 1/4), Character May Take No Other Actions (-1/4), OIF Immobile Durable (Focus (Standing Stone); -1 1/2), Gradual Effect 20 Minutes (-1), Ritual (5-8) (-3/4), No Range (-1/2), Concentration 1/2 DCV (-1/4), Requires A Skill Roll And A Skill Roll (No Active Point penalty to Skill Roll -1/4) [30 END]

 

36 5) Call of the Wild: Summon 65,536 200-point Fantasy Woodland Creatures, Requires A Skill Roll (No Active Point penalty to Skill Roll Nature Lore; +0), Expanded Class of Beings Limited Group (Fantasy Woodland Creatures; +1/2), Slavishly Devoted (+1) (300 Active Points); Extra Time (1 Hour, Character May Take No Other Actions, -3 1/4), Ritual ([9-16] casters; -1), Concentration, throughout (1/2 DCV; -1/2), Incantations (throughout; -1/2), Summoned Being Must Inhabit Locale (-1/2), Arrives Under Own Power (-1/2) [30 END]

 

28 6) Reading the Omens: Precognitive, Retrocognitive Clairsentience (Sight And Hearing Groups), +20 to PER Roll, Discriminatory, Mobile Perception Point (can move up to 1,536" per Phase), Costs END Only To Activate (+1/4), Increased Maximum Range (546,875"; +1) (315 Active Points); Window Of Opportunity (once per Season; window remains open for 1 Hour; -3 1/2), Extra Time (1 Hour, Character May Take No Other Actions, -3 1/4), Ritual ([65-128] casters; -1 3/4), Concentration, throughout (1/2 DCV; -1/2) [28 END]

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