Kralorelan mysticism
Last updated: 1998-02-08
This is the result of an attempt to create RuneQuest rules for mysticism,
the magic of Kralorela. The ideas come from a discussion with Sandy
Petersen some years back, so the rules are at least as much his as they
are mine.
Mysticism is the main form of magic in Kralorela. Like the dream magic of
the East Isles it has its root in the ancient Vithelan ways, but it also
has a strong influence from the draconic teachings of imperial Kralorela
which were brought to mankind by the emperor Da Long Da (Daruda).
The base skill of mysticism is simply called Mysticism. There are
two forms of mysticism, low and high. Low mysticism is used
much like spirit magic, it is the magic available to the common man in
Kralorela. High mysticism is used by magic specialists, much like divine
magic and sorcery in central and western Genertela. At the end of rules
summary, there is also some exploration of the connections between
mysticism, divine magic and dragon magic.
Mysticism skill
The Mysticism skill represents the character’s spiritual enlighenment.
As such it relies more on insight than traditional learning. Thus learning
Mysticism differs from learning other skills. All Kralorelans are taught the
rudiments of Mysticism as a part of their education before coming of age.
The base chance after this training is 1d6% + the character’s magic skill
bonus. Every Sacred Time, the Mysticism score increases 1%. It can also be
increased by meditation and learning. Each season spent in a monastery gives
a 1% increase. The skill score will also increase by 1% every time a character
makes a critical success with a skill enhanced by mystic magic.
Mysticism is not usually rolled against. Instead the skill score determines
how powerful magic a character can use. For every 10% of Mysticism or fraction
thereof, the character may spend 1 MP or POW on mystic magic.
Low mysticism
Low mysticism is used to enhance the execution of normal skills. Each MP spent
when invoking the magic increases the skill chance by 5%. The limit is
the character’s Mysticism skill/10, rounded up. The magic effect lasts as long
as the character concentrates exclusively on the skill used and nothing else.
When the character uses another skill or simply stops concentrating the effect
dissipates.
High mysticism
High mysticism is based on skill mastery. When a character has mastered a skill
he may gain mystic magic powers connected to the skill. To get access to
the powers of a skill the character must spend 1 point of permanent POW.
High mysticism uses MP just like the low magic. Up to Mysticism skill/10 may
be spent on a single magic effect. It is also possible to spend POW for more
spectacular or permanent effects.
The exact of high mysticism depends on the skill it is used with. The
following list contains some examples. If a skill seems unfamiliar, it is
because I have used the skill list from my own rules tweak.
Climb |
Increase climbing speed by 20%/MP, climb surface without handholds
at 4 MP, climb under ceiling at 8 MP. |
Dodge |
Dodge an extra attack for every MP, dodge a missile attack for
1 MP, turn a success to a critical for 1 POW. |
Jump |
Increase jumping capacity by 1 m vertically and 2m horizontally
for each MP. Multiply by 10 if permanent POW is spent. |
Ride |
Increase the speed of the riding animal by 20%/MP, increase the
animal’s jumping capacity 1 m vertically and 2 m horizontally/MP,
enable the animal to fly 10 minutes/POW. |
Swim |
Increase swimming speed by 20%/MP, extend breath capacity 1
minute/MP, allow water breathing 10 minutes/POW. |
Tumble |
Decrease falling damage by 1d6/2MP. |
First aid |
Heal 1 hit point/MP. |
Medicine |
Restore 1 point of chracateristic loss/POW. Neutralize 1 point of
poison POT/MP. |
Camouflage |
Make 10 points SIZ/MP invisible. |
Craft |
Each POW spent enchants the object created so that the user may
spend MP to activate it like a spell matrix. |
Conceal |
Make 1 ENC invisible/MP. |
Sail boat |
Increase boat speed 20%/MP. Increase hull armour points 20%/MP. |
Hide |
Make 10 points SIZ/MP invisible while remaining still, 3 points/MP
while moving. |
Melee weapon |
Increase damage done by 1/MP. Increase initiative by 2/MP.
Increase weapon AP by 1/MP. |
Missile weapon |
Increase damage done by 2/MP. Increase range by 20%/MP. |
Written mysticism
A character with mastery of Read/write Kralorelan who has sacrificed
POW for the magic power of writing can create magic texts, usually in
the form of poems. The content of the text relates to another skill which
the mystic has mastered and for which he has sacrificed POW to gain the
magic powers.
If the creator just spent MP to create the magic poem, it will be usable
only once. The user must provide the MP needed for the effect, but the
writer’s Mysticism determines the intensity of the effect. If the creator
spent POW when writing, the poem is permanently empowered and may be used
over and over again. The user must spend MP each time. Finally if the writer
has sacrificed percentage points from his Mysticism skill, the effect is
permanently active, without the need of MP use.
The same effect as written mystic magic may be achieved by painting or
otherwise making an artistic image. Painting is more limited, but has the
advantage that magic pictures can be used by illitterate people.
The magic poems and pictures are very important features of Kralorelan
magic. Common people with low Mysticism skill can get access to powerful
magic at a reasonable cost in the form of one-time use poems and paintings.
Mysticism and divine magic
Normal cult practices and divine magic exist in Kralorela, but mainly
among the lower layers of society, where knowledge of Mysticism is less
exalted. Mystics may be members of cults and use cult-related mystic magic,
much like a normal priests uses divine magic. Each divine spell of a deity
is available to mystic priests as magic powers of the Ceremony skill.
Unlike other high mysticism, POW must be sacrificed separately for each
power (spell).
To become a mystic priest, the candidate must be an initiate in good
standing, be a master of Ceremony, know Speak and Read/write Kralorelan at
75% and Lore [cult] at 90%. Restrictions are the same as for theist priests.
Mysticism and dragon magic
Mysticism and dragon magic are related, but not identical. Dragon magic is
based on mastery of your emotions. The user does magic by eliminating the
(illusory) line between the inner self (emotions, personality) and the
outer world, starting at the inner self. In mysticism, the same elimination
of the division between self and world is used, but the direction is the
opposite. Since mysticism is based on skills, the user's physical interaction
with the outer world creates a magic effect.
Dragon magic is very difficult to comprehend for humans, only the dedicated
mystics learn to master it. But Kralorela is so steeped in draconic energy,
that dragon magic effects can be unleashed with little or no conscious
effort from the mystic.
If you want to simulate this possibility, roll the Mysticism skill
everytime it is applied to enhance another skill. If the Mysticism
roll is a critical success, a dragon magic effect spontaneously occurs.
The effect should be related to the skill enhanced. The normal skill
enhancement takes effect even if the Mysticism roll fails.
There should of course be a list of dragon magic effects here, but
my mind draws a blank on that right now. Ideas and suggestions are
appreciated.
Send email to
nilsw@ibm.net
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