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When do realms matter?
While discussing a proposed new spell over email, it became pretty obvious (at least to me), that the interaction of Hermetic magic and the four realms (Faerie, Divine, Infernal, and Magic) seems to matter in some cases and not others. I'm just using the core rules for this posting and focusing on spell casting, but will reference supernatural abilities as appropriate. I'm sure I missed some things, so add them if find them. I don't think this list, by itself, answers any questions. But is intended to provide a basis for analysis. Cases where it matters: - Realm interaction (P183) - Sense Holiness and Unholiness allows a character to see into Divine and Infernal realms (P189) - Tainted vis (P190) - Limit of the Divine (P79) - Limit of the Infernal (P80) - Merinita: Faerie Magic Mystery (P92) Cases where it doesn't matter: - Second Sight and Magic Sensitivity allows a character to see into any type of realm (P189) - Creatures magic resistance works against all forms of mystical power, just like Hermetic magic resistance (P191), magic resistance and penetration based on might score (P184) Spells where it matters: - ReAq: Ward Against (X), realm-specific creatures of water (P124) - Ward Against Faeries of the Waters - ReAu: Ward Against (X), realm-specific creatures of air (P128) - Ward Against Faeries of the Air - ReCo: Ward Against (X), realm-specific creatures associated with Corpus (P134) - ReHe: Ward Against (X), realm-specific creatures associated with wood (P138) - Ward Against Faeries of the Forest - ReIg: Ward Against (X), realm-specific creatures associated with fire (P143) - ReMe: Ward Against Spirits, realm-specific spirits (P151) - Ring of Warding Against Spirits - ReTe: Ward Against (X), realm-specific creatures of stone (although I think it should be extended to match the other wards) (P155) - Ward Against Faeries of the Mountain - InVi: Guidelines (P158) - Detecting types of effects (realm-specific) - Detecting items (realm-specific) - Detecting creatures (realm-specific) - Specially designed spells to learn more about raw vis - InVi: Piercing the (X) Veil (P158) - PeVi: Guidelines (P160) - Dispel effects of a specific type (higher bonus than the general dispel) - PeVi: Demon's Eternal Oblivion: specifically demons, not other types of infernal such as diabolists or undead (see InVi for the distinctions) (P160) - PeVi: Disenchant: Hermetic items only (P160) - PeVi: Unraveling the Fabric of (X), variants for different types of non-hermetic magic (P161) - ReVi: Guidelines (P161) - Ward target against creatures based on might (realm-specific) Spells where it does not matter: - ReAn: Ward Against the Beasts of Legend - InAq: Enchantment of the Scrying Pool - InVi: Guidelines (P158) - Detecting raw vis - InVi: The Invisible Eye Revealed (P157) - InVi: Sense of Magical Power (P158) - InVi: Sense the Nature of Vis (P158) - PeVi: Guidelines (P160) - Dispel magical effects (less effective than dispelling specific types of magic) - Reduce the target's might - ReVi: Aegis of the Hearth (P161) - ReVi: Gather the Essence of the Beast (P162) To make sure we are thoroughly confused, under the description of Vim spells (P156-7), it states "Vim spells can affect magical effects proceeding from magical items, magical creatures, or demons." I'm not sure why the difference. Of course the Limits of Magic would apply.
Kevin Says:
Last Edit: June 17, 2010, 00:04:38 by Kevin
Hugh Says:
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Last Edit: June 17, 2010, 09:47:52 by Kevin
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Last Edit: June 17, 2010, 10:13:28 by Hugh
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