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Old December 7th, 2008, 04:58 PM
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Default Re: Why magic paths are like mod Nations.

If blood magic is appropriate, so is sex magic. The others are all potential sources of magic:

Metal-as in the "Asian" element.

Crystal-not Earth magic, but the historic belief in the power of crystals, used for healing, divination, psychic energy, to power Atlantis, what have you. Nothing particularly "earthy".

Numerology-the power of the underlying mathematical basis and language of the Universe, itself. It's good enough for physics, and it pops up in various forms of real-world occultism/magic, such as Qaballah.

Mentalism-psychic energy, and the power of the mind and will, over matter, over fate, and over the wills of others. Not Astral magic, which comes from the stars, but power derived internally, from pure imagination and perception.

Shadow magic we already sort of have in the game. Shadow beasts, strength in darkness, banefire, etc, but this would be power derived from light and darkness, and their interplay.

Animism, what I had in mind, would be power derived from *all* the beings, competing for Godhood at the same time, and all the other powers who aren't necessarily after godhood, but are caught up in that. Sort of the magical "waste energy" from all that. Holy magic, of a sort, in a sense, but not pure or direct.

Chaos/Wild Magic, in this case, wouldn't just be random effects, it would also be the power of unrestrained Creation, itself. This would include such things as "faerie magic".
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Old December 7th, 2008, 05:02 PM
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Default Re: Why magic paths are like mod Nations.

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Originally Posted by HoneyBadger View Post
If blood magic is appropriate, so is sex magic.
Explain to me then how battlefield Sex Magic works. But..... you don't have to get into the effects..... the US government supposedly tried to develop a "Gay Bomb" to distract and pacify enemy soldiers. o.O
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Old December 7th, 2008, 05:16 PM

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Default Re: Why magic paths are like mod Nations.

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Quote:
Originally Posted by HoneyBadger View Post
If blood magic is appropriate, so is sex magic.
Explain to me then how battlefield Sex Magic works. But..... you don't have to get into the effects..... the US government supposedly tried to develop a "Gay Bomb" to distract and pacify enemy soldiers. o.O
It's easy! Say you summon a spectre, and it has a sex random. Then you summon a succubus and have them form a tantric communion and... well, I'm not sure what they're going to do with it, cast spells that make allies feel good?
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Old December 7th, 2008, 05:40 PM
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Default Re: Why magic paths are like mod Nations.

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Originally Posted by HoneyBadger View Post
Crystal-not Earth magic, but the historic belief in the power of crystals, used for healing, divination, psychic energy, to power Atlantis, what have you. Nothing particularly "earthy".

Mentalism-psychic energy, and the power of the mind and will, over matter, over fate, and over the wills of others. Not Astral magic, which comes from the stars, but power derived internally, from pure imagination and perception.
The Crystal magic I mentioned replaced Astral, not Earth. Astral Healing, Crystal Sphere/Astral Window, Mind Burn/Paralyze/Mind Hunt etc, it would pretty much cover the same stuff you listed. Besides, since all Dominions rituals use gems/crystals as a power source, the idea wouldn't be exactly "ground"-breaking, pardon the pun.

Mentalism is Astral by a different name, judging by effects. And it's not like the "from the stars" actually affects any in-game effects, besides Gifts From Heavens.


And regarding Blasphemy, there used to be Holy and Unholy priests. Holy priests could preach, Unholy priests could reanimate undead. It was removed, the reason being that e.g. Marignon thinks that the Mictlan priests are unholy, but the Mictlan priests think they are holy.
It would be easy to just give each nation a bunch of national holy spells, perhaps available at spesific research levels. And that'd actually be a good idea and not too hard to do, either, since we already have examples:

Pangaea: Carrion spells
MA/LA Ermor: Unholy Blessings, Anathema, Apostacy etc etc
(LA) C'tis: spells providing +MR or +ATT for undead
MA Ulm: Iron Darts, Iron Blizzard
Marignon: Holy Pyre (just change it to F1H1 at the same research level)

Last edited by Endoperez; December 7th, 2008 at 05:43 PM..
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