Mysterious
and Unique
ARCANE FORCES!
For Astroscape Zero, just
having the typical sorcery wasn't enough.
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Of course, there's always magic. It works mostly as in the core rules, although
specializing in Magic Disciplines takes more work, with higher costs when
purchasing Magic Disciplines multiple times. Spellcasters are in high
demand, and specialist spellcasters are very highly valued. |
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Miracles also work mostly as in the core rules. But the core rules just gave
the structure of how to work miracles, and no details about who grants them.
In Astroscape Zero, there are
Immortals who grant miracles... if they're in the mood, and if
they decide your requests are worthy. |
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Archways are found on most of the worlds of the astroscape—planets and
moons. Nobody knows who built them, but they are very old. They're used to
open portals to other Archways, enabling quick travel around the vast
astroscape. |
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Aeaeae is a type of magic specific to the gas giant Quelzar and its orbiting
moons, and one that is in powerful opposition to magic. The quaice, races of
beings native to those moons, master this as others do magic. But move away
from Quelzar, and control and power over aeaeae diminishes until it's gone.
Come closer to Quelzar, and control and power over normal magic also
diminishes. The most unnerving part: the Immortals, laden with incredible
magical powers, are afraid of aeaeae. And they should be, as they cannot go
to Quelzar without becoming normal folks, completely at the mercy of even
the simplest quaice. |
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Flux is distilled out of thin air as a drinkable substance that imbues
powers on its imbibers. Most folks could drink it and experience nothing
more than a funny feeling for a few minutes. But some have studied flux and
know how to control the powerful forces coursing through their bodies. These
people, called fluxors, can shape those forces in their bodies to produce
fluxations, which are magic-like effects based on the AQ! rules for
powers. If fluxors are lucky, they'll keep the created fluxations effects
for a while... or maybe keep them forever. |
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How about magic spells for non-wizards? The answer: spellsuits. These are
magically enchanted items gone bananas. Instead of loading up piles of items
to provide non-wizards the ability to cast spells, instead they enchant
compact spellpacks in which they jam as many spells as they can. The
spellpacks are worn in a special belt, along with a special suit, enabling
heroes to work the stores magic spells with just a thought—and with no
magical training. |
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Miasmas, strange clouds that cause visions and prophecies... or are they
just hallucinations? You might go your whole life without even seeing a
miasma, or may experience many but never have visions. But at some point,
perhaps one of those mysterious clouds is meant for you. But who designates
it "for you"? |
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Shimmer is the residue of magical and aeaeae energies that can be harnessed
to unique effects. Shimmer trappers use devices to detect shimmer eruptions,
and capture this odd force in shimmerstones, which they sell to wizards, who
can use the power to supplement their magic... although strange side effects
can certainly occur. |
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In the fantasy-world
equivalent of modern cell phones, plexars use a magical dimension called the
plexus to communicate across the astroscape. Hear them! See
them! Eavesdrop on them! Hold conference calls! It may not be high-tech, but
the plexus lets anyone with enough money or magic to reach out and touch
anyone. |
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