Mysterious and Unique
ARCANE FORCES!

For Astroscape Zero, just having the typical sorcery wasn't enough.
 


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.

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.

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.

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.

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.

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.

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"?


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.


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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This Web site was last updated on Sunday, February 28, 2010 at 14:31:35

The Amazing Quests! Multigenre Universal Rolegaming Framework and Astroscape Zero are all Copyright © 1983-2010 by David Fitzpatrick.