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Summoning Magics

Jasyn Jones
1 Title
Summoning Magics
Game Design: Jasyn Jones
Commentary: Phil Dack, David Oakes
Editing, Layout & Graphic Design: Jasyn Jones

Copyright © 2001-2007 by Jasyn Jones. All rights reserved. (See the copyright section
for Creative Commons licensing terms.)

Produced under license from West End Games.

These are original rules, intended for use with TORG: Roleplaying the Possibility Wars.
The most recent version of these rules (and other TORG resources) can be found on the
STORM KNIGHTS website:

http://darleyconsulting.com/games/stormknights/

TORG is ®, TM, & © 2007 by Purgatory Publishing, Inc. (See the copyright section for
more information.)

Updated: June 19, 2007


Introduction
This article covers a quintessential concept This article covers all kinds of dimen-
of magic: summoning a creature from an- sional magic subjects, including travel be-
other dimension. In default TORG, sum- tween dimensions and summoning a crea-
moning a creature from another dimension ture from another dimension. It involves
and creating a creature are both conjura- concepts from my “Worlds Without End”
tion effects and mages cannot tell which is article, in particular the definition of “di-
happening. Why this should be is never mension” (so reading that article may
satisfactorily explained. Clearly, the rules prove enlightening.)
need to be rewritten and clarified.

Summoning
Summoning is the act of bringing some- essence of apportation.
thing to here from there. “Something” Many common spells involve summon-
may include objects, living beings, color, ing. Examples include yield pearl (Pixaud’s
light, sound, heat, cold, and so forth. Practical Grimoire, pg. 51), steal spiritual
Nearly always, it involves apportation essence (Delphi Council Worldbook, pg.
magic. In point of fact, summoning is the 115), and summon bird (Pixaud’s Practical

1 S um mo n i n g M ag i c s
Grimoire, pg. 54). through dimension C. In addition, all di-
It is apparent that, since summoning mensions within a cosm are simultane-
involves movement, it should be a func- ously parallel: all points in dimension B
tion of the magic of movement: apporta- are equally accessible from one point in
tion. Accordingly, all spells that move ob- dimension A. A person in dimension B
jects, creatures, or substances between could gate (using extradimensional gate)
dimensions are apportation spells. into any location in dimension A, then
Summoning objects, creatures, and gate back to any location in dimension B.
substances across dimensional barriers be- These facts have interesting conse-
comes possible at a Magic axiom of 15. quences for trans-dimensional magics.
These acts of summoning are dependent Any kind of spell can cross dimensional
on the nature of dimensions in the TORG boundaries: conjuration magics can form a
universe. gate to another dimension, divination
A “dimension” (or a “plane” in other magics gather information from that di-
games) is a “space”, a place for matter an mension, apportation magics can be used
energy to exist. Reality as we know it, to bring objects, creatures, and substances
from Earth to the edge of the universe is from another dimension, and alteration
one dimension. A cosm is a cluster of magics can alter targets in the other di-
such dimensions. A given dimension can mension.
be infinite in extent (though most aren’t). A Crossing a dimensional boundary with
cosm can have an infinite number of di- magic is possible through the use of true
mensions (though most don’t). knowledge. This Arcane Knowledge al-
It is possible to travel between dimen- lows mages to design spells that have a
sions, but only between dimensions of the dimensional magic aspect, so that the spell
same cosm. Travel between dimensions is effect pierces the barriers between dimen-
inherently difficult. It cannot be done sions.
through normal movement, or even as- The “distance” between dimensions
sisted movement. It takes advanced tech- has consequences for dimensional magic.
nology, miracles, psionics, or in this case Spells are limited in many extents- range,
magic to broach those barriers. duration, effect value, and so forth. A
Two dimensions can be “close” to spell, even one with a true knowledge as-
teach other, which means that it’s generally pect, must still account for the difficulty in
easy to travel between them, or they can broaching the dimensional barriers be-
be “far” from each other, indicating that it tween two different dimensions.
may be difficult or nearly impossible to For cross-dimensional spells, there is a
travel between them. new bubble on the App (apportation) line
Some scholars imagine that dimensions of the spell design worksheet, which re-
are like spatial objects, moving in orbits lates to piercing dimensional barriers. This
that might take them nearer or farther value has to exceed the “distance” of the
away from each other over time, but the other dimension from the dimension the
exact mechanics of these orbits are often caster is located in (10 for “near”, 20 as an
impossible to determine, and may not average, and 30 or higher for “far.”) If the
even be stable over time. true knowledge value is too low, either be-
All the dimensions in a cosm are paral- cause of dimensional “movement” or other
lel: you can always travel from dimension factors, the spell won’t work.
A to dimension B without traveling Once the barrier is pierced, however,

Storm Knights 2
the “range” of the spell relates to how far one of those spots at the same time.
the spell effect radiates from the point of If the spell has a range of one mile
correspondence. then, upon piercing the Demon Dimen-
sion in the desert, the apportation spell af-
For Example: The Aysle cosm contains fects one demon within the range. If there
many dimensions, two of which are its are no demons there, no demon can be
primary dimension, Aysle, and the Demon summoned.
Dimension. The forces of evil have a As well, the spell could pierce the di-
strong desire to be let loose into the mortal mension in the middle of downtown Dis,
realm, so the Demon Dimension is “near” near the meat-packing district (and don’t
to the dimension of Aysle. Its cross- ask what meat they’re packing). One de-
dimensional “distance” is 10. mon within a mile is apported back to Ay-
A summon demon spell needs a 10 on sle.
the new bubble to reach into the demon
realm. It can pierce the demon realm at Nature concedes the movement of
any point such as Dis, the city of Dispair, physical mass. Accordingly, summoned
or the vast desert of “Nothing for Miles Ex- creatures do not return to their native di-
cept Burning Sands.” mension when the spell that summoned
Both of these spots, as well as any spot them expires. Magicians who frequently
in the Demon Dimension, can be reached engage in cross-dimensional summoning
just as easily from the caster’s location (say, are advised to have a banish spell at the
Castle Vareth’s basement, in Aysle). How- ready, in case the summoned creature is ill
ever, a given spell effect can only reach tempered (as most demons are).

3 S um mo n i n g M ag i c s

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Copyright
This electronic document (and all other contents of the STORM KNIGHTS website) is copy-
right © 2001-2007 by Jasyn Jones. All Rights Reserved (except as noted below).

This electronic document is released under a Creative Commons


Attribution-NonCommercial-ShareAlike 2.5 license. The terms of this
license can be found at:
http://creativecommons.org/licenses/by-nc-sa/2.5/

West End Games and Purgatory Publishing are hereby granted a license
to this electronic document under the terms of the Creative Commons
Attribution license. The terms of this license can be found at:
http://creativecommons.org/licenses/by/2.5/

In all cases, full attribution must be included in any derivative works, the text of which
must read:
Based on “Summoning Magics” by Jasyn Jones, copyright © 2001-2007. Original arti-
cle can be found at:
http://darleyconsulting.com/games/stormknights/magicaxiom/summoning.html

These rules are based (in part) on material published in the following TORG rulebook(s):

TORG Boxed Set


Original Mythos and Game Design: Greg Gorden
Mythos/System Development: Douglas Kaufman, Bill Slavicek
Additional Mythos/System Work: Christopher Kubasik, Ray Winninger, Paul Murphy

The Revised and Expanded TORG Rulebook, v. 1.5


Rule Book Design: Jim Ogle
Editing: Gareth Michael Skarka and Steven Marsh
Cloud tile, eternium pattern, and stone tablet background produced by Garrett Taylor:
http://www.db.erau.edu/~taylorg/torg/

TORG is ®, TM, & © 2007 by Purgatory Publishing, Inc.

Angar Uthorion, Aysle, Baruk Kaah, Core Earth, Cosm, Cosmverse, Cyberpapacy,
Darkness Device, Dr. Mobius, Gaunt Man, Gospog, Heart of the Coyote, High Lord, In-
finiverse, Kanawa, Living Land, Maelstrom, Maelstrom Bridge, Nile Empire, Nippon Tech,
Orrorsh, Occultech, Pella Ardinay, Possibility Raiders, Possibility Storm, Possibility Wars,
Ravagon, Stormers, Storm Knights, Tharkold, TORG and the TORG Logo are trademarks of
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