I just found this on file, just text
Does anyone know where it comes from??
Kralorelan mysticism
: Last updated: 1998-02-08
This is the result of an attempt to create RuneQuest rules for mysticism,
the magic of Kralorela. The ideas come from a discussion with Sandy
Petersen some years back, so the rules are at least as much his as they are
mine. Mysticism is the main form of magic in Kralorela. Like the dream
magic of the East Isles it has its root in the ancient Vithelan ways, but
it also has a strong influence from the draconic teachings of imperial
Kralorela which were brought to mankind by the emperor Da Long Da (Daruda).
The base skill of mysticism is simply called Mysticism. There are two forms
of mysticism, low and high. Low mysticism is used much like spirit magic,
it is the magic available to the common man in Kralorela. High mysticism is
used by magic specialists, much like divine magic and sorcery in central
and western Genertela. At the end of rules summary, there is also some
exploration of the connections between mysticism, divine magic and dragon
magic.
Mysticism skill
The Mysticism skill represents the character's spiritual enlighenment. As
such it relies more on insight than traditional learning. Thus learning
Mysticism differs from learning other skills. All Kralorelans are taught
the rudiments of Mysticism as a part of their education before coming of
age. The base chance after this training is 1d6% + the character's magic
skill bonus. Every Sacred Time, the Mysticism score increases 1%. It can
also be increased by meditation and learning. Each season spent in a
monastery gives a 1% increase. The skill score will also increase by 1%
every time a character makes a critical success with a skill enhanced by
mystic magic. Mysticism is not usually rolled against. Instead the skill
score determines how powerful magic a character can use. For every 10% of
Mysticism or fraction thereof, the character may spend 1 MP or POW on
mystic magic.
Low mysticism
Low mysticism is used to enhance the execution of normal skills. Each MP
spent when invoking the magic increases the skill chance by 5%. The limit
is the character's Mysticism skill/10, rounded up. The magic effect lasts
as long as the character concentrates exclusively on the skill used and
nothing else. When the character uses another skill or simply stops
concentrating the effect dissipates.
High mysticism
High mysticism is based on skill mastery. When a character has mastered a
skill he may gain mystic magic powers connected to the skill. To get access
to the powers of a skill the character must spend 1 point of permanent POW.
High mysticism uses MP just like the low magic. Up to Mysticism skill/10
may be spent on a single magic effect. It is also possible to spend POW for
more spectacular or permanent effects. The exact effect of high mysticism
depends on the skill it is used with. The following list contains some
examples. If a skill seems unfamiliar, it is because I have used the skill
list from my own rules tweak.
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