Tuesday, September 17, 2019

Magic Crystal Array Rules

Every crystal array is aligned by a set of principles. These could be based on elemental alignment or gem color, a certain type of magical or psychic energy, by material, solid magic as mana, or by some other quantity that is set by the crystals or gemstones. Each Crystal array requires at least three crystals to be active; requiring at least a triangular resonance to work. Once the principle is decided, each array has three stats.

Luminosity determines the brightness or power level of the array. The largest or brightest crystal is used as the base luminosity value.

Harmony determines how well the array is in sync with each other, which is determined by its principles. For example, if you are creating a power array based on the four classic elements, then you would need an equal number of fire gems and water gems, or else it will be unbalanced. Arrays start with 100% balance and it gets lower the more unbalanced it is. If 20% of the Array doesn't fit, treat the Harmony as 80% and lower its power to 80% of its effective maximum.

Stability determines how safe and reliable, both physically and magically, the array is. The stability value is equal to the difference between the weakest and strongest crystals placed into the array; smaller stability scores are better.

Each crystal placed in the array grants it power. The cost of a crystal divided by 1,000c determines its power level of luminosity. For example, a Sunstone, which is a high powered magic crystal worshiped by reptiles is worth 10,000c and therefore has a luminosity value of 10. The number of crystals is also hugely important to the array- Arrays with a large number of Crystals get a bonus. Add the average power level of the crystal's to the array's overall Luminosity, with the maximum level of this bonus being the number of crystals in the array. As such, the most powerful arrays are the ones with a number of crystals equal to the power level of each crystal.

Whenever you stretch the array to do something it wasn't designed to do or it takes a hit with a melee weapon, roll a d20 over its stability to prevent it from failing. Arrays that fail will almost certainly explode, release wild magic, or cast a number of random spells with a total number of slots cast equal to its Luminosity.

Why would I ever need these rules?” Table – Roll 1d8 for a Reason
[1] Opening and sustaining a portal to another dimension.
[2] Conjuring and keeping a major supernatural entity, like a shoggoth, under your control.
[3] Trapping a rival magician in another realm or in a state of suspension.
[4] Sustaining a high level spell to be permanent, as long as the array functions. Maximum spell level of a spell you can sustain with this = Luminosity
[5] Passively absorbing life energy and power from the universe and funneling it into you; gain Luminosity x100 in experience points each Season.
[6] Refining alchemy ingredients to a higher level of purity- maximum purification equal to the Harmony level of the array.
[7] Ready made magic bomb. Place as many gems you're willing to part with as possible, intentionally lower its stability as much as possible, and trigger it to go off. Having a low Harmony level doesn't stop the array from exploding spectacularly!
[8] Reviving the dead. The maximum number of years a person has been dead you can revive is equal to the Array's Luminosity. The Harmony level determines how much of “themselves” are left when they return. From a total successful resurrection to a soulless husk. After they come back from the dead, the Array's crystals turn to dull gray stones.

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