Elric Runes on other planes...

DamonJynx

Cosmic Mongoose
I've started back on my Elric campaign after a long lay off and I've transported they guy's to Tragic Millenium Europe, well before Hawkmoon's time. One of the guys has cast reflection at 4 MP. Currently they are in the tower of Voloidian Ghagnasdiak (which later will become the home of the Mad God) and he has set the winged apes against them. In the stories the apes can only be defeated by attacking them with their own weapons or by the 'three-who-are-one'.

Would it be fair for me to say that Rune Magic from the Young Kingdoms works at a much lower efficacy? i.e. his Reflection Rune will only reflect 1 attack? I don't want to nerf the magic completely, but they are struggling trying to figure out how to defeat these creatures (there is only 2) so I want them to see how to do it, but I don't want them to be able to defeat them without working for it.

Is that unreasonable?
 
For me Tragic Millenium Earth was low Magic / high Tech (if no longer understood) - a Plane of higher Law than Chaos so magic being less effective was fine - its also how it worked in older Chaosim Supplements were players crossed over
 
Chaosium's Hawkmoon RPG from the 80's limits sorcerors from the Young Kingdoms to only 10% of their magical skills when transported to the Tragic Millenium.

Hope this helps.
 
First edition Elric of Melniboné Companion says that magical presence of the Tragic Millennium is 2 and all Young Kingdoms magic is reduced to quarter of it's efficiency. Hopefully this helps.
 
Thanks for the replies gents.

Olaus Petrus said:
First edition Elric of Melniboné Companion says that magical presence of the Tragic Millenium is 2 and all Young Kingdoms magic is reduced to quarter of it's efficiency. Hopefully this helps.

That's exactly what I was thinking and yes, all the replies are extremely helpful.
 
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