Nibiru Homepage | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Nibiru

0 YA

Created by

A Fantasy world designed to be played using the Pathfinder RPG system. Tries to draw elements from ancient Sumerian traditions to diversify cultures. Magic is common, but powerful magic is extremely uncommon. The world is designed to cap PC level at approximately 10. More powerful characters can exist, and have existed, but a campaign at a level greater than 10 should be thought of as epic-level within the context of the world. No-one is peerless, and no matter who you are or how powerful you are, you need the support of your peers to keep your position of power secure. Changes from the default Pathfinder rules:

  • Spell lists slightly overhauled: teleportation magic is hard, and typically is either very limited or very high-level
  • High-level magic is gone: since character cap at around 10th level, spell levels 6-10 are mostly inaccessible. These spells are reimplemented as rituals, which can be conducted without magical ability if you know the rules and set up the ritual and offer the "fuel" (usually expensive material components). This balances out the world by allowing high-level magic to exist, but severely restricting how it's used.
  • as a result of the level cap, many feats have their level requirements lowered
  • Schools of magic: Instead of the 7 familiar schools of magic (abjuration, conjuration, divination, enchantment, evocation, necromancy, transmutation), there are 5 schools of magic in Nibiru (construct, evocation, material, sensation, vigor), and they only really apply to arcane magic. Other magic is divided up differently, but because of magic transparency (see below), arcanists may analyze other types of magic by categorizing it into the 5 schools.
  • magic transparency: fundamentally, there is only one "magic". All magic is powered by the same "stuff", the same energy, the same fundamental rules. However, there are lots of approaches to magic. Divine and arcane magic are he most well-known in most parts of the world, but psionics is popular in some regions, primal magic is used by the fey, draconic magic, while related to arcane magic, clearly isn't the same, and some magic-users don't fit neatly into the molds of any approach. Since the underlying rules (while not understood) are consistent, all magic is treated roughly the same (an antimagic field tends to work on psionics and primal magic just as well as on arcane). This does not, however, imply that a wizard will be able to identify fey magic with the same effectiveness as they could identify arcanism.
  • Followers ( 1 )