The joys of the extraplanarPlane Stuff: [Must be paid in Acts]
Incarnating/Deincarnating: 2 Acts
Package stuff for Plane Transport: Half of Act Cost rounded up [Require Ownership]
Projecting into another Plane: 1 Act
Communicating with another Plane: 1 Minor Act
The Big Guns, oftenDisasters/Blessings:
5 Acts: Major Global [Must be paid in Acts]
3 Acts: Major Regional / Minor Global
1 Act: Minor Regional / Major Localized
Minor Act: Minor Localized
On the class of Disasters.
Major disasters cannot be resisted by mortals by any non-divine means, only heroes will be able to resist it.
Minor disasters can be resisted by mortals, and shouldn't affect heroes.
If a Blessing and a Disaster are opposing, the higher class one will override the other. If they are of the same class, lady luck will decide who override the other and where.
Annoyingly fragileCreation of Life:
5 Acts: A Greater Monster or a Greater Abomination. [Must be paid in Acts]
3 Acts: A population of creatures with an innate Soul: Mortals.
3 Acts: A Monster or an Abomination.
1 Act: A handful of creatures with an innate Soul: Mortals.
Minor Act: A small population of plants or mundane animals.
Minor Act: A handful of magical/complex plants or animals.
Handful to Small Population: +1 Act
Small Population to Population: +1 Act
Slaves, always Creation of Servants:
5 Acts: A Greater Servant with powers rivaling a demi-god. [Must be paid in Acts]
3 Acts: A Servant with powers on the level of heroes.
2 Acts: An army of Lesser Servants.
1 Act: A group of Lesser Servants.
Minor Act: A Lesser Servant, with power above common mortals.
Dirt, generallyLandmark Creation:
Natural > Artificial > Magical
Start from 0, add 2 each time.
A Natural landmark is a landmark that could have formed naturally.
An Artificial landmark is a landmark that should never have been able to form naturally. (a city for example)
A Magical landmark is a landmark that could never have been able to form naturally, or artificially. Typically that means this landmark has a System bound to it.
Local > Small Region > Region > Country > Continent > World
Start from 0, add 1.
Example:
A normal Continent is a Natural Continent. Cost 4 Acts. Having it be Magical would cost 6 Acts.
Fancy items, usuallyArtifacts:
8 Acts: A global Divine-class Artifact. Can affect gods. Global Range. [Must be paid in Acts]
6 Acts: A regional Divine-class Artifact. Can affect gods. Regional Range. [Must be paid in Acts]
4 acts: A regional Heroic-class Artifact. Can affect all non-Divine beings. Regional Range.
1 acts: A Personal Magic-class Artifact. Can affect all living beings up to mortals, and stronger beings to some extent. Personal range.
Minor Act: A handful of Mundane-Class Artifact. An item with no powers whatsoever.
Personal > Localized > Regional
Add +1 Act to the base cost to increase an artifact's range. Mundane artifacts are locked into Personal range.
Mundane > Magic > Heroic
Add +1 Act to the base cost.
Only Divine-class artifacts can affect the whole world.
Magic, typicallyLaws: [Greater Laws and above must be paid in Acts]
5 Acts: A System affecting the whole world.
3 Acts: Create or Erase a System affecting a region of the world.
3 Acts: Create or Erase a Greater Law affecting the whole world.
2 Acts: Create or Erase a Greater Law affecting a continent of the world.
1 Act: Create or Erase a Greater Law affecting a region of the world.
1 Act: Create or Erase a Lesser Law affecting the whole world.
Minor Act: A Lesser Law affecting a small localized area.
As a rule, Greater Laws override Lesser Laws if they come into conflict. A System is a special set of Laws bound together. A System will override a single Greater Law. If there is conflict between Laws of same grade, they will naturally spread equally across the world/region they affect.
Divine non-persistent actions are on a class of their own, and will override Laws. If a god wants to make it rain frog, it will rain frog no matter what the world has to say in the matter. Only another divine action can counteract one.
Example: Two worldwide Greater Laws: water is blue and water is green. In some parts of the world water will be blue, while in other parts it will be green.