From 4612d40b8bc4b8c967ef57d4f11beefcf9812b57 Mon Sep 17 00:00:00 2001 From: Malin Freeborn <malinfreeborn@tutamail.com> Date: Tue, 9 Jun 2020 22:00:41 +0200 Subject: [PATCH] make gods each a glossary entry --- cc.tex | 12 +++--- glossary.tex | 29 ++++++++++++++ gm.tex | 2 +- gods.tex | 109 ++++++++++++++++++++++++++++----------------------- knacks.tex | 7 ---- magic.tex | 8 +++- paths.tex | 8 ++-- 7 files changed, 107 insertions(+), 68 deletions(-) diff --git a/cc.tex b/cc.tex index a37cc7b0..94b8b22c 100644 --- a/cc.tex +++ b/cc.tex @@ -374,26 +374,26 @@ If their Intelligence or Wits is below 0 then raise it by one level. If not, buy a single 1st level Skill. Their equipment is a notebook and writing equipment, camping equipment and a quarterstaff. -They worship C\'{a}l\"{e}.\footnote{See page \pageref{gods_codes} for more on character belief systems.} +They worship \glsentrytext{knowledgegod}.\footnote{See page \pageref{gods_codes} for more on character belief systems.} \subsection{Bard}\index{Bard} Bards begin with Performance 2, Academics 1, Empathy 1, Deceit 1, Larceny 1, Vigilance 1 and the first level of the Fate sphere. Their starting equipment includes partial leather armour, a dagger, an instrument, a longsword, lantern, camping equipment, notebook and writing equipment, and 50' of silk rope. -They worship Alass\"{e}. +They worship \gls{joygod}. After time spent adventuring, many bards learn Song Magic in order to aid their party. -\subsection{Priest of Laiqu\"{e}} +\subsection{Priest of \Glsentrytext{naturegod}} -Priests of Laiqu\"{e} make a good stand-in for druids or witches, given their affinity for animals and ability to shapeshift. +Priests of \Glsentrytext{naturegod} make a good stand-in for druids or witches, given their affinity for animals and ability to shapeshift. They begin play with Academics 1, Beast Ken 1, Survival 1, Combat 1, Aldaron 1, Polymorph 1, and 2 \gls{mp}. Their starting equipment includes partial leather armour, camping equipment, a spear, a dagger, 50' of rope, and -\subsection{Priest of V\'{e}r\"{e}} +\subsection{Priest of \Glsentrytext{justicegod}} Priests of the god of honour begin with Fate 2, Academics 1, Medicine 1 and MP 4. @@ -418,7 +418,7 @@ If the character has a single Body Attribute below 0 then buy it up a level; oth Their starting equipment is partial chainmail, a longsword and a buckler shield. If they start play with the Tactics Skill they also get camping equipment. -They follow the goddess Ohta. +They follow the goddess \gls{wargod}. \subsubsection{Paladin}\index{Paladin} diff --git a/glossary.tex b/glossary.tex index b7a1d3d6..1ebfff04 100644 --- a/glossary.tex +++ b/glossary.tex @@ -149,4 +149,33 @@ description={Any gaming stat, such as a character's maximum MP, a Skill or an Attribute} } + \newglossaryentry{wargod}{ + name={Ohta}, + description={Goddess of battle, victory, storms, and travel} + } + + \newglossaryentry{deathgod}{ + name={Qualm\"e}, + description={God of family, one's ancestors, memory, and death} + } + + \newglossaryentry{knowledgegod}{ + name={C\'al\"e}, + description={God of knowledge, secrets, and paper} + } + + \newglossaryentry{justicegod}{ + name={V\'er\"e}, + description={God of law, order, oaths, and roads} + } + + \newglossaryentry{joygod}{ + name={Alass\"e}, + description={Goddess of beer, pranks, and pets} + } + + \newglossaryentry{naturegod}{ + name={Laiqu\"e}, + description={Goddess of farming, wine, spring, and children} + } diff --git a/gm.tex b/gm.tex index 8d40eb0c..8ef64a37 100644 --- a/gm.tex +++ b/gm.tex @@ -250,7 +250,7 @@ You have been lumped with a character with a Charisma Penalty of -4 and by all t But the other players are not impressed; all they can see is someone intentionally ruining the encounter rather than the fun-loving, amazing improviser that you are. Consider the following solution: tell the players that if they wish to speak, they must roll Charisma plus Empathy or Wits plus Whatever, then set the \gls{tn} for the encounter. -Getting information from the drunken patron of a temple of Alass\"{e} might be \gls{tn} 4 while getting a noble to stop and give everyone a hand might be \gls{tn} 10. +Getting information from the drunken patron of a temple of \gls{joygod} might be \gls{tn} 4 while getting a noble to stop and give everyone a hand might be \gls{tn} 10. The player should not declare the result but make a mental note of the roll's Margin. If the Margin is high, they should confidently roleplay someone saying just what the situation appears to demand. On the other hand, if the roll was not only a failure but had a high Failure Margin, they should attempt to roleplay the worst kinds of insults -- perhaps because the character is genuinely mean-spirited, perhaps because they are making persistent, accidental faux-pas. diff --git a/gods.tex b/gods.tex index bfa197c2..43e1635d 100644 --- a/gods.tex +++ b/gods.tex @@ -22,22 +22,26 @@ Some codes give a reward for donating or gaining gold. Only the highest reward \noindent Some generic gods and codes follow, to be modified and slotted into other campaigns. -Each god has a holy day marking its favourite time of year. During the holy day, anyone can earn \gls{xp} by following the edicts of the god, even those who follow others. The day of Ohta is a day to remember war and settle disputes by fist or steel, the day of Alass\"{e} is one of joy, to be celebrated with pranks and presents. +Each god has a holy day marking its favourite time of year. +During the holy day, anyone can earn \gls{xp} by following the edicts of the god, even those who follow others. +The day of \gls{wargod} is a day to remember war and settle disputes by fist or steel, the day of \gls{joygod} is one of joy, to be celebrated with pranks and presents. The gods are most popular with humans and gnolls. Most dwarven settlements have a temple of some kind but it is not something all dwarves take much interest in except during odd times when they want to pay for a blessing. Gnomes' interactions with the gods mainly consists in chronicling legends about them and debating the nature of divinity, but not actively worshipping them. Elves, it is said, do not have the humility to worship anything. The gods presented here are the most important -- they are the ones featured in the larger tales and who have the most prominent holy days. There are, however, many more. Each region or individual tribe has its own little god. Players are encouraged to create their own. -Each god has a holy day marking its favourite time of year. During the holy day, anyone can earn \gls{xp} by following the edicts of the god, even those who follow others. The day of Ohta is a day to remember war and settle disputes by fist or steel, the day of Alass\"{e} is one of joy, to be celebrated with pranks and presents. +Each god has a holy day marking its favourite time of year. +During the holy day, anyone can earn \gls{xp} by following the edicts of the god, even those who follow others. +The day of \gls{wargod} is a day to remember war and settle disputes by fist or steel, the day of \gls{joygod} is one of joy, to be celebrated with pranks and presents. -\subsection[Alass\"{e} -- Goddess of Joy]{Alass\"{e} -- Goddess of Joy} -\index{Gods!Alass\"{e}}(`alAS-seh') +\subsection[\Glsentrytext{joygod} -- Goddess of Joy]{\Glsentrytext{joygod}} +\index{Gods!\Glsentrytext{joygod}} \noindent The goddess of joy delights in pranks and fun of all kinds. Her holy day is in the third season of the first cycle -- a cold time when people are in need of cheering up from the cold winds, when her followers stuff snow down people's back or balance ice-plates on the tops of doors to watch them fall on friends' heads. An eclipse marks the actual day every three cycles. Her temples are always full of home-brewed beer served by attractive men and women. Often such temples replace regular taverns. -\begin{xpchart}{Alass\"{e}} +\begin{xpchart}{\Glsentrytext{joygod}} 1 & Playing a prank \\ @@ -69,15 +73,16 @@ Her temples are always full of home-brewed beer served by attractive men and wom \subsubsection{Spheres} -\noindent Priests of Alass\"{e} have access to the illusion and Polymorph spheres. +\noindent Priests of \Glsentrytext{joygod} have access to the illusion and Polymorph spheres. Their spells appear with a flash of rainbow colours, often accompanied by light, strange sounds similar to a harpsichord. \subsubsection{Mana Stones} -Alassean magical items can be anything which is a simulacrum of anything else -- a toy dagger, a doll, a statue or a painting are all possible mana stones. +\Glsentrytext{joygod}'s magical items can be anything which is a simulacrum of anything else -- a toy dagger, a doll, a statue or a painting are all possible mana stones. Their mana stone spells are activated by a command word. -\subsection[C\'{a}l\"{e}]{C\'{a}l\"{e} -- God of Illumination}\index{Gods!C\'{a}l\"{e}}(`Kaah-leh') +\subsection{\Glsentrytext{knowledgegod} -- God of Illumination} +\index{Gods!\Glsentrytext{knowledgegod}} \noindent The god of light is popular among all the land, especially with scholars, as he is a god of knowledge. @@ -85,9 +90,9 @@ Followers of the god of light have access to the illusion and Force spheres. His mana stones always contain the writings of famous works -- usually from the Holy Book of Light but potentially from any learned source. The item in question must be at least as large as a sheet of paper -- commonly a book, potentially an armoured breast-plate but never a sword or rock. His spells appear in a warm glow of light, illuminating an area with a glow the strength of a few candles brighter than the ambient lighting. -The mana stones of C\'{a}l\"{e} are always activated by a command word. +The mana stones of \Gls{knowledgegod} are always activated by a command word. -\begin{xpchart}{C\'{a}l\"{e}} +\begin{xpchart}{\Glsentrytext{knowledgegod}} 1 & Donating at least 1 gp to the temple. \\ @@ -115,17 +120,18 @@ The mana stones of C\'{a}l\"{e} are always activated by a command word. \end{xpchart} -\subsection[Laiqu\"{e} -- Goddess of the Forest]{Laiqu\"{e} -- Goddess of the Forest}\index{Gods!Laiqu\"{e}} -\noindent (`Lie-queh') +\subsection{\Glsentrytext{naturegod} -- Goddess of the Forest} +\index{Gods!\Glsentrytext{naturegod}} \noindent -Laiqu\"{e} is the mother of all the growing green plants and all the animals. Farmers worship her as they know their produce ultimately stem from the forest. +\Gls{naturegod} is the mother of all the growing green plants and all the animals. +Farmers worship her as they know their produce ultimately stem from the forest. Her holy day is a feast-day during the warm first season of the third cycle. She has few temples but many followers. Those temples are usually arranged around some particularly striking tree, often magically altered to appear fantastically beautiful or just warped. Farmers are fond of putting up a little shrine to her with no more than a few rocks and a unique tree, and sometimes with a bird feeder. -Her followers are numerous -- they meet during feast days, especially Laiqu\"{e}'s own day of feasting. -On other days, they simply travel, and expect Laiqu\"{e}'s blessings and the good will of the people around them to provide food for them, occasionally giving out her blessings if they have been initiated into the secrets of her divine powers. +Her followers are numerous -- they meet during feast days, especially \gls{naturegod}'s own day of feasting. +On other days, they simply travel, and expect \gls{naturegod}'s blessings and the good will of the people around them to provide food for them, occasionally giving out her blessings if they have been initiated into the secrets of her divine powers. Those casting spells on her Path of Divinity find things appearing in a wave of mist while flowers bloom nearby. They are granted access to the Polymorph and conjuration spheres. @@ -135,11 +141,11 @@ Her followers commonly have large dog companions which are able to give blessing Plants with a spell are always activated by a command word. Animals with a spell implanted always activate the spell at their own behest and rarely at the right time; cats have been known to use implanted spells to hunt prey while a dog which feels threatened might reflexively turn into a rat when scared. -\begin{xpchart}{Laiqu\"{e}} +\begin{xpchart}{\Glsentrytext{naturegod}} 1 & Donating at least 1 cp to the temple. \\ - 1 & Hunting one's own food and dedicating it to Laiqu\"{e}. \\ + 1 & Hunting one's own food and dedicating it to \glsentrytext{naturegod}. \\ 1 & Gaining a new level in the Survival Skill. \\ @@ -153,7 +159,7 @@ Animals with a spell implanted always activate the spell at their own behest and 5 & Finding a new type of creature. \\ - 10 & Composing a song to Laiqu\"{e} -- requires an Intelligence + Performance action, \gls{tn} 10. \\ + 10 & Composing a song to \gls{naturegod} -- requires an Intelligence + Performance action, \gls{tn} 10. \\ 10 & Establishing a new temple. \\ @@ -161,14 +167,18 @@ Animals with a spell implanted always activate the spell at their own behest and \end{xpchart} -\subsection{Ohta -- Goddess of Battle} -\index{Gods!Ohta}(`och-tah', with a `ch' as in `loch') +\subsection{\Glsentrytext{wargod}} +\index{Gods!\Glsentrytext{wargod}} -\noindent Qualm\"{e}'s big sister, Ohta, is a mighty warrior. To be worthy of her, people must train well and be fast in battle. Her temples are few and are often no more than small rooms within a larger barracks, but her priests travel on almost every martial campaign -- even those who follow other gods usually object to going into battle without the blessings of a cleric of Ohta. +\noindent \Gls{deathgod}'s big sister, \gls{wargod}, is a mighty warrior. +To be worthy of her, people must train well and be fast in battle. +Her temples are few and are often no more than small rooms within a larger barracks, but her priests travel on almost every martial campaign -- even those who follow other gods usually object to going into battle without the blessings of a cleric of \gls{wargod}. -Ohta's feast day ends the fourth and last season of the third and last cycle. On this day, if no battles are present, entire towns sometimes gather together to voice their frustrations, calling each other out to one-on-one fights. There is no reprisal for the result of these fights -- they stand alone, and no redress can be made in a socially acceptable way until Ohta's next holy day, three cycles later. +\gls{wargod}'s feast day ends the fourth and last season of the third and last cycle. +On this day, if no battles are present, entire towns sometimes gather together to voice their frustrations, calling each other out to one-on-one fights. +There is no reprisal for the result of these fights -- they stand alone, and no redress can be made in a socially acceptable way until \gls{wargod}'s next holy day, months later. -\begin{xpchart}{Ohta} +\begin{xpchart}{\Gls{wargod}} 1 & Donating at least 1 gp to the temple. \\ @@ -210,23 +220,26 @@ Ohta's feast day ends the fourth and last season of the third and last cycle. On \subsubsection{Spheres} -Clerics of Ohta have access to the Invocation and Conjuration spheres. +Clerics of \Gls{wargod} have access to the Invocation and Conjuration spheres. They enjoy summoning weapons, hordes of helpers and raining down divine wrath in the form of fire and lightning upon their opponents. -Their spells are accompanied by loud, terrifying noises which can be heard for up to a mile around and shining, silvery flashes from where fire, wild dogs, bears or attacking swarms of bats might appear. +Their spells are accompanied by loud, terrifying noises which can be heard for up to a mile around and shining, silvery flashes from where fire and battle cries appear. \subsubsection{Mana Stones} -Their mana stones are weapons, armour or hunting trophies. +Their mana stones are weapons or hunting trophies. Weapons can only store 2 MP per point of Damage they inflict. -Armour is the same but can only ever store 2 \gls{mp}. Hunting trophies can hold up to 1 MP for every 2 HP of the beast killed. -\subsection{Qualm\"{e} -- God of the Grave} -\index{Gods!Qualm\"{e}}(`Qual-meh') +\subsection{\Glsentrytext{deathgod} -- God of the Grave} +\index{Gods!\Glsentrytext{deathgod}} -\noindent Ohta's less popular little brother rules over death and the suffering which precedes it. He teaches us to remember our own dead fondly and to desecrate the graves of our enemies so that they can be forgotten. His feast day is during the great storms of the first season of the first cycle. Volcanoes often explode to mark this occasion. His temples are few and far between -- a couple of large cities with important people buried, the occasional gnoll hut where a mad shaman of death collects skulls and speaks strange promises about a coming war or a deep, dwarven catacomb where the honoured dead of many a dwarf want to gain the promise of being lead to the halls of the honoured dead. +\noindent \Gls{wargod}'s less popular little brother rules over death and the suffering which precedes it. +He teaches us to remember our own dead fondly and to desecrate the graves of our enemies so that they can be forgotten. +His feast day is during the great storms of the first season of the first cycle. +Volcanoes often explode to mark this occasion. +His temples are few and far between -- a couple of large cities with important people buried, the occasional gnoll hut where a mad shaman of death collects skulls and speaks strange promises about a coming war or a deep, dwarven catacomb where the honoured dead of many a dwarf want to gain the promise of being lead to the halls of the honoured dead. -\begin{xpchart}{Qualm\"{e}} +\begin{xpchart}{\Glsentrytext{deathgod}} 1 & Donating at least 1 gp to the temple. \\ @@ -257,23 +270,23 @@ Hunting trophies can hold up to 1 MP for every 2 HP of the beast killed. \subsubsection{Spheres} -Clerics of Qualm\"{e} have access to the Necromancy and Invocation spheres. +Clerics of \gls{deathgod} have access to the Necromancy and Invocation spheres. Many burn their enemies to death and then raise the blackened corpses from the grave. Their spells arise in a pool of inky blackness and are accompanied by the foul smell of old, rotting meat. \subsubsection{Mana Stones} -Qualmean mana stones are always made from the glorious dead. +\Gls{deathgod}'s mana stones are always made from the glorious dead. Mana stone can hold half the FP of the original target (rounded down). The hand of a man who had 6 FP could store up to 3 \gls{mp}. -\gls{xp} can also be used as a basis for establishing a glorious target -- any significant chunk of a corpse can hold one third of its \gls{xp} cost in mana, so a dragon worth 22 \gls{xp} could hold up to 7 \gls{mp}. +\Gls{xp} can also be used as a basis for establishing a glorious target -- any significant chunk of a corpse can hold one third of its \gls{xp} cost in mana, so a dragon worth 22 \gls{xp} could hold up to 7 \gls{mp}. Spells implanted in those mana stones are always activated by a command word. -\subsection{V\'{e}r\"{e} -- God of Justice} -\index{Gods!V\'{e}r\"{e}}(`vEH-reh') +\subsection{\Glsentrytext{justicegod} -- God of Justice} +\index{Gods!\Glsentrytext{justicegod}} -\noindent Warden to all oaths, lord of ten thousand holy warriors, leader of armies, the giver of vengeance and punishments -- V\'{e}r\"{e} is a popular god. +\noindent Warden to all oaths, lord of ten thousand holy warriors, leader of armies, the giver of vengeance and punishments -- \gls{justicegod} is a popular god. He is invoked during wedding vows and business deals. His followers are found among the politically influential and can be some of the most zealous of religious followers. He values obeying the law, making fair deals, being a good host and supporting the poor. @@ -281,9 +294,7 @@ He values obeying the law, making fair deals, being a good host and supporting t His holy day is during the second season of the second cycle. It is considered extremely good faith to make an oath on this day, and mortally bad luck to break such an oath. -Followers of V\'{e}r\"{e} who break any deal cannot gain \gls{xp} until they atone for the crime. - -\begin{xpchart}{V\'{e}r\"{e}} +\begin{xpchart}{\Glsentrytext{justicegod}} 1 & Donating at least 1 gp to the temple. \\ @@ -297,6 +308,8 @@ Followers of V\'{e}r\"{e} who break any deal cannot gain \gls{xp} until they ato 1 & Returning someone's valuables to them. \\ + 1 & Enduring a troubling oath. \\ + 3 & Enforcing a major law or imposing the law on a group. \\ 3 & Donating at least 10 gp to the temple. \\ @@ -317,15 +330,15 @@ Followers of V\'{e}r\"{e} who break any deal cannot gain \gls{xp} until they ato \subsubsection{Spheres} -\noindent V\'{e}r\"{e}'s clerics can access the enchantment and Force spheres. -They use enchantment to gain followers, dazzling them with the glory of the purity and strength of their god while force is used to protect the innocent and faithful. -Their spells appear in a shimmer of gold. +\noindent \Glsentrytext{justicegod}'s clerics can access the enchantment and Force spheres. +They use enchantment to gain followers, dazzling them with the glory of the purity and strength of their god, while force is used to protect the innocent and faithful. +Their spells appear in a shimmer of gold and the sound of a gong. \subsubsection{Mana Stones} -V\'{e}r\"{e}'s mana stones are always people who are followers of V\'{e}r\"{e}. +\Gls{justicegod}'s mana stones are always people who are followers of \Gls{justicegod}. Those believers alone can activate any spells which are stored inside them. -Priests of V\'{e}r\"{e} often gift their followers with single-use magical powers, such as the ability to call upon a blessing or the ability to protect themselves with armour. +Priests of \Gls{justicegod} often gift their followers with single-use magical powers, such as the ability to call upon a blessing or the ability to protect themselves with armour. If the people who are being used as mana stones are given spells then they can activate those spells at will with a short prayer at an Initiative cost of 8. \end{multicols} @@ -499,8 +512,8 @@ The world is here to be lived, to be known, to be connected with. You want all t While all the players are thinking about the next move, the \gls{gm} adds up their \gls{xp}. They defeated 6 hobgoblins and 1 ogre. Hobgoblins and ogres are worth 7 each. There were seven in total, so that means 49 \gls{xp} in total, minus one \gls{xp} per member of the group. The final result is that each character receives 15 \gls{xp} and one more \gls{xp} is left in the pot for later (because 46 cannot evenly be divided by 3). After that, each player wants a little additional \gls{xp} for following their own God or codes. -Arneson follows the Goddess, Laiqu\"{e}. -He receives 3 additional \gls{xp} because the hobgoblins are particularly hated enemies for him - followers of Laiqu\"{e} believe they are either unnatural, or that their presence in the human realm is unnatural. +Arneson follows the Goddess, \gls{naturegod}. +He receives 3 additional \gls{xp} because the hobgoblins are particularly hated enemies for him - followers of \gls{naturegod} believe they are either unnatural, or that their presence in the human realm is unnatural. Hugi, meanwhile, follows the Code of the Tribe; what's important to him is his dwarvish clan's honour. In coming here he has defended his tribe's honour and claims 3 \gls{xp} for coming to the rescue of dwarves in the name of his own tribe. He is additionally helping a particular member of the tribe whom he has met a long way from home. @@ -522,6 +535,4 @@ The band took only a couple of hours before they set off again, hoping to find t }{} - \end{multicols} - diff --git a/knacks.tex b/knacks.tex index 18abec49..7b95c55d 100644 --- a/knacks.tex +++ b/knacks.tex @@ -183,13 +183,6 @@ The Knack might also be used when a member of the party has died, or when someon The mage suffers only a -1 penalty rather than the usual -2 when casting a spell using only one hand. Alchemists and divine casters unable to use their voice and hands suffer a -3 penalty rather than the usual -4. Polymorphed creatures still suffer a full -2 penalty to all spell-casting in addition to any other penalties. -\subsubsection{Consume Soul} - -The caster can suck the soul from dying humanoids. While something within their normal spell range is dying, they can make a resisted roll against the target where both use their Intelligence Bonuses -- the target receives a penalty for being below 0 HP as usual and the mage receives the normal range penalties for ranged weapons. If the mage is successful they gain back 1 \gls{mp} + the target's Intelligence Bonus (to a minimum of 1). -This action requires 8 Initiative points and can only be performed when the character is prepared to cast spells that \gls{round}. - -This Knack may only be bought at character creation or immediately after the caster is required to take a Vitality Check to avoid death. It may not be taken while following Laiqu\"{e}, Alass\"{e} or V\'{e}r\"{e}. - \subsubsection{Extreme Focus} The spell caster can focus on a spell to the exclusion of all else. During this time they automatically fail any checks to notice things. All ritual spells cast with this focus grant a bonus to the caster's Intelligence score for the purpose of casting spells equal to half the number of Knacks the character has (rounded up). diff --git a/magic.tex b/magic.tex index e7678918..4f7e15ae 100644 --- a/magic.tex +++ b/magic.tex @@ -558,7 +558,11 @@ If the enchanter maintains the spell then the target can reroll at the beginning Betrayal & +4 & Targets who would otherwise be weak-willed and at the mercy of the enchanter gain a +4 bonus to resist attacking their allies. This bonus can increase up to +6 to resist attacking loved ones such as family and close friends.\\ - Code Violation & Variable & Targets forced to act against their own code or god gain an additional bonus to act equal to the amount of \gls{xp} they would receive for completing the action. For example, those following the code of passion would gain 1\gls{xp} for trying a new type of food or drink, so they gain a +1 bonus to resist commands which inhibit their ability to act in this way. Those following Ohta, Goddess of War, gain 10\gls{xp} for bringing down a sufficiently large monster, so they would gain a +10 bonus to resist any enchantment which prohibits them from slaying such quarry. This can also be used against the target, with the enchanter gaining a bonus to affect someone with an order if it adheres to the target's code.\\ + Code Violation & Variable & Targets forced to act against their own code or god gain an additional bonus to act equal to the amount of \gls{xp} they would receive for completing the action. + For example, those following the code of passion would gain 1\gls{xp} for trying a new type of food or drink, so they gain a +1 bonus to resist commands which inhibit their ability to act in this way. + Those following \gls{wargod} gain 10 \glspl{xp} for bringing down a sufficiently large monster, so they would gain a +10 bonus to resist any enchantment which prohibits them from slaying such quarry. + This can also be used against the target, with the enchanter gaining a bonus to affect someone with an order if it adheres to the target's code. +\ \end{tcolorbox} @@ -1006,7 +1010,7 @@ Mana stones form the basis of all magical items, and \glspl{miracleworker} can o Pocket Spell is cast on an item to implant a second spell. Both spells must be cast in succession.\footnote{The magic cannot regenerate mana between casting spells, but can use mana stones while casting a ritual spell in order to gain more mana.} -Some mages create scrolls which are destroyed once read. Some priests of Laiqu\"{e} enchant animals with a single spell, just to see how the animal will use it. +Some mages create scrolls which are destroyed once read. Some priests of \gls{naturegod} enchant animals with a single spell, just to see how the animal will use it. The only limitation is that the mana stone must have enough \gls{mp} to cast the spell once. The pocket spell always produces a single effect. diff --git a/paths.tex b/paths.tex index f0646c63..36d1a2fe 100644 --- a/paths.tex +++ b/paths.tex @@ -8,7 +8,9 @@ Any character with the appropriate requirements can learn to cast magic. Each school of magic has its own flavour but different people casting spells from the same spheres of magic will end up with exactly the same results, mechanically. A priest of war may call divine fire to to destroy enemies where an alchemist uses precise gestures to summon the essential form of fire, but both are just using the Invocation sphere. -People can pick up different Paths of Magic by simply fulfilling different requirements. If someone has access to one sphere of magic through multiple Paths and has bought access to the sphere, then learning the same sphere through the different Path simply requires some \gls{downtime} and study but carries no \gls{xp} cost. If a blood sorcerer were to learn the Aldaron sphere as a natural knack and later decided to become an adherent of the goddess Laiqu\"{e}, she could channel the magic through divine means or through her innate abilities. +People can pick up different Paths of Magic by simply fulfilling different requirements. +If someone has access to one sphere of magic through multiple Paths and has bought access to the sphere, then learning the same sphere through the different Path simply requires some \gls{downtime} and study but carries no \gls{xp} cost. +If a blood sorcerer were to learn the Aldaron sphere as a natural knack and later decided to become an adherent of \gls{naturegod}, they could channel the magic through divine means or through her innate abilities. All that is needed is a little time to pick up an understanding of how this same magic works through a different lens. \end{multicols} @@ -22,9 +24,9 @@ All that is needed is a little time to pick up an understanding of how this same Blood & Aldaron, Enchantment, Force, Invocation, Polymorph & Creatures with innate magic simply call to the world to change the weather, change targets' species, and move items with the power of their minds. It is used by elves, dragons, and sorcerers with elven blood. \\ - Devotion (Laiqu\"e) & Aldaron, Conjuration, Fate, Metamagic, Polymorph & Laiqu\"e blesses rare priests of the forest with the ability to change local weather conditions, and cast divine light. \\ + Devotion (\glsentrytext{naturegod}) & Aldaron, Conjuration, Fate, Metamagic, Polymorph & \glsentrytext{naturegod} blesses rare priests of the forest with the ability to change local weather conditions, and cast divine light. \\ - Devotion (V\'er\"e) & Aldaron, Enchantment, Fate, Force, Metamagic & Followers of V\'er\"e channel their god to protect the innocent and righteous with blessings and raw magical force. Evil creatures can be detected, then be ordered to stop, turn and flee. \\ + Devotion (\glsentrytext{justicegod}) & Aldaron, Enchantment, Fate, Force, Metamagic & Followers of \gls{justicegod} channel their god to protect the innocent and righteous with blessings and raw magical force. Evil creatures can be detected, then be ordered to stop, turn and flee. \\ Runes & Conjuration, Fate, Force, Metamagic, Necromancy & Rune magics take a long time as the spells must literally be painted or carved into items. The resulting spells are often placed into items for a quick release, or cast ahead of time. Rune magics are powerful but require craft and preparation. \\ -- GitLab