From 5090f876f9f060ff7a0a5763dcd33f7f6e010d79 Mon Sep 17 00:00:00 2001 From: Malin Freeborn <malinfreeborn@tutamail.com> Date: Thu, 8 Oct 2020 12:06:20 +0200 Subject: [PATCH] restructure magic and paths --- magic.tex | 2 +- paths.tex | 57 ++++++++++++++++++++----------------------------------- 2 files changed, 22 insertions(+), 37 deletions(-) diff --git a/magic.tex b/magic.tex index 01d2e24e..ea2fd130 100644 --- a/magic.tex +++ b/magic.tex @@ -1,4 +1,4 @@ -\chapter{Magic} +\chapter{Spheres} \begin{multicols}{2} diff --git a/paths.tex b/paths.tex index 1f6959ac..cf9ece23 100644 --- a/paths.tex +++ b/paths.tex @@ -1,6 +1,8 @@ -\chapter{The Paths of Magic} +\chapter{Magic} \label{magic_paths}\index{Magic!Paths of Magic} +\section{The Paths of Magic} + \begin{multicols}{2} There are various roads to learning magic -- each allows the mage to invoke different spheres and has a different flavour of magic. @@ -15,7 +17,6 @@ All that is needed is a little time to pick up an understanding of how this same \end{multicols} - \begin{tcolorbox}[tabularx={lp{.25\textwidth}X},arc=1mm] Path & Spheres & Flavour \\\hline @@ -34,17 +35,17 @@ All that is needed is a little time to pick up an understanding of how this same \end{tcolorbox} -\section{The Path of Alchemy}\index{Alchemy} +\begin{multicols}{2} + +\subsection{The Path of Alchemy}\index{Alchemy} \noindent\textbf{Spheres}: Conjuration, Invocation, Force, Illusion -\begin{multicols}{2} - \noindent The alchemist learns magic through rote repetition and formulae which are usually be invoked through precise hand-gestures and mystical words which are attuned to the background harmonics of the universe. Alchemy was invented by the gnomes but has since become popular with various upper-class humans. This is the typical magic of a standard town wizard. Alchemy requires one slot of Academics in order to be learnt. Spells summoned by the Path of Alchemy are accompanied by magical sparks and sometimes loud bangs. Their mana stones are always based on precious minerals or rocks such as rubies, sapphire or even diamonds. -\subsection{Special Considerations} +\subsubsection{Special Considerations} Without the ability to move one's hands and use one's voice, alchemy spells take a -2 penalty to any task roll or a -4 penalty if the mage can neither move nor use their voice. @@ -52,52 +53,44 @@ Alchemists cannot naturally intuit how the next level of any sphere works. Instead they must pick up levels slowly and through intense study. They only receive new levels during \gls{downtime}. -\subsection{Mana Stones} +\subsubsection{Mana Stones} \index{Mana Stones!Alchemy} Alchemical mana stones are always precious items, such as gold, rubies, or diamonds. A mana stone costs 10 gp per \gls{mp} which can be stored inside it, so a mana stone storing 3 \gls{mp} would cost 30 gp. The exact item might be a simply ruby which stores mana, a diamond-headed wand of ivory which blasts out fireballs or a sword with jewels on the handle which surrounds the warrior with moving illusions of their. Alchemical mana stones with a spell always activate those spells with a command word. -\end{multicols} - -\section{The Path of Blood} +\subsection{The Path of Blood} \textbf{Spheres}: Aldaron, Enchantment, Force, Invocation, Polymorph -\begin{multicols}{2} - \noindent Certain races, such as elves and dragons, are naturally magical and can learn forms of innate magic. Some humans with a touch of elven (or even draconic) blood have been known to walk the Path of Blood. Blood magic spells cast quickly appear in a flurry of inky darkness, meanwhile the caster's eyes glow red and lightning flashes around their head. Blood sorcerers need only use movements to cast their spells. Without the ability to move freely they suffer a -2 penalty to casting spells. -\subsection{Special Considerations} +\subsubsection{Special Considerations} Most elves look down upon people who learn magic through rote facts and dusty tomes, seeing their innate connection to the magic of the world as a higher and purer form of magical ability. Blood sorcerers are barred from ritual castings -- spending all day trying to cast a spell will not help in the slightest. They cannot cast subtle spells, so enchantment effects will always be at least a little noticeable to those watching out for them, at least at the time of casting. -\subsection{Mana Stones} +\subsubsection{Mana Stones} \index{Mana Stones!Blood} Those with magic flowing through their own blood can only use themselves as mana stones. They can store magic in their heart, their fingers, or eyes, but can never use an external item to store mana. -\end{multicols} - -\section{The Path of Devotion} +\subsection{The Path of Devotion} \textbf{Spheres}: Aldaron, Fate, and two from the deity's schools of choice. -\begin{multicols}{2} - \noindent The character is devoted to a god and studies with priests in how to unlock the magic of the deity. The character's god will determine their additional spheres of magic and their appearance. One slot of Academics is required to be able to sufficiently understand the precepts of the deity and the elaborate prayers. Specifically, characters must specialise in Theology. Devoting oneself to multiple deities is possible, so long as those deities are not antagonistic to each other, however, each deity requires an additional Theology specialisation. The appearance of spells and the form of mana stones varies depending upon deity. This path is most commonly taken by humans and the occasional gnoll. Gnomes don't acknowledge gods, elves think they \emph{are} gods and dwarves tend to view their own rune magic as divine in a very general sense. -\subsection{Special Considerations} +\subsubsection{Special Considerations} The path of devotion requires casters to both use their voice and to move their hands, as per Alchemy. Failure to do either one results in a -2 penalty. So using one's hands to wield a weapon while being underwater would give a -4 penalty to any spells cast. @@ -106,20 +99,16 @@ Specifically, the character can only raise those spheres at the exact moment the A first level sphere requires only earning 1 \gls{xp}, a second level spell requires earning 3 \glspl{xp}, a third level spell requires earning 5 \glspl{xp}, a fourth level spell requires earning 10 \glspl{xp}, and finally, a fifth level spell requires earning 15 \glspl{xp}. -\subsection{Mana Stones} +\subsubsection{Mana Stones} Each type of devotion has its own mana stone. See the individual references in chapter \ref{gods_codes}. -\end{multicols} - -\section{The Path of Runes} +\subsection{The Path of Runes} \index{Runes}\textbf{Spheres}: Conjuration, Fate, Force, Illusion, Necromancy -\begin{multicols}{2} - - \sidejpg[6]{Roch_Hercka/dwarvish_runes.jpg}{\label{roch:runes}} + \sidejpg{Roch_Hercka/dwarvish_runes.jpg}{\label{roch:runes}} \noindent Dwarves are skilled in the art of summoning magics through carving elaborate runes. Typically they are chiselled, but it is possible to simply `paint a spell' onto a surface. @@ -130,7 +119,7 @@ Runecasters must devote a single Academics specialization to learning how to pro Their mana stones are always precious metals inscribed with runes such as armour with platinum runes or swords with golden runic inlays. Those mana stones which have an imprinted spell can be activated by either a command word or a condition. -\subsection{Special Considerations} +\subsubsection{Special Considerations} Runecasters cannot cast spells in the heat of combat -- inscribing runes just takes far too long for Quick Spells. They always use Ritual Spells for the highest level of any Sphere, and can use normal casting after that. @@ -143,30 +132,26 @@ They could only use it for runic magics, but later they could spend 5 \gls{xp} t Runes can never be cast in a subtle way. All castings will be entirely obvious. Ritual castings are a particularly long affair, often taking an entire day's work and always require runes to be dented or impressed into something rather than just written out. -\subsection{Mana Stones} +\subsubsection{Mana Stones} \index{Mana Stones!Runes} Rune casters mana stones are, of course, runic carvings, and can never be painted onto anything. -\end{multicols} - -\section{The Path of Song} +\subsection{The Path of Song} \label{song}\textbf{Spheres}: Aldaron, Enchantment, Fate, Illusion -\begin{multicols}{2} - The character has learnt the magic of song. They can sing illusions into existence, inspire people with great tales and enchant people with a lute. Any instrument, song or performance suffices for casting a spell so long as it is appropriate -- a flute is not usually a good way to magically make people scared. Song spells appear with a flash of colour -- generally on a cinematically appropriate note. They require some noise to activate so they are difficult to hide, but people will not always make the connection between the start of a spell and the strumming of a lyre. In order to learn the Path of Song, the mage must have the second level of the Performance Skill. -\subsection{Special Considerations} +\subsubsection{Special Considerations} Just as with rune magic, song magic can never be cast in an instant. Their highest level of a sphere can only be cast as a ritual spell, and quick spells are entirely barred, as a song takes time to be invoked with magic. And as with rune magic, those on this Path need to spend 5 less \gls{xp} each time they buy a level of some magic sphere. -\subsection{Mana Stones} +\subsubsection{Mana Stones} \index{Mana Stones!Song} The mana stones of the Path of Song are actual songs. The bard composes a song especially for the purpose; when anyone -- anywhere in the world -- plays the song on the correct instrument the mana can be regained. Such songs can also become vessels for spells, becoming magical items which activate once played. -- GitLab