From 5c3f47002204114ac9c9a3f9ceb4d0bd6b7febb8 Mon Sep 17 00:00:00 2001 From: Malin Freeborn <malinfreeborn@tutamail.com> Date: Thu, 8 Oct 2020 01:59:42 +0200 Subject: [PATCH] move power ratings to paths chapter --- magic.tex | 258 ---------------------------------------------------- main.tex | 4 +- paths.tex | 266 ++++++++++++++++++++++++++++++++++++++++++++++++++++++ 3 files changed, 268 insertions(+), 260 deletions(-) diff --git a/magic.tex b/magic.tex index 570fb5d6..01d2e24e 100644 --- a/magic.tex +++ b/magic.tex @@ -36,264 +36,6 @@ Lithe characters will find it easier to turn into a bird, while stronger people \end{multicols} -\section[Spellcasting]{Casting Your First Spell} - -\begin{multicols}{2} - -\subsection{Casting} - -Spells are cast by spending a number of \gls{mp} equal to the spell's level, so 1st level spells always cost 1 \gls{mp} and 3rd level spells always cost 3 \gls{mp}. -The character then spends the mana and makes a roll against some \gls{tn} to cast the spell. - -\index{Mana}\subsection{Mana} - -Anyone can buy some base \gls{mp} which is then modified by their Intelligence.\footnote{See the section on Experience, page \pageref{xp}, for costs of base \gls{mp}.} For example, someone with Intelligence +1 who buys Base \gls{mp} 2 would have a store of 3 \gls{mp} to cast spells. Those with a Base \gls{mp} of 0 can still have some \gls{mp} if their Intelligence Bonus is positive. - -If a caster has no \gls{mp} left, they can still cast spells by paying the cost with \gls{hp} instead of \gls{mp}. -The magical energies pull the power they need from the blood and bones of the caster, leaving them with a bleeding nose, raging headache and sometimes stranger effects such as acidic pustules or discoloured skin patches. -Many a desperate caster has died through the use of their own magic rather than an enemy's sword; a wizard with their back to the wall is a dangerous opponent indeed.\iftoggle{verbose}{\footnote{\Glsentrylongpl{hp} cannot be spent instead.}}{} - -Mana is a fickle thing -- when lazing \ around a village it can take hours to regain even a little driblet of magic. -When fighting in deep caves, a few minutes' focus can summon most of a mage's magical energies back. -Every scene, characters regenerate 2 Mana plus their Wits Bonus. -If this total would be 0 then the amount of time required to gather a single \gls{mp} increases by 1 scene. -Characters with a Wits score of -2 must wait 2 scenes before regenerating 1 \gls{mp} while those with Wits -3 must wait 3 scenes. - -\subsection{Range} - -\begin{wrapfigure}{r}{.18\textwidth} - -\begin{rollchart} - - Wits & Range \\\hline - - -4 & 1 \\ - - -3 & 2 \\ - - -2 & 3 \\ - - -1 & 4 \\ - - 0 & 5 \\ - - 1 & 10 \\ - - 2 & 15 \\ - - 3 & 20 \\ - - 4 & 25 \\ - -\end{rollchart} - -\end{wrapfigure} - -Spells have a range of 5 squares plus 5 times the caster's Wits bonus. -A negative Wits Bonus decreases the range by one square per penalty. - -\iftoggle{verbose}{ -Magic extends all around the character but mages can rarely affect targets anywhere near the range of a good archer. -}{} - -Spells which affect a large area are only restricted by where they \emph{start}. -A \textit{Wide Fireball} covering 3 squares might be cast 5 squares away, but it could extend past that, reaching a total of 7 squares. - -This range limitation applies to all magic, including Song magic. -While a tune may carry over the hilltops, the force of the magic usually remains close to the caster. - -\subsection{Duration} - -Some spells are instant -- a ball of fire flashes from the mage and incinerates someone, or a touch grants the favour of the gods, healing FP -- but most are continuous. Continuous spells can be cancelled at will or maintained indefinitely. However, while they are being maintained, the \gls{mp} required to cast them remains spent, lowering the mage's maximum \gls{mp}. - -For example, Tauron the elven sorcerer casts a spell on himself to appear as a gnome -- all the better to blend into surrounding society. He spends 1 \gls{mp}. Later, he enchants an animal to be his companion for 2 \gls{mp}. Normally, his maximum \gls{mp} is 6, but he is currently reduced to a maximum of 3 \gls{mp} so long as he continues to be a bear-riding gnome. - -These still-active spells are known as \glspl{standingspell}. Some mages operate by continuously casting different spells and then going `empty' when the mana is gone. Others typically operate with \gls{standingspell} alone, casting everything they might need before the day begins and leaving their useful spells `running' but leaving themselves unable to cast more. - -\subsection{Spell Types} - -Your standard spell takes a while to cast -- normally 1 \gls{round} per level, so a Level 3 spell would normally take 3 \glspl{round} to complete. Casters can go slower or faster and gain bonuses or penalties to their roll. - -\subsubsection{Ritual Spells} - -Mages who take their time over spells can attempt a Ritual Spell -- they cast it as a \gls{restingaction}.\footnote{See page \pageref{restingactions}}. -The mage can gain mana slowly, spending some, drawing more from a mana stone or item, then spending more before finally casting the spell. -The mage can gather a number of \gls{mp} equal to double their normal maximum \gls{mp}, ignoring \glspl{standingspell}. -Ritual spells can also be cast as a team effort -- any number of spell casters who are on the same \gls{path} of magic can cast any spell they all know together. -They can each invest \gls{mp} to create \gls{standingspell}, and thereafter any one of them can cancel the spell. - -\subsubsection{Quick Spells} - -Quick spells can be completed fast enough to cast in combat, costing 3 Initiative points plus the level of the spell. -Such spells always force a little `flash and bang' out as the raw magic hits the air. -Some mages create sparks as they cast spells, others summon dark mists -- it all depends upon the Path of Magic the mage is walking. - -Quick Spells are challenging, and require the mage know a spell intimately. They cannot be cast with the mage's highest spell level. A mage with Polymorph at level 3 cannot cast level 3 as a Quick Spell. - -\subsection{Spell Enhancements} - -Spell enhancement increase a spell's level in return for adding some ability. -These enhancements always take the form of adjectives. -For example, the first level \textit{Fireball} spell, has the enhancement ``(1) Raging'', meaning the mage can cast a \textit{Raging Fireball}, which would count as a second level spell. -The enhancement ``(1) Wide'' can be used on any spell to have it cover a wide area, so while a Fireball spell would normally be level 1, a \textit{Wide, Raging Fireball} would be a level 3 spell. -The spell would then cost 3 \glspl{mp} to cast, and require 6 Initiative Points if cast during combat. - -\end{multicols} - -\section{The Pillar of Magic} - -\begin{multicols}{2} - -\index{Metamagic} - -\noindent -Metamagic allows the \gls{miracleworker} to enhance their other magic spheres -- adding to their range, casting more spells in a \gls{round}, gaining more \gls{mp} to power them and eventually includes the ability to create magical items. - -Metamagic spell enhancements are special. -They can be used to enhance \emph{any} spell from any other sphere. - -When Metamagic is used to create magical items by imbuing spells, spells come out in the same way they were put in. -If a spell was cast as a quick spell, it comes out instantly. -It it was cast as a ritual spell, it takes a full scene to take effect. - -Magical items always cast spells with the Traits of their casters. -Someone creating an item which raises people from the dead will have a magical item with the same effective Intelligence, Wits and Academics as the caster. - -\subsection{Mana 1} -\label{detectmagic} - -\spell{Identify Mana}{Empathy}\\ -The caster identifies which Path of magic someone is walking, or which Path was used to create an item which holds \glsentrylongpl{mp}. - -\spell{Detect Mana}{Instant}{Empathy}\\ -The mage casts the spell on any person or item and finds out how many \glsentrylongpl{mp} the target has, including any mana stones the target has. - -\subsection{Mana 2} - -\enhancement{1}{Subtle Spells} - -Casting an illusion or enchantment on someone with a flashing, loud and generally obvious spell can be quite a give away. -Any caster can attempt to cast a spell while simply whispering and moving their hands slowly and subtly. - -People around the mage can still sometimes spot a spell being cast. They use their Wits + Academics in a resisted roll against the mage's Dexterity + Deceit. - -\subsection{Mana 3} - -\enhancement{1}{Wide} -\index{Spell Enhancements!Wide} -The spell extends to cover a wide area -- a total area equal to the spell's level, plus the caster's Wits Bonus. -The squares are always continuous, so a spell targeting four squares could form a $2\times 2$ area, or four continuous squares. - -If the spell targets people, one person per square is always a reasonable baseline. - -\enhancement{1}{Ranged} -\index{Spell Enhancements!Ranged} - -Any spell, from any sphere, can be targeted anywhere the mage can clearly sense, breaking all the normal range boundaries of spells. - -\subsection{Mana 4} - -\spell{Mana Stones}{Continuous}{Academics}\\ -A mana stone is an item which stores mana, and each path of magic has its own version.\footnote{See page \pageref{magic_paths} for more on Paths of Magic.} -Once an item (or creature) is designated as a mana stone, the spell is cast and the mage forfeits any number of \gls{mp} from their maximum. -For each \gls{mp} forfeited, the mage can store 2 \gls{mp} in the stone. -These stones always start life empty, but regenerate 2 \gls{mp} per scene until they reach their maximum. -Anyone on the same Path of Magic can retrieve the mana from the stone by simply touching it and concentrating. -The spell is always permanent -- no additional mana must be kept aside so that the spell remains active. -Retrieving the mana takes the normal amount of time to use an item -- 8 Initiative points - -The mana in mana stones cannot be used to create more mana stones and mages cannot enter their own temporary \gls{mp} into the mana stone. - -Mana stones form the basis of all magical items, and \glspl{miracleworker} can only use their traditional mana stones to create magical items. - -\spell{Spell Breaking}{Instant}{Sphere Rating}\\ -The caster can destroy an existing spell, whether that spell is a persistent effect, such as a Polymorph, or a magical item. -The spell requires an opposed roll of Intelligence + the sphere being used. - -For example, a priest casts an Aldaron spell. -She has Intelligence +2 and Aldaron 3. -The \gls{tn} is therefore ($7+2+3=$) 12. -Later, an alchemist attempts to dispel the magic. -He rolls with his Intelligence Bonus of +3, but he does not have the Aldaron sphere, so he can add nothing more. -If he fails the roll, he can attempt to try again, turning this into a ritual spell. -However, if that fails, he simply cannot roll again. - -\subsection{Mana 5} - -\spell{Pocket Spell}{Continuous}{Crafts}\\ -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 \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. -The mage can create an item which casts an illusion of a dragon, but never a scroll where the user determines the illusion cast. -Any continuous effects last for \arabic{spelllevel} scenes plus the caster's Wits Bonus. - -These magical items are activated by a `command word'. -Command words do not necessarily have to be actual words -- they could be entire phrases or gestures. -Importantly, when activating an item people must spend the usual 8 Initiative points for using an item, because some concentration is always required.\footnote{Knacks cannot reduce this cost.} -Once a spell has started, it cannot be stopped except by counter-spells, even by the original mage who crafted the item. - -\subsection{Mana 6} - -\spell{Magical Item}{Continuous}{Academics}\\ -The mage takes a mana stone and allows it to cast a spell, forging a new magical item. A sword could be made which can summon blinding light, or a ruby could be infused with the power to teleport the caster to a nearby location. - -Just as with Pocket Spell, above, the mage casts Magical Item and the spell to be implanted in succession, while also relinquishing a number of \gls{mp}. -Any number of spells can be cast into the item, so long as each one is implanted within the same casting. - -Magical items function as mana stones and continue to store \gls{mp} for use by people on that Path of Magic. -However, each spell cast into the item lowers the item's \gls{mp} by one. - -Such basic spells always take effect in exactly the same way and use the mage's stats for any rolls. A second level Aldaron spell set to freeze water will always do just that, and can never cast a Sunray. An illusion-generating mask, making the wearer into a bush, will always turn that wearer into a bush, regardless of what the user may want the illusion to be of. - -Magical items which do not have enough mana simply fail to cast. The one exception here is the Path of Song, wherein spell-songs which have too much mana drawn from them simply break. - -\subsection{Mana 7} - -\enhancement{2}{Massive} - -The spell spreads across a massive space -- indoors this could be multiple rooms, outdoors it could be a field, or a massive segment of a forest. -Massive spells target a number of areas equal to the spell's level plus the caster's Wits. - -\subsection{Mana 8} - -\spell{Greater Item}{Instant}{Academics}\\ -This functions just like the Magical Item spell, except that the mage can imbue a full sphere's level. -If the item has Necromancy level 2, it can cast any Necromancy spell of level 2 or less. -If it has Invocation level 3, it can cast any spell at level 3 or less. -Each sphere (but not each level) reduces the item's \gls{mp} by 1. - -\subsection{Mana 9} - -\enhancement{1}{Sentient} -\index{Spell Enhancements!Sentient} - -The mage can make any spell gain some measure of sentience. -Typically, this is made to allow magical items to activate upon a condition, such as a door which turns from solid stone back to wood once the password is stated. - -The item acts upon its own Initiative score, and uses the mage's Wits score as its Initiative Factor. -Such items are never capable of a conversation - they only have enough instinct to carry out a single well-defined function. - -\enhancement{Varies}{Combined} - -A secondary spell can be combined to throw at the same target. -The combined spells have a single target. -Any applicable enhancements, such as \textit{Wide}, affect both spells. - -The smaller spell adds a number of levels equal to half its own level. - -\subsection{Mana 10} - -\enhancement{1}{Potent} -\index{Spell Enhancements!Potent} - -Magical items and stones cast with this enhancement store 3 \gls{mp} per point sacrificed and regenerate 3 \gls{mp} per round. - -\end{multicols} - \sphere{Aldaron}\index{Magic!Aldaron} \begin{multicols}{2} diff --git a/main.tex b/main.tex index df632138..4a505371 100644 --- a/main.tex +++ b/main.tex @@ -53,10 +53,10 @@ \input{knacks.tex} -\input{paths.tex} - \input{magic.tex} +\input{paths.tex} + \iftoggle{verbose}{ \input{races.tex} diff --git a/paths.tex b/paths.tex index 0d97cf75..64fc47ea 100644 --- a/paths.tex +++ b/paths.tex @@ -168,3 +168,269 @@ Rare and powerful spell-songs are swapped as currency among bards -- spells whic \end{multicols} +\section[Spellcasting]{Casting Your First Spell} + +\begin{multicols}{2} + +\subsection{Casting} + +Spells are cast by spending a number of \gls{mp} equal to the spell's level, so 1st level spells always cost 1 \gls{mp} and 3rd level spells always cost 3 \gls{mp}. +The character then spends the mana and makes a roll against some \gls{tn} to cast the spell. + +\index{Mana}\subsection{Mana} + +Anyone can buy some base \gls{mp} which is then modified by their Intelligence.\footnote{See the section on Experience, page \pageref{xp}, for costs of base \gls{mp}.} For example, someone with Intelligence +1 who buys Base \gls{mp} 2 would have a store of 3 \gls{mp} to cast spells. Those with a Base \gls{mp} of 0 can still have some \gls{mp} if their Intelligence Bonus is positive. + +If a caster has no \gls{mp} left, they can still cast spells by paying the cost with \gls{hp} instead of \gls{mp}. +The magical energies pull the power they need from the blood and bones of the caster, leaving them with a bleeding nose, raging headache and sometimes stranger effects such as acidic pustules or discoloured skin patches. +Many a desperate caster has died through the use of their own magic rather than an enemy's sword; a wizard with their back to the wall is a dangerous opponent indeed.\iftoggle{verbose}{\footnote{\Glsentrylongpl{hp} cannot be spent instead.}}{} + +Mana is a fickle thing -- when lazing \ around a village it can take hours to regain even a little driblet of magic. +When fighting in deep caves, a few minutes' focus can summon most of a mage's magical energies back. +Every scene, characters regenerate 2 Mana plus their Wits Bonus. +If this total would be 0 then the amount of time required to gather a single \gls{mp} increases by 1 scene. +Characters with a Wits score of -2 must wait 2 scenes before regenerating 1 \gls{mp} while those with Wits -3 must wait 3 scenes. + +\subsection{Range} + +\begin{wrapfigure}{r}{.18\textwidth} + +\begin{rollchart} + + Wits & Range \\\hline + + -4 & 1 \\ + + -3 & 2 \\ + + -2 & 3 \\ + + -1 & 4 \\ + + 0 & 5 \\ + + 1 & 10 \\ + + 2 & 15 \\ + + 3 & 20 \\ + + 4 & 25 \\ + +\end{rollchart} + +\end{wrapfigure} + +Spells have a range of 5 squares plus 5 times the caster's Wits bonus. +A negative Wits Bonus decreases the range by one square per penalty. + +\iftoggle{verbose}{ +Magic extends all around the character but mages can rarely affect targets anywhere near the range of a good archer. +}{} + +Spells which affect a large area are only restricted by where they \emph{start}. +A \textit{Wide Fireball} covering 3 squares might be cast 5 squares away, but it could extend past that, reaching a total of 7 squares. + +This range limitation applies to all magic, including Song magic. +While a tune may carry over the hilltops, the force of the magic usually remains close to the caster. + +\subsection{Duration} + +Some spells are instant -- a ball of fire flashes from the mage and incinerates someone, or a touch grants the favour of the gods, healing FP -- but most are continuous. Continuous spells can be cancelled at will or maintained indefinitely. However, while they are being maintained, the \gls{mp} required to cast them remains spent, lowering the mage's maximum \gls{mp}. + +For example, Tauron the elven sorcerer casts a spell on himself to appear as a gnome -- all the better to blend into surrounding society. He spends 1 \gls{mp}. Later, he enchants an animal to be his companion for 2 \gls{mp}. Normally, his maximum \gls{mp} is 6, but he is currently reduced to a maximum of 3 \gls{mp} so long as he continues to be a bear-riding gnome. + +These still-active spells are known as \glspl{standingspell}. Some mages operate by continuously casting different spells and then going `empty' when the mana is gone. Others typically operate with \gls{standingspell} alone, casting everything they might need before the day begins and leaving their useful spells `running' but leaving themselves unable to cast more. + +\subsection{Spell Types} + +Your standard spell takes a while to cast -- normally 1 \gls{round} per level, so a Level 3 spell would normally take 3 \glspl{round} to complete. Casters can go slower or faster and gain bonuses or penalties to their roll. + +\subsubsection{Ritual Spells} + +Mages who take their time over spells can attempt a Ritual Spell -- they cast it as a \gls{restingaction}.\footnote{See page \pageref{restingactions}}. +The mage can gain mana slowly, spending some, drawing more from a mana stone or item, then spending more before finally casting the spell. +The mage can gather a number of \gls{mp} equal to double their normal maximum \gls{mp}, ignoring \glspl{standingspell}. +Ritual spells can also be cast as a team effort -- any number of spell casters who are on the same \gls{path} of magic can cast any spell they all know together. +They can each invest \gls{mp} to create \gls{standingspell}, and thereafter any one of them can cancel the spell. + +\subsubsection{Quick Spells} + +Quick spells can be completed fast enough to cast in combat, costing 3 Initiative points plus the level of the spell. +Such spells always force a little `flash and bang' out as the raw magic hits the air. +Some mages create sparks as they cast spells, others summon dark mists -- it all depends upon the Path of Magic the mage is walking. + +Quick Spells are challenging, and require the mage know a spell intimately. They cannot be cast with the mage's highest spell level. A mage with Polymorph at level 3 cannot cast level 3 as a Quick Spell. + +\subsection{Spell Enhancements} + +Spell enhancement increase a spell's level in return for adding some ability. +These enhancements always take the form of adjectives. +For example, the first level \textit{Fireball} spell, has the enhancement ``(1) Raging'', meaning the mage can cast a \textit{Raging Fireball}, which would count as a second level spell. +The enhancement ``(1) Wide'' can be used on any spell to have it cover a wide area, so while a Fireball spell would normally be level 1, a \textit{Wide, Raging Fireball} would be a level 3 spell. +The spell would then cost 3 \glspl{mp} to cast, and require 6 Initiative Points if cast during combat. + +\end{multicols} + +\section{Power} + +\begin{multicols}{2} + +\index{Metamagic} +\index{Path Rating} + +\noindent +The total \glsentrylongpl{mp} a mage has grants additional spell-casting powers. +The more power a mage has, the more flexible their spells. +A mage with a base mana score of 2 and an Intelligence Bonus of +1 would have a total Power rating of 3. + +Every power level offers the caster new spells or -- more often -- enhancements to existing spells. +The enhancements drawn from increased Power can affect all spells the caster has, not simply the spells listed here. +In this way, spells can be combined for greater effects. + +\iftoggle{verbose}{ +For example, early invocationists can cast a \textit{Fireball} spell as a Level 1 spell. +With sufficient \glsentrylongpl{mp}, the mage can cast a \textit{Wide Fireball} as a level 2 spell, affecting more targets. +Fireballs can also be enhanced by making them \textit{Raging} when cast at +1 level (which adds +2 to the Damage). +Finally, combining all these effects, a mage could cast a \textit{Wide, Raging Fireball} as a level 3 spell (assuming the mage had level 3 Invocation). +This would inflict $1D6 + 2$ Damage, plus the mage's Intelligence Bonus, over a wide area. +}{} + +Anyone who walks any Path of Magic can make use of any of these abilities, even if they haven't bought any spheres. + +\subsection{Mana 1} +\label{detectmagic} + +\spell{Identify Mana}{Empathy}\\ +The caster identifies which Path of magic someone is walking, or which Path was used to create an item which holds \glsentrylongpl{mp}. + +\spell{Detect Mana}{Instant}{Empathy}\\ +The mage casts the spell on any person or item and finds out how many \glsentrylongpl{mp} the target has, including any mana stones the target has. + +\subsection{Mana 2} + +\enhancement{1}{Subtle Spells} + +Casting an illusion or enchantment on someone with a flashing, loud and generally obvious spell can be quite a give away. +Any caster can attempt to cast a spell while simply whispering and moving their hands slowly and subtly. + +People around the mage can still sometimes spot a spell being cast. They use their Wits + Academics in a resisted roll against the mage's Dexterity + Deceit. + +\subsection{Mana 3} + +\enhancement{1}{Wide} +\index{Spell Enhancements!Wide} +The spell extends to cover a wide area -- a total area equal to the spell's level, plus the caster's Wits Bonus. +The squares are always continuous, so a spell targeting four squares could form a $2\times 2$ area, or four continuous squares. + +If the spell targets people, one person per square is always a reasonable baseline. + +\enhancement{1}{Ranged} +\index{Spell Enhancements!Ranged} + +Any spell, from any sphere, can be targeted anywhere the mage can clearly sense, breaking all the normal range boundaries of spells. + +\subsection{Mana 4} + +\spell{Mana Stones}{Continuous}{Academics}\\ +A mana stone is an item which stores mana, and each path of magic has its own version.\footnote{See page \pageref{magic_paths} for more on Paths of Magic.} +Once an item (or creature) is designated as a mana stone, the spell is cast and the mage forfeits any number of \gls{mp} from their maximum. +For each \gls{mp} forfeited, the mage can store 2 \gls{mp} in the stone. +These stones always start life empty, but regenerate 2 \gls{mp} per scene until they reach their maximum. +Anyone on the same Path of Magic can retrieve the mana from the stone by simply touching it and concentrating. +The spell is always permanent -- no additional mana must be kept aside so that the spell remains active. +Retrieving the mana takes the normal amount of time to use an item -- 8 Initiative points + +The mana in mana stones cannot be used to create more mana stones and mages cannot enter their own temporary \gls{mp} into the mana stone. + +Mana stones form the basis of all magical items, and \glspl{miracleworker} can only use their traditional mana stones to create magical items. + +\spell{Spell Breaking}{Instant}{Sphere Rating}\\ +The caster can destroy an existing spell, whether that spell is a persistent effect, such as a Polymorph, or a magical item. +The spell requires an opposed roll of Intelligence + the sphere being used. + +For example, a priest casts an Aldaron spell. +She has Intelligence +2 and Aldaron 3. +The \gls{tn} is therefore ($7+2+3=$) 12. +Later, an alchemist attempts to dispel the magic. +He rolls with his Intelligence Bonus of +3, but he does not have the Aldaron sphere, so he can add nothing more. +If he fails the roll, he can attempt to try again, turning this into a ritual spell. +However, if that fails, he simply cannot roll again. + +\subsection{Mana 5} + +\spell{Pocket Spell}{Continuous}{Crafts}\\ +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 \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. +The mage can create an item which casts an illusion of a dragon, but never a scroll where the user determines the illusion cast. +Any continuous effects last for \arabic{spelllevel} scenes plus the caster's Wits Bonus. + +These magical items are activated by a `command word'. +Command words do not necessarily have to be actual words -- they could be entire phrases or gestures. +Importantly, when activating an item people must spend the usual 8 Initiative points for using an item, because some concentration is always required.\footnote{Knacks cannot reduce this cost.} +Once a spell has started, it cannot be stopped except by counter-spells, even by the original mage who crafted the item. + +\subsection{Mana 6} + +\spell{Magical Item}{Continuous}{Academics}\\ +The mage takes a mana stone and allows it to cast a spell, forging a new magical item. A sword could be made which can summon blinding light, or a ruby could be infused with the power to teleport the caster to a nearby location. + +Just as with Pocket Spell, above, the mage casts Magical Item and the spell to be implanted in succession, while also relinquishing a number of \gls{mp}. +Any number of spells can be cast into the item, so long as each one is implanted within the same casting. + +Magical items function as mana stones and continue to store \gls{mp} for use by people on that Path of Magic. +However, each spell cast into the item lowers the item's \gls{mp} by one. + +Such basic spells always take effect in exactly the same way and use the mage's stats for any rolls. A second level Aldaron spell set to freeze water will always do just that, and can never cast a Sunray. An illusion-generating mask, making the wearer into a bush, will always turn that wearer into a bush, regardless of what the user may want the illusion to be of. + +Magical items which do not have enough mana simply fail to cast. The one exception here is the Path of Song, wherein spell-songs which have too much mana drawn from them simply break. + +\subsection{Mana 7} + +\enhancement{2}{Massive} + +The spell spreads across a massive space -- indoors this could be multiple rooms, outdoors it could be a field, or a massive segment of a forest. +Massive spells target a number of areas equal to the spell's level plus the caster's Wits. + +\subsection{Mana 8} + +\spell{Greater Item}{Instant}{Academics}\\ +This functions just like the Magical Item spell, except that the mage can imbue a full sphere's level. +If the item has Necromancy level 2, it can cast any Necromancy spell of level 2 or less. +If it has Invocation level 3, it can cast any spell at level 3 or less. +Each sphere (but not each level) reduces the item's \gls{mp} by 1. + +\subsection{Mana 9} + +\enhancement{1}{Sentient} +\index{Spell Enhancements!Sentient} + +The mage can make any spell gain some measure of sentience. +Typically, this is made to allow magical items to activate upon a condition, such as a door which turns from solid stone back to wood once the password is stated. + +The item acts upon its own Initiative score, and uses the mage's Wits score as its Initiative Factor. +Such items are never capable of a conversation - they only have enough instinct to carry out a single well-defined function. + +\enhancement{Varies}{Combined} + +A secondary spell can be combined to throw at the same target. +The combined spells have a single target. +Any applicable enhancements, such as \textit{Wide}, affect both spells. + +The smaller spell adds a number of levels equal to half its own level. + +\subsection{Mana 10} + +\enhancement{1}{Potent} +\index{Spell Enhancements!Potent} + +Magical items and stones cast with this enhancement store 3 \gls{mp} per point sacrificed and regenerate 3 \gls{mp} per round. + +\end{multicols} + + -- GitLab