@@ -45,7 +45,8 @@ Lithe characters will find it easier to turn into a bird, while stronger people
\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 makes a roll against some \gls{tn}, and if the roll succeeds, the mage spends the mana and casts the spell.
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}
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@@ -1044,7 +1045,10 @@ This spell gives a sort of `half-life' to rot, such that any foods affected slow
They're not sustained in perfect condition forever, but never quite reach an entirely spoiled stage.
\spell{Torpor}{Continuous}{Medicine}\\
The targed enters an eltered state of semi-death. They ignor all Fatigue Point penalties (but can still become suddenly unconscious due to too many Fatigue Points). They gain a natural \gls{dr} of 1 which is cumulative with armour -- their corpse-like body bleeds less and feels little pain, only bare sensations written in the mind as cold information. While this spell is active, no undead will be able to feed from them and most will therefore not wish to attack them. While this spell is active, the target suffers a -2 penalty to all Charisma checks, though this does not affect \gls{fp}.
The targed enters an eltered state of semi-death. They ignore all Fatigue Point penalties (but can still become suddenly unconscious due to too many Fatigue Points).
They gain a natural \gls{dr} of 1 which is cumulative with armour -- their corpse-like body bleeds less and feels little pain, only bare sensations written in the mind as cold information.
While this spell is active, no undead will be able to feed from them and most will therefore not wish to attack them.
While this spell is active, the target suffers a -2 penalty to all Charisma checks, though this does not affect \gls{fp}.
This caster rolls Intelligence + Medicine at \gls{tn} 7 to activate this spell. It can never be cast on others. While the spell is in effect they suffer no ill effects from Fatigue Points but cannot heal them. Once the spell is over, the mage often comes crashing down, collapsing from the weight of the awful things they have done to their body while immune to Fatigue. The caster faces a real danger of death if ever they gain enough Fatigue Points to push them over a -5 penalty; they may not gain the penalty but must make a Vitals Check to avoid death and then make another roll each time they gain Fatigue.