\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.
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@@ -235,7 +235,7 @@ They only receive new levels during \gls{downtime}.
\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.
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@@ -254,7 +254,7 @@ They only receive new levels during \gls{downtime}.
\subsubsection{Divine Caster}
\paragraph{Spheres}:
\paragraph{Spheres:}
Aldaron, Fate, and two from the deity's schools of choice.
\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.
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@@ -280,7 +280,7 @@ A first level sphere requires only earning 1 \gls{xp}, a second level spell requ
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.
@@ -585,6 +585,7 @@ Characters who continue to cast Auguary receive the same answer each time until
Nobody with this power ever says ``you cannot change your fate''. Changing your fate is the entire point of this spell. Besides, if the spell ever appears to go wrong, the local priests will explain that it actually predicted events correctly. It was simply your knowledge of the spell that -- somehow or other -- altered what would otherwise have been a fine prediction.
The priest blesses the target with the favour of the gods. The target `heals' or regenerates $1D6$\gls{fp} plus the priest's Intelligence Bonus. This cannot take the target above their maximum \gls{fp} score.
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@@ -652,6 +653,7 @@ The spell must be cast within the same scene as the target lost their last \gls{
If cast on a member of the undead, the target loses $2D6$\gls{hp} plus the caster's Intelligence Bonus.
No roll is made, and no protection can be given from \glspl{fp} or \glspl{SP}.
\index{Mana Lakes}
\spell{Mana Lake}{Continuous}{Empathy}{Create a font of mana}\\
The priest spends a \gls{storypoint} to sanctify an area, creating a mana lake.
Forever afterwards, the area spills out mana to be absorbed by anyone nearby with empty mana slots.
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@@ -659,6 +661,7 @@ The caster rolls at \gls{tn} 12.
Each Margin on the roll means one \glsentrylong{mp} is generated each round, so achieving a `14' on the roll would produce 2 \gls{mp} each round.
A failed roll indicates this spot cannot produce mana, and the character may not attempt the spell again during this session.
The \gls{storypoint} remains unspent, with no \glspl{xp} earned.