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Unverified Commit 8472a9d0 authored by Malin Freeborn's avatar Malin Freeborn
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remove old knacks

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......@@ -136,82 +136,6 @@ The character can specialize in a number of weapons equal to half the number of
\begin{multicols}{2}
\subsubsection{Alchemist}
\paragraph{Spheres:} Conjuration, Invocation, Force, Illusion
\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.
\paragraph{Special Considerations}
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}.
\subsubsection{Blood Caster}
\textbf{Spheres:} Aldaron, Enchantment, Force, Invocation, Polymorph
\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.
\paragraph{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 spells -- spending all day trying to cast a spell will not help in the slightest.
\subsubsection{Divine Caster}
\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.
To start on the path of devotion, the character requires a level in Academics in order to properly study the teachings of the god.
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.
\paragraph{Special Considerations}
Casters of devotion cannot use \glspl{hp} to cast once they run out of \glspl{mp}.
If they do not have the \glspl{mp} to cast a spell, they simply cannot cast.
New levels in spheres may only be bought when the character shows great devotion to the deity.
Specifically, the character can only raise those spheres at the exact moment they earn \glspl{xp} from following that deity.
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}.
\subsubsection{Rune Caster}
\index{Runes}
\paragraph{Spheres:} Conjuration, Fate, Force, Illusion, Necromancy
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.
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.
\paragraph{Special Considerations}
Runecasters cannot cast spells in the heat of combat -- inscribing runes just takes far too long for \textit{Fast} spell.
They cannot use the \textit{Fast} enhancement.
However, in return for this deficit, rune casters can learn their craft far more easily.
Each level of a sphere they purchase costs 5 \gls{xp} less than it normally would.
While buying Fate 2 would normally cost 10 for the first level and 15 for the second, rune casters merely need to spend 5 \gls{xp} for the first level and 10 for the second.
If they ever want to use those same sphere through a different path of magic, they must spend 5 \gls{xp} to `repurchase' each level.
For example, someone who could cast both alchemical and runic magic might purchase Conjuration at the second level for a total of 15 \gls{xp}.
They could only use it for runic magics, but later they could spend 5 \gls{xp} to be able to cast the first level with either the alchemy path or the rune casting path.
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.
\pic{Roch_Hercka/dwarvish_runes}
\subsubsection{Extreme Focus}
The spell caster can focus on a spell to the exclusion of all else.
......@@ -223,18 +147,6 @@ All ritual spells cast with this focus grant a bonus to the caster's Intelligenc
The character is particularly adept at casting spells quickly, and therefore in Combat.
\Glspl{miracleworker} with this knack spend 1 less \gls{ap} when casting \textit{Fast} spells.
\subsubsection{Song Caster}
\paragraph{Spheres:} Aldaron, Enchantment, Fate, Illusion
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.
In order to learn the Path of Song, the mage must have the second level of the Performance Skill.
\paragraph{Special Considerations}
Just as with rune magic, song magic can never be cast in an instant.
Like those on the Path of Runes, Song mages cannot use the \textit{Fast} Enhancement, but need to spend 5 less \gls{xp} each time they buy a level of some magic sphere.
\subsubsection{Vengeful}
The caster's magic is fuelled by hatred and tenacity.
......@@ -251,6 +163,7 @@ It lasts only until the end of the scene and can reactivate only once the mage h
The Knack might also be used when a member of the party has died, or when someone the character has spent \glspl{storypoint} on has been killed.%
\footnote{See page \pageref{stories} for \glspl{storypoint}.}
\pic{Roch_Hercka/dwarvish_runes}
\end{multicols}
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