diff --git a/magic.tex b/magic.tex index 1094620ff81ecb07812e8cfa96822f2678a5c60e..0e9ece86fd903de8937a5bd63da36260af0be0b4 100644 --- a/magic.tex +++ b/magic.tex @@ -358,7 +358,7 @@ People around the mage can still sometimes spot a spell being cast. They use the This spell permanently reduces the \glspl{mp} in a mana stone by 1, and allows the mana stone to permanently use a single spell which the mage casts immediately after this spell. -Once the mana stone is a pocket spell, it can activate once, and then the mana stone becomes useless, and can never contain \glspl{mp} again. +Once the mana stone is a Pocket Spell, it can activate once, and then the mana stone becomes useless, and can never contain \glspl{mp} again. Some alchemists create scrolls which become useless 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. @@ -366,22 +366,11 @@ The only limitation is that the mana stone must have enough \gls{mp} to cast the \iftoggle{verbose}{ The pocket spell always produces a single effect. A scroll of illusion might cast an illusion of a griffin, but cannot cast `just whatever the user desires'. -Any continuous effects last for a number of scenes equal to the mage's Intelligence 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, gestures, or even thought-patterns. -Whoever activated the item counts as `the caster', for the purpose of casting a spell. -\iftoggle{verbose}{% - For example, a spell which allows `the caster' to detect what is happening far away, could be placed into an alchemical scroll. - Whoever uses the scroll would then be able to detect the area. -}{}% -If the item changes hands while the spell is active, `the caster' changes too. -\iftoggle{verbose}{% - If a magical item allows `the caster', to enchant people, then whoever holds the item at that moment counts as `the caster', even if the item changes hands several times. -}{} - Pocket spells require 4 \glspl{ap} to cast, just like using any other item. These items always use the caster's Intelligence Bonus, but have no relation to Skills, so they do not gain any Bonus from anyone's Skills. @@ -393,7 +382,19 @@ The item's effective Wits Bonus is also equal to the caster's Intelligence, so a This is known as the item's `\textit{Potency}'. \index{Potency (for magical items)} -All Pocket Spells last a number of scenes equal to the caster's Intelligence Bonus at the time of casting. +All Pocket Spells last a number of scenes equal to the caster's Intelligence Bonus at he time of casting, after which they become useless, as if the spell within was spent. + +Any continuous spell effects produced by a Pocket Spell last for a number of scenes equal to item's Potency. + +For all the purposes of controlling the spell, whoever holds the item is in control, as if they cast the spell. +\iftoggle{verbose}{% + For example, a spell which allows the caster to detect what is happening far away, could be placed into an alchemical scroll. + Whoever uses the scroll would then be able to detect the area. +}{}% +If the item changes hands while the spell is active, control of the spell transfers to the new holder. +\iftoggle{verbose}{% + If a magical item allows someone to control undead, then whoever holds the item at the moment has control over affected undead, even if the item changes hands several times. +}{} \spelllevel @@ -465,7 +466,7 @@ This spell has the usual range, so if a caster cannot also cast at long-range, t This enhancement affects spells imbued in magical items such as Pocket Spells, Talismans, and Artefacts. The resulting spell lasts until it is cancelled by a command word, rather than dying after a number of scenes equal to its Potency. -If the item has multiple spells, only one becomes \textit{Eternal}. +If the item has multiple spells, only one becomes \textit{Eternal}. If the item is an Artefact, one entire sphere can be cast as \textit{Eternal}. \iftoggle{verbose}{ If an \textit{Eternal Talisman} or other item allows the caster to control undead and then changes hands, the control of the undead changes with it, because the effective `caster' is just whoever holds the item at the time. @@ -505,8 +506,8 @@ The item's user simply focusses on what they want, and the spell casts. \enhancement{5}{Exceptional}{Make Mana Stones regenerate and store 3 \glspl{mp}} -Mana Stones, Talismans, and Artefacts cast with this enhancement can store 3 \glspl{mp} for each level of the spell, rather than the usual 2. -They also regenerate 3 \glspl{mp} per scene. +Mana Stones cast with this enhancement can store 3 \glspl{mp} for each level of the spell, rather than the usual 2. +They also regenerate 3 \glspl{mp} per scene. This transfers to Talismans and Artefacts made from such Mana Stones. \end{multicols} diff --git a/races.tex b/races.tex index de84517843976ee4d90d4458cce1bb1517495f66..47a059080e70a9e0602583f22e2f220a2487260c 100644 --- a/races.tex +++ b/races.tex @@ -63,7 +63,7 @@ Dwarves often wet their beards before battle, to protect them from flames. \subsection{Racial Ability: Tenacity} Dwarves are bred on the most acrid substances -- they eat tough, deep mushrooms and occasionally munch on acidic jellies (after thoroughly cooking them). -Dwarven ales are classified as spirits by any sane human and dwarven spirits are generally classified as poisons all other races. +Dwarven ales are classified as spirits by any sane human and dwarven spirits are generally classified as poisons by all other races. Dwarves take half Damage or \glspl{fatigue} from any given poison. They suffer no ill effects from eating rotten food (though it may not count as being nutritious) and the \gls{gm} is encouraged to allow them to eat anything that might otherwise be damaging, within reasonable limits. diff --git a/spheres.tex b/spheres.tex index 2d9450a93f44f525feb1cccb64a2bf91d14f44f9..8445b9da8782ca95373453da4fadc6c538939133 100644 --- a/spheres.tex +++ b/spheres.tex @@ -103,10 +103,6 @@ The spell's Strength Bonus can test if the ice can trap people who are in the wa Creatures only frozen up to their waist or ankles can gain a bonus to break out of the ice, and a further bonus if the spell is cast slowly. If the caster can extend the range, then the spell can travel any distance, although longer distances can make the spell rather a long-shot, with each area traversed raising the \gls{tn} by 3. -\iftoggle{verbose}{% - Elves often use a \textit{Colourful Plantform} to sculpt plants into unnatural forms, or to create temporary statues of other elves. -}{} - \spell{Wind Blast}{Instant}{Seafaring}{Push enemies back, lowering their \glspl{ap} by Int - Str} \label{spellWind} @@ -249,7 +245,7 @@ Those who fail, fall over, becoming \textit{prone}.% Some kind of liquid must be in the right place for the spell to work. Casters acting quickly often carry their own water. -Throwing water requires 8 initiative for using an item, as usual. +Throwing water requires 4 AP for using an item, as usual. \spell{Purify Air}{Continuous}{Seafaring}{Clear air in a small area}