diff --git a/config b/config index 4284dacfcb1f90ee6b4b5397c411b523dca8327c..daebeaf7a9e4288ff783657748c6d49e1499a421 160000 --- a/config +++ b/config @@ -1 +1 @@ -Subproject commit 4284dacfcb1f90ee6b4b5397c411b523dca8327c +Subproject commit daebeaf7a9e4288ff783657748c6d49e1499a421 diff --git a/spells.tex b/spells.tex index 54cea776009e4a49fbe006f5dd38c9f7209599e4..12c0d1f6d8135acbe36b80f57892bf605393db14 100644 --- a/spells.tex +++ b/spells.tex @@ -29,7 +29,8 @@ As long as you have both of those at level 2 or above, you can cast the spell. \end{multicols} -\section{First Level Spells} + +\section{Elemental \Glsfmtplural{sphere}} \begin{multicols}{2} @@ -39,141 +40,6 @@ As long as you have both of those at level 2 or above, you can cast the spell. \showSpells{Air1} -\iftoggle{verbose}{ - \subsection{Earth} - - \showSpells{Earth1} - - \showSpells{Earth1} - -}{} - -\subsection{Fate} - -\showSpells{Fate1} -\showSpells{Fate1} - -\subsection{Fire} - -\showSpells{Fire1} - -\subsection{Water} - -\showSpells{Water1} - -\subsection{Death} -\label{Death1} - -\showSpells{Death1} -\showSpells{Death1} - - -\iftoggle{verbose}{ - \Needspace{6\baselineskip} - \subsection{Force} - - \showSpells{Force1} - -}{} - -\subsection{Light} - -\spell{Little Big}% Name - {}% Enhancements - {Warp}% Action - {Fire, Air}% Spheres - {\roll{Wits}{Vigilance}}% Resist with - {The caster mixes a malaphor, and the target's apparent size contorts like a fun-house mirror, inflicting a -\arabic{spellPlusOne} Penalty to ranged attacks against them}% Description - {A gnome seen from ten steps might appear to be the size of a human, or a human may appear the size of a gnome. - The closer one approaches the target, the more normal it appears.} - -\showSpells{Light1} - -\spell{Shadow}% Name - {}% Enhancements - {Wane}% Action - {Fire, Air}% Spheres - {\roll{Wits}{Vigilance}}% Resist with - {As the caster whispers, a single patch of darkness, the length of a step, forms anywhere within range}% Description - {It can obscure a candle's light, and diminish a torch's light to the strength of a candle. - - The patch of shadow joins to a target. - If cast on a person, the shadow remains attached to them, inflicting a -\arabic{spellPlusOne} penalty to noticing things (and becomes quickly irritating). - - The shadow fades once sunlight touches it for \pgls{interval}.} - -\iftoggle{verbose}{ - \subsection{Life} - - \showSpells{Life1} - - \spell{Forest Crown}% Name - {}% Enhancements - {Warp}% Action - {Earth, Water}% Spheres - {\roll{Strength}{Athletics}}% Resist with - {The target hears how good they would look with antlers, and antlers start to grow. - They grant +1 to Damage while using the Brawl Skill}% Description - { - The antlers will stop the target wearing a helmet, so they cannot wear Complete armour. - The antlers shed over any cold season, or can be removed with a bone-knife.} - - \spell{Slashers}% Name - {}% Enhancements - {Warp}% Action - {Earth, Water}% Spheres - {\roll{Strength}{Athletics}}% Resist with - {The caster makes accusations of vile language, and the target grows needle-sharp claws. - They grant +1 Damage when using Brawl, but inflict a -1 penalty to using weapons or other tools}% Description - { - The claws grow out naturally, or can be cut off at any time.} - - \spell{Tweak}% Name - {}% Enhancements - {Warp}% Action - {Earth, Water}% Spheres - {target's \glspl{hp}}% Resist with - {The caster lists how the target looks like a different race, and their features begin to shift to match}% Description - {The target must have Attributes within the racial maximums and minimums of the target race, so a human with Strength +1 could become an elf, but Strength +3 would stop them looking remotely elf-like. - - The spell lasts until the target makes use of any characteristic of their own race. - For humans, this means their ability to walk long-distances, and for gnomes it means trying to focus on anything.} - - \spell{Regeneration}% Name - {Detailed}% Enhancements - {Wax}% Action - {Earth, Water}% Spheres - {current lost \glspl{hp} + 7}% Resist with - {The caster gathers tiny gifts for the target, and they begin to regenerate Damage faster, recuperating an extra \arabic{spellPlusOne} \glspl{hp} each week}% Description - {During this time, the target's appetite grows substantially, demanding an extra \arabic{spellCost} meals every day to keep the spell going.} - -}{} - -\subsection{Mind} - -\showSpells{Mind1} - -\showSpells{Mind1} - -\spell{Shadow Check}% Name - {}% Enhancements - {Witness}% Action - {Fate, Water}% Spheres - {quiet thoughts}% Resist with - {This spell tells the caster if any particular patch (and it has to be a specific patch) contains anything which has a mind}% Description - {Shadows, statues, or suspicious bushes can all hide all manner of things. - - The spell will not say what kind of mind this is -- whether animal or person. - It reports only `yes/ no', and often has false positives due to mice or insects (1/6 chance in daylight, 2/6 chance at night).} - -\end{multicols} - -\section{Second Level Spells} - -\begin{multicols}{2} - -\subsection{Air} - \spell{Sleep Fog}% Name {Devious}% Enhancements {Wane}% Action @@ -186,22 +52,23 @@ As long as you have both of those at level 2 or above, you can cast the spell. \showSpells{Air2} -\iftoggle{verbose}{ - - \subsection{Earth} - - \showSpells{Earth2} - - \showSpells{Earth2} -}{} +\spell{Clawing Wisps}% Name + {Detailed, Duplicated}% Enhancements + {Wax}% Action + {Air}% Spheres + {wind speed}% Resist with + {The caster gives a battle-cry, and cloud-lined spirits, appearing like small copies of the caster, push any enemies (but not allies) back, reducing their \glspl{ap} by \arabic{spellPlusOne}}% Description + {} -\subsection{Fate} +\showSpells{Air3} +\showSpells{Air3} -\showSpells{Fate2} -\showSpells{Fate2} +\showSpells{Air4} \subsection{Fire} +\showSpells{Fire1} + \showSpells{Fire2} \spell{Toothless Fire}% Name @@ -214,196 +81,111 @@ As long as you have both of those at level 2 or above, you can cast the spell. The fire will not stop feeding on whatever allows it to currently burn, so a wood fire will continue burning its wood.} -\subsection{Water} - -\showSpells{Water2} - -\spell{Detect Water}% Name - {Distant}% Enhancements - {Witness}% Action - {Water}% Spheres - {smallness}% Resist with - {The caster detects liquid at \spellRange}% Description - {They cannot tell the type of liquid -- it could be a raging river, a tankard of ale, or a magma stream} +\showSpells{Fire3} -\subsection{Death} +\spell{Traiterous Camp}% Name + {Devious, Distant}% Enhancements + {Warp}% Action + {Fire}% Spheres + {\roll{Wits}{Survival}}% Resist with + {The caster gives a jealous stare at a fire at \spellRange. + After two \glsfmtplural{interval}, the fire gains some weight, and starts to burn low, and look strange. + After a full day, the fire collapses on top of the nearest person, inflicting \showDam~Damage}% Description + {} -\showSpells{Death2} -\showSpells{Death2} +\spell{Naked Fire}% Name + {Duplicated, Distant}% Enhancements + {Warp}% Action + {Fire}% Spheres + {size of fire}% Resist with + {After instructing all the fire around on proper etiquette, fires with a total area up to \arabic{spellTargets} \glspl{step} at \spellRange\ turn blue, and stop burning flesh. + They continue to act upon wood, hair, and clothing as normal}% Description + {Large fires are more difficult to affect, as they're too busy eating to listen.} -\spell{Corpse Stench}% Name - {Distant}% Enhancements - {Witness}% Action - {Fate, Air}% Spheres - {time since death}% Resist with - {Sniffing at the wind, the caster identifies any corpses at \spellRange}% Description - {Most use this trick to double-check if an immobile and wounded person might still have a chance of life.} -\spell{Infectious Migraine}% Name - {Duplicated}% Enhancements - {Wax}% Action - {Fate, Air}% Spheres - {\roll{Strength}{Athletics}}% Resist with - {As the caster roars, a deathly feeling flows over the targets, who gain \arabic{spellPlusOne} \glspl{ep}}% Description - {} +\showSpells{Fire4} -\spell{Preservation}% Name - {Detailed}% Enhancements - {Wane}% Action - {Fate, Air}% Spheres - {existing rot}% Resist with - {The caster paints a picture -- with words or brush -- of food, a shirt, or a human corpse. - The target ceases all rotting when not in use. - Rain or snow may fall upon it, but it will not degrade}% Description - { - Without this spell, any undead creatures would rot ever faster than a corpse in the ground. +\iftoggle{verbose}{ + \subsection{Earth} - The spell degrades when the target begins moving, and fails within \arabic{spellPlusOne} \glspl{interval}. - Therefore, undead spellcasters, such as liches, must continuously cast this spell upon themselves. + \showSpells{Earth1} - \index{Necromancy!Preservation} - If cast immediately, upon death, it can arrest the effects of \textit{rigor mortis} before they begin. - } + \showSpells{Earth1} + \subsection{Earth} -\iftoggle{verbose}{ - \subsection{Force} + \showSpells{Earth2} - \spell{Friendly Bolt}% Name - {Duplicated}% Enhancements - {Wane}% Action - {Earth, Fire}% Spheres - {\gls{weight} carried}% Resist with - {The caster shouts `let's go', and two targets gain a plus \arabic{spellPlusOne} bonus to running}% Description - {They feel suddenly lighter, as if being carried. - However, this spell does not help with carrying heavy items.} + \showSpells{Earth2} - \spell{Migrating Butterfly}% Name - {Detailed}% Enhancements - {Wane}% Action - {Earth, Fire}% Spheres - {\gls{weight} carried}% Resist with - {The caster outright denies how heavy something is, despite obvious heft, and its \gls{weight} reduces by \arabic{spellPlusOne} when facing towards the direction the caster looks}% Description - {Items which fall below \gls{weight}~0 will float like a seed on the wind} + \subsection{Earth} - \spell{Traveller's Curse}% Name - {Distant}% Enhancements + \spell{Mud Clamp}% Name + {Duplicated, Detailed}% Enhancements {Wax}% Action - {Earth, Fire}% Spheres - {\roll{Speed}{Athletics}}% Resist with - {The caster wishes the target a bad journey, and they immediately feel heavier. - For the next \arabic{spellPlusOne}~\glspl{interval}, the target counts as carrying something with \pgls{weight} of \arabic{spellPlusOne}}% Description + {Earth}% Spheres + {\roll{Strength}{Survival}}% Resist with + {The caster shouts `\textit{hold fast}', as snow or mud becomes solid, encasing any feet pushed into the ground. + Targets then count as \textit{Entangled}}% Description { - The curse wears off once the target has marched enough, but any \glspl{interval} the target spends stationary do not count towards the spell's duration.} - - \showSpells{Force2} - - \subsection{Life} - - \showSpells{Life2} + The spell suffers a -2 penalty when used against creatures without flat feet (such as hooves, or most other animal feet), but can also gain up to a +2 bonus in particularly deep mud or snow.} - \spell{Scent in the Air}% Name - {Distant}% Enhancements - {Witness}% Action - {Earth, Water}% Spheres - {target's strangeness}% Resist with - {Focussing on the air, and sniffing the wind, the caster asks politely if it will say whether or not some creature sits at \spellRange\ in a particular direction}% Description - {Other humanoids are \tn[7] to detect, beasts are \tn[9], and stranger creatures present a greater challenge.} + \showSpells{Earth3} + \showSpells{Earth4} }{} -\subsection{Light} - -\showSpells{Light2} - -\pic{Roch_Hercka/flashing_light} - -\showSpells{Light2} - -\spell{Shadow Puppet}% Name - {Detailed}% Enhancements - {Wane}% Action - {Fire, Air}% Spheres - {\roll{Wits}{Vigilance}}% Resist with - {One target shadow forms a detailed silhouette, and may even stand up and away from the ground}% Description - {During the daylight, it simply looks weird; but at night these shadow puppets can easily fool someone into thinking \pgls{monster}, or even a particular person lies waiting, in the distance. - - The shadows disappear once bright light hits them.} - -\spell{Quiet Campfire}% Name - {Devious}% Enhancements - {Wane}% Action - {Fire, Air}% Spheres - {size of fire}% Resist with - {The caster stares at a fire, and thinks dark thoughts. - After a couple of hours, the fire's light dims, though the noise and heat continue. - The spell lasts one \showOnset, so the light returns during the night}% Description - {Travellers sometimes use this spell to hide their fire when camping beyond the \gls{edge}, as it removes at last one chance of an encounter from the fire's light} +\subsection{Water} -\subsection{Mind} +\showSpells{Water1} -\spell{Awaken}% Name - {Detailed}% Enhancements - {Wax}% Action - {Water, Fate}% Spheres - {spell's level}% Resist with - {The caster explains a plan to a spell, and the spell gains an Intelligence Bonus of +\arabic{spellPlusOne} and begins enacting the plan}% Description - { - All spells have a small spark of sentience, endowed by their creator, so this spell exploits that fact to make a spell behave more intelligently. +\showSpells{Water2} - The spell begins with all of the caster's knowledge, although anything beyond general knowledge generally ends up as a tangled mess of half-memories. - Without any interest in socializing, any social memories will simply not make sense. - The spell has all of the caster's Skills which do not depend on any social intuition% - \footnote{The spell gains none of the caster's magic Spheres}, - with a -1 penalty. - However, if given a Charisma Bonus, with the Social Spell (\vpageref{Social Spell}), the spell will have full access to the caster's Skills (again, with a -1 penalty to each of them). +\spell{Detect Water}% Name + {Distant}% Enhancements + {Witness}% Action + {Water}% Spheres + {smallness}% Resist with + {The caster detects liquid at \spellRange}% Description + {They cannot tell the type of liquid -- it could be a raging river, a tankard of ale, or a magma stream} - The spell grants no Charisma Bonus, and the resulting mind has no interest in anyone, or anything, except as instruments for \emph{the plan}. - It operates methodically, and sometimes behaves in strange, and alien ways, given its single-pointed value system.% - \footnote{Look up `the paperclip maximizer' for an explanation of how this kind of spell can easily go horribly wrong.} - } +\showSpells{Water3} -\spell{Fear}% Name - {Detailed}% Enhancements - {Wane}% Action - {Water, Fate}% Spheres - {\roll{Wits}{Academics}}% Resist with - {The caster explains to the target their imminent death. - If the target ever finds themselves facing the danger the caster described, they take a -\arabic{spellPlusOne} penalty to Mind Attributes}% Description - {The spell lasts until the character gains \pgls{xp} for following their Code.} +\showSpells{Water3} -\stepcounter{diceNo} -\showSpells{Mind2} +\showSpells{Water4} -\showSpells{Mind2} +\subsection{Fate} -\pic{Roch_Hercka/elvish_enchanter} +\showSpells{Fate1} +\showSpells{Fate1} -\spell{Social Spell}% Name - {Detailed}% Enhancements - {Warp}% Action - {Water, Fate}% Spheres - {spell's level}% Resist with - {The caster speaks to a spell like a dog, which awakens an instinct to socialize, and grants it a +\arabic{spellPlusOne} Charisma Bonus (but no Intelligence)}% Description - { - Casters might use this spell to let an illusion interact semi-realistically with people (it will smile and listen, but cannot speak). +\showSpells{Fate2} +\showSpells{Fate2} - The newly created mind gains all of the caster's Skills which rely primarily on social graces (Deceit, Empathy, and Performance), with a -1 penalty to each. - It also gains their spell Spheres with a -1 penalty, but does not need an audible voice to use them. +\spell{Blessed Army}% Name + {Duplicated, Distant}% Enhancements + {Wax}% Action + {Fate}% Spheres + {targets' Charisma (inverted)}% Resist with + {The caster gives good wishes to a troupe, and \arabic{spellTargets} targets receive \showDam~\glspl{fp}}% Description + {The spell targets those with the highest Charisma before others.} - The spell typically tries to attack the caster's enemies, and then interact with the caster and their friends. +\showSpells{Fate3} - } +\spell{Wheel of Fate}% Name + {Devious, Duplicated}% Enhancements + {Warp}% Action + {Fate}% Spheres + {\roll{Charisma}{Survival}}% Resist with + {The caster wonders what the future holds, and the nearest \arabic{spellTargets} targets become locked into the same encounter, on repeat. + It begins half way through the \showOnset, then repeats again, until it has gone through \arabic{spellPlusTwo} iterations}% Description + {\par + Of course, the encounter cannot contain the same creatures or people each time, but whatever the \gls{gm} rolled for the encounter will repeat. + This might result in three griffins looking at troupe, then three griffins attacking, then three griffins nesting, and so on. + Each of these encounters will come in addition to the standard encounters.} -\spell{Wishfinder}% Name - {Detailed}% Enhancements - {Witness}% Action - {Water, Fate}% Spheres - {\roll{Wits}{Academics}}% Resist with - {The \glsentrytext{witch} commands the target to state their `truest desires', while locking eyes. - The spell confirms whether or not the target's statement conforms to their Code}% Description - {The desire must be something which would \textit{directly} grant at least one \glsentrytext{xp}.% - \exRef{stories}{Stories}{codes}} +\showSpells{Fate4} \subsection{Divergent} @@ -463,114 +245,228 @@ As long as you have both of those at level 2 or above, you can cast the spell. }{} +\iftoggle{verbose}{ + + \spell{Asking Rock}% Name + {Detailed, Divergent}% Enhancements + {Warp}% Action + {Earth, Fate}% Spheres + {civilization rating}% Resist with + {The caster sells a weapon to a rock in return for summoning a beast, and the rock becomes magnetic. + It has an effective Strength of \arabic{spellPlusTwo} to hold any iron weapon placed next to it. + + Once the rock has a weapon, the \gls{gm} makes an encounter roll}% Description + { + The \gls{tn} depends on how close to civilization the spell is cast. + Attracting \glspl{monster} to \pgls{village} makes more of a challenge than attracting them while past the \gls{edge}.% + \exRef{judgement}{Judgement}{civilizationRating} + If the encounter roll produces nothing, the \gls{gm} goes up the chart until they find an encounter. + + \Glspl{npc} targeted by this spell will survive if only their \gls{cr} value is greater than the \gls{monster} which finds them. + Otherwise, they end in the jaws of a beast. + } + +}{} + +\spell{River Smog}% Name + {Divergent, Duplicated}% Enhancements + {Wane}% Action + {Air, Water}% Spheres + {\roll{Speed}{Athletics}}% Resist with + {The caster spits prophecies of surreal catastrophe, and \arabic{spellTargets} worth of water turn into a putrid vapour. + Anyone who breathes it in receives \arabic{spellPlusTwo}~\glspl{ep}}% Description + { + The water should be clearly visible, such as a stream or an actual barrel of water.} + +\spell{Night Terrors}% Name + {Distant, Divergent}% Enhancements + {Wane}% Action + {Fate, Fire}% Spheres + {\roll{Charisma}{Survival}}% Resist with + {The caster calls the first line of a dirge from the darkness, then a fire at \spellRange\ goes out. + Whoever held it loses \showDam~\glspl{fp}}% Description + {} + +\showSpells{FireWater3} + +\showSpells{FireFate4} + +\showSpells{WaterAir4} + \end{multicols} -\section{Third Level Spells} +\section{High \Glsfmtplural{sphere}} \begin{multicols}{2} -\subsection{Air} +\subsection{Light} -\spell{Clawing Wisps}% Name - {Detailed, Duplicated}% Enhancements - {Wax}% Action - {Air}% Spheres - {wind speed}% Resist with - {The caster gives a battle-cry, and cloud-lined spirits, appearing like small copies of the caster, push any enemies (but not allies) back, reducing their \glspl{ap} by \arabic{spellPlusOne}}% Description - {} +\spell{Little Big}% Name + {}% Enhancements + {Warp}% Action + {Fire, Air}% Spheres + {\roll{Wits}{Vigilance}}% Resist with + {The caster mixes a malaphor, and the target's apparent size contorts like a fun-house mirror, inflicting a -\arabic{spellPlusOne} Penalty to ranged attacks against them}% Description + {A gnome seen from ten steps might appear to be the size of a human, or a human may appear the size of a gnome. + The closer one approaches the target, the more normal it appears.} -\showSpells{Air3} -\showSpells{Air3} +\showSpells{Light1} +\spell{Shadow}% Name + {}% Enhancements + {Wane}% Action + {Fire, Air}% Spheres + {\roll{Wits}{Vigilance}}% Resist with + {As the caster whispers, a single patch of darkness, the length of a step, forms anywhere within range}% Description + {It can obscure a candle's light, and diminish a torch's light to the strength of a candle. -\iftoggle{verbose}{ - \subsection{Earth} + The patch of shadow joins to a target. + If cast on a person, the shadow remains attached to them, inflicting a -\arabic{spellPlusOne} penalty to noticing things (and becomes quickly irritating). - \spell{Mud Clamp}% Name - {Duplicated, Detailed}% Enhancements - {Wax}% Action - {Earth}% Spheres - {\roll{Strength}{Survival}}% Resist with - {The caster shouts `\textit{hold fast}', as snow or mud becomes solid, encasing any feet pushed into the ground. - Targets then count as \textit{Entangled}}% Description - { - The spell suffers a -2 penalty when used against creatures without flat feet (such as hooves, or most other animal feet), but can also gain up to a +2 bonus in particularly deep mud or snow.} + The shadow fades once sunlight touches it for \pgls{interval}.} - \showSpells{Earth3} -}{} -\subsection{Fate} +\showSpells{Light2} -\spell{Blessed Army}% Name - {Duplicated, Distant}% Enhancements - {Wax}% Action - {Fate}% Spheres - {targets' Charisma (inverted)}% Resist with - {The caster gives good wishes to a troupe, and \arabic{spellTargets} targets receive \showDam~\glspl{fp}}% Description - {The spell targets those with the highest Charisma before others.} +\pic{Roch_Hercka/flashing_light} -\showSpells{Fate3} +\showSpells{Light2} -\spell{Wheel of Fate}% Name +\spell{Shadow Puppet}% Name + {Detailed}% Enhancements + {Wane}% Action + {Fire, Air}% Spheres + {\roll{Wits}{Vigilance}}% Resist with + {One target shadow forms a detailed silhouette, and may even stand up and away from the ground}% Description + {During the daylight, it simply looks weird; but at night these shadow puppets can easily fool someone into thinking \pgls{monster}, or even a particular person lies waiting, in the distance. + + The shadows disappear once bright light hits them.} + +\spell{Quiet Campfire}% Name + {Devious}% Enhancements + {Wane}% Action + {Fire, Air}% Spheres + {size of fire}% Resist with + {The caster stares at a fire, and thinks dark thoughts. + After a couple of hours, the fire's light dims, though the noise and heat continue. + The spell lasts one \showOnset, so the light returns during the night}% Description + {Travellers sometimes use this spell to hide their fire when camping beyond the \gls{edge}, as it removes at last one chance of an encounter from the fire's light} + + +\showSpells{Light3} + +\spell{Eternal Night}% Name {Devious, Duplicated}% Enhancements - {Warp}% Action - {Fate}% Spheres - {\roll{Charisma}{Survival}}% Resist with - {The caster wonders what the future holds, and the nearest \arabic{spellTargets} targets become locked into the same encounter, on repeat. - It begins half way through the \showOnset, then repeats again, until it has gone through \arabic{spellPlusTwo} iterations}% Description - {\par - Of course, the encounter cannot contain the same creatures or people each time, but whatever the \gls{gm} rolled for the encounter will repeat. - This might result in three griffins looking at troupe, then three griffins attacking, then three griffins nesting, and so on. - Each of these encounters will come in addition to the standard encounters.} + {Wane}% Action + {Fire, Air}% Spheres + {\roll{Intelligence}{Survival}}% Resist with + {The caster pulls on a memory of seeing darkness at the bottom of a clear loch, and the darkness comes. + After two \glsfmtplural{interval}, a patch of darkness forms, 5~\glsfmtplural{step} across. + Within four \glsfmtplural{interval}, all vision suffers a -4 Penalty}% Description + { + \Glspl{witch} commonly use this spell to make anyone in \pgls{bothy} or other sleeping-space miss the day. + They awaken late, in darkness, and generally assume they simply cannot sleep. + After all, they can see darkness, so it must be night, not day. -\subsection{Fire} + By the time people start to question their sanity, and light a fire, the next night may have already come. + } -\showSpells{Fire3} +\pic{Roch_Hercka/polymorph} -\spell{Traiterous Camp}% Name - {Devious, Distant}% Enhancements - {Warp}% Action - {Fire}% Spheres - {\roll{Wits}{Survival}}% Resist with - {The caster gives a jealous stare at a fire at \spellRange. - After two \glsfmtplural{interval}, the fire gains some weight, and starts to burn low, and look strange. - After a full day, the fire collapses on top of the nearest person, inflicting \showDam~Damage}% Description - {} +\showSpells{Light4} -\spell{Naked Fire}% Name - {Duplicated, Distant}% Enhancements - {Warp}% Action - {Fire}% Spheres - {size of fire}% Resist with - {After instructing all the fire around on proper etiquette, fires with a total area up to \arabic{spellTargets} \glspl{step} at \spellRange\ turn blue, and stop burning flesh. - They continue to act upon wood, hair, and clothing as normal}% Description - {Large fires are more difficult to affect, as they're too busy eating to listen.} +\iftoggle{verbose}{}{ -\subsection{Water} + \subsection{Force} -\showSpells{Water3} + \showSpells{Force1} -\subsection{Death} + \spell{Friendly Bolt}% Name + {Duplicated}% Enhancements + {Wane}% Action + {Earth, Fire}% Spheres + {\gls{weight} carried}% Resist with + {The caster shouts `let's go', and two targets gain a plus \arabic{spellPlusOne} bonus to running}% Description + {They feel suddenly lighter, as if being carried. + However, this spell does not help with carrying heavy items.} -\showSpells{Death3} + \spell{Migrating Butterfly}% Name + {Detailed}% Enhancements + {Wane}% Action + {Earth, Fire}% Spheres + {\gls{weight} carried}% Resist with + {The caster outright denies how heavy something is, despite obvious heft, and its \gls{weight} reduces by \arabic{spellPlusOne} when facing towards the direction the caster looks}% Description + {Items which fall below \gls{weight}~0 will float like a seed on the wind} + + \spell{Traveller's Curse}% Name + {Distant}% Enhancements + {Wax}% Action + {Earth, Fire}% Spheres + {\roll{Speed}{Athletics}}% Resist with + {The caster wishes the target a bad journey, and they immediately feel heavier. + For the next \arabic{spellPlusOne}~\glspl{interval}, the target counts as carrying something with \pgls{weight} of \arabic{spellPlusOne}}% Description + { + The curse wears off once the target has marched enough, but any \glspl{interval} the target spends stationary do not count towards the spell's duration.} + + \showSpells{Force2} + + \showSpells{Force3} + + \showSpells{Force4} + + \subsection{Life} + + \showSpells{Life1} + + \spell{Forest Crown}% Name + {}% Enhancements + {Warp}% Action + {Earth, Water}% Spheres + {\roll{Strength}{Athletics}}% Resist with + {The target hears how good they would look with antlers, and antlers start to grow. + They grant +1 to Damage while using the Brawl Skill}% Description + { + The antlers will stop the target wearing a helmet, so they cannot wear Complete armour. + The antlers shed over any cold season, or can be removed with a bone-knife.} + + \spell{Slashers}% Name + {}% Enhancements + {Warp}% Action + {Earth, Water}% Spheres + {\roll{Strength}{Athletics}}% Resist with + {The caster makes accusations of vile language, and the target grows needle-sharp claws. + They grant +1 Damage when using Brawl, but inflict a -1 penalty to using weapons or other tools}% Description + { + The claws grow out naturally, or can be cut off at any time.} -\spell{Stench Sort}% Name - {Distant, Detailed}% Enhancements - {Witness}% Action - {Fate, Air}% Spheres - {time since death}% Resist with - {Detect the location of any corpse of a named species at \spellRange}% Description - { - Sniffing at the wind, the caster identifies any corpses from a particular species at \spellRange. - Possible types include `elves', `\glspl{woodspy}', or `bats'.} + \spell{Tweak}% Name + {}% Enhancements + {Warp}% Action + {Earth, Water}% Spheres + {target's \glspl{hp}}% Resist with + {The caster lists how the target looks like a different race, and their features begin to shift to match}% Description + {The target must have Attributes within the racial maximums and minimums of the target race, so a human with Strength +1 could become an elf, but Strength +3 would stop them looking remotely elf-like. + The spell lasts until the target makes use of any characteristic of their own race. + For humans, this means their ability to walk long-distances, and for gnomes it means trying to focus on anything.} -\iftoggle{verbose}{ - \subsection{Force} + \spell{Regeneration}% Name + {Detailed}% Enhancements + {Wax}% Action + {Earth, Water}% Spheres + {current lost \glspl{hp} + 7}% Resist with + {The caster gathers tiny gifts for the target, and they begin to regenerate Damage faster, recuperating an extra \arabic{spellPlusOne} \glspl{hp} each week}% Description + {During this time, the target's appetite grows substantially, demanding an extra \arabic{spellCost} meals every day to keep the spell going.} - \showSpells{Force3} + \showSpells{Life2} - \subsection{Life} + \spell{Scent in the Air}% Name + {Distant}% Enhancements + {Witness}% Action + {Earth, Water}% Spheres + {target's strangeness}% Resist with + {Focussing on the air, and sniffing the wind, the caster asks politely if it will say whether or not some creature sits at \spellRange\ in a particular direction}% Description + {Other humanoids are \tn[7] to detect, beasts are \tn[9], and stranger creatures present a greater challenge.} \showSpells{Life3} @@ -596,31 +492,89 @@ As long as you have both of those at level 2 or above, you can cast the spell. { This penalty stacks as usual, so targets who already have a basic Strength Penalty of -2 would take this penalty, and then half of their regular Strength penalty, for a total of -\arabic{spellPlusTwo}.} -}{} + \showSpells{Life4} +} -\subsection{Light} +\subsection{Mind} -\showSpells{Light3} +\showSpells{Mind1} -\spell{Eternal Night}% Name - {Devious, Duplicated}% Enhancements - {Wane}% Action - {Fire, Air}% Spheres - {\roll{Intelligence}{Survival}}% Resist with - {The caster pulls on a memory of seeing darkness at the bottom of a clear loch, and the darkness comes. - After two \glsfmtplural{interval}, a patch of darkness forms, 5~\glsfmtplural{step} across. - Within four \glsfmtplural{interval}, all vision suffers a -4 Penalty}% Description +\showSpells{Mind1} + +\spell{Shadow Check}% Name + {}% Enhancements + {Witness}% Action + {Fate, Water}% Spheres + {quiet thoughts}% Resist with + {This spell tells the caster if any particular patch (and it has to be a specific patch) contains anything which has a mind}% Description + {Shadows, statues, or suspicious bushes can all hide all manner of things. + + The spell will not say what kind of mind this is -- whether animal or person. + It reports only `yes/ no', and often has false positives due to mice or insects (1/6 chance in daylight, 2/6 chance at night).} + + +\spell{Awaken}% Name + {Detailed}% Enhancements + {Wax}% Action + {Water, Fate}% Spheres + {spell's level}% Resist with + {The caster explains a plan to a spell, and the spell gains an Intelligence Bonus of +\arabic{spellPlusOne} and begins enacting the plan}% Description { - \Glspl{witch} commonly use this spell to make anyone in \pgls{bothy} or other sleeping-space miss the day. - They awaken late, in darkness, and generally assume they simply cannot sleep. - After all, they can see darkness, so it must be night, not day. + All spells have a small spark of sentience, endowed by their creator, so this spell exploits that fact to make a spell behave more intelligently. - By the time people start to question their sanity, and light a fire, the next night may have already come. + The spell begins with all of the caster's knowledge, although anything beyond general knowledge generally ends up as a tangled mess of half-memories. + Without any interest in socializing, any social memories will simply not make sense. + The spell has all of the caster's Skills which do not depend on any social intuition% + \footnote{The spell gains none of the caster's magic Spheres}, + with a -1 penalty. + However, if given a Charisma Bonus, with the Social Spell (\vpageref{Social Spell}), the spell will have full access to the caster's Skills (again, with a -1 penalty to each of them). + + The spell grants no Charisma Bonus, and the resulting mind has no interest in anyone, or anything, except as instruments for \emph{the plan}. + It operates methodically, and sometimes behaves in strange, and alien ways, given its single-pointed value system.% + \footnote{Look up `the paperclip maximizer' for an explanation of how this kind of spell can easily go horribly wrong.} } -\pic{Roch_Hercka/polymorph} +\spell{Fear}% Name + {Detailed}% Enhancements + {Wane}% Action + {Water, Fate}% Spheres + {\roll{Wits}{Academics}}% Resist with + {The caster explains to the target their imminent death. + If the target ever finds themselves facing the danger the caster described, they take a -\arabic{spellPlusOne} penalty to Mind Attributes}% Description + {The spell lasts until the character gains \pgls{xp} for following their Code.} -\subsection{Mind} +\stepcounter{diceNo} +\showSpells{Mind2} + +\showSpells{Mind2} + +\pic{Roch_Hercka/elvish_enchanter} + +\spell{Social Spell}% Name + {Detailed}% Enhancements + {Warp}% Action + {Water, Fate}% Spheres + {spell's level}% Resist with + {The caster speaks to a spell like a dog, which awakens an instinct to socialize, and grants it a +\arabic{spellPlusOne} Charisma Bonus (but no Intelligence)}% Description + { + Casters might use this spell to let an illusion interact semi-realistically with people (it will smile and listen, but cannot speak). + + The newly created mind gains all of the caster's Skills which rely primarily on social graces (Deceit, Empathy, and Performance), with a -1 penalty to each. + It also gains their spell Spheres with a -1 penalty, but does not need an audible voice to use them. + + The spell typically tries to attack the caster's enemies, and then interact with the caster and their friends. + + } + +\spell{Wishfinder}% Name + {Detailed}% Enhancements + {Witness}% Action + {Water, Fate}% Spheres + {\roll{Wits}{Academics}}% Resist with + {The \glsentrytext{witch} commands the target to state their `truest desires', while locking eyes. + The spell confirms whether or not the target's statement conforms to their Code}% Description + {The desire must be something which would \textit{directly} grant at least one \glsentrytext{xp}.% + \exRef{stories}{Stories}{codes}} \label{carrierCrow} \spell{Carrier Crow}% Name @@ -644,102 +598,65 @@ As long as you have both of those at level 2 or above, you can cast the spell. \showSpells{Mind3} -\iftoggle{verbose}{ - \subsection{Divergent} - - \spell{Asking Rock}% Name - {Detailed, Divergent}% Enhancements - {Warp}% Action - {Earth, Fate}% Spheres - {civilization rating}% Resist with - {The caster sells a weapon to a rock in return for summoning a beast, and the rock becomes magnetic. - It has an effective Strength of \arabic{spellPlusTwo} to hold any iron weapon placed next to it. +\showSpells{Mind4} - Once the rock has a weapon, the \gls{gm} makes an encounter roll}% Description - { - The \gls{tn} depends on how close to civilization the spell is cast. - Attracting \glspl{monster} to \pgls{village} makes more of a challenge than attracting them while past the \gls{edge}.% - \exRef{judgement}{Judgement}{civilizationRating} - If the encounter roll produces nothing, the \gls{gm} goes up the chart until they find an encounter. +\subsection{Death} +\label{Death1} - \Glspl{npc} targeted by this spell will survive if only their \gls{cr} value is greater than the \gls{monster} which finds them. - Otherwise, they end in the jaws of a beast. - } +\showSpells{Death1} +\showSpells{Death1} -}{} +\showSpells{Death2} +\showSpells{Death2} -\spell{River Smog}% Name - {Divergent, Duplicated}% Enhancements - {Wane}% Action - {Air, Water}% Spheres - {\roll{Speed}{Athletics}}% Resist with - {The caster spits prophecies of surreal catastrophe, and \arabic{spellTargets} worth of water turn into a putrid vapour. - Anyone who breathes it in receives \arabic{spellPlusTwo}~\glspl{ep}}% Description - { - The water should be clearly visible, such as a stream or an actual barrel of water.} +\spell{Corpse Stench}% Name + {Distant}% Enhancements + {Witness}% Action + {Fate, Air}% Spheres + {time since death}% Resist with + {Sniffing at the wind, the caster identifies any corpses at \spellRange}% Description + {Most use this trick to double-check if an immobile and wounded person might still have a chance of life.} -\spell{Night Terrors}% Name - {Distant, Divergent}% Enhancements - {Wane}% Action - {Fate, Fire}% Spheres - {\roll{Charisma}{Survival}}% Resist with - {The caster calls the first line of a dirge from the darkness, then a fire at \spellRange\ goes out. - Whoever held it loses \showDam~\glspl{fp}}% Description +\spell{Infectious Migraine}% Name + {Duplicated}% Enhancements + {Wax}% Action + {Fate, Air}% Spheres + {\roll{Strength}{Athletics}}% Resist with + {As the caster roars, a deathly feeling flows over the targets, who gain \arabic{spellPlusOne} \glspl{ep}}% Description {} -\showSpells{FireWater3} - -\end{multicols} - -\section{Fourth Level Spells} - -\begin{multicols}{2} - -\subsection{Air} +\spell{Preservation}% Name + {Detailed}% Enhancements + {Wane}% Action + {Fate, Air}% Spheres + {existing rot}% Resist with + {The caster paints a picture -- with words or brush -- of food, a shirt, or a human corpse. + The target ceases all rotting when not in use. + Rain or snow may fall upon it, but it will not degrade}% Description + { + Without this spell, any undead creatures would rot ever faster than a corpse in the ground. -\showSpells{Air4} + The spell degrades when the target begins moving, and fails within \arabic{spellPlusOne} \glspl{interval}. + Therefore, undead spellcasters, such as liches, must continuously cast this spell upon themselves. -\iftoggle{verbose}{ - \subsection{Earth} + \index{Necromancy!Preservation} + If cast immediately, upon death, it can arrest the effects of \textit{rigor mortis} before they begin. + } - \showSpells{Earth4} -}{} +\showSpells{Death3} -\subsection{Death} +\spell{Stench Sort}% Name + {Distant, Detailed}% Enhancements + {Witness}% Action + {Fate, Air}% Spheres + {time since death}% Resist with + {Detect the location of any corpse of a named species at \spellRange}% Description + { + Sniffing at the wind, the caster identifies any corpses from a particular species at \spellRange. + Possible types include `elves', `\glspl{woodspy}', or `bats'.} \showSpells{Death4} -\subsection{Fate} - -\showSpells{Fate4} - -\subsection{Fire} - -\showSpells{Fire4} - -\subsection{Water} - -\showSpells{Water4} - -\iftoggle{verbose}{ - \subsection{Force} - - \showSpells{Force4} - - \subsection{Life} - - \showSpells{Life4} - -}{} - -\subsection{Light} - -\showSpells{Light4} - -\subsection{Mind} - -\showSpells{Mind4} - \iftoggle{verbose}{ \subsection{Divergent} @@ -747,3 +664,4 @@ As long as you have both of those at level 2 or above, you can cast the spell. }{} \end{multicols} +