diff --git a/main.tex b/main.tex index 9cee24a59fb7211b7f88c8c207d855481a292a74..13c4dae76c6716ab111046924a4194e58dc701fe 100644 --- a/main.tex +++ b/main.tex @@ -1986,7 +1986,9 @@ For example, someone might hold off their action at Initiative 5. They wait for \subsubsection{Keeping Edgy}\label{edgy}\index{Keeping Edgy} -The character can take a moment to note their \index{Dodge!Long-range}long-range surroundings, including archers and potential spell casters. This takes only 2 Initiative points and for the rest of the \gls{round}, any time the character is being fired upon in combat they can use their basic Speed Bonus in a resisted action to leap out of the way of an incoming missile or targeted spell, such as a fireball. Spells which simply target people by gaze or magical effects such as polymorphing are unaffected. +The character can take a moment to note their \index{Dodge!Long-range}long-range surroundings, including archers and potential spell casters. +This takes only 2 Initiative points and for the rest of the \gls{round}, any time the character is being fired upon in combat they can use their basic Speed Bonus in a resisted action to leap out of the way of an incoming missile or targeted spell, such as a fireball. +Spells which simply target people by gaze or magical effects such as Polymorphing are unaffected. \subsubsection{Ram}\index{Combat!Ram} @@ -2438,7 +2440,10 @@ Quick Spells are challenging, and require the mage know a spell intimately. The \subsection{Spell Enhancements} -Some spells can be enhanced by adding additional levels. First level conjuration spells can be enhanced by making them `Enlarged', at +1 level, or can target `Basic Metals' at +1 level. This means the caster can cast a standard 1st level transformation spell at level 2 in order to make it `enlarged', and cover a wider area. Enhancements can even be combined, so a conjuration spell could target a large amount of metal by making it `enlarged', and adding another enhancement to affect basic metals, such as copper. +Some spells can be enhanced by adding additional levels. + First level Conjuration spells can be enhanced by making them `Enlarged', at +1 level, or can target `Basic Metals' at +1 level. +This means the caster can cast a standard 1st level transformation spell at level 2 in order to make it `enlarged', and cover a wider area. +Enhancements can even be combined, so a conjuration spell could target a large amount of metal by making it `enlarged', and adding another enhancement to affect basic metals, such as copper. \enhancement{2}{Example Enhancement} @@ -2459,7 +2464,8 @@ The elves are intimately familiar with this sphere, and usually refer to it as a \spelllevel \spell{Forest's Friendship}{Continuous}{Beast Ken}\\ -Novices of aldaron can befriend any beast, make them confused, send them to sleep or send them into a blind panic. Passive mammals such as sheep are easy to target while aggressive or strange creatures can be very difficult to get to grips with. +Novices of Aldaron can befriend any beast, make them confused, send them to sleep or send them into a blind panic. +Passive mammals such as sheep are easy to target while aggressive or strange creatures can be very difficult to get to grips with. The \gls{tn} for this spell is 7 plus the target beast's Wits + Aggression Skill (the Skill which replaces Combat for beasts). The caster rolls their Intelligence + Beast Ken. For example, a creature with Wits +1 and Aggression +2 would be at \gls{tn} 10 to affect. @@ -2582,7 +2588,7 @@ This spell has a basic \gls{tn} of 7, adjusted for more sparse fauna. Once the s This spell is special insofar as it can create permanent plant structures. Any such spell left active for over a year becomes permanent. Fields of venomous plants, liveable houses in the treetops and verdant gardens can all be made into permanent features with a sufficiently dedicated and patient caster. \spell{Creeping Disarm}{Continuous}{Skills: Survival}\\ -Usually, Plantform spells require a good deal of plant-matter to encourage growth, and such matter should be as verdant and alive as possible. However, making a small chunk of dead wood grow leaves and branches can be done with some difficulty. Commonly, aldaron casters use this level to encourage growth from the wooden handle of various weapons; the apparently dead wood burst into life, producing branches, shoots, leaves and sometimes blooming flowers. The weapon becomes steadily more unwieldy until it is completely useless, having become not so much a weapon as the decorative heart of a very strange plant. Small handles with little visible wood such as a short-sword handle bound in leather might increase the \gls{tn} by +4, for a total of 11 while the longer handles of an axe might only increase the \gls{tn} by +2, and a polearm, made almost entirely of wood, could have no effect on the \gls{tn}. +Usually, Plantform spells require a good deal of plant-matter to encourage growth, and such matter should be as verdant and alive as possible. However, making a small chunk of dead wood grow leaves and branches can be done with some difficulty. Commonly, Aldaron casters use this level to encourage growth from the wooden handle of various weapons; the apparently dead wood burst into life, producing branches, shoots, leaves and sometimes blooming flowers. The weapon becomes steadily more unwieldy until it is completely useless, having become not so much a weapon as the decorative heart of a very strange plant. Small handles with little visible wood such as a short-sword handle bound in leather might increase the \gls{tn} by +4, for a total of 11 while the longer handles of an axe might only increase the \gls{tn} by +2, and a polearm, made almost entirely of wood, could have no effect on the \gls{tn}. Once the spell takes effect, the apparently dead wood of the handle bursts into life and begins to grow new branches, increasing its Weight Rating by 1 every \gls{round} until it gains a total equal to 4 plus the caster's Intelligence Bonus. For example, a caster with Intelligence +3 might cast the spell on someone's longsword. The longsword begins with a Weight Rating of 1 but grows heavier each \gls{round} until on the 7th \gls{round} it has a total Weight Rating of +8. @@ -2620,7 +2626,7 @@ The \gls{gm} may adjust the \gls{tn} of the spell, depending upon the quality of \spelllevel \spell{Call of the Verdant Goddess}{Continuous}{Survival}\\ -This final level of the aldaron sphere allows true mastery of nature. Not only can the caster call up sentient plants to aid them in any quest, they can summon storms and destroy wood and therefore anything made from wood. +This final level of the Aldaron sphere allows true mastery of nature. Not only can the caster call up sentient plants to aid them in any quest, they can summon storms and destroy wood and therefore anything made from wood. The mage can finally summon up the wrath of forests to attack their enemies. They must be in the presence of a sufficiently large amount of foliage -- perhaps a single tree or a series of bushes, but a few potted plants nearby will not be sufficient for an effective spell. A mage might animate one massive tree to come and fight for them, its roots crawling across the ground like an octopus on land, or they might pull up half a dozen smaller, more delicate plants. @@ -2635,7 +2641,7 @@ Such plants can sense their environment through movement -- people walking next The right kind of foliage for this spell isn't always available. If the mage is situated in a desert or a castle's roof, the spell is completely unsuitable. \spell{Storm}{Continuous}{Survival}\\ -The final level of aldaron allows a mage to summon a mighty storm, possibly including rain, lightning, thunder and hail, as the caster desires. The exact effects of the storm are in the hands of the \gls{gm} but potential effects include knocking down small buildings, inflicting Fatigue Points on anyone in the storm and random blasts of lightning. A higher Margin suggests more powerful effects. The spell extends from the caster in all directions by a number of areas equal to five plus their Wits. +The final level of Aldaron allows a mage to summon a mighty storm, possibly including rain, lightning, thunder and hail, as the caster desires. The exact effects of the storm are in the hands of the \gls{gm} but potential effects include knocking down small buildings, inflicting Fatigue Points on anyone in the storm and random blasts of lightning. A higher Margin suggests more powerful effects. The spell extends from the caster in all directions by a number of areas equal to five plus their Wits. The storm always presents in a manner appropriate to the local environment. A desert might see a sandstorm rise while a caster out at sea might summon tidal waves. @@ -2922,6 +2928,8 @@ The priest prays for guidance, gains a keen insight into the fate of others. Once the spell is cast, the priest knows the current \gls{fp} of everyone within the normal spell range. +This spell grants total immunity to the Enchantment spell, \textit{Fear}. + \spell{Intuition}{Instant}{Varies}\\ When players search for an item, or ask around town for someone's whereabouts, the \gls{gm} often won't tell them the \gls{tn}. With this spell, the priest may demand to know the \gls{tn}. The Skill used is the same as that being used in the task, so asking about a roll for Crafts means using the Crafts Skill for the spell. @@ -2933,7 +2941,15 @@ The priest blesses a target with +1 to any Skill, so long as the priest has a hi \spell{Auguary}{Instant}{Academics}\\ The character requests guidance about the future and receives a cryptic message from their deity, from dreams, or simply the shape of nearby clouds. -Once cast, the \gls{gm} looks through the upcoming encounters and picks a description. It could be random boxtext, a note about an upcoming character, or a metaphor involving upcoming events. A good rule of thumb would be to give the caster information about closer encounters with a better Margin on the roll. A roll reaching the basic \gls{tn} of 7 might give the priest information about something three encounters away, while a roll of 11 could tell the caster about the very next encounter. +The \gls{gm} should roll for the player so the player is unsure how accurate the information is. + +The \gls{gm} might create some riddle, or describe a prophetic vision. +Alternatively, if the Encounters or Side Quests systems are being used, the \gls{gm} may choose to describe an upcoming encounter or read out upcoming boxtext.\footnote{See pages \pageref{encounters} and \pageref{sidequests} respectively.} +If it succeeds, boxtext or encounters can be taken from a different area, or a later encounter. +And if the roll succeeds with a Margin of 4 or more, the player can elect a specific area to receive the boxtext from. +If the roll fails, the \gls{gm} can create misleading information. + +If the party radically change their plans in order to avoid an encounter they think sounds bad, the Side Quests should be randomized, leaving some chance they will encounter the same place again. Characters who continue to cast Auguary receive the same answer each time until they have run into the encounter, or somehow bypassed it. @@ -2975,8 +2991,10 @@ If cast on a member of the undead, the target loses $2D6$ \gls{hp} plus the cast No roll is made, and no protection can be given from \gls{fp} or \gls{SP}. \spell{Mana Lake}{Continuous}{Empathy}\\ -The priest sanctifies and area, creating a mana lake. The level of the mana lake is equal to the number of Story Points the priest spends. - +The priest spends a Story Point 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. +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. \iftoggle{verbose}{ @@ -2986,15 +3004,25 @@ The priest sanctifies and area, creating a mana lake. The level of the mana lak They had to be confident no hobgoblins were waiting in the area. A clever search party might have left some people behind to wait and listen for movement, but hobgoblins are not clever. -`Whar the feck are we? Ah cannae see doon tae anywhere', Hugi muttered. +``Whar the feck are we? Ah cannae see doon tae anywhere'', Hugi muttered. -`Nor I', said Thenton, disappointed. `There is mist or cloud everywhere. We have come off course and had very little idea of our original course besides. We have lost all opportunity to ask friendly dwarves for help. By the time we get down safely we might have gotten farther off course and the village we were headed for on the other side may be well out of reach'. He sighed, and his warm breath mixed in with the surrounding clouds like drips of water on the ocean. +``Nor I'', said Thenton, disappointed. +``There is mist or cloud everywhere. +We have come off course and had very little idea of our original course besides. +We have lost all opportunity to ask friendly dwarves for help. +By the time we get down safely we might have gotten farther off course and the village we were headed for on the other side may be well out of reach''. +He sighed, and his warm breath mixed in with the surrounding clouds like drips of water on the ocean. -`It is time for the runes' stated Hugi. +``It is time for the runes'', stated Hugi. - The \gls{gm} determines that the task's \gls{tn} is 6. Like all magic, rune casting uses the Intelligence Bonus. Hugi's Intelligence is +1, as his his Academics Skill, but his Fatigue penalty is -2. He rolls without bonus or penalty and gets a final score of 7: a pass. The runes inform him which direction to travel to catch their man. Finally, he marks off a single Mana Point for the cost of the spell. + The \gls{gm} determines that the task's \gls{tn} is 6. +Like all magic, rune casting uses the Intelligence Bonus. +Hugi's Intelligence is +1, as his his Academics Skill, but his Fatigue penalty is -2. +He rolls without bonus or penalty and gets a final score of 7: a pass. +The runes inform him which direction to travel to catch their man. Finally, he marks off a single Mana Point for the cost of the spell. -'The runes say we gang doon thar', Hugi pointed into an apparently random path quickly being swallowed in mist. `Lemme gi' yous a blessin'. Gither roon' +``The runes say we gang doon thar'', Hugi pointed into an apparently random path quickly being swallowed in mist. +``Lemme gi' yous a blessin'. Gither roon'' Hugi intends to give his troops a blessing. No roll is involved, so he does not need to worry about the Fatigue Penalty. It is only when his player marks off the last 2 \gls{mp} that he realises that only one person can effectively receive the blessing. He rolls $1D6+1$ and heals Arneson for 4 FP, giving him 8 out of 11 FP. @@ -3009,7 +3037,9 @@ Hugi intends to give his troops a blessing. No roll is involved, so he does not The mage can shape pure energy, pushing and pulling at the world with the power of their will alone. They can create magical shields, pick up weapons and grind targets into the ground as if with an invisible, giant, floating hand. -The force sphere does not come with discrete spells at each level. Instead, the mage gains access to all spells immediately. Each spell can be cast at any level the caster possesses, so a mage with the 3rd level of the force sphere could cast `Mage Armour' at level 1, 2 or 3 -- each with increasingly more expensive cost and a better shielding. +The Force sphere does not come with discrete spells at each level. +Instead, the mage gains access to all spells immediately. +Each spell can be cast at any level the caster possesses, so a mage with the 3rd level of the force sphere could cast `Mage Armour' at level 1, 2 or 3 -- each with increasingly more expensive cost and a better shielding. \spell{Mage Armour}{Continuous}{Academics}\\ The mage casts a shield of crackling energy around the target to protect from all harm, and most often mages target themselves. The barrier can shatter if attacked but can take a serious beating before breaking. Each barrier counts as a having a number of \index{Shield Points}\gls{SP}, which are destroyed by Damage like \gls{fp}, but always before \gls{fp} are targeted. @@ -3019,7 +3049,9 @@ Those protected by the shield cannot attack others as the shield stops all attac However, casters are able to focus enough to use missile weapons and spells by allowing small breaches in the shield's wall. \footnote{Allowing a target to use a missile weapon requies complete focus, and a Wits + Empathy roll, and can be performed as a Quick action, costing 2 Initiative Points.} -\textit{For example, Annabel the alchemist has the force sphere at level 3 and Intelligence +2. She's low on \gls{mp} so she casts it at level 2, gaining 8 \gls{SP}. On the very next Initiative Count she's hit for 10 Damage and loses all 8 \gls{SP} then 2 FP.} +\textit{For example, Annabel the alchemist has the Force sphere at level 3 and Intelligence +2. +She's low on \gls{mp} so she casts it at level 2, gaining 8 \gls{SP}. +On the very next Initiative Count she's hit for 10 Damage and loses all 8 \gls{SP} then 2 FP.} The spell must be maintained as a standing spell to function. Multiple castings do not stack -- only the highest casting it used. The shield can be placed on others if need be, not only the mage. @@ -3058,11 +3090,15 @@ They can even identify the other mage with a Wits + Empathy roll. \spell{Dancing Swords}{Continuous}{Combat}\\ The force mage can make a weapon levitate with the power of their mind. It can float nearby to defend them and even float off to stab at enemies who will be hard pushed to counterattack the wielder when they're standing some distance away. -The caster rolls Intelligence + Combat to levitate the weapon. They gain an effective Strength Bonus for the purposes of wielding the weapon equal to the level of the force sphere being used minus one. This must be sufficient to lift the weapon without encumbrance, so a mage casting the first level of the force sphere would have an effective Strength Bonus of 0 and could wield a dagger. To wield an axe a mage would have to use the fourth level of the force sphere, gaining an effective Strength Bonus of +3. +The caster rolls Intelligence + Combat to levitate the weapon. +They gain an effective Strength Bonus for the purposes of wielding the weapon equal to the level of the Force sphere being used minus one. +This must be sufficient to lift the weapon without encumbrance, so a mage casting the first level of the Force sphere would have an effective Strength Bonus of 0 and could wield a dagger. +To wield an axe a mage would have to use the fourth level of the Force sphere, gaining an effective Strength Bonus of +3. While the weapon is next to the caster it can defend them just as any weapon. An axe would add +1 to the caster's Evasion Bonus while a long sword would add +3 to the caster's Evasion total. The weapon can add this defence to anyone nearby but only one person at a time. -To attack with the weapon, the mage spends the normal amount of Initiative for that weapon; e.g. 4 for a dagger and 6 for a shortsword. They roll with Intelligence + Combat and deals the normal amount of Damage given the effective Strength Bonus, so a fourth level force sphere spell could wield a dagger to deal $2D6$ Damage, or could wield an axe to deal $2D6+2$ Damage. +To attack with the weapon, the mage spends the normal amount of Initiative for that weapon; e.g. 4 for a dagger and 6 for a shortsword. +They roll with Intelligence + Combat and deals the normal amount of Damage given the effective Strength Bonus, so a fourth level Force sphere spell could wield a dagger to deal $2D6$ Damage, or could wield an axe to deal $2D6+2$ Damage. If the mage levitates multiple weapons (through multiple castings), each additional weapon adds +1 to their Strike score, adds +1 Damage and +1 to the Evasion Bonus. In this way the mage can add up to a maximum of +3 to each stat, meaning only the first four weapons can have an effect. Additional weapons can add Evasion Bonuses behind or to the side of the mage to ensure they do not lose any Evasion Bonus when attacked from behind but a fifth weapon cannot add additional Damage. @@ -3075,36 +3111,56 @@ The caster may not employ any special combat manoeuvres such as pushing people b Mages who must slowly cast a spell can still weild weapons instantly. Runecasters might require a full scene to make a dagger float, but the floating dagger can thereafter be used to attack or even defend at the normal Initiative rate. \spell{Levitation}{Continuous}{Combat/ Craft}\\ -This is a more generic version of `Dancing Swords' (above) where the mage can lift but not necessarily weaponize anything close by. The caster rolls their Intelligence and Craft Skill against a \gls{tn} of 7 plus the target's Weight Rating. The spell grants an effective Strength Bonus equal to the level in the force sphere being used. Any object with a Weight Rating of up to 4 points higher than this Strength score can be lifted into the air but the heavier something is the slower it will move. +This is a more generic version of `Dancing Swords' (above) where the mage can lift but not necessarily weaponize anything close by. +The caster rolls their Intelligence and Craft Skill against a \gls{tn} of 7 plus the target's Weight Rating. +The spell grants an effective Strength Bonus equal to the level in the Force sphere being used. +Any object with a Weight Rating of up to 4 points higher than this Strength score can be lifted into the air but the heavier something is the slower it will move. -If creatures are targeted for levitation, they have a Weight Rating equal to their HP and the mage rolls Intelligence + Combat to lift them. They can add their Evasion Factor to the spell's \gls{tn} in order to attempt to wriggle free of the telekinetic hold. Trying to wriggle free takes 4 Initiative points. Targets can be moved at a Speed rating equal to the level in Force. +If creatures are targeted for levitation, they have a Weight Rating equal to their HP and the mage rolls Intelligence + Combat to lift them. +They can add their Evasion Factor to the spell's \gls{tn} in order to attempt to wriggle free of the telekinetic hold. +Trying to wriggle free takes 4 Initiative points. +Targets can be moved at a Speed rating equal to the level in Force. Mages attempting to lift people into the air can move the target only at the rate of a standard action -- i.e. 3 squares per turn plus their effective Speed rating. The effective Speed rating is equal to the spell's level, but the spell can be encumbered just like lifting a normal person. So casting a spell at level 3 means an effective Strength and Speed rating of 3; if the target had Strength +1 they would have 7 HP and therefore a Weight Rating of 7. That's 4 points above the spell's rating so the Speed suffers a -4 encumbrance penalty, making the total movement 1 square every two \glspl{round}. The target could roll to be free every 4 Initiative steps, rolling against the spell's effective Strength Bonus. While a target is being levitated, they are especially vulnerable to attack, and all attacks against them count as Sneak Attacks, gaining +4 to Strike and +2 to Damage. \spell{Lock}{Continuous}{Craft}\\ -The mage can erect a magical force field, similar to mage armour, over a doorway to make it more difficult to break through. The \gls{tn} to break through the door increases by an amount equal to double the level of the force sphere being employed plus the mage's Intelligence Bonus. For example, if a door were at \gls{tn} 8 to burst through, a mage with Intelligence +2 could cast the second level of the force sphere, raising the \gls{tn} to 14. +The mage can erect a magical force field, similar to mage armour, over a doorway to make it more difficult to break through. +The \gls{tn} to break through the door increases by an amount equal to double the level of the Force sphere being employed plus the mage's Intelligence Bonus. +For example, if a door were at \gls{tn} 8 to burst through, a mage with Intelligence +2 could cast the second level of the Force sphere, raising the \gls{tn} to 14. -Mages can also create barriers of pure force to block passageways without a door, just as with mage armour. The blockade has a number of \gls{SP} equal to triple the level of force sphere being employed plus the mage's Intelligence Bonus and must be battered through with repeated blows to get through the portal. +Mages can also create barriers of pure force to block passageways without a door, just as with mage armour. +The blockade has a number of \gls{SP} equal to triple the level of Force sphere being employed plus the mage's Intelligence Bonus and must be battered through with repeated blows to get through the portal. \spell{Slow Fall}{Continuous \& Instant}{Athletics}\\ -When people (or even items) are falling to their doom, force mages can slow the decent, limiting the Damage from such a fall. The total spell grants a resistance to any Damage incurred through falling equal to 4 points per level of the force sphere used plus the mage's Intelligence score. Therefore, a mage with Intelligence +2 using the third level of the force sphere would subtract 14 from any Damage incurred through falling. +When people (or even items) are falling to their doom, force mages can slow the decent, limiting the Damage from such a fall. +The total spell grants a resistance to any Damage incurred through falling equal to 4 points per level of the Force sphere used plus the mage's Intelligence score. +Therefore, a mage with Intelligence +2 using the third level of the Force sphere would subtract 14 from any Damage incurred through falling. If cast as a Quick Spell, it can be cast as a Quick Action, outside the usual Initiative order. \spell{Telekinetic Fist}{Continuous}{Combat}\\ -The mage uses powerful telekinetic blasts to hold and crumple targets in close combat. Unarmed attacks using Telekinetic fist count as normal Damage instead of inflicting Fatigue Points. For the purposes of these attacks, the caster counts as having a Strength Bonus equal to the level of the force sphere being used. For example, someone employing the third level of the force sphere would count as having +3 Strength, and would inflict $1D6+3$ Damage with unarmed attacks. +The mage uses powerful telekinetic blasts to hold and crumple targets in close combat. +Unarmed attacks using Telekinetic fist count as normal Damage instead of inflicting Fatigue Points. +For the purposes of these attacks, the caster counts as having a Strength Bonus equal to the level of the Force sphere being used. +For example, someone employing the third level of the Force sphere would count as having +3 Strength, and would inflict $1D6+3$ Damage with unarmed attacks. \spell{Telekinetic Grasp}{Continuous}{Combat}\\ Force mages can wrestle with people from afar using telekinesis. One major advantage with this sort of wrestling is that the mage does not risk being hit back as they can cast the spell from afar. As per the Grappling rules, the mage first makes a roll to capture the target; they roll Intelligence and Combat while the target resists with their current Evasion Factor. Targets can literally feel the force of the mage's mind around them, often described as a hundred tiny, invisible hands or the feeling of an invisible wave. This force can be parried and pushed back like any normal weapon, so targets can use their full Evasion Factor, including bonuses from using a weapon. -If the spell is successful, it inflicts no Damage nor Fatigue Points, but the target counts as carrying an item with a Weight Rating equal to the level of the force sphere being used. +If the spell is successful, it inflicts no Damage nor Fatigue Points, but the target counts as carrying an item with a Weight Rating equal to the level of the Force sphere being used. -For example, a mage using force level 2, with Intelligence +1 and a Combat Skill of +1, could cast Telekinetic Grasp on a gnome. The gnome adds their Evasion Factor to the basic \gls{tn} of 7 and then the mage resists this with their Intelligence Bonus plus Combat Skill. If successful, the gnome would count as carrying an item with a Weight Rating of 2. Assuming this gnome has the usual Strength Bonus of -2, they would then receive a -4 penalty to their effective Speed Bonus. Their Initiative Score would suffer and they would accrue additional Fatigue Points each time they attempted to run or fight due to the added Weight Rating. +For example, a mage using Force level 2, with Intelligence +1 and a Combat Skill of +1, could cast Telekinetic Grasp on a gnome. +The gnome adds their Evasion Factor to the basic \gls{tn} of 7 and then the mage resists this with their Intelligence Bonus plus Combat Skill. +If successful, the gnome would count as carrying an item with a Weight Rating of 2. +Assuming this gnome has the usual Strength Bonus of -2, they would then receive a -4 penalty to their effective Speed Bonus. +Their Initiative Score would suffer and they would accrue additional Fatigue Points each time they attempted to run or fight due to the added Weight Rating. \spell{Telekinetic Retreat}{Continuous}{Athletics}\\ -Mages can add their mental ability to move things to aid their movement. Any attempts to move, whether fleeing or just flitting around a room, gain a bonus equal to the level of the force sphere being employed plus their Intelligence Bonus. The mage can cast the spell on others and it will automatically push them onwards in whichever direction they are running. +Mages can add their mental ability to move things to aid their movement. +Any attempts to move, whether fleeing or just flitting around a room, gain a bonus equal to the level of the Force sphere being employed plus their Intelligence Bonus. +The mage can cast the spell on others and it will automatically push them onwards in whichever direction they are running. \end{multicols} @@ -3114,7 +3170,10 @@ Mages can add their mental ability to move things to aid their movement. Any att Illusions create a facsimile of sounds and sights out of pure magic. The thing created might look like a hat, a coin, a rat or even a dragon at higher levels. Illusions also create convincing sound -- loud echoes, the sound of nearby battle, perhaps even imitating an enemy commander's orders in battle. However, illusions are little more than coloured air and noise -- once touched they fade away. They are frightening and if properly used can defeat armies, but are not perfect weapons by any means. -Seeing through an illusion is always an opposed roll -- the illusionist adds their Intelligence Bonus while anyone seeing or hearing the illusion resists with Wits + Vigilance. The \gls{gm} should roll in secret if an illusion is present, and inform the players of the deceit if the players spot it. If someone has a reason to suspect that something is an illusion, they should receive a +2 bonus to resist it. The party also receive a bonus for multiple people who might spot the illusion, as per the standard Vigilance Skill rules. +Seeing through an illusion is always an opposed roll -- the victim uses Wits + Vigilance, while the Illusionist uses Intelligence + some appropriate Skill. +If a \gls{pc} could be tricked by an illusion, the \gls{gm} should always roll for the illusionist, without informing the players. +If someone has a reason to suspect that something is an illusion, they should receive a +2 bonus to resist it. +The party also receive a bonus for multiple people who might spot the illusion, as per the standard Vigilance Skill rules. Illusionists add different Skills to the roll, depending upon what they are making an illusion of. An illusion of a cart or sword might require the Craft Skill. An illusion of a monster might use the Academics Skill. Specialisations in the correct area are, as usual, a requirement if the caster wants to avoid the usual -1 penalty for lacking the appropriate specialisation. @@ -3193,11 +3252,17 @@ The illusion can cover a number of areas equal to the spell's level, plus the ca \begin{multicols}{2} -This is the first choice of spheres for a battle-mage. It is designed specifically to destroy targets with balls of lightning and fire. It also has more subtle uses as casters can extinguish flames, plunging people into darkness. +This is the first choice of spheres for any battle-mage. +It is designed specifically to destroy targets with balls of lightning and fire. +It also has more subtle uses as casters can extinguish flames, plunging people into darkness. Armour functions as normal with Invocation, though like any other projectile bolts of fire can attain a Vitals Shot (see page \pageref{vitals}) and bypass armour entirely. -All Invocation spells are rolled as Projectiles, using the mage's Intelligence Bonus and their Projectiles Skill; casters must have a Projectiles specialisation in invocation or receive a -1 penalty to all spells. The basic \gls{tn} is 7 and the difficulty raises by +1 for every 5 squares away the opponent is, just as with normal missile weapons. As usual, opponents who are keeping edgy (see page \pageref{edgy}) can use their Speed to resist the attack, adding it to the \gls{tn}. Alternatively, if a player is keeping edgy, it is they who can attempt to dodge the incoming attack, rolling their Speed at \gls{tn} 7 plus the pyromancer's Intelligence and Projectiles Skill. Shields' Evasion Bonus can add to the roll to resist such spells. +All Invocation spells are rolled as Projectiles, using the mage's Intelligence Bonus and their Projectiles Skill; casters must have a Projectiles specialisation in Invocation or receive a -1 penalty to all spells. +The basic \gls{tn} is 7 and the difficulty raises by +1 for every 5 squares away the opponent is, just as with normal missile weapons. +As usual, opponents who are keeping edgy (see page \pageref{edgy}) can use their Speed to resist the attack, adding it to the \gls{tn}. +Alternatively, if a player is keeping edgy, it is they who can attempt to dodge the incoming attack, rolling their Speed at \gls{tn} 7 plus the pyromancer's Intelligence and Projectiles Skill. +Shields' Evasion Bonus can add to the roll to resist such spells. Just like any other long-range spell, Lightning Bolts and other Invocation spells can succeed in Vitals Shot, bypassing armour, if they strike precisely enough (see page \pageref{vitals}). Blast-radius spells such as Fireball can inflict a Vitals Shot on up to 1 person, specified by the caster, but not more as the mage cannot make precise attacks against a group of people simultaneously. @@ -3210,19 +3275,15 @@ The mage throws out a ball of flaming, crackling light which strikes and burns t \subsubsection{Spell Enhancements} -\enhancement{1}{Inferno} The caster increases the spell's level by one and increases the spell's Damage by 2. A mage with Intelligence +2, casting Lightning Bolt at third level would deal $2D6+2$ Damage. +\enhancement{1}{Raging} The caster increases the spell's level by one and increases the spell's Damage by 2. A mage with Intelligence +2, casting Lightning Bolt at third level would deal $2D6+2$ Damage. -\enhancement{1}{Fireball} The caster turns the lightning bolt into a raging fireball, which covers a number of squares equal to the spell's level plus the caster's Wits. +\enhancement{1}{All-Consuming} The caster turns the lightning bolt into a raging fireball, which covers a number of squares equal to the spell's level plus the caster's Wits. Anyone within 1 square's distance of the fireball takes 1 Damage plus the caster's Intelligence Bonus. -\enhancement{2}{Eternal Flame} The fire cast does not go out unless plunged under water. Each \gls{round} it continues to burn, inflicting $1D6$ Damage plus the caster's Intelligence Bonus. +\enhancement{2}{Internal} The pyromancer finally learns how to summon fire upon a target without throwing it -- no ball of flame is thrown, fire simply appears, surrounding the target and instantly covers a target anywhere within normal range. It seeps into soft spots and gets into the chinks in armour, bypassing \gls{dr} entirely, including Perfect armour such as \gls{SP} from Mage Armour. The target cannot resist in any way. -If the spell targeted an area with the Fireball enhancement, the area burns, rather than specific people or items inside. - -If the spell does not have the Inner Furnce enhancement, it always targets people's outer layers; their swords, armour, clothing, but not the person themselves, unless that person was mostly naked. - -\enhancement{2}{Inner Furnace} The pyromancer finally learns how to summon fire upon a target without throwing it -- no ball of flame is thrown, fire simply appears, surrounding the target and instantly covers a target anywhere within normal range. It seeps into soft spots and gets into the chinks in armour, bypassing \gls{dr} entirely, including Perfect armour such as \gls{SP} from Mage Armour. The target cannot resist in any way. +If cast with the `All-Consuming' enhancement, the spell targets everyone inside the area. \end{multicols} @@ -3234,31 +3295,44 @@ If the spell does not have the Inner Furnce enhancement, it always targets peopl Metamagic allows the \gls{miracleworker} to enhance their other magic spheres -- adding to their range, casting more spells in a \gls{round}, gaining more \gls{mp} to power them and eventually includes the ability to create magical items. -Casting a metamagic spell \emph{adds} to an existing spell's level. A Fireball spell is 2nd level, so it would usually cost 2 \gls{mp} and an additional 2 Initiative, but if the first level of Metamagic enhances the spell, the cost would be 3 \gls{mp} and 3 Initiative. +Metamagic spell enhancements are special. +They can be used to enhance \emph{any} spell from any other sphere. -Metamagic never increases the cost of maintaining a standing spell. -If the caster makes an illusion, and casts it over many targets by using Metamagic, the spell can be maintained with the original cost of the illusion -- the additional Metamagic points do not have to be maintained. - -\spelllevel +When Metamagic is used to create magical items by imbuing spells, spells come out in the same way they were put in. +If a spell was cast as a quick spell, it comes out instantly. +It it was cast as a ritual spell, it takes a full scene to take effect. -\spell{Counterspell}{Continuous}{Sphere Rating}\\ -The caster binds another caster's magic, disrupting the flow of mana. Any time the opposing caster attempts a spell, the \gls{tn} is increased by the caster's Intelligence plus the caster's rating in the appropriate sphere. For example, if the target attempts to use Necromancy, but the caster has level 1 Necromancy and Intelligence +2, the target would suffer a -3 penalty. +Magical items always cast spells with the Traits of their casters. +Someone creating an item which raises people from the dead will have a magical item with the same effective Intelligence, Wits and Academics as the caster. -Counterspell magic works even when the caster has a rating of 0 in the appropriate sphere, although only the caster's Intelligence Bonus has any effect. +\spelllevel \spell{Detect Mana}{Instant}{Empathy}\\ The mage casts the spell on any person or item and finds out how many \glsentrylongpl{mp} the target has, including any mana stones the target has. \spell{Spell Breaking}{Instant}{Sphere Rating}\\ -The caster can destroy an existing spell, whether that spell is a persistent effect, such as a polymorph, or a magical item. The \gls{tn} is the highest Sphere level used plus the Intelligence Bonus of the \gls{miracleworker} who cast the original spell. +The caster can destroy an existing spell, whether that spell is a persistent effect, such as a Polymorph, or a magical item. +The spell requires an opposed roll of Intelligence + the sphere being used. +For example, a priest casts an Aldaron spell. +She has Intelligence +2 and Aldaron 3. +The \gls{tn} is therefore ($7+2+3=$) 12. +Later, an alchemist attempts to dispel the magic. +He rolls with his Intelligence Bonus of +3, but he does not have the Aldaron sphere, so he can add nothing more. +If he fails the roll, he can attempt to try again, turning this into a ritual spell. +However, if that fails, he simply cannot roll again. -For instance, if a priest with Intelligence +1 and Aldaron +3 were to cast a spell enchanting an animal, the \gls{tn} would be ($7+3+1=1$) 10. The caster would roll using Intelligence plus their rating in the Aldaron sphere. +\enhancement{1}{Ranged} -\spell{Spell Throwing}{Instant}{None}\\ -Throwing a spell means that the normal range boundaries can be ignored -- spells can be thrown anywhere. Of course, the target must usually be seen -- there's no use casting a flame bolt into the darkness of a forest and specifying the target as `any nearby enemies'. However, the caster is always free to guess. +Any spell can be targeted anywhere the mage can clearly sense, breaking all the normal range boundaires of spells. \spell{Mana Stones}{Continuous}{Academics}\\ -Each Path of Magic has its own version of mana stones. Once an item (or creature) is designated as a mana stone, the spell is cast and the mage forfeits any number of \gls{mp} from their maximum. For each \gls{mp} forfeited, the mage can store 2 \gls{mp} in the stone. These stones always start life empty, but regenerate 2 \gls{mp} per scene until they reach their maximum. Anyone on the same Path of Magic can retrieve the mana from the stone by simply touching it. The spell is always permanent -- no additional mana must be kept aside so that the spell remains active. Retrieving the mana takes the normal amount of time to use an item -- 8 Initiative points +A mana stone is an item which stores mana, and each path of magic has its own version.\footnote{See page \pageref{magic_paths} for more on Paths of Magic.} +Once an item (or creature) is designated as a mana stone, the spell is cast and the mage forfeits any number of \gls{mp} from their maximum. +For each \gls{mp} forfeited, the mage can store 2 \gls{mp} in the stone. +These stones always start life empty, but regenerate 2 \gls{mp} per scene until they reach their maximum. +Anyone on the same Path of Magic can retrieve the mana from the stone by simply touching it and concentrating. +The spell is always permanent -- no additional mana must be kept aside so that the spell remains active. +Retrieving the mana takes the normal amount of time to use an item -- 8 Initiative points The mana in mana stones cannot be used to create more mana stones and mages cannot enter their own temporary \gls{mp} into the mana stone. @@ -3267,17 +3341,26 @@ Mana stones form the basis of all magical items, and \glspl{miracleworker} can o \spelllevel \spell{Pocket Spell}{Continuous}{Crafts}\\ -The caster changes the basic nature of a mana stone so that it can contain one spell. A single \gls{mp} is stripped from the mana stone, after which it can cast a single spell, just once, before becoming useless. +Pocket Spell is cast on an item to implant a second spell. +Both spells must be cast in succession.\footnote{The magic cannot regenerate mana between casting spells, but can use mana stones while casting a ritual spell in order to gain more mana.} -Some mages create scrolls which are destroyed once read. Some priests of Laique 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. +Some mages create scrolls which are destroyed once read. Some priests of Laiqu\"{e} 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. -The pocket spell always produces a single effect and any continuous effects last until the end of the scene. The mage can create an item which casts an illusion of a dragon, but never a scroll where the user determines the illusion cast. +The pocket spell always produces a single effect. +The mage can create an item which casts an illusion of a dragon, but never a scroll where the user determines the illusion cast. +Any continuous effects last for \arabic{spelllevel} scenes plus the caster's Wits 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 or gestures. Importantly, when activating an item people must spend the usual 8 Initiative points for using an item, because some concentration is always required.\footnote{Knacks cannot reduce this cost.} Magical items which cast a continuous spell always come with a second command word to stop them. +These magical items are activated by a `command word'. +Command words do not necessarily have to be actual words -- they could be entire phrases or gestures. +Importantly, when activating an item people must spend the usual 8 Initiative points for using an item, because some concentration is always required.\footnote{Knacks cannot reduce this cost.} +Once a spell has started, it cannot be stopped except by counter-spells, even by the original mage who crafted the item. \enhancement{2}{Mirror Magic} -This metamagic enhancement allows \emph{any} spell be be doubled at the cost of raising it by 2 levels. A fireball could turn into two fireballs. An illusion could disguise two people instead of one. +This Metamagic enhancement allows \emph{any} spell be be doubled at the cost of raising it by 2 levels. +A fireball could turn into two fireballs. +An illusion could disguise two people instead of one. In each case the spell must have different targets, because two copies targeting the same person, would just result in one spell. @@ -3286,25 +3369,31 @@ In each case the spell must have different targets, because two copies targeting \spell{Magical Item}{Continuous}{Academics}\\ The mage takes a mana stone and allows it to cast a spell, forging a new magical item. A sword could be made which can summon blinding light, or a ruby could be infused with the power to teleport the caster to a nearby location. -To implant a basic spell the mage casts the Magical Item spell, expending \arabic{spelllevel} \gls{mp} as usual, which then lowers the maximum \gls{mp} of the item by 1. After this the item can cast just that spell with its own \gls{mp}. For example, imagine a painting which casts an illusion of the person in the painting walking out and speaking with people any time the command word is uttered. If the item had 6 \gls{mp} then it would reduce to 5 \gls{mp} and would spend 3 of that 5 \gls{mp} in order to cast the spell. These magical items regenerate \gls{mp} in the same way as above (usually, 2 \gls{mp} per scene). Magical items are still mana stones and continue to store \gls{mp} for use by people on that Path of Magic. +Just as with Pocket Spell, above, the mage casts Magical Item and the spell to be implanted in succession, while also relinquishing a number of \gls{mp}. +Any number of spells can be cast into the item, so long as each one is implanted within the same casting. + +Magical items function as mana stones and continue to store \gls{mp} for use by people on that Path of Magic. +However, each spell cast into the item lowers the item's \gls{mp} by one. -Such basic spells always take effect in exactly the same way and use the mage's stats for any rolls. A second level aldaron spell set to freeze water will always do just that, and can never cast a Sunray. An illusion-generating mask, making the wearer into a bush, will always turn that wearer into a bush, regardless of what the user may want the illusion to be of. +Such basic spells always take effect in exactly the same way and use the mage's stats for any rolls. A second level Aldaron spell set to freeze water will always do just that, and can never cast a Sunray. An illusion-generating mask, making the wearer into a bush, will always turn that wearer into a bush, regardless of what the user may want the illusion to be of. Magical items which do not have enough mana simply fail to cast. The one exception here is the Path of Song, wherein spell-songs which have too much mana drawn from them simply break. \spelllevel \spell{Greater Item}{Instant}{Academics}\\ -The mage can now input any number of spells into an item, and each additional spell again only requires that 1 \gls{mp} be stripped from a mana stone. Spells so imbued can be cast any way the caster wishes -- an illusion spell in an item can be used to cast any illusion, or a polymorph spell can be used to turn into any creature. +This functions just like the Magical Item spell, except that the mage can imbue a full sphere's level. +If the item has Necromancy level 2, it can cast any Necromancy spell of level 2 or less. +If it has Invocation level 3, it can cast any spell at level 3 or less. +Each sphere (but not each level) reduces the item's \gls{mp} by 1. -The spell lasts until a second command word is given to release the spell. +\enhancement{1}{Sentient} -\spell{Spell Triggering}{Instant}{Academics}\\ -The mage takes a magical item with spells implanted and changes the spells there so that it activates upon a condition, and does not require concentration or focus. +The mage can make any spell gain some measure of sentience. +Typically, this is made to allow magical items to activate upon a condition, such as a door which turns from solid stone back to wood once the password is stated. -A sword might throw out a flamebolt spell when it strikes a target. A ring could cast an illusion of anything the mage says. A priest who worships V\'{e}r\"{e} could imbue a holy warrior with a spell which adds to the warrior's \gls{fp} any time they receive damage.-- any trigger is possible so long as the trigger is clearly visible to the item. - -Additional spells may be placed on items which are there simply to act as a trigger. A Fate spell might detect incoming danger and cast an illusion as a warning, or a Detect Mana spell could immeidately raise any nearby dead as ghouls if some new magical effect is in the area. +The item acts upon its own Initiative score, and uses the mage's Wits score as its Initiative Factor. +Such items are never capable of a conversation - they only have enough instinct to carry out a single well-defined function. \enhancement{2}{Spell Forking} @@ -3312,19 +3401,11 @@ Additional spells may be placed on items which are there simply to act as a trig As with the Mirror enhancement, above, each spell must select a different target. -\spell{Artefact}{Instant}{Academics}\\ -This spell functions as per level 3's Magical Item spell except the magical items are not activated by focus and concentration. Instead, each implanted spell can activate once per scene when a condition is present. The artefact might activate to shoot a flame-bolt any time a human is within range, or a magical ring could transform the wearer into a bat (if possible). The item requires no Initiative expenditure to use and cannot be switched on and off at will. - -Such items also come with their own cancellation conditions. Permanent spells such as raising the living dead cannot be cancelled, but a levitation spell from the Force Sphere might activate and deactivate with the speaking of a particular word, or a spell to turn the wearer of a cape invisible might cancel once they have killed someone. - -In all cases the condition must be clearly present -- items do not have magical abilities to detect special conditions such as `when a hidden enemy is present' unless the item is given access to spells which can find that information out.. - -Those on the Path of Song can infuse spell-songs which activate on their own once sung in addition to other effect. The effects of the artefact song would then not require additional Initiative expenditure above just singing a song, perhaps to activate another spell. - \spelllevel -\spell{Improved Mana Stones}{Instant}{Academics}\\ -The mage's mana stones now contain 3 \gls{mp} per point sacrificed from the mage's permanent maximum, so sacrificing 3 \gls{mp} would yield an item which can store 9 \gls{mp}. These stones regenerate 3 \gls{mp} per \gls{round}. +\enhancement{1}{Improved Mana Stones} + +Magical items and stones cast with this enhancement store 3 \gls{mp} per point sacrificed and regenerate 3 \gls{mp} per round. \end{multicols} @@ -3334,34 +3415,34 @@ The mage's mana stones now contain 3 \gls{mp} per point sacrificed from the mage Necromancers summon souls from distant, black realms and place them in appropriate bodies -- those of the once living and now dead. The corpses are sometimes filled with their old hosts, locking people into a state of permanent semi-death, or more often with ravenous and malicious spirits from foreign realms. Mages of this sphere begin by imitating the dead, becoming half dead themselves, which allows them to dissuade malicious spirits from attacking. -\subsection{Properties of the Dead} - -Undead creatures have certain properties in common. Firstly they imperceptibly feed from the souls of the living. This is not performed with the mouth by merely by being close to dying things and absorbing them before they can wander to the next realm. Undead eyes generally do not work, instead they `see' the souls of people shining outward. Inanimate objects such as books, or even fellow undead, are not so clearly seen; the undead can avoid bumping into these objects but have great trouble reading anything or working fine machinery. However, they can operate in complete darkness and even fight without penalty, using the light of living people's souls to see them. They can also see living beings from a great distance due to the soul-light they emit. - -Undead also feel no pain and suffer little from scrapes and bruises. As a result, they automatically have a \gls{dr} of 2 which is cumulative with armour. This counts as Complete armour, but not Perfect -- shots through their eyes or attacks which sever muscles still debilitate them. - -The undead do not tire -- they take no Fatigue Points. They can walk or dig or fight endlessly, without tiring. They enjoy feeding on souls, but it is not required for them to continue moving. Each has an Aggression score of +2. - \spelllevel -\spell{Morbid}{Continuous}{Medicine}\\ +\spell{Preservation}{Instant}{Survival}\\ +Trainee artists and necromancers have one thing in common -- fruit. +Students of Necromancy often begin their journey by stopping food from degrading. +This spell gives a sort of `half-life' to rot, such that any foods affected slow their own aging process incrementally. +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}. 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. -\enhancement{2}{Gaze} +\enhancement{1}{Necrotic} -By adding an additional 2 levels to the process, the target can gain the special sight of the undead (in addition to their normal vision). They can now see all living things, even in the darkness. Addtionally, the Charisma penalty for the spell raises to -4, as they seem permanently distracted and unable to focus upon the same world that everyone else does. +By adding an additional level to the process, the target can gain the special sight of the undead (in addition to their normal vision). +They can now see all living things, even in the darkness. +Addtionally, the Charisma penalty for the spell raises to -4, as they seem permanently distracted and unable to focus upon the same world that everyone else does. Additionally, the target's \gls{dr} raises to 2 as the target stops feeling pain altogether. They can even hold their breath for one minute per spell level. Targets who die while this spell is in effect raise from the dead as an undead creature.\footnote{This spell cannot raise someone as undead if the necromancer's spell level would not normally allow them to raise a creature of that spell level.} -\spell{Death Touch}{Instant}{Medicine} +\spell{Sickness}{Instant}{Medicine} -Even low level necromancers have the terrifying ability to pull someone's soul out with a simple spell. The spell inflicts $1D6-2$ Damage directly to the target's \gls{hp}. \Glsentrylongpl{fp} and \glsentrylongpl{sp} can be bypassed entirely. The caster adds their Intelligence Bonus to the Damage. +Even low level necromancers have the terrifying ability to pull someone's soul out with a simple spell. The spell inflicts $1D6-2$ Damage directly to the target's \gls{hp}. \Glsentrylongpl{fp} and \glsentrylongpl{SP} can be bypassed entirely. The caster adds their Intelligence Bonus to the Damage. -\enhancement{1}{Instant} +\enhancement{1}{Fetid} By adding additional levels, the caster can add 1 \gls{hp} to the total Damage. @@ -3371,6 +3452,8 @@ The mage can also command any one undead creature to perform any simple action - This spell replicates all five levels of the enchantment sphere with the mage selecting any effect they wish; however, the mage uses Academics instead of any other Skill because the undead may only be `understood' in some technical sense, and not truly empathised with. +\spelllevel + \spell{Calling the Dead}{Instant}{Medicine}\\ The mage can create their own ghouls from easily accessible realms of malicious spirits. The spell is cast on a small corpse and the corpse is imbued with one such malicious spirit. It retains the Strength score (and therefore HP) it had in life. The corpse has Dexterity, Speed and Wits scores of -2 -- it can run, but not terribly quickly. @@ -3411,9 +3494,6 @@ The \gls{tn} is 7 plus one per spell level. For every margin, the caster can de With an extra level, the mage can summon the souls of the dead into large creatures. The maximum \gls{hp} of the target equal to the spell's level times 4 plus the caster's Intelligence Bonus. A mage with Intelligence +2 could cast Calling the Dead at second level to raise a target with up to 10 \gls{hp}, or at third level for up to 14 \gls{hp}. -\spell{Preservation}{Instant}{Survival}\\ -Trainee artists and necromancers have one thing in common -- fruit. Students of necromancy often begin their journey by stopping food from degrading. This spell gives a sort of `half-life' to rot, such that any foods affected slow their own aging process incrementally. They're not sustained in perfect condition forever, but never quite reach an entirely spoiled stage. - \end{multicols} \sphere{Polymorph}\index{Polymorph} @@ -3424,7 +3504,7 @@ Trainee artists and necromancers have one thing in common -- fruit. Students of \textbf{Animal} & \textbf{Min Str.} & \textbf{Max Str.} \\\hline - Auroch & 0 & +5 \\ + Cow & 0 & +5 \\ Badger & -4 & -2 \\ @@ -3462,7 +3542,11 @@ Trainee artists and necromancers have one thing in common -- fruit. Students of The Polymorph sphere of magic allows the mage to grasp at different strands in the tree of life, and move themselves or others along different paths. Nearby forms include other races, such as elves turning into men, and later shapeshifters learn to turn into bears, hawks or other animals. Larger men find it easier to turn into large animals such as griffins, while smaller, lighter people find it easier to take on the form of birds. Master shapeshifters learn to go beyond the great tree of life and turn into arbitrary forms of their chosing, including living fire, or a gust of wind. -Throughout all these forms people maintain a universal `face' -- a kind of likeness which they simply cannot get rid of. Many conjecture that the face is a facet of one's soul showing in the world. A ginger person transformed into a cat would become a ginger cat. A skinny person with short hair who transforms into a sheep will become a skinny, short-haired sheep. Spotting someone who has been transformed requires a Wits + Empathy roll, with a \gls{tn} of 8 plus the level of the polymorph sphere being employed; e.g. if an elf used the first level to transform into a gnome the \gls{tn} would be 9, but if the elf used the fifth level to transform into a magma elemental, the \gls{tn} would be 14. +Throughout all these forms people maintain a universal `face' -- a kind of likeness which they simply cannot get rid of. +Many conjecture that the face is a facet of one's soul showing in the world. +A ginger person transformed into a cat would become a ginger cat. +A skinny person with short hair who transforms into a sheep will become a skinny, short-haired sheep. +Spotting someone who has been transformed requires a Wits + Empathy roll, with a \gls{tn} of 8 plus the level of the Polymorph sphere being employed; e.g. if an elf used the first level to transform into a gnome the \gls{tn} would be 9, but if the elf used the fifth level to transform into a magma elemental, the \gls{tn} would be 14. Unwilling targets who are to be transformed with Polymorph can spend 5 FP in order to retroactively stipulate that the spell fails. The undead are completely immunte to the Polymorph sphere. @@ -3472,16 +3556,20 @@ Unwilling targets who are to be transformed with Polymorph can spend 5 FP in ord \end{exampletext} -As polymorph changes people's form it also changes Strength and therefore HP maximums. All HP lost to Damage remain as lost HP after transformation but might not have any effect. If a player's maximum HP is lowered to the point where they are no longer wounded then all wounds simply vanish, though they are still tracked and reappear once the creature has transformed. If someone's maximum HP increases, once again they count as having lost the same number of HP, with no HP being gained or lost through the transformation process. All Fatigue stays where it is and no Fatigue Points which previously gave no penalty move to giving the character a penalty. +As Polymorph changes people's form it also changes Strength and therefore HP maximums. +All HP lost to Damage remain as lost HP after transformation but might not have any effect. +If a player's maximum HP is lowered to the point where they are no longer wounded then all wounds simply vanish, though they are still tracked and reappear once the creature has transformed. +If someone's maximum HP increases, once again they count as having lost the same number of HP, with no HP being gained or lost through the transformation process. +All Fatigue stays where it is and no Fatigue Points which previously gave no penalty move to giving the character a penalty. -The new form granted by a polymorph spell always feels a little strange, so anyone who transforms suffers a -1 penalty to Dexterity until they get used to the new form.\footnote{Any amount of downtime is a reasonable amount of time.} +The new form granted by a Polymorph spell always feels a little strange, so anyone who transforms suffers a -1 penalty to Dexterity until they get used to the new form.\footnote{Any amount of downtime is a reasonable amount of time.} Nobody is terribly comfortable holding another creature's form. Like a newborn lamb, such transformations make people clumsy. \spelllevel \spell{Polymorph}{Continuous}{Medicine}\\ -The basic polymorph spell allows someone to turn into another race, so long as the racial difference in Strength is not greater than the spell's level. +The basic Polymorph spell allows someone to turn into another race, so long as the racial difference in Strength is not greater than the spell's level. When cast at first level, gnolls can turn into humans, humans can turn into dwarves, dwarves can turn into elves, and elves can turn into gnomes. Once the change has applied, the original racial Bonuses are discarded, and the new racial bonuses applied. Gnomes who turn into elves gain +1 Strength and +1 Speed, and dwarves who turn into gnolls gain +1 Strength, +1 Speed, but -1 Dexterity. @@ -3490,7 +3578,8 @@ Various enhancements allow the spell to be cast at a higher level, meaning a ski Changing one's own form is \gls{tn} 7, while changing another's is \gls{tn} 10. -Polymorphing into another race does not grant any of its racial abilities. Changing one's shape to look like an elf will not grant cold-immunity, and polymorphing into a human will not allow one walk long distances without fatigue. +Polymorphing into another race does not grant any of its racial abilities. +Changing one's shape to look like an elf will not grant cold-immunity, and Polymorphing into a human will not allow one walk long distances without fatigue. \includegraphics[width=.8\linewidth]{images/Roch_Hercka/polymorph.jpg} \label{roch:polymorph} @@ -3503,14 +3592,15 @@ but have to keep within the normal size-boundaries of the animal. If a boar has Strength +1, turning it into a bear will require an additional 3 points of Strength, because bears have a minimum Strength of +4. If the caster instead tries to turn a dangerous bear into a housecat, this is a prohibitively difficult task, as house cats have a difference of at least 9 levels of Strength. -The \gls{tn} for such a transformation is always 12, as understanding how animals function is a serious challenge to those used to walking on two legs. +The \gls{tn} for such a transformation is 12, as understanding how animals function is a serious challenge to those used to walking on two legs. Such animal transformations are in shape alone, and do not grant any abilities. Polymorphing into a bird will not let one fly, and taking the shape of a bear will leave a weakened facsimile of the bear's strong teeth and hide. \enhancement{1}{Bolstered} \iftoggle{verbose}{ -While basic shapeshifters base their range on the polymorph spell's level, a \textit{Bolstered} spell allows the caster to use a number of points equal to the spell's level plus their Intelligence Bonus. If a shapeshifter cast this spell at the second level, with Intelligence +1, they could lower an animal's Strength Bonus by 3, or could turn a human into a gnome, since that requires a Strength adjustment of 3. +While basic shapeshifters base their range on the Polymorph spell's level, a \textit{Bolstered} spell allows the caster to use a number of points equal to the spell's level plus their Intelligence Bonus. +If a shapeshifter cast this spell at the second level, with Intelligence +1, they could lower an animal's Strength Bonus by 3, or could turn a human into a gnome, since that requires a Strength adjustment of 3. Those with the \textit{Realistic} enhancement also gain a number of \textit{Form Points} equal to the spell level plus the caster's Intelligence Bonus, instead of simply gaining points equal to the Spell's level.}{ @@ -3543,9 +3633,11 @@ When transforming into another race, the target merely loses their racial abilit \enhancement{1}{Trans Species} -The polymorpher can now cross the species boundary, making themself or another transform entirely into an animal. +The Polymorpher can now cross the species boundary, making themself or another transform entirely into an animal. -Alternatively, the polymorpher can turn an animal into a person. This won't yeild any fantastic results, as animals don't suddenly become intelligent once turned into a gnome or dwarf, but it is possible. Such creatures start with Intelligence -5 and Charisma 0.\footnote{The \glsentrytext{gm} is encouraged to change the basic Charisma for various animals, as cats obviously start with +4.} +Alternatively, the Polymorpher can turn an animal into a person. +This won't yeild any fantastic results, as animals don't suddenly become intelligent once turned into a gnome or dwarf, but it is possible. +Such creatures start with Intelligence -5 and Charisma 0.\footnote{The \glsentrytext{gm} is encouraged to change the basic Charisma for various animals, as cats obviously start with +4.} This spell is cast at \gls{tn} 12, as it either targets an animal, or makes a person into one. It uses the Skill associated with the creature the target will become, so turning a wolf into a man uses Medicine, while turning a man into a wolf requires Beast Ken. @@ -3572,9 +3664,13 @@ As with the \textit{Realistic} enhancement, the caster gains a number of Form Po \begin{multicols}{2} -There are various roads to learning magic -- each allows the mage to invoke different spheres and has a different flavour of magic. Any character with the appropriate requirements can learn to cast magic. Each school of magic has its own flavour but different people casting spells from the same spheres of magic will end up with exactly the same results, mechanically. A priest of war may shout a torrent of aurochs into existence where an alchemist uses precise gestures to summon the essential form of an auroch but both are just using the second level of the conjuration sphere. +There are various roads to learning magic -- each allows the mage to invoke different spheres and has a different flavour of magic. +Any character with the appropriate requirements can learn to cast magic. +Each school of magic has its own flavour but different people casting spells from the same spheres of magic will end up with exactly the same results, mechanically. +A priest of war may call divine fire to to destroy enemies where an alchemist uses precise gestures to summon the essential form of fire, but both are just using the the Invocation sphere. -People can pick up different Paths of Magic by simply fulfilling different requirements. If someone has access to one sphere of magic through multiple Paths and has bought access to the sphere, then learning the same sphere through the different Path simply requires some \gls{downtime} and study but carries no \gls{xp} cost. If a blood sorcerer were to learn the aldaron sphere as a natural knack and later decided to become an adherent of the goddess Laiqu\"{e}, she could channel the magic through divine means or through her innate abilities. All that is needed is a little time to pick up an understanding of how this same magic works through a different lens. +People can pick up different Paths of Magic by simply fulfilling different requirements. If someone has access to one sphere of magic through multiple Paths and has bought access to the sphere, then learning the same sphere through the different Path simply requires some \gls{downtime} and study but carries no \gls{xp} cost. If a blood sorcerer were to learn the Aldaron sphere as a natural knack and later decided to become an adherent of the goddess Laiqu\"{e}, she could channel the magic through divine means or through her innate abilities. +All that is needed is a little time to pick up an understanding of how this same magic works through a different lens. Three of the schools of magic require an Academics Skill slot -- i.e. the character must have a specialisation in just that type of magical background in order to cast such spells. Characters taking on multiple paths of magic cannot use one level's slots to gain two paths. For example, an alchemist would normally learn the Academics Skill at level 1 and take a specialisation in Alchemy. They would then have one slot left for an Academic specialisation but they could not use it to learn Rune magic or Theology because these fields are too different. The mage could only pick up rune magic with a new level of the Academics Skill, and thereafter could only add Divine magic by taking the Academics Skill at level 3 in order to acquire a Theology specialisation. @@ -3594,7 +3690,9 @@ Spells summoned by the Path of Alchemy are accompanied by magical sparks and som Without the ability to move one's hands and use one's voice, alchemy spells take a -2 penalty to any task roll or a -4 penalty if the mage can neither move nor use their voice. -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}, and must pass an Intelligence + Academics roll at \gls{tn} 12. Proper studying material will add a +1 to +3 bonus to this roll. Each month of \gls{downtime} might grant one roll to learn a level of some sphere. +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}. \subsection{Mana Stone} @@ -3620,7 +3718,8 @@ Most elves look down upon people who learn magic through rote facts and dusty to Blood sorcerers are barred from ritual castings -- spending all day trying to cast a spell will not help in the slightest. They cannot cast subtle spells, so enchantment effects will always be at least a little noticeable to those watching out for them, at least at the time of casting. -Blood magic casters who learn metamagic through another path of magic cannot use metamagic spells to modify spheres they only have through blood magic. For example if an elf learnt how to cast metamagic through the path of song, they couldn't use that metamagic sphere to modify their invocation spells if they only learnt invocation through the path of blood. +Blood magic casters who learn Metamagic through another path of magic cannot use Metamagic spells to modify spheres they only have through blood magic. +For example if an elf learnt how to cast Metamagic through the path of song, they couldn't use that Metamagic sphere to modify their Invocation spells if they only learnt Invocation through the Path of Blood. \end{multicols} @@ -3636,8 +3735,14 @@ One slot of Academics is required to be able to sufficiently understand the prec 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. +\subsection{Special Considerations} + The path of devotion requires casters to both use their voice and to move their hands, as per Alchemy. Failure to do either one results in a -2 penalty. So using one's hands to wield a weapon while being underwater would give a -4 penalty to any spells cast. +\subsection{Mana Stone} + +Each type of devotion has its own mana stone. See the individual references on page \pageref{gods_codes}. + \end{multicols} \section{The Path of Runes} @@ -3648,7 +3753,8 @@ The path of devotion requires casters to both use their voice and to move their \noindent 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. -When spells are summoned, the runes glow -- whether carved or painted -- then giant, ghostly runes can be seen dancing around the source of the spell. Runecrafters summoning illusions might have their illusions appear with a flurry of glowing symbols of trickery -- each sphere of magic and indeed each spell has its own special runes. +When spells are summoned, the runes glow -- whether carved or painted -- then giant, ghostly runes can be seen dancing around the source of the spell. +Runecrafters summoning acid rain might have their spell appear with a flurry of glowing symbols of trickery -- each sphere of magic and indeed each spell has its own special runes. Runecasters must devote a single Academics slot to learning how to properly inscribe runes. 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. @@ -3703,7 +3809,7 @@ Rare and powerful spell-songs are swapped as currency among bards -- spells whic \chapter{Knacks}\label{knacks} -Characters can individuate themselves by learning various Knacks -- special talents for combat manoeuvres, magic, skills or other abilities. Most people can pick up a couple of knacks but further Knacks become progressively more unintuitive. +Characters can individuate themselves by learning various Knacks -- special talents for combat manoeuvres, magic, skills or other abilities. Most people can pick up a couple of Knacks but further Knacks become progressively more unintuitive. \section{Combat Knacks} @@ -4191,13 +4297,20 @@ Her temples are always full of home-brewed beer served by attractive men and wom \end{xpchart} -\noindent Priests of Alass\"{e} have access to the illusion and polymorph spheres. Their spells appear with a flash of rainbow colours, often accompanied by light, strange sounds similar to a harpsichord. Their mana stones can be anything which is a simulacrum of anything else -- a toy dagger, a doll, a statue or a painting are all possible mana stones. Their mana stone spells are activated by a command word. +\noindent Priests of Alass\"{e} have access to the illusion and Polymorph spheres. +Their spells appear with a flash of rainbow colours, often accompanied by light, strange sounds similar to a harpsichord. +Their mana stones can be anything which is a simulacrum of anything else -- a toy dagger, a doll, a statue or a painting are all possible mana stones. +Their mana stone spells are activated by a command word. \subsection[C\'{a}l\"{e}]{C\'{a}l\"{e} -- God of Illumination}\index{Gods!C\'{a}l\"{e}}(`Kaah-leh') \noindent The god of light is popular among all the land, especially with scholars, as he is a god of knowledge. -Followers of the god of light have access to the illusion and force spheres. His mana stones always contain the writings of famous works -- usually from the Holy Book of Light but potentially from any learned source. The item in question must be at least as large as a sheet of paper -- commonly a book, potentially an armoured breast-plate but never a sword or rock. His spells appear in a warm glow of light, illuminating an area with a glow the strength of a few candles brighter than the ambient lighting. The mana stones of C\'{a}l\"{e} are always activated by a command word. +Followers of the god of light have access to the illusion and Force spheres. +His mana stones always contain the writings of famous works -- usually from the Holy Book of Light but potentially from any learned source. +The item in question must be at least as large as a sheet of paper -- commonly a book, potentially an armoured breast-plate but never a sword or rock. +His spells appear in a warm glow of light, illuminating an area with a glow the strength of a few candles brighter than the ambient lighting. +The mana stones of C\'{a}l\"{e} are always activated by a command word. \begin{xpchart}{C\'{a}l\"{e}} @@ -4265,7 +4378,13 @@ Followers of the god of light have access to the illusion and force spheres. His \noindent Laiqu\"{e} is the mother of all the growing green plants and all the animals. Farmers worship her as they know their products ultimately stem from the forest and her holy day is a feast-day during the warm first season of the third cycle. She has few temples but many followers. Those temples are usually arranged around some particularly striking tree, often magically altered to appear fantastically beautiful or just warped. Farmers are fond of putting up a little shrine to her with no more than a few rocks and a unique tree, and sometimes with a bird feeder. Her followers are numerous -- they meet during feast days, especially Laiqu\"{e}'s own day of feasting. On other days, they simply travel, and expect Laiqu\"{e}'s blessings and the good will of the people around them to provide food for them, occasionally giving out her blessings if they have been initiated into the secrets of her divine powers. -Those casting spells on her Path of Divinity find things appearing in a wave of mist while flowers bloom nearby. They are granted access to the polymorph and conjuration spheres. The mana stones of her followers are always animals or plants. If the animal in question has access to a spell, the animal as well as the priest always has the ability to cast spells. Her followers commonly have large dog companions which are able to give blessings or summon other dogs for help with the conjuration sphere. Plants with a spell are always activated by a command word. Animals with a spell implanted always activate the spell at their own behest and rarely at the right time; cats have been known to use implanted spells to hunt prey while a dog which feels threatened might reflexively summon aid with a conjuration spell. +Those casting spells on her Path of Divinity find things appearing in a wave of mist while flowers bloom nearby. +They are granted access to the Polymorph and conjuration spheres. +The mana stones of her followers are always animals or plants. +If the animal in question has access to a spell, the animal as well as the priest always has the ability to cast spells. +Her followers commonly have large dog companions which are able to give blessings or summon other dogs for help with the conjuration sphere. +Plants with a spell are always activated by a command word. +Animals with a spell implanted always activate the spell at their own behest and rarely at the right time; cats have been known to use implanted spells to hunt prey while a dog which feels threatened might reflexively summon aid with a conjuration spell. \subsection{Ohta -- Goddess of Battle} \index{Gods!Ohta}(`och-tah', with a `ch' as in `loch') @@ -4310,7 +4429,12 @@ Ohta's feast day ends the fourth and last season of the third and last cycle. On \end{xpchart} -\noindent Clerics of Ohta have access to the invocation and conjuration spheres. They enjoy summoning weapons, hordes of helpers and raining down divine wrath in the form of fire and lightning upon their opponents. Their spells are accompanied by loud, terrifying noises which can be heard for up to a mile around and shining, silvery flashes from where fire, wild dogs, bears or attacking swarms of bats might appear. Their mana stones are weapons, armour or hunting trophies. Weapons can only store 2 MP per point of Damage they inflict and spells in these mana stones are always activated by a condition. Armour is the same but can only ever store 2 MP. Hunting trophies can hold up to 1 MP per HP of the beast killed. +\noindent Clerics of Ohta have access to the Invocation and conjuration spheres. +They enjoy summoning weapons, hordes of helpers and raining down divine wrath in the form of fire and lightning upon their opponents. +Their spells are accompanied by loud, terrifying noises which can be heard for up to a mile around and shining, silvery flashes from where fire, wild dogs, bears or attacking swarms of bats might appear. +Their mana stones are weapons, armour or hunting trophies. +Weapons can only store 2 MP per point of Damage they inflict and spells in these mana stones are always activated by a condition. +Armour is the same but can only ever store 2 \gls{mp}. Hunting trophies can hold up to 1 MP per HP of the beast killed. \subsection{Qualm\"{e} -- God of the Grave} \index{Gods!Qualm\"{e}}(`Qual-meh') @@ -4323,7 +4447,7 @@ Ohta's feast day ends the fourth and last season of the third and last cycle. On 1 & Desecrating the bodies of an enemy. \\ - 1 & Gaining a new level in the necromancy sphere. \\ + 1 & Gaining a new level in the Necromancy sphere. \\ 1 & Giving someone blessings upon their death bed. \\ @@ -4348,16 +4472,26 @@ Ohta's feast day ends the fourth and last season of the third and last cycle. On 15 & Falling below -5 HP \\ \end{xpchart} -\noindent Clerics of Qualm\"{e} have access to the necromancy and invocation spheres. Many burn their enemies to death and then raise the blackened corpses from the grave. Their spells arise in a pool of inky blackness and are accompanied by the foul smell of old, rotting meat. Their mana stones are always made from the glorious dead. Mana stone can hold half the FP of the original target (rounded down). The hand of a man who had 6 FP could store up to 3 MP. \gls{xp} can also be used as a basis for establishing a glorious target -- any significant chunk of a corpse can hold one third of its \gls{xp} cost in mana, so a dragon worth 22 \gls{xp} could hold up to 7 MP. +\noindent Clerics of Qualm\"{e} have access to the Necromancy and Invocation spheres. +Many burn their enemies to death and then raise the blackened corpses from the grave. +Their spells arise in a pool of inky blackness and are accompanied by the foul smell of old, rotting meat. +Their mana stones are always made from the glorious dead. +Mana stone can hold half the FP of the original target (rounded down). +The hand of a man who had 6 FP could store up to 3 \gls{mp}. +\gls{xp} can also be used as a basis for establishing a glorious target -- any significant chunk of a corpse can hold one third of its \gls{xp} cost in mana, so a dragon worth 22 \gls{xp} could hold up to 7 \gls{mp}. Spells implanted in those mana stones are always activated by a command word. \subsection{V\'{e}r\"{e} -- God of Justice} \index{Gods!V\'{e}r\"{e}}(`vEH-reh') -\noindent Warden to all oaths, lord of ten thousand holy warriors, leader of armies, the giver of vengeance and punishments -- V\'{e}r\"{e} is a popular god. He is invoked during wedding vows and business deals. His followers are found among the politically influential and can be some of the most zealous of religious followers. He values obeying the law, making fair deals, being a good host and supporting the poor. +\noindent Warden to all oaths, lord of ten thousand holy warriors, leader of armies, the giver of vengeance and punishments -- V\'{e}r\"{e} is a popular god. +He is invoked during wedding vows and business deals. +His followers are found among the politically influential and can be some of the most zealous of religious followers. +He values obeying the law, making fair deals, being a good host and supporting the poor. -His holy day is during the second season of the second cycle. It is considered extremely good faith to make an oath on this day, and mortally bad luck to break such an oath. +His holy day is during the second season of the second cycle. +It is considered extremely good faith to make an oath on this day, and mortally bad luck to break such an oath. Followers of V\'{e}r\"{e} who break any deal cannot gain \gls{xp} until they atone for the crime. @@ -4393,7 +4527,13 @@ Followers of V\'{e}r\"{e} who break any deal cannot gain \gls{xp} until they ato \end{xpchart} -\noindent V\'{e}r\"{e}'s clerics can access the enchantment and force spheres. They use enchantment to gain followers, dazzling them with the glory of the purity and strength of their god while force is used to protect the innocent and faithful. Their spells appear in a shimmer of gold. V\'{e}r\"{e}'s mana stones are always people who are followers of V\'{e}r\"{e}. Those believers alone can activate any spells which are stored inside them. Priests of V\'{e}r\"{e} often gift their followers with single-use magical powers, such as the ability to call upon a blessing or the ability to protect themselves with armour. If the people who are being used as mana stones are given spells then they can activate those spells at will with a short prayer at an Initiative cost of 8. +\noindent V\'{e}r\"{e}'s clerics can access the enchantment and Force spheres. +They use enchantment to gain followers, dazzling them with the glory of the purity and strength of their god while force is used to protect the innocent and faithful. +Their spells appear in a shimmer of gold. +V\'{e}r\"{e}'s mana stones are always people who are followers of V\'{e}r\"{e}. +Those believers alone can activate any spells which are stored inside them. +Priests of V\'{e}r\"{e} often gift their followers with single-use magical powers, such as the ability to call upon a blessing or the ability to protect themselves with armour. +If the people who are being used as mana stones are given spells then they can activate those spells at will with a short prayer at an Initiative cost of 8. \end{multicols} @@ -4569,7 +4709,7 @@ Okay, so you know how to make a character by now. But just for reference, let's \begin{enumerate} \item{Roll the dice to determine your race and attributes. Page \pageref {character_rolls}.} - \item{Spend 50 \gls{xp} on Attributes, Skills, MP, Knacks, et c, with the Trait charts below, taking $n$ as the current level of of the Trait (or the number of Knacks, or the level of \gls{fp}). Page \pageref{xp}.} + \item{Spend 50 \gls{xp} on Attributes, Skills, \gls{mp}, Knacks, et c, with the Trait charts below, taking $n$ as the current level of of the Trait (or the number of Knacks, or the level of \gls{fp}). Page \pageref{xp}.} \item{Take 2 items worth 10sp or less, plus 1 item per Skill level your character has. Page \pageref{goods}.} \item{Select a God or Code to follow, so you can gain \gls{xp}. Page \pageref{gods_codes}.} \item{Starting money is $(3D6-5)^A \times 2^S$cp, where A = levels in Academics and S = combined levels in all specialist Skills.}