From b9cec4739f055bde317689e3b60d6529cf6aa1ca Mon Sep 17 00:00:00 2001 From: Malin Freeborn <malinfreeborn@tutamail.com> Date: Wed, 28 Oct 2020 05:54:49 +0100 Subject: [PATCH] add appendix with summaries for spells --- appendix.tex | 2 + magic.tex | 36 +++++----- spheres.tex | 194 +++++++++++++++++++++++++++------------------------ 3 files changed, 123 insertions(+), 109 deletions(-) diff --git a/appendix.tex b/appendix.tex index cd752033..19192140 100644 --- a/appendix.tex +++ b/appendix.tex @@ -85,4 +85,6 @@ Okay, so you know how to make a character by now. But just for reference, let's \weaponschart +\chapter{Spell Summaries} +\printcontents[magic]{l}{2}{\setcounter{tocdepth}{4}} diff --git a/magic.tex b/magic.tex index b86da0a5..62accc84 100644 --- a/magic.tex +++ b/magic.tex @@ -267,6 +267,8 @@ The spell would then cost 3 \glspl{mp} to cast, and require 6 Initiative Points \end{multicols} +\resumecontents[magic] + \sphere{Metamagic} \index{Metamagic} @@ -300,24 +302,24 @@ A level 8 Metamagic spell requires 8 \glspl{mp} to cast, and requires 11 Initiat \spelllevel \label{detectmagic} -\spell{Identify Item}{Instant}{Academics}\\ +\spell{Identify Item}{Instant}{Academics}{Find out if an item is magical}\\ The mage detects whether or not something is a mana stone (i.e. an item or person which stores mana). \spelllevel -\spell{Identify Mana}{Empathy}\\ +\spell{Identify Mana}{Instant}{Empathy}{Find out which path of magic made an item}\\ The caster identifies which Path of magic someone is walking, or which Path was used to create an item which holds \glsentrylongpl{mp}. -\spell{Detect Mana}{Instant}{Empathy}\\ +\spell{Detect Mana}{Instant}{Empathy}{Find out exactly how many \glspl{mp} are in the target}\\ 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. \spelllevel -\spell{Imbuing}{Instant}{Empathy}\\ +\spell{Imbuing}{Instant}{Empathy}{Add \glspl{mp} to a mana stone}\\ The mage spills any number of mana points into a mana stone created through the same path of magic the mage walks. If cast as a \textit{Wide} spell, the mage can spend \glspl{mp} to spread between multiple items, but can only Imbue total \glspl{mp} equal to what is spent. -\enhancement{1}{Subtle} +\enhancement{1}{Subtle}{Cast any spell unseen} \index{Spell Enhancements!Subtle} Casting an illusion or enchantment on someone with a flashing, loud and generally obvious spell can be quite a give away. @@ -325,7 +327,7 @@ Any caster can attempt to cast a spell while simply whispering and moving their People around the mage can still sometimes spot a spell being cast. They use their Wits + Academics in a resisted roll against the mage's Dexterity + Deceit. -\enhancement{1}{Wide} +\enhancement{1}{Wide}{Widen the spell to hit $Level + Wits$ targets} \index{Spell Enhancements!Wide} The spell extends to cover a wide area -- a total area equal to the spell's level, plus the caster's Wits Bonus. The squares are always continuous, so a spell targeting four squares could form a $2\times 2$ area, or four continuous squares. @@ -334,7 +336,7 @@ If the spell targets people, one person per square is always a reasonable baseli \spelllevel -\spell{Mana Stones}{Continuous}{Academics}\\ +\spell{Mana Stones}{Continuous}{Academics}{Create a vessel for \glspl{mp} equal to double the \glspl{mp} you sacrifice}\\ 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 \glspl{mp} from their maximum. For each \gls{mp} forfeited, the mage can store 2 \gls{mp} in the stone. @@ -365,7 +367,7 @@ If items are tied, roll a die to see which regenerates \glspl{mp} first. For this reason, adventuring parties cannot make use of dozens of magical items at once. }{} -\spell{Spell Breaking}{Instant}{Sphere Rating}\\ +\spell{Spell Breaking}{Instant}{Sphere Rating}{Destroy a 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. @@ -379,7 +381,7 @@ However, if that fails, he simply cannot roll again. \spelllevel -\spell{Pocket Spell}{Instant}{Crafts}\\ +\spell{Pocket Spell}{Instant}{Crafts}{Allow a mana stone to cast a single spell at the cost of 1 permanent \gls{mp} from the mana stone, after which the stone is broken}\\ The pocket spell changes a mana stone so that it can contain one spell. The mana stone loses access to a single point of mana, and then the mage casts a spell \textit{into} the mana stone. The pocket spell can then cast the spell once, at which point it ceases to be a mana stone, and all imbued mana returns to the caster. @@ -401,14 +403,14 @@ For example, if an illusionist made a scroll which created an illusion of a bear \spelllevel -\enhancement{1}{Ranged} +\enhancement{1}{Ranged}{Increase any spell's range to line of sight} \index{Spell Enhancements!Ranged} Any spell, from any sphere, can be targeted anywhere the mage can clearly sense, breaking all the normal range boundaries of spells. \spelllevel -\spell{Artefact}{Continuous}{Academics}\\ +\spell{Artefact}{Continuous}{Academics}{Sacrifice one permanent \gls{mp} in a mana stone to let it cast a spell}\\ 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. Just as with Pocket Spell, above, the mage casts Artefact and the spell to be implanted in succession, while also relinquishing a number of \gls{mp}. @@ -421,7 +423,7 @@ Such basic spells always take effect in exactly the same way and use the mage's 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, rendering the Artefact-song useless. -\enhancement{2}{Massive} +\enhancement{2}{Massive}{Increase the target area until it's the size of $level + Wits$ areas} The spell spreads across a massive space -- indoors this could be multiple rooms, outdoors it could be a field, or a massive segment of a forest. Massive spells target a number of areas equal to the spell's level plus the caster's Wits. @@ -431,7 +433,7 @@ This spell has the usual range, so if a caster cannot also cast at long-range, t \spelllevel -\enhancement{Varies}{Combined} +\enhancement{Varies}{Combined}{Add a second spell effect to the target} A secondary spell can be combined to throw at the same target. The combined spells have a single target. @@ -444,7 +446,7 @@ The highest level spell there is \textit{Fetid Sickness} at level 3, and the oth With the two spells together, the total cost is 4 \glspl{mp}, and the spell takes 8 Initiative points to cast. The caster has an Intelligence score of +3, so the target is hit with $2D6+1$ damage from the fireball, and loses $1D6+2$ \glspl{hp} directly. -\enhancement{1}{Sentient} +\enhancement{1}{Sentient}{Allow the spell to make its own decisions} \index{Spell Enhancements!Sentient} The mage can make any spell gain some measure of sentience. @@ -466,7 +468,7 @@ Sentient spells have the same Code as their caster, so a caster who followed \gl \spelllevel -\spell{Greater Artefact}{Instant}{Academics}\\ +\spell{Greater Artefact}{Instant}{Academics}{As `Artefact', but the item gains a full sphere of magic}\\ This functions just like the Artefact spell, except that the mage can imbue a full sphere's level. If the item has Necromancy level 2, the item 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. @@ -475,9 +477,11 @@ The item's user simply focusses on what they want, and the spell casts. \spelllevel -\spell{Greater Mana Stone}{Continuous}{Academics}\\ +\spell{Greater Mana Stone}{Continuous}{Academics}{Allow a mana stone to store 3 \glspl{mp} per point sacrificed}\\ This spell works like a standard mana stone, except stones cast with this enhancement store 3 \gls{mp} per point sacrificed instead of 2. So a \gls{miracleworker} sacrificing 4 \glspl{mp} would create a mana stone capable of storing 12 \glspl{mp}. +\stopcontents[magic] + \end{multicols} diff --git a/spheres.tex b/spheres.tex index 5e3b9c62..3ba69ce6 100644 --- a/spheres.tex +++ b/spheres.tex @@ -38,6 +38,8 @@ Lithe characters will find it easier to turn into a bird, while stronger people \sphere{Aldaron}\index{Magic!Aldaron} +\startcontents[magic] + \begin{multicols}{2} \noindent @@ -45,7 +47,7 @@ The elves are intimately familiar with this sphere, and usually refer to it as a \spelllevel -\spell{Forest Song}{Continuous}{Beast Ken} +\spell{Forest Song}{Continuous}{Beast Ken}{Enchant animals as per levels 1-3 of Enchantment} \noindent 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. @@ -61,13 +63,12 @@ The \gls{gm} should add to the \gls{tn} to affect birds, insects and other non-m Forest Song replicates the first three levels of the Enchantment Sphere but the targets are beasts rather than people, and the \gls{tn} and Skill is determined by this level, not the enchantment spell. -\enhancement{1}{Binding} +\enhancement{1}{Binding}{Replicate all 5 levels of Enchantment} With an additional level added, the spell can replicate all five levels of the Enchantment sphere, but retains the exception that the only Skill used is Beast Ken. -The animals targeted by this spell gain a little rudimentary intelligence -- just enough to carry out commands and relay information. -They still lack any Intelligence bonus. +The animals targeted by this spell do not become any smarter, unless the enhancement \textit{Sentient} is used with the spell. -\spell{Light}{Continuous}{Survival}\\ +\spell{Light}{Continuous}{Survival}{Blind enemies and light the way}\\ \label{light} \iftoggle{verbose}{ @@ -85,7 +86,7 @@ The blindness can be automatically avoided by anyone who was Keeping Edgy (see p Undead are terrified of this light. Those affected by the spell make a Wits + Aggression roll, \gls{tn} 7 plus the caster's Intelligence + Survival. -\spell{Plantform}{Continuous}{Survival}\\ +\spell{Plantform}{Continuous}{Survival}{Change a plant's natural adult form}\\ Young plants have a natural destinty. With this spell, a plant's destined form can be changed. The caster needs to hold the spell until the plant has fully formed, which can stunt the caster's mana for a year or more. @@ -102,7 +103,7 @@ The caster has various options for how the spell grows the plants: They might grow into the form of a chair, or even a house if the spell is large enough. Anything is plausible if a plant could be carved into the right space. -\spell{Freezing Touch}{Continuous}{Survival}\\ +\spell{Freezing Touch}{Continuous}{Survival}{Turn water to ice or freeze someone's body}\\ The mage can freeze solid any body of water, or even damage people by cooling their body. If cast on a person, they take \arabic{spelllevel} Fatigue Points plus the caster's Intelligence Bonus.\footnote{The elvish natural immunity to cold does nothing to prevent this damage.} @@ -115,7 +116,7 @@ The spell's Strength Bonus can test if the ice can trap people who are in the wa Creatures only frozen up to their waist or ankles can gain a bonus to break out of the ice, and a further bonus if the spell is cast slowly. If the caster can extend the range, then the spell can travel any distance, although longer distances can make the spell rather a long-shot, with each area traversed raising the \gls{tn} by 3. -\spell{Wind Blast}{Instant}{Survival}\\ +\spell{Wind Blast}{Instant}{Survival}{Push enemies back, lowering their Initiative}\\ Wind can also be made to blow forward in a blast in front of the mage. The blast spans out, affecting \arabic{spelllevel} squares plus the mage's Wits Bonus. Each person affected instantly loses 2 Initiative points plus the caster's Intelligence Bonus, minus the targets' Strength Bonus (minimum 1). @@ -130,7 +131,7 @@ Each moves back (in the direction of the wind) \arabic{enc} squares minus their The mage begins to commune with the weather systems and influence how they go. They can even summon localised weather systems from the palm of a hand; mist, sunlight, wind and more are all possible. -\spell{Air Bubble}{Continuous}{Survival}\\ +\spell{Air Bubble}{Continuous}{Survival}{Ward off missiles or travel underwater in a protective bubble}\\ Weather-workers can summon an air bubble anywhere within range, with a diameter equal to \arabic{spelllevel} squares plus the caster's Wits Bonus. The air bubble can be used to walk underwater without getting wet (though drips through the bubble are common). It will remain despite any damage to its outer `wall' -- penetrating objects simply slip in and out seamlessly. All air bubbles must be summoned while on the land, taking it down below -- any bubbles which begin underwater will simply summon a bubble of stagnant water and will collapse under their own weight once brought onto the land. Air bubbles can also help stop invading winds, mists and such, but with such a limited range their usefulness is also limited. Any projectiles targeted at the airbubble lose a lot of their power -- arrows, and fireballs both become a little impotent when faced with it. @@ -138,7 +139,7 @@ It provides a total \gls{dr} of \arabic{spelllevel} + Intelligence against all r \spelllevel -\spell{Forest's Call}{Continuous}{Beast Ken}\\ +\spell{Forest's Call}{Continuous}{Beast Ken}{Mark someone for a monster encounter}\\ The caster makes a call to the forest to come and attack the nearby target. If the target is a player, the \gls{gm} rolls \arabic{spelllevel} times plus the caster's Intelligence on the local encounter table, and the \gls{pc} faces all encounters within the next day, and typically within the next scene. The \gls{gm} is encouraged to combine all encounters into one. If the target is an \gls{npc}, they lose \arabic{spelllevel} \gls{fp} + the caster's Intelligence. @@ -146,7 +147,7 @@ If this leaves the target on 0 \gls{fp}, the target meets with an unfortunate ac The curse only lasts while it's maintained, and only takes effect in a natural environment where creatures roam -- not in towns or otherworldly environments. -\spell{Telos}{Instant}{Survival}\\ +\spell{Telos}{Instant}{Survival}{Make a plant grow to its adult form quickly}\\ The spell reaches out to any plant, dead or alive, and fast-travels it to its natural conclusion. Seeds grow into plants and blossom, plants grow tall, and older plants whither and die. @@ -205,7 +206,7 @@ Any character can decide that a conjuration spell targeting them fails by spendi \spelllevel -\spell{Transmutation}{Continuous}{Varies}\\ +\spell{Transmutation}{Continuous}{Varies}{Turn solid objects, liquid, or gasses into something simple, of the same type}\\ The mage can turn any single, cohesive, target into another of the same type. Mist can turn to air, or air can turn into mist. Ice can turn into rock, and water can turn into sludge. @@ -215,17 +216,17 @@ The \gls{tn} is typically 7 plus the target's \gls{weightrating}. What follows are a number of spells derived from Transmutation. -\spell{Choking Fog}{Continuous}{Survival}\\ +\spell{Choking Fog}{Continuous}{Survival}{Create noxious gas which causes Fatigue}\\ The caster changes the nearby air into a caustic mess. When cast outdoors the mist disipates at the end of the \gls{round}. When cast in a windy area, the fog disappears instantly. Anyone Keeping Edgy can hold their breath. Others gain \arabic{spelllevel} + the cater's Intelligence in Fatigue points each \gls{round}. The spell affects a number of squares equal to \arabic{spelllevel} + the caster's Wits. -\spell{Purify Air}{Continuous}{Survival}\\ +\spell{Purify Air}{Continuous}{Survival}{Clear air in a small area}\\ Smoke, fog, or any other substance can be purified. The spell affects a number of areas equal to \arabic{spelllevel} + the caster's Wits. -\spell{Stonespell}{Continuous}{Crafts}\\ +\spell{Stonespell}{Continuous}{Crafts}{Turn any person or other matter to stone, with a TN equal to 7 plus the target's \glsentrytext{weightrating}}\\ The caster changes any solid target to stone, ice, or any other simple, solid, substance. The \gls{tn} is 7 plus the target's \gls{weightrating}.\footnote{A living target's \gls{weightrating} is equal to their \glsentrytext{hp}.} Once the spell is over, the target turns back to normal. @@ -235,7 +236,7 @@ Fast moving items, such as a spear used in combat, are additionally difficult to Metal cannot be targeted by this spell. -\spell{Slime}{Continuous}{Survival}\\ +\spell{Slime}{Continuous}{Survival}{Make any liquid into a slippery slime}\\ The caster turns any nearby liquid into a slippery slime. Anyone running full speed across the area makes a Dexterity + Athletics roll, \gls{tn} 7 + the caster's Intelligence + Survival. Anyone simply running (but not at full speed) gains a +2 bonus. @@ -245,7 +246,7 @@ Those who fail, fall over, becoming \textit{prone}.% Some kind of liquid must be in the right place for the spell to work. Casters acting quickly often carry their own water. Throwing water requires 8 initiative for using an item, as usual. -\spell{Web}{Continuous}{Survival}\\ +\spell{Web}{Continuous}{Survival}{Turn a liquid into a sticky substance - targets roll to be free with Strength + Athletics vs the caster's Intelligence + Survival}\\ The caster turns any liquid into a vicious, sticky substance. Anyone coming into the liquid gets stuck, and needs to take a full movement action to try to get free. @@ -255,14 +256,14 @@ Anyone can attempt to break free instead of their usual movement action. Webbing cannot be used instead of rope -- it's too elastic, and tends to snap when stretched. -\enhancement{1}{Artefact} +\enhancement{1}{Artefact}{Make detailed creations} The caster can now transform targets into detailed forms. Air can become a complex, and rich scent. Solid wood can turn into a sword, or rope. Water can become beer, wine or even acid. -\enhancement{1}{Metallic} +\enhancement{1}{Metallic}{Target and make metals} \index{Spell Enhancements!Metallic} The caster can now target and create basic metals such as copper, bronze, or iron. Gold and silver cannot be targeted or created, nor can alloys, or weapons adorned with precious metals. -\enhancement{1}{Transient} +\enhancement{1}{Transient}{Transform any type of matter to any other} \index{Spell Enhancements!Transient} The conjuration spells can now move from any type of matter to any other. Webbing, slime, or acid can be created from any substance except metals. @@ -274,15 +275,18 @@ Living creatures turned using Stone Spell into a solid substance, and then turne Level 2 conjuration can use all the enhancements of the previous level. -\spell{Acid}{Continuous}{Academics}\\ +\spell{Acid}{Continuous}{Academics}{Create caustic acid to burn unclothed targets}\\ The caster can turn any liquid into a potent acid. -If the acid achieves a Vitals Shot, it gets around armour or clothing, and deals $1D6$ Damage plus the spell's level, plus the caster's Intelligence Bonus. +If the acid achieves a Vitals Shot (or the target is not wearing clothes), it gets around armour or clothing, and deals $1D6$ Damage plus the spell's level, plus the caster's Intelligence Bonus. +Thin clothing may only provide partial \gls{dr}. The spell can either be cast a \textit{Transient} spell, in which case it can attack targets by turning air into acid, or it can be cast against a target already covered in some liquid. Alternatively, if the acid is held in a tough bowl, made or metal or dense wood, it can be thrown like a normal projectile, so long as the range is short (-2 penalty per square's distance). -\spell{Prison}{Continuous}{Crafts}\\ +However the caster creates the acid, targets can dodge like any other missile weapon. + +\spell{Prison}{Continuous}{Crafts}{Ice forms around the target, trapping them, unless they move with a Strength + Athletics vs Intelligence + Crafts roll}\\ This spell is simply an example of stacking spell enhancements together. The caster freezes water around a target, or turns surrounding air to stone, imprisoning them. While the spell is being cast, the target can attempt to break free as a Quick Action, costing 2 Initiative, by rolling Strength + Athletics. The \gls{tn} is 7 plus caster's Intelligence Bonus plus Crafts. @@ -291,12 +295,12 @@ If the spell completes, the \gls{tn} to break free increases by 2. \spelllevel -\spell{Teleport}{Instant}{Academics}\\ +\spell{Teleport}{Instant}{Academics}{The mage teleports 3 squares + Wits away}\\ The mage teleports the target a short distance -- up to \arabic{spelllevel} squares plus the caster's Wits. As with many other instant skill spells, the target can cancel the spell by spending 5 \gls{fp}. If cast as a \textit{Massive} spell, the portal gains can travel across multiple areas, but always remains as around the size of a doorway. -\enhancement{1}{Gated} +\enhancement{1}{Gated}{Open a portal instead of teleporting} \index{Spell Enhancements!Gated} The mage can not simply teleport something but open a doorway from one place to another, within the normal range. The magical portal can change direction, pour water from the sea to a rock, or form falling loops as one portal falls into another. @@ -322,7 +326,7 @@ Portals must always rest upon unchanging surfaces; any movement destroys the cir \end{rollchart} -\enhancement{1}{Unrestrained} +\enhancement{1}{Unrestrained}{Create a portal anywhere} The mage can ignore all spacial barriers to the teleportation spell, allowing it to go anywhere the caster is familiar with, up to a number of areas away equal to \arabic{spelllevel} plus the caster's Wits Bonus. \index{Spell Enhancements!Unrestrained} @@ -341,11 +345,11 @@ This sphere of magic only works on people with an Intelligence Attribute and wor \spelllevel -\spell{Calm}{Continuous}{Empathy}\\ +\spell{Calm}{Continuous}{Empathy}{Remove fear from a target}\\ Enchanters can calm down scared people including those who have failed a Morale Check. While under the care of an enchanter, all Morale Checks gain a bonus equal to the spell's level plus the Enchanter's Intelligence Bonus. -\spell{Imbue Soul}{Continuous}{Empathy}\\ +\spell{Imbue Soul}{Continuous}{Empathy}{An object gains a small soul, which can be useful for fooling the undead}\\ The caster pours a little life-essence into an object, animal, or anything else. When used on animals, the creature slowly becomes smarter, though this can take some days to have any real effect. @@ -353,28 +357,28 @@ The spell attracts undead to the target, who feed on the kind of sentient souls Any undead in the area will follow the target, just as if it were a person. With mindless undead, this works without failure, though intelligent undead can plainly understand that the item is not a person if they can see it properly. -\spell{Fear}{Continuous}{Deceit}\\ +\spell{Fear}{Continuous}{Deceit}{The target suffers a morale penalty}\\ \Glspl{npc} hit by this spell suffer a Morale penalty equal to the spell's level plus the caster's Intelligence Bonus. \Glspl{pc} hit by this spell are not allowed to know their current \gls{fp} total -- the \gls{gm} tracks it instead. -\spell{Reading the Ripples}{Instant}{Vigilance}\\ +\spell{Reading the Ripples}{Instant}{Vigilance}{Find out the target's Mind Attributes and Code}\\ The enchanter can read any target's Mind Attributes, see which Code or God they follow (if any) and sees all of their Knacks.\footnote{See page \pageref{gods_codes}.} This will not grant any information about what the target is thinking, merely how capable that mind is and its priorities. Unwilling targets resist this spell with their Wits + Deceit. -\spell{Sending}{Continuous}{Performance}\\ +\spell{Sending}{Continuous}{Performance}{Send a psychic message to someone}\\ The enchanter telepathically sends a short message to the target within normal range. If cast as a standing spell, the caster can telepathically send messages for as long as they are within range of the target. If the enchanter does not have any languages in common with the target then the \gls{tn} is 9 rather than 7. The target cannot send messages back. -\spell{Twitch}{Continuous}{Performance}\\ +\spell{Twitch}{Continuous}{Performance}{Make spells faster to cast}\\ The spellcaster focusses on their own mental acuity, gaining a bonus to Initiative for all spell casting. The bonus is equal to the spell's level plus the caster's Intelligence Bonus. \spelllevel -\spell{Confusion}{Continuous}{Deceit} +\spell{Confusion}{Continuous}{Deceit}{Remove a target's actions for the round, then give an Initiative penalty of the caster's Wits + 2.} The enchanter gives someone a particularly off-putting look and they immediately stops what they were doing and loses their train of thought. They have trouble articulating exactly what's wrong, but will remain confused for as long as the spell continues. @@ -401,7 +405,7 @@ If the player fails the roll then the \gls{gm} can infer what probably would hav When this spell hits someone out of combat, perhaps during a conversation, targets tend to flap their mouths open and shut like a confused fish as they try to recapture their train of thought. The use of magic will is not obvious to those unfamiliar with such abilities. }{} -\spell{Focus}{Continuous}{Empathy}\\ +\spell{Focus}{Continuous}{Empathy}{Force a target to repeat whatever they're doing}\\ The target holds the last action performed and repeats it, again and again. If they were attacking, they will continue attacking until there are no targets left, and then go and look for more. If the target was attempting to mount a horse but the horse flees, they will chase it until they can no longer move. @@ -411,11 +415,11 @@ Targets can stop once their original action has become obviously impossible or i \spelllevel -\spell{Sleep}{Continuous}{Empathy}\\ +\spell{Sleep}{Continuous}{Empathy}{Make a target instantly sleep}\\ Enchanters who want their target to fall asleep can make a resisted Intelligence + Empathy roll against the target's Wits + Academics. The target can spend 5 \gls{fp} to ignore the results of the spell. A successful spell means that the target has fallen asleep. -\spell{Expectations}{Continuous}{Varies}\\ +\spell{Expectations}{Continuous}{Varies}{The target sees whatever they expect, even if what they expect is wrong}\\ The caster can make someone believe something they were already expecting to see. If they thought they had beer in their cup, they will continue to drink it, even when it's been replaced by something else. If they expected to see a dragon in a cavern, they will walk round a corner and believe they are face to face with a dragon. @@ -435,7 +439,7 @@ The player may be told that this is Damage, but the \gls{gm} should keep track o \spelllevel -\spell{Domination}{Continuous}{Deceit}\\ +\spell{Domination}{Continuous}{Deceit}{The target obeys all commands}\\ The target is given a simple command by the enchanter, consisting of no more words than \arabic{spelllevel} plus the enchanter's Intelligence + Deceit. If the target fails the resisted task of their Wits + Academics against the enchanter's Intelligence + Deceit then they must immediately obey any commands the enchanter gives them. If the enchanter maintains the spell then the target can reroll at the beginning of each scene to break the spell again, otherwise it ends when the enchanter drops the spell. @@ -466,7 +470,7 @@ Some commands are easier to resist than others. Particularly repugnant commands \spelllevel -\spell{Mental Bondage}{Continuous}{Deceit}\\ +\spell{Mental Bondage}{Continuous}{Deceit}{The target becomes obsessed with the enchanter}\\ The enchanter locks down the target's every thought and turns everything they know to a desire to serve only the enchanter. They will follow any command to the best of their abilities, and if asked why will proclaim an unconditional love for or obedience to the caster. The target makes a resisted task of their Wits + Academics against the enchanter's Intelligence + Deceit. @@ -478,7 +482,7 @@ Enchanters might use this to turn attacking ogres into a loyal group of warriors If the enchanter ever dies, the target can reroll each scene to break the spell. -\spell{Tabula Rasa}{Continuous}{Deceit}\\ +\spell{Tabula Rasa}{Continuous}{Deceit}{The target forgets everything}\\ The target's memories can be filched -- either selectively or not. The caster specifies (through song, words, or a simple glance) which memories are to be removed. If a target loses access to a Skill due to this spell, they can no longer use it until the spell ends. The caster uses their Intelligence + Deceit while the target resists with their Wits + Academics. @@ -499,7 +503,7 @@ Bards picture this sphere as a kind of deep intuition, while priests view it as \spelllevel -\spell{Curse}{Continuous \& Instant}{Deceit}\\ +\spell{Curse}{Continuous \& Instant}{Deceit}{The target loses $1D6$ + Int \glsentrytext{fp}}\\ The priests calls for the target's death, and then hopes for the world to provide. The target loses $1D6$ \gls{fp} plus the caster's Intelligence Bonus. If the target has no \gls{fp} then this spell has no effect. @@ -508,21 +512,21 @@ The target cannot dodge in any way -- the caster simply rolls their Intelligence The target's maximum \gls{fp} are reduced by the spell's level plus the mage's Intelligence Bonus for as long as the spell endures. -\spell{Eyes of Fate}{Continuous}{Empathy}\\ +\spell{Eyes of Fate}{Continuous}{Empathy}{Read another's current \glsentrytext{fp}}\\ The priest locks into another's fate to see whom the gods deem worthy of special attention, and just how much attention they are getting at the current moment. Once the spell is cast, the priest knows the current \gls{fp} of the target. When cast on oneself, this spell grants total immunity to the Enchantment spell, \textit{Fear}. -\spell{Intuition}{Instant}{Varies}\\ +\spell{Intuition}{Instant}{Varies}{Find out the \glsentrytext{tn} for an action}\\ 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. -\spell{Lending Hand}{Continuous}{Empathy}\\ +\spell{Lending Hand}{Continuous}{Empathy}{Bless a target with +1 to any skill so long as you have a higher Skill level than the target}\\ The priest blesses a target with +1 to any Skill, so long as the priest has a higher level in that Skill than the target. \spelllevel -\spell{Auguary}{Instant}{Academics}\\ +\spell{Auguary}{Instant}{Academics}{The \glsentrytext{gm} tells you about an upcoming encounter}\\ The character requests guidance about the future and receives a cryptic message from their deity, from dreams, or simply the shape of nearby clouds. The \gls{gm} should roll for the player so the player is unsure how accurate the information is. @@ -539,10 +543,10 @@ Characters who continue to cast Auguary receive the same answer each time until Nobody with this power ever says ``you cannot change your fate''. Changing your fate is the entire point of this spell. Besides, if the spell ever appears to go wrong, the local priests will explain that it actually predicted events correctly. It was simply your knowledge of the spell that -- somehow or other -- altered what would otherwise have been a fine prediction. -\spell{Blessing}{Instant}{Academics}\\ +\spell{Blessing}{Instant}{Academics}{Target regains $1D6 + Int$ \glspl{fp}}\\ The priest blesses the target with the favour of the gods. The target `heals' or regenerates $1D6$ \gls{fp} plus the priest's Intelligence Bonus. This cannot take the target above their maximum \gls{fp} score. -\enhancement{1}{Generous} +\enhancement{1}{Generous}{Heal a target for additional \glspl{fp}} \index{Spell Enhancements!Generous} The priest heals the target for an additional 2 \glspl{fp}. @@ -550,17 +554,17 @@ These \glspl{fp} stack just like Damage, so $1D6+4$ \glspl{fp} becomes $2D6$ \gl \spelllevel -\spell{Fortune}{Continuous}{Empathy}\\ +\spell{Fortune}{Continuous}{Empathy}{Add +1 to any Skill}\\ The priest blesses a target, who then receives a +1 to any Skill. This does not stack with any other Fate spells. This spell can take a character beyond the standard Skill levels. -\spell{Prayer of Gratitude}{Instant}{Academics} +\spell{Prayer of Gratitude}{Instant}{Academics}{Retrieve 1 Story Point after you spend 2 or more} The caster rolls during any scene in which someone spends at least 2 Story Points. With a successful roll, one Story Point is returned to the character. \spelllevel -\spell{God's Chosen}{Continuous}{Academics}\\ +\spell{God's Chosen}{Continuous}{Academics}{Increase a target's maximum \glspl{fp} by $4+Int$ along with $2D6 + Int$ \glspl{fp}}\\ The target increases their maximum \glspl{fp} by a number equal to the spell's level, plus the caster's Intelligence Bonus. The character instantly heals a number of \glspl{fp} equal to $2D6$ plus the caster's Intelligence Bonus. When the spell ends, the maximum FP return to normal. @@ -568,10 +572,10 @@ The spell does not increase the rate at which FP are regenerated. \spelllevel -\spell{Divine Favour}{Instant}{Academics}\\ +\spell{Divine Favour}{Instant}{Academics}{Spend 1 Story Point in return for 5 to spend immediately}\\ The priest spends 1 Story Point and gains an addtional 5 Story Points plus their Intelligence Bonus, which must be spent immediately. This can be used on a summoning miraculous help, such as a crew of soldiers who have a debt to the priest, or a magical ally.\footnote{As usual \gls{gm} is free to veto any ideas, but the player is also free to continue pulling new ideas out.} -\spell{Resurrection}{Instant}{Medicine}\\ +\spell{Resurrection}{Instant}{Medicine}{Bring the recently deceased back from the dead}\\ The priest summons the soul of a recently deceased person back to their body. If they are beyond -3 Hit Points, they must roll a Vitality Check again to stay alive, but this time with a +5 bonus. There is no roll for the caster -- the spell is automatic and the spell is instant, so the effects need not be maintained. If the spell is made into a standing spell then the effects count as being continuously cast. The spell also heals the target of a number of \gls{hp} equal to half the Margin. @@ -586,7 +590,7 @@ The spell must be cast within the same scene as the target lost their last \gls{ If cast on a member of the undead, the target loses $2D6$ \gls{hp} plus the caster's Intelligence Bonus. No roll is made, and no protection can be given from \gls{fp} or \gls{SP}. -\spell{Mana Lake}{Continuous}{Empathy}\\ +\spell{Mana Lake}{Continuous}{Empathy}{Create a font of mana}\\ 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. @@ -603,7 +607,7 @@ The mage can shape pure energy, pushing and pulling at the world with the power \spelllevel -\spell{Cage}{Continuous}{Combat}\\ +\spell{Cage}{Continuous}{Combat}{Levitate a target, so they cannot move. \gls{tn} 7 plus the target's \gls{weightrating}}\\ The mage levitates and traps a target, forcing them to remain where they are, or move as the caster desires. While powerful, the spell is particularly challenging to cast, as it has a \gls{tn} equal to 7 plus the target's Weight Rating.% \iftoggle{verbose}{% @@ -618,7 +622,7 @@ Those caught by the spell count as \textit{prone}, leaving them open to Sneak At The spell has an effective Speed Bonus equal to its level plus the caster's Intelligence Bonus, so casters can move their quarry just as if the spell were running. As usual, the target cannot be moved outside of the normal spell range. -\spell{Levitation}{Continuous}{Craft}\\ +\spell{Levitation}{Continuous}{Craft}{Levitate anything with effective Strength of $1 + Int$}\\ The mage focuses on lifting something into the air with pure magical energy. The spell cannot lift moving, wriggling matter, such as live people or animals. However, mages can lift themselves into the air if they are content to stay extremely still.% @@ -628,7 +632,7 @@ The spell acts as any person would when lifting things, and has an effective Str The maximum Weight Rating anyone can lift is equal to their Strength Bonus plus 4, therefore, levitating a cart with a Weight Rating of 10 would require a spell with an effective Strength of +6. The cart could then travel at 16 squares per round. -\spell{Lock}{Continuous}{Craft}\\ +\spell{Lock}{Continuous}{Craft}{Bind a door shut}\\ 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. @@ -636,7 +640,7 @@ For example, if a door were at \gls{tn} 8 to burst through, a mage with Intellig 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 \glspl{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{Mage Sight}{Continuous}{Vigilance}\\ +\spell{Mage Sight}{Continuous}{Vigilance}{Sense the world without sight}\\ The mage can `feel' by delicately touching things with mental movement rather than actually seeing them. They can see in complete darkness whether underwater or on land. The mage rolls Intelligence and Vigilance at \gls{tn} 6 plus the spell's level. @@ -647,7 +651,9 @@ Mages able to perceive events multiple areas away make for legendary spies, alth Any two mages `looking' at the same area can feel each other's presence and instantly understand that someone else is using Mage Sight. They can even identify the other mage with a Wits + Empathy roll. -\spell{Slow Fall}{Continuous \& Instant}{Athletics}\\ +This spell cannot be cast on others -- the target is what is being felt. + +\spell{Slow Fall}{Continuous \& Instant}{Athletics}{Reduce falling damage}\\ 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.% \footnote{$(Level \times 4) + Int$} @@ -655,20 +661,20 @@ Therefore, a mage with Intelligence +2 using the third level of the Force sphere If cast as a Quick Spell, it can be cast as a Quick Action, outside the usual Initiative order. -\spell{Telekinetic Fist}{Continuous}{Combat}\\ +\spell{Telekinetic Fist}{Continuous}{Combat}{Improve unarmed combat damage, gaining an effective Strength of $2 + Int$}\\ 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, plus the caster's Intelligence Bonus. For example, someone employing the third level of the Force sphere with Intelligence +3 would count as having +6 Strength, and would inflict $2D6+2$ Damage with unarmed attacks. -\spell{Telekinetic Retreat}{Continuous}{Athletics}\\ +\spell{Telekinetic Retreat}{Continuous}{Athletics}{Run away fast, with a bonus of $\arabic{spelllevel} + Int$}\\ 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. \spelllevel -\spell{Dancing Swords}{Continuous}{Combat}\\ +\spell{Dancing Swords}{Continuous}{Combat}{Levitate a weapon with effective Physical Attributes equal to 2}\\ 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 at a \gls{tn} equal to 7 plus the weapon's Weight. @@ -686,7 +692,7 @@ While the weapon is next to the caster it can defend the caster using its own st If someone wants to grab one of the floating weapons they must roll with their Strike Factor just as when making a grab against any character. A successful grapple means the weapon is too heavy to lift and the spell ends. -\spell{Mage Armour}{Continuous}{Academics}\\ +\spell{Mage Armour}{Continuous}{Academics}{Create a magical barrier with $6 + Int$ \glsentrylongpl{sp}}\\ \index{Shield Points} 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. @@ -710,7 +716,7 @@ Armour does not block Damage going onto \gls{SP} -- the character simply subtrac \spelllevel -\spell{Telekinetic Grasp}{Continuous}{Combat}\\ +\spell{Telekinetic Grasp}{Continuous}{Combat}{Wrestle a target down with psychic force}\\ 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 \gls{weightrating} equal to the level of the Force sphere being used. @@ -770,13 +776,13 @@ Illusions are typically delicate, and even a single \gls{hp}'s damage will dissi \label{roch:light} }{} -\spell{Mana Trick}{Continuous}{Deceit}\\ +\spell{Mana Trick}{Continuous}{Deceit}{Make the target seem like it has more or less mana than it does}\\ The mage places a spell on any item or person, so it seems to have more of fewer \glspl{mp} than it really has. This circumvents spells such as `Detect Mana'.\footnote{See page \pageref{detectmagic}.} The caster rolls against a \gls{tn} 7, and each margin allows the apparent total \glspl{mp} of the target to increase or decrease by one level. -\spell{Illusion}{Continuous}{Varies}\\ +\spell{Illusion}{Continuous}{Varies}{Make anything look like something else}\\ The illusionist can make anything look like another of roughly the same size. A fox can look like a dog, a copper coin can look golden, or a gnome can appear like a gnoll. Illusionists can use this to hide by making themselves look like a bush, or slip unseen into a party by making themselves look like one of the other guests. @@ -800,16 +806,16 @@ Something's \gls{weightrating}/ \glspl{hp} can increase or decrease by a number A first level Illusion spell cast with Intelligence +1 could make an elf look like a gnoll, but could not make a gnome look like an ogre. Similarly, a shortsword could be made to look like a simple dagger, but turning a chainmail suit into a small bird would extremely difficult. -\spell{Light}{Continuous}{Survival}\\ +\spell{Light}{Continuous}{Survival}{Create a light to blind enemies}\\ This replicates the Aldaron spell, \textit{Light}, page \pageref{light}. -\enhancement{1}{Independent} +\enhancement{1}{Independent}{Illusions can be complete fabrications} \index{Spell Enhancements!Independent} Illusions can now be cast without any `base' -- they simply appear on their own. Coins, dogs, dragons, or more, can be fashioned from nothing. -\enhancement{1}{Solid} +\enhancement{1}{Solid}{The illusions can be felt, and gain +2 \gls{tn} to spot} \index{Spell Enhancements!Solid} Solid illusions are not all that solid, but they can be touched without disipating and hold all manner of nice details, such as \emph{smelling} right, or stopping smoke from blowing through them. They are also far more realistic, and increase the \gls{tn} to see through the illusion by 2. @@ -820,7 +826,7 @@ Solid illusions become an extension of the caster, and any caster can cast a spe Once even a single point of Damage has been dealt to the illusion, it vanishes. -\enhancement{2}{Negative} +\enhancement{2}{Negative}{The target becomes invisible} \index{Spell Enhancements!Negative} The illusionist finally learns to make less of something, rather than more. A single person can be silenced, or made invisible (or both). @@ -851,20 +857,20 @@ Blast-radius spells such as a \textit{Wide Fireball} can inflict a Vitals Shot o \spelllevel -\spell{Darkness}{Instant}{Survival}\\ +\spell{Darkness}{Instant}{Survival}{Extinguish any light source}\\ The mage focuses on any source of fire, and extinguishes it. Larger fires require a \textit{Wide Darkness} spell. -\spell{Fireball}{Instant}{Projectiles}\\ +\spell{Fireball}{Instant}{Projectiles}{Burn an enemy for $1D6 + Int$ Damage}\\ The mage throws out a ball of flaming, crackling light which strikes and burns the target. The Damage is $1D6$ plus the caster's Intelligence. \subsubsection{Spell Enhancements} -\enhancement{1}{Raging} +\enhancement{1}{Raging}{The fireball deals +2 Damage} \index{Spell Enhancements!Raging} The caster increases the spell's level by one and increases the spell's Damage by 2. A mage with Intelligence +2, casting Fireball at third level would deal $2D6+2$ Damage. -\enhancement{2}{Internal} +\enhancement{2}{Internal}{The fire ignores all \gls{dr}} \index{Spell Enhancements!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. @@ -881,7 +887,7 @@ Necromancers summon souls from distant, black realms and place them in appropria \spelllevel -\spell{Ghoul Calling}{Instant}{Medicine}\\ +\spell{Ghoul Calling}{Instant}{Medicine}{Summon a hungry spirit into a corpse, creating a ghoul. Maximum $2 + Int$ \glspl{hp}}\\ The mage can create their own ghouls from easily accessible realms of malicious spirits. Small animals such as cats or frogs are easy, while larger creatures such as humans or basilisks are extremely difficult. The spell is cast on a corpse and the corpse is imbued with one such malicious spirit. @@ -896,13 +902,13 @@ Targets can have a maximum of 2 \glspl{hp} plus the mage's Intelligence Bonus, s Once the spell has been cast, it need not be maintained -- once a soul has inhabited a body it remains there like the permanent resident of a house. -\enhancement{1}{Enervated} +\enhancement{1}{Enervated}{The target corpse can go up to 3 \glspl{hp} higher} \index{Spell Enhancements!Enervated} -The mage adds a level to the spell to increase the maximum number of \glspl{hp} by 2. -A mage with Intelligence +2 could raise a solder with 8 \glspl{hp} with an \textit{Enervated Ghoul}. -With the fourth level, the mage could raise a basilisk with 12 \glspl{hp}. +The mage adds a level to the spell to increase the maximum number of \glspl{hp} by 3. +A mage with Intelligence +2 could raise a solder with 7 \glspl{hp} with an \textit{Enervated Ghoul}. +With the fourth level, the mage could raise a basilisk with 13 \glspl{hp}. -\enhancement{1}{Cunning} +\enhancement{1}{Cunning}{The mage raises an intelligent spirit} \index{Spell Enhancements!Cunning} The caster pulls up not a regular ghoulish spirit, but a ghast -- an intelligent and sinister spirit with a mind of its own. @@ -919,7 +925,7 @@ The \gls{gm} then puts the rest into Wits, so that the creature is better able t The mage's Intelligence of +3 means the ghast starts with 7 points, so the remaining 4 points raise the creature's Wits score from -2 to +2. With a natural Aggression score of +2, the Wits + Aggression is 4, so the \gls{tn} to control the creature with \textit{Command the Dead} is 11. -\spell{Command the Dead}{Continuous}{Academics}\\ +\spell{Command the Dead}{Continuous}{Academics}{Give any order to the dead, as per the Enchantment sphere. Intelligence + Academics vs Wits + Aggression}\\ The mage can also command any one undead creature to perform any simple action -- a basic phrase without caveats and no more than one verb. `Dig',\footnote{The undead are the worst workers due to their stupidity, and typically destroy their own hands before they dig very far. They can be used for anything, but are not necessarily good for much.} @@ -928,22 +934,22 @@ To execute the spell, the mage rolls with Intelligence and their Academics score 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. -\spell{Preservation}{Instant}{Survival}\\ +\spell{Preservation}{Instant}{Survival}{Slow something's ageing}\\ 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}\\ +\spell{Torpor}{Continuous}{Medicine}{Make the target enter a semi-death state, ignoring Fatigue and gaining \gls{dr} 1}\\ The target enters an altered state of semi-death. They ignore all Fatigue Point penalties (but can still become suddenly unconscious if the Fatigue Point penalty ever reaches -5). -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. +They gain a natural \gls{dr} of 1. 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}. +While this spell is active, the target suffers a -2 penalty to all Charisma checks, though this does not affect \glspl{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{1}{Necrotic} +\enhancement{1}{Necrotic}{Increase the \gls{dr} to 2, and see as the dead do} \index{Spell Enhancements!Necrotic} By adding an additional level to the process, the target can gain the special sight of the undead (in addition to their normal vision). @@ -956,10 +962,10 @@ Targets who die while this spell is in effect raise from the dead as an undead c \spelllevel -\spell{Sickness}{Instant}{Medicine}\\ +\spell{Sickness}{Instant}{Medicine}{The target loses $1D6 - 2 + Int$ \glspl{hp}}\\ 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}{Fetid} +\enhancement{1}{Fetid}{Add 1 to the Damage} \index{Spell Enhancements!Fetid} By adding additional levels, the caster can add 1 \gls{hp} to the total Damage. @@ -1049,7 +1055,7 @@ After flying away to safety he rests for a while and heals all his Fatigue Point \spelllevel -\spell{Polymorph}{Continuous}{Medicine} +\spell{Polymorph}{Continuous}{Medicine}{Turn any humanoid into another race, \gls{tn} 10} 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. @@ -1064,7 +1070,7 @@ 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. -\spell{Animal Transformation}{Continuous}{Beast Ken}\\ +\spell{Animal Transformation}{Continuous}{Beast Ken}{Turn any animal into another, \gls{tn} 12}\\ This spell allows the mage to transform one animal into another. An animal is defined as any living creature without an Intelligence Bonus. As before, the mage can increase or decrease the target's Strength Bonus by the spell level, @@ -1076,7 +1082,7 @@ The \gls{tn} for such a transformation is 12, as understanding how animals funct 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} +\enhancement{1}{Bolstered}{Add your Intelligence Bonus to the Polymorph points} \index{Spell Enhancements!Bolstered} \iftoggle{verbose}{ @@ -1089,12 +1095,12 @@ The caster uses the spell level plus their Intelligence Bonus to determine all f } -\enhancement{1}{Empathetic} +\enhancement{1}{Empathetic}{Lower the \gls{tn} to 7} \index{Spell Enhancements!Empathetic} Advanced shapeshifters can extend a little mana into their understanding of alternate forms, and discard the usual \gls{tn} restrictions. All \glspl{tn} become 7, and the target no longer suffers a Dexterity penalty for transforming. -\enhancement{1}{Realistic} +\enhancement{1}{Realistic}{Add augmentations, such as claws} \index{Spell Enhancements!Realistic} The \textit{Realistic} enhancement allows mages to take on creatures' natural abilities with a number of \textit{Form Points} equal to the spell's level. When transforming a target into an animal, the form of a bird can allow the target to fly, the form of a bear includes teeth, claws and a thick hide. @@ -1114,7 +1120,7 @@ When the target is to transform into an animal, all unused points are applied to When transforming into another race, the target merely loses their racial ability, and gains any racial abilities of the target which are concerned with the body. For example, elves who transform into dwarves lose their immunity from natural cold, but gain the dwarvish ability to consume strong drink. -\enhancement{1}{Trans Species} +\enhancement{1}{Trans Species}{Transform humanoids into animals} \index{Spell Enhancements!Trans Species} The Polymorpher can now cross the species boundary, making themself or another transform entirely into an animal. @@ -1128,7 +1134,7 @@ It uses the Skill associated with the creature the target will become, so turnin \spelllevel -\spell{Freeform}{Continuous}{Ether Lore}\\ +\spell{Freeform}{Continuous}{Ether Lore}{Turn a target into anything}\\ The shapeshifter can throw off the limits of existing and known creatures, and turn into flamming bulls, acidic clouds, or anything else they might imagine. The basic \gls{tn} for the spell is 14 as the alternative forms are alien even to those who are capable of adoptin them, but as usual the \gls{tn} can be reduced by other enhancements. As with the \textit{Realistic} enhancement, the caster gains a number of Form Points equal to the spell's level. The caster can spend \textit{2} form points to purchase any of the following: @@ -1144,4 +1150,6 @@ As with the \textit{Realistic} enhancement, the caster gains a number of Form Po \end{multicols} +\stopcontents[magic] + -- GitLab