@@ -475,10 +475,18 @@ They worship \glsentrytext{knowledgegod}.\footnote{See page \pageref{gods_codes}
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@@ -475,10 +475,18 @@ They worship \glsentrytext{knowledgegod}.\footnote{See page \pageref{gods_codes}
{\Dagger, 1 x adventuring equipment}% EQUIPMENT
{\Dagger, 1 x adventuring equipment}% EQUIPMENT
{\mana{2}}
{\mana{2}}
This alchemist can cast only one quick spell in battle: \textit{Fireball}.
\subsubsection{Spells}
It deals 1D6 Damage, and can be cast twice only.
This alchemist can also cast an illusion as a ritual spell, which requires a full round to cast.
\paragraph{Standard Spells:}
With Invocation 2, the alchemist can focus for 2 rounds and spend 2 \glspl{mp}, and cast a \textit{Raging Fireball}.
This spell inflicts $1D6+2 Damage$, but isn't terribly useful, due to the long casting time.
With Illusion level 1, the alchemist can focus for 1 round and spend 1 \gls{mp} to make anything look like anything.
\paragraph{Quick Spells:}
Invocation level 1 can be cast instantly, because it it not the highest level.
The alchemist can cast a \textit{Fireball} spell for 1 \gls{mp}, by spending only 4 Initiative.
It deals $1D6$ Damage.
\subsubsection{Illusionist}
\subsubsection{Illusionist}
\index{Illusionist}
\index{Illusionist}
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@@ -502,13 +510,17 @@ The Craft and Empathy skills means the illusionist is best at making illusions o
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@@ -502,13 +510,17 @@ The Craft and Empathy skills means the illusionist is best at making illusions o
{\Dagger, \completeleather, 2 x adventuring equipment}% EQUIPMENT
{\Dagger, \completeleather, 2 x adventuring equipment}% EQUIPMENT
{\mana{4}}
{\mana{4}}
With Illusion at level 3, this alchemist can cast up to level 2 Illusion spells instantly.
\subsubsection{Spells}
\paragraph{Standard Spells:}
With a full three rounds (and 3 \glspl{mp}), the caster could create a \textit{Wide, Independent Illusion}, creating just about any two facsimiles out of nothing.
Or at the same cost, the illusionist might make themself completely invisible, with a \textit{Negative Illusion}.
\paragraph{Quick Spells:}
With Illusion at level 3, this alchemist can cast up to level 2 Illusion spells instantly by spending 5 Initiative and 2 \glspl{mp}.
A \textit{Ranged Illusion} could make something far away change its appearance, or a \textit{Wide Illusion} might change how two people look, instantly.
A \textit{Ranged Illusion} could make something far away change its appearance, or a \textit{Wide Illusion} might change how two people look, instantly.
Alternatively, the cast could create a \textit{Realistic Illusion} or himself as another type of creature, or cast an \textit{Independent Illusion} at any point.
Alternatively, the cast could create a \textit{Realistic Illusion} or himself as another type of creature, or cast an \textit{Independent Illusion} at any point.
With a full three rounds, the caster could create a \textit{Wide, Independent Illusion}, creating just about any two facsimiles out of nothing.
Or, with the full three rounds, the illusionist might make themself completely invisible, with a \textit{Negative Illusion}.
\subsection{Priest of \Glsentrytext{naturegod}}
\subsection{Priest of \Glsentrytext{naturegod}}
Priests of \Glsentrytext{naturegod} make a good stand-in for druids or witches, given their affinity for animals and ability to shapeshift.
Priests of \Glsentrytext{naturegod} make a good stand-in for druids or witches, given their affinity for animals and ability to shapeshift.
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@@ -531,7 +543,10 @@ Their starting equipment includes partial leather armour, camping equipment, a s
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@@ -531,7 +543,10 @@ Their starting equipment includes partial leather armour, camping equipment, a s
{\spear, \partialleather, dagger}% EQUIPMENT
{\spear, \partialleather, dagger}% EQUIPMENT
{\mana{2}}
{\mana{2}}
Such a druid can focus for a round to transform one animal into another, or can freeze over a patch of river, cast a magical light, or perform any other first level Aldaron spell.
\subsubsection{Spells}
\paragraph{Standard Spells:}
Such a druid can focus for a round and spend 1 \gls{mp} to transform one animal into another, or can freeze over a patch of river, cast a magical light, or perform any other first level Aldaron spell.
\subsubsection{Arch Druid}
\subsubsection{Arch Druid}
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@@ -580,6 +595,17 @@ After gaining \gls{xp}, some adventuring clerics focus upon martial abilities, w
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@@ -580,6 +595,17 @@ After gaining \gls{xp}, some adventuring clerics focus upon martial abilities, w
{\quarterstaff, \partialleather}% EQUIPMENT
{\quarterstaff, \partialleather}% EQUIPMENT
{\mana{4}}
{\mana{4}}
\subsubsection{Spells}
\paragraph{Standard Spells:}
By focussing for 2 rounds and spending \glspl{mp}, the priest can divine the future, with the Auguary spell, or bless their companions with $1D6$\glspl{fp}.
\paragraph{Quick Spells:}
With \textit{Blessing}, by spending 4 Initiative and 1 \gls{mp}, the priest can curse a target, stripping them of $1D6$\glspl{fp}.
The \textit{Lending Hand} spell allows priests to add a +1 Bonus to any skill of any character, so long as the priest's Skill level is higher than the character's.
\subsubsection{Cleric}
\subsubsection{Cleric}
Those with the rarest blessings from \gls{justicegod} can command enemies to `halt', dazzling them with visions of a wrathful god, or even curse those doing something wrong to continue that same action forever.
Those with the rarest blessings from \gls{justicegod} can command enemies to `halt', dazzling them with visions of a wrathful god, or even curse those doing something wrong to continue that same action forever.