diff --git a/config b/config index 2167b88fb76f45134f46a6ae5cd8c68a77402af7..2c8fabc312a39717888f482cc04c27bf19544a70 160000 --- a/config +++ b/config @@ -1 +1 @@ -Subproject commit 2167b88fb76f45134f46a6ae5cd8c68a77402af7 +Subproject commit 2c8fabc312a39717888f482cc04c27bf19544a70 diff --git a/spheres.tex b/spheres.tex index ef94b2e9ba82df8445fd35f462a2772c6720dd7f..82e767ba4e61d4f009b978ed7743adba92bd2044 100644 --- a/spheres.tex +++ b/spheres.tex @@ -54,7 +54,6 @@ The elves are intimately familiar with this sphere, and usually refer to it as a \label{forestsong} \spell{Forest Song}{Continuous}{Empathy}{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. @@ -70,8 +69,8 @@ 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, the caster always uses the Empathy Skill. -\spell{Plantform}{Continuous}{Wyldcrafting}{Change a plant's natural adult form}\\ -Young plants have a natural destinty. +\spell{Plantform}{Continuous}{Wyldcrafting}{Change a plant's natural adult form} +Young plants have a natural destiny. 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. The affected plant cannot be larger than a man, unless enhancements increase the area of effect. @@ -87,7 +86,7 @@ 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}{Caving/ Wyldcrafting}{Turn water to ice or freeze someone's body}\\ +\spell{Freezing Touch}{Continuous}{Caving/ Wyldcrafting}{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} \glspl{fatigue} plus the caster's Intelligence Bonus.% @@ -105,7 +104,7 @@ If the caster can extend the range, then the spell can travel any distance, alth Elves often use a \textit{Colourful Plantform} to sculpt plants into unnatural forms, or to create temporary statues of other elves. }{} -\spell{Wind Blast}{Instant}{Seafaring}{Push enemies back, lowering their Initiative}\\ +\spell{Wind Blast}{Instant}{Seafaring}{Push enemies back, lowering their Initiative} Wind blows from the mage, pushing the target back and distracting them. \iftoggle{verbose}{ The larger a target is, the harder it is to affect them. @@ -128,7 +127,7 @@ Anyone pushed back by the spell cannot take Quick Actions again, except Evasion, 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}{Seafaring}{Ward off missiles or travel underwater in a protective bubble}\\ +\spell{Air Bubble}{Continuous}{Seafaring}{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. @@ -141,7 +140,7 @@ The animals targeted by this spell do not become any smarter, unless the enhance \spelllevel -\spell{Forest's Call}{Continuous}{Deceit}{Mark someone for a monster encounter}\\ +\spell{Forest's Call}{Continuous}{Deceit}{Mark someone for a monster encounter} \label{forestsCall}% 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. @@ -152,7 +151,7 @@ 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}{Wyldcrafting/ Caving/ Seafaring}{Make a plant grow to its adult form quickly}\\ +\spell{Telos}{Instant}{Wyldcrafting/ Caving/ Seafaring}{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. @@ -242,15 +241,15 @@ Those with Perfect armour receive no Damage. Other varieties of the same spell might include summoning boiling water, or tiny flecks of lava. Alchemists think of each as individual spells, and divine casters may have a different prayer for each substance, but mechanically, they are all one spell. -\spell{Choking Fog}{Continuous}{Wyldcrafting}{Create noxious gas which inflicts \glspl{fatigue}.}\\ -deals a number of \glspl{fatigue} equal to the spell's level plus the caster's Intelligence Bonus. +\spell{Choking Fog}{Continuous}{Wyldcrafting}{Create noxious gas which inflicts \glspl{fatigue}.} +The fog deals a number of \glspl{fatigue} equal to the spell's level plus the caster's Intelligence Bonus. Anyone can avoid breathing in the fog if they were already Keeping Edgy. Targets receive the \glspl{fatigue} at the end of the round. When cast as a normal spell, covering a single square, the spell won't find much use as a target can simply move away. It finds practical application once cast as a \textit{Massive Choking Fog}, so targets cannot easily flee. -\spell{Slime}{Continuous}{Seafaring}{Make any liquid into a slippery slime}\\ +\spell{Slime}{Continuous}{Seafaring}{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 + Seafaring. Anyone simply running (but not at full speed) gains a +2 bonus. @@ -261,12 +260,12 @@ 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{Purify Air}{Continuous}{Seafaring}{Clear air in a small area}\\ +\spell{Purify Air}{Continuous}{Seafaring}{Clear air in a small area} Smoke, fog, or any other substance can be purified. The spell affects a single square by default. Casting this as a \textit{Wide} spell allows a larger area to be cleared. -\spell{Web}{Continuous}{Wyldcrafting}{Turn a liquid into a sticky substance - targets roll to be free with Strength + Athletics vs the caster's Intelligence + Wyldcrafting}\\ +\spell{Web}{Continuous}{Wyldcrafting}{Turn a liquid into a sticky substance - targets roll to be free with Strength + Athletics vs the caster's Intelligence + Wyldcrafting} 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. @@ -278,7 +277,7 @@ Webbing cannot be used instead of rope -- it's too elastic, and tends to snap wh \spelllevel -\spell{Transmutation}{Continuous}{Varies}{Transmute any mono form matter into any other}\\ +\spell{Transmutation}{Continuous}{Varies}{Transmute any mono form matter into any other} The mage can now target (but not create) complex objects, such as swords, clothing, houses, candles, or any other non-living matter. Living things, and anything too complicated to be described in a diagram (such as books) cannot be targeted. @@ -290,20 +289,20 @@ Despite the rarity of \glspl{miracleworker}, people rich people often inscribe c \spelllevel -\spell{Metamorphosis}{Continuous}{Varies}{Summon any item}\\ +\spell{Metamorphosis}{Continuous}{Varies}{Summon any item} The mage finally learns how to create more complex items (like books and weapons), and how to target living creatures. \iftoggle{verbose}{% A book could turn into a sword, a bucket of water can transform into a sword, and a tree could transform into an entire house, with a big enough spell. }{} -\spell{Teleport}{Instant}{Academics}{The mage teleports 3 squares + Wits away}\\ +\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}. \spelllevel -\spell{Gate}{Instant}{Academics}{A magical portal opens}\\ +\spell{Gate}{Instant}{Academics}{A magical portal opens} A rift opens in space, allowing the mage to connect any two locations in range. Anyone walking into one portal, comes out the other. @@ -334,11 +333,11 @@ This sphere of magic only works on people with an Intelligence Attribute and wor \spelllevel -\spell{Calm}{Continuous}{Empathy}{Remove fear from a target}\\ +\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{Dream Walk}{Continuous}{Empathy}{See a target's Dream}\\ +\spell{Dream Walk}{Continuous}{Empathy}{See a target's Dream} The mage focusses on a dreaming target and perceives their dreams while interacting with them. Those inside a dream can use any spell, as long as their relevant Skill is equal to the level of sphere they want to employ, as if they were on the Path of Blood. @@ -364,7 +363,8 @@ Once they receive damage without having further \glspl{mp} to sacrifice, they wa A \textit{Wide Dream Walk} spell pulls targets into a single dream space. -\spell{Imbue Soul}{Continuous}{Empathy}{An object gains a small soul, which can be useful for fooling the undead}\\ +\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. @@ -372,30 +372,35 @@ 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}{The target suffers a morale penalty of 1 plus caster's Int}\\ +\spell{Fear}{Continuous}{Deceit}{The target suffers a morale penalty of 1 plus caster's Int} + \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}{Find out the target's Mind Attributes and Code}\\ +\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}{Send a psychic message to someone}\\ +\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 \gls{standingspell}, 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. This communication is one-way only. -\spell{Twitch}{Continuous}{Performance}{Gain Init bonus to spell casting equal to 1 plus Int}\\ +\spell{Twitch}{Continuous}{Performance}{Gain Init bonus to spell casting equal to 1 plus Int} + The target's mind sharpens, and they gain 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}{Remove a target's actions for the round, then give an Initiative penalty of the caster's Wits + 2.}\\ +\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. The spell is sometimes initiated by eye contact, sometimes by song -- any number of social interactions can suffice for transferring the spell's effects. @@ -423,7 +428,8 @@ When this spell hits someone out of combat, perhaps during a conversation, targe }{} -\spell{Focus}{Continuous}{Empathy}{Force a target to repeat whatever they're doing}\\ +\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. @@ -441,7 +447,8 @@ Targets can stop once their original action has become obviously impossible or i Targets enchanted to continue dancing, sewing, or anything else, can make a second roll to break free of the enchantment as a Quick Action, costing 2 Initiative. If the roll succeeds, the spell has been broken, but even if the roll fails, they can still take any regular action before returning to their task. -\spell{Oath}{Continuous}{Academics}{Force a target to fulfill any promise}\\ +\spell{Oath}{Continuous}{Academics}{Force a target to fulfill any promise} + The target repeats and emphasises an oath while the caster completes the spell. For as long as the spell endures, the target cannot break their oath. @@ -451,11 +458,13 @@ Even short sentences, such as `I'll find out', or `I'm going to leave at sunrise \spelllevel -\spell{Sleep}{Continuous}{Empathy}{Make a target instantly sleep. Intelligence + Empathy vs Wits + Academics}\\ +\spell{Sleep}{Continuous}{Empathy}{Make a target instantly sleep. Intelligence + Empathy vs Wits + Academics} + 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}{The target sees whatever they expect, even if what they expect is wrong}\\ +\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. @@ -477,7 +486,8 @@ The player may be told that this is Damage, but the \gls{gm} should keep track o \spelllevel -\spell{Domination}{Continuous}{Deceit}{The target obeys a command of Lv. + Int words. Intelligence + Deceit vs Wits + Academics.}\\ +\spell{Domination}{Continuous}{Deceit}{The target obeys a command of Lv. + Int words. Intelligence + Deceit vs Wits + Academics.} + The target is given a simple command by the enchanter, consisting of no more words than the spells level, plus the enchanter's Intelligence. The target resists with their Wits + Academics, and if they fail, must immediately obey the command.% \footnote{The command must be a grammatically accurate, complete sentence. `Leave!', is fine, but `Find money, give me' is not.} @@ -511,7 +521,8 @@ Some commands are easier to resist than others. Particularly repugnant commands \spelllevel -\spell{Mental Bondage}{Continuous}{Deceit}{The target becomes obsessed with the enchanter}\\ +\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. @@ -523,7 +534,8 @@ 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}{The target forgets everything}\\ +\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. @@ -544,7 +556,8 @@ Bards picture this sphere as a kind of deep intuition, while priests view it as \spelllevel -\spell{Curse}{Continuous \& Instant}{Deceit}{The target loses $1D6$ + Int \glsentrytext{fp}}\\ +\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. @@ -553,13 +566,14 @@ 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}{Read another's current \glsentrytext{fp}}\\ +\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{Lending Hand}{Continuous}{Empathy}{Bless a target with +1 to any skill so long as you have a higher Skill level than the target}\\ +\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 a +1 Bonus to any Skill, so long as the priest has a higher level in that Skill than the target. \iftoggle{verbose}{ @@ -568,7 +582,8 @@ The priest blesses a target with a +1 Bonus to any Skill, so long as the priest \spelllevel -\spell{Auguary}{Instant}{Tactics}{The \glsentrytext{gm} tells you about an upcoming encounter}\\ +\spell{Auguary}{Instant}{Tactics}{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. @@ -586,17 +601,20 @@ 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. \index{Fate Points} -\spell{Blessing}{Instant}{Empathy}{Target regains $1D6 + Int$ \glspl{fp}}\\ +\spell{Blessing}{Instant}{Empathy}{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. \spelllevel -\spell{Fortune}{Continuous}{Empathy}{Add +1 to any Skill}\\ +\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{Snapback}{Instant}{Tactics}{Start a round over again}\\ +\spell{Snapback}{Instant}{Tactics}{Start a round over again} + The caster casts a spell to determine if some plan will work, and subtly alters fate to ensure it gets its best shot. Once the spell is cast on a person, the caster can decide to rewind time, and declare that the last round never took place. @@ -619,7 +637,8 @@ If they interact with anyone else, the spell instantly fails, and the action can \spelllevel -\spell{God's Chosen}{Continuous}{Academics}{Increase a target's maximum \glspl{fp} by $4+Int$ along with $2D6 + Int$ \glspl{fp}}\\ +\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. @@ -627,7 +646,8 @@ The spell does not increase the rate at which \glspl{fp} are regenerated. \spelllevel -\spell{Divine Favour}{Instant}{Academics}{Spend 1 \glsentrytext{storypoint} in return for 5 to spend immediately}\\ +\spell{Divine Favour}{Instant}{Academics}{Spend 1 \glsentrytext{storypoint} in return for 5 to spend immediately} + The priest spends 1 \gls{storypoint} and gains an addtional 5 \glspl{storypoint} 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.} @@ -635,7 +655,8 @@ These \glspl{storypoint} do not grant any \glspl{xp}. The player gains no \glspl{xp} for these `fake` \glspl{storypoint}, only for spending the initial \gls{storypoint}. -\spell{Resurrection}{Instant}{Medicine}{Bring the recently deceased back from the dead}\\ +\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. @@ -654,7 +675,8 @@ 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 \glspl{fp} or \glspl{SP}. \index{Mana Lakes} -\spell{Mana Lake}{Continuous}{Empathy}{Create a font of mana}\\ +\spell{Mana Lake}{Continuous}{Empathy}{Create a font of mana} + The priest spends a \gls{storypoint} 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. @@ -674,7 +696,8 @@ The mage can shape pure energy, pushing and pulling at the world with the power \spelllevel -\spell{Cage}{Continuous}{Combat}{Levitate a target, so they cannot move. \gls{tn} 7 plus the target's \gls{weightrating}}\\ +\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 \gls{weightrating}.% \iftoggle{verbose}{% @@ -689,7 +712,8 @@ 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}{Levitate anything with effective Strength of $1 + Int$}\\ +\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.% @@ -703,7 +727,8 @@ If cast as a \textit{Wide} spell on a single target, each additional square affe For example, a \textit{Wide Levitation} cast at level 3 and covering 3 squares, could lift a total \gls{weightrating} of 9 plus the caster's Intelligence Bonus. }{} -\spell{Lock}{Continuous}{Craft}{Bind a door shut}\\ +\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. @@ -711,28 +736,33 @@ 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{Shunt}{Instant}{Combat}{Push someone back, as per \textit{Wind}.}\\ +\spell{Shunt}{Instant}{Combat}{Push someone back, as per \textit{Wind}.} + The caster pushes over objects, or pushes back people. This spell functions exactly like \textit{Wind Blast}, page \pageref{windblast}. -\spell{Slow Fall}{Continuous \& Instant}{Athletics}{Reduce falling damage}\\ +\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{$(Level \times 4) + Int$} Therefore, a mage with Intelligence +2 using the third level of the Force sphere would subtract 14 from any Damage incurred through falling. -\spell{Telekinetic Fist}{Continuous}{Combat}{Improve unarmed combat damage, gaining an effective Strength of $2 + Int$}\\ +\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 \glspl{fatigue}. 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}{Run away fast, with a bonus of $\arabic{spelllevel} + Int$}\\ +\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. -\spell{Clairvoyance}{Continuous}{Vigilance}{Sense the world from afar}\\ +\spell{Clairvoyance}{Continuous}{Vigilance}{Sense the world from afar} + 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. @@ -749,7 +779,8 @@ This spell cannot be cast on others -- the target is what is being felt. \spelllevel -\spell{Dancing Swords}{Continuous}{Combat}{Levitate a weapon with effective Physical Attributes equal to 2}\\ +\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. @@ -769,7 +800,8 @@ A successful grapple means the weapon is too heavy to lift and the spell ends. A \textit{Sentient Dancing Swords} spell can act alone, withou the mage focussing and using their Initiative points. -\spell{Mage Armour}{Continuous}{Academics}{Create a magical barrier with $6 + Int$ \glsentrylongpl{SP}}\\ +\spell{Mage Armour}{Continuous}{Academics}{Create a magical barrier with $6 + Int$ \glsentrylongpl{SP}} + 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 \glsentryfullpl{SP}, which are destroyed by Damage like \gls{fp}, but always before \gls{fp} are targeted. @@ -797,7 +829,8 @@ A \textit{Sentient Mage Armour} can cut itself at the moment someone attacks, al \spelllevel -\spell{Telekinetic Grasp}{Continuous}{Combat}{Wrestle a target down with psychic force}\\ +\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 \glspl{fatigue}, but the target counts as carrying an item with a \gls{weightrating} equal to the level of the Force sphere being used. @@ -833,7 +866,8 @@ Turning someone into a person uses the Empathy Skill, while making a door look l \spelllevel -\spell{Cloak}{Continuous}{Varies}{Create shadows}\\ +\spell{Cloak}{Continuous}{Varies}{Create shadows} + By wrapping the target in shadows, they gain a bonus to hiding equal to the spell's Level plus the caster's Intelligence Bonus. This won't do much good when someone walks close to an inky patch of darkness, and can be actively harmful when a patch of blackness is wandering across a Sunny street. @@ -844,7 +878,8 @@ This won't do much good when someone walks close to an inky patch of darkness, a Casting this as a \textit{Colourful Cloak} allows the shadow to take on real colours, so the caster can make something look like just about anything else. When only trying to hide, the Stealth Skill is used, but if an illusion is cast to make something look like another, the Skill depends on what it should look like. -\spell{Aparition}{Continuous}{Varies}{Create a shadow-puppet in the air}\\ +\spell{Aparition}{Continuous}{Varies}{Create a shadow-puppet in the air} + The caster creates a shadow, with depth and cohesion. Typically, these are used to fool people on dark nights that some person or creature is there. A \textit{Wide Aparition} might appear as a giant monster, or a \textit{Massive Aparition} could even suggest a full house has appeared. @@ -856,18 +891,21 @@ As always, Sentient spells take the caster's Code, so the illusions will not act }{} \label{manaTrick} -\spell{Mana Trick}{Continuous}{Deceit}{Make the target seem like it has more or less mana than it does}\\ +\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 if successful, the caster can alter the apparent mana in an item by an amount equal to the spell's Level plus their Intelligence Bonus. -\spell{Muffle}{Continuous}{Deceit}{Remove a target's reflection, shadow, and echoes.}\\ +\spell{Muffle}{Continuous}{Deceit}{Remove a target's reflection, shadow, and echoes.} + This spell cancels the secondary sensory effects from anyone. They can still speak, but their voice does not echo around caverns. Anyone can see them, but they cast no reflection, or shadow. -\spell{Silence}{Continuous}{Stealth}{Stop all noise getting to a target}\\ +\spell{Silence}{Continuous}{Stealth}{Stop all noise getting to a target} + The target hears nothing, and produces no sound. \iftoggle{verbose}{% When cast as a \textit{Wide} spell, a full group can lose the ability to communicate. @@ -875,7 +913,7 @@ When cast as a \textit{Wide} spell, a full group can lose the ability to communi \spelllevel -\spell{Light}{Continuous}{Academics}{Blind enemies and light the way}\\ +\spell{Light}{Continuous}{Academics}{Blind enemies and light the way} \label{light} \iftoggle{verbose}{ @@ -893,7 +931,8 @@ 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 + Academics. -\spell{Tendril}{Continuous}{Varies}{The caster summons a solid shadow}\\ +\spell{Tendril}{Continuous}{Varies}{The caster summons a solid shadow} + The shadow summoned gain some limited solidity. Despite the name, the shadow doesn't have to form a grabbing arm -- it can take any form, just like the other illusion shadow-tricks. They each have Strength, Dexterity and Speed of -5 (and therefore 1 \gls{hp}). @@ -903,7 +942,8 @@ The tendrils require focus to move, unless made \textit{Sentient}, otherwise the When made \textit{Colourful}, the tendrils form exceptionally convincing illusions. -\spell{Invisibility}{Continuous}{Stealth}{The target becomes invisible}\\ +\spell{Invisibility}{Continuous}{Stealth}{The target becomes invisible} + The illusionist finally learns to make less of something, rather than more. A single person can be silenced, or made invisible (or both). An empty patch of ground could suddenly appear to break open, showing a great chasm in the ground. @@ -932,12 +972,14 @@ Blast-radius spells such as a \textit{Wide Fireball} can inflict a Vitals Shot o \spelllevel -\spell{Extinguish}{Instant}{Wyldcrafting}{Put out any light source}\\ +\spell{Extinguish}{Instant}{Wyldcrafting}{Put out any light source} + The mage focuses on any source of fire, and extinguishes it. Larger fires require a \textit{Wide Extinguish} spell. \label{fireball} -\spell{Fireball}{Instant}{Projectiles}{Burn an enemy for $3 + Lv + Int$ Damage}\\ +\spell{Fireball}{Instant}{Projectiles}{Burn an enemy for $3 + Lv + Int$ Damage} + \iftoggle{verbose}{ \sidepic[40]{Roch_Hercka/conjuration_left}{\label{roch:invocation}} }{} @@ -966,7 +1008,8 @@ Mages of this sphere begin by imitating the dead, becoming half dead themselves, \spelllevel -\spell{Command the Dead}{Continuous}{Academics}{Give any order to the dead, as per Level 4 of the Enchantment sphere. Intelligence + Academics vs Wits + Academics}\\ +\spell{Command the Dead}{Continuous}{Academics}{Give any order to the dead, as per Level 4 of the Enchantment sphere. Intelligence + Academics vs Wits + Academics} + The necromancer learns to command the undead with short, simple, commands. 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. @@ -976,7 +1019,8 @@ To execute the spell, the mage rolls with Intelligence and their Academics score This spell replicates the fourth level of the Enchantment sphere, except that it targets the undead. -\spell{Ghoul Calling}{Instant}{Medicine}{Summon a hungry spirit into a corpse, creating a ghoul. Maximum Str of $3 + Lv. + Int$ \glspl{hp}}\\ +\spell{Ghoul Calling}{Instant}{Medicine}{Summon a hungry spirit into a corpse, creating a ghoul. Maximum Str of $3 + Lv. + Int$ \glspl{hp}} + The mage can create their own ghouls from easily accessible realms of malicious spirits. \iftoggle{verbose}{% Small animals such as cats or frogs are easy, while larger creatures such as humans or basilisks are extremely difficult. @@ -1026,7 +1070,7 @@ Summoned ghouls with magic spheres can only use the Paths of Alchemy, Runes, or \end{exampletext} }{} -\spell{Preservation}{Instant}{Wyldcrafting}{Slow the target's rot}\\ +\spell{Preservation}{Instant}{Wyldcrafting}{Slow the target's rot} Trainee artists and necromancers have one thing in common -- fruit. Students of Necromancy often begin their journey by stopping food from degrading. @@ -1052,7 +1096,7 @@ The caster faces a real danger of death if ever they gain enough \glspl{fatigue} \spelllevel -\spell{Soul Sight}{Instant}{Medicine}{Make the target enter a semi-death state, ignoring \glspl{fatigue} penalties and gaining \gls{dr} 2}\\ +\spell{Soul Sight}{Instant}{Medicine}{Make the target enter a semi-death state, ignoring \glspl{fatigue} penalties and gaining \gls{dr} 2} 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. @@ -1066,7 +1110,8 @@ These abilities come with weaknesses. Bright lights, including the \textit{Light} spell irritate the target. 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. -\spell{Sickness}{Instant}{Medicine}{The target loses $1D6 - 2 + Int$ \glspl{hp}}\\ +\spell{Sickness}{Instant}{Medicine}{The target loses $1D6 - 2 + Int$ \glspl{hp}} + \iftoggle{verbose}{% Powerful Necromancers have the terrifying ability to pull someone's soul out with a simple spell. Even those who survive suffer a nasty sickness, often accompanied by pale, necrotic lines racing across their skin. @@ -1194,9 +1239,8 @@ The undead are completely immune to the Polymorph sphere. \spelllevel -\spell{Chimaera}{Continuous}{Wyldcrafting/ Caving}{The caster copies stats from an animal, gaining Lv points in Str, Spd, Wts or DR.}\\ +\spell{Chimaera}{Continuous}{Wyldcrafting/ Caving}{The caster copies stats from an animal, gaining Lv points in Str, Spd, Wts or DR.} -\noindent A polymorphing mage can copy the whiskers from a mouse, a bull's thick skin, and later copy a full species. Once the target animal lies in range, the mage casts the spell, and gains a number of points equal to the spell's Level in Strength, Speed, Wits, or \gls{dr}. The mage cannot copy more than an animal has. @@ -1219,7 +1263,8 @@ Those who gain in Strength will find the armour becomes too tight, and will rece \spelllevel -\spell{Beast Form}{Continuous}{Wyldcrafting/ Caving}{Transform into an animal. Int + Wyldcrafting.}\\ +\spell{Beast Form}{Continuous}{Wyldcrafting/ Caving}{Transform into an animal. Int + Wyldcrafting.} + The caster targets an animal, and copies it completely. The closer an animal is to the caster, physically, the easier they can copy it. @@ -1242,7 +1287,7 @@ Returning to the example above, the \gls{tn} would be 12. In general, larger casters find it easier to become bears and warthogs, while smaller casters find it easier to become birds or rats. }{} -\spell{Chimaera Curse}{Continuous}{Wyldcrafting/ Caving}{Give any target animalistic features. Int + Wyldcrafting.}\\ +\spell{Chimaera Curse}{Continuous}{Wyldcrafting/ Caving}{Give any target animalistic features. Int + Wyldcrafting.} The target caster gives someone else the abilities of a creature, as per the \textit{Chimaera} spell, above. This spell can target both a person and an animal if cast with the \textit{Wide} Enhancement, or can take the animal features from the \textit{Form Ken} spell. @@ -1253,7 +1298,8 @@ Malicious casters often use this spell to create hideous beasts out of normal an }{}% When normally peaceful animals, such as deer, gain traits from predators, they develop violent and carnivorous tastes to match. -\spell{Form Ken}{Instant}{Medicine}{Memorize the form of an animal.}\\ +\spell{Form Ken}{Instant}{Medicine}{Memorize the form of an animal.} + The caster takes a mental snapshot of the target, forever memorizing its form. From that point on, the caster can transform into the animal with any other Polymorph spell, or transform others into that animal. @@ -1263,7 +1309,8 @@ The target only counts if the player records it on their character sheet. \spelllevel -\spell{Beast Curse}{Continuous}{Wyldcrafting/ Caving}{Transform someone into an animal}\\ +\spell{Beast Curse}{Continuous}{Wyldcrafting/ Caving}{Transform someone into an animal} + The target becomes any animal which the caster has memorized with \textit{Form Ken}. The same rules for \textit{Beast Form} apply, so the target must be with `Attribute range' of the animal they can transform into.