diff --git a/glossary.tex b/glossary.tex index 1716cec3e7cdf8115be83b04e48c81a9e927165d..0634686d341b2fddea6a2c994bb0fb9a602bb3e5 100644 --- a/glossary.tex +++ b/glossary.tex @@ -991,24 +991,54 @@ Set the darker die to `\dicef{6}' and roll the other. If this roll fails, it fa In any case, the results are the same -- unpredictable}, } +\longnewglossaryentry{witch}{ + name={Witch}, + text={witch}, + plural={witches}, + prefix={a\space}, + type={mech}, + parent={witchcraft}, + description={simply means anyone who can natural speak to an elemental \glsentrytext{sphere} using their inner \glsentrytext{mp} store. + These people have no special uniform, and often hide their talents}, +} + \newacronym[ name={Mana Points (MP)}, shortplural={MP}, prefix={an\space}, prefixfirst={a\space}, symbol={\Square}, - parent={witchcraft}, + parent={witch}, description={grant every \glsentrytext{witch} their power. When they run out, they gain one \glsentrytext{ep} for every point they cannot spend}, ]{mp}{MP}{Mana Point} +\longnewglossaryentry{invocation}{ + name={Invocations}, + text={Invocation}, + prefix={an\space}, + parent={witchcraft}, + type={mech}, + category={indexed}, + description={are the basic sentence-formulae which define spells. + They consist of one to five `\glsfmtplural{descriptor}', one action, and a target. + \begin{boxtable}[YccL] + \textbf{Descriptors} & \textbf{Action} & \textbf{Target} & \textbf{Result} \\ + \hline + --- & Wax & Fire & Candle Grows Bright \\ + Detailed & Warp & Water & Water turns into an ice statue. \\ + Distant, Duplicated & Wane & Fate, Air & Targets at a distance ignore \glsentrytext{ep} Penalties. \\ + \end{boxtable} + If a mechanical effect needs a number, that number is 2 plus the cost when using an Elemental \glsentrytext{sphere}, and 1 plus the cost when using a High \glsentrytext{sphere}. + Each descriptor raises the \glsentrytext{mp} cost by~1}, +} + \longnewglossaryentry{spell}{ name={Spells}, text={spell}, prefix={a\space}, - parent={witchcraft}, + parent={invocation}, type={mech}, - category={rules}, description={have a mind of their own. Once cast, they endure until they burn through themselves, or something destroys them. To stop a Fire spell, someone must put the fire out, and if an angry \glsentrytext{witch} makes antlers grow on someone's head, the only way to `dispel' them is with a boning knife. @@ -1023,26 +1053,6 @@ Set the darker die to `\dicef{6}' and roll the other. If this roll fails, it fa Water spells which hit a river will spread through the river, but a curse with an `area' of 4 will have to jump until it has found four people to inflict itself on}, } -\longnewglossaryentry{invocation}{ - name={Invocations}, - text={Invocation}, - prefix={an\space}, - parent={witchcraft}, - type={mech}, - category={rules}, - description={are the basic sentence-formulae which define spells. - They consist of one to five `\glsfmtplural{descriptor}', one action, and a target. - \begin{boxtable}[YccL] - \textbf{Descriptors} & \textbf{Action} & \textbf{Target} & \textbf{Result} \\ - \hline - --- & Wax & Fire & Candle Grows Bright \\ - Detailed & Warp & Water & Water turns into an ice statue. \\ - Distant, Duplicated & Wane & Fate, Air & Targets at a distance ignore \glsentrytext{ep} Penalties. \\ - \end{boxtable} - If a mechanical effect needs a number, that number is 2 plus the cost when using an elemental \glsentrytext{sphere}, and 1 plus the cost when using a high \glsentrytext{sphere}. - Each descriptor raises the \glsentrytext{mp} cost by~1}, -} - \longnewglossaryentry{descriptor}{ name={Descriptors}, text={Descriptor}, @@ -1064,18 +1074,6 @@ Set the darker die to `\dicef{6}' and roll the other. If this roll fails, it fa } - -\longnewglossaryentry{witch}{ - name={Witch}, - text={witch}, - plural={witches}, - prefix={a\space}, - type={mech}, - parent={witchcraft}, - description={simply means anyone who can natural speak to an elemental \glsentrytext{sphere} using their inner \glsentrytext{mp} store. - These people have no special uniform, and often hide their talents}, -} - \longnewglossaryentry{casting}{ name={Castings}, text={casting}, @@ -1112,14 +1110,19 @@ Set the darker die to `\dicef{6}' and roll the other. If this roll fails, it fa name={Spheres}, text={Sphere}, prefix={a\space}, - parent={witchcraft}, + parent={invocation}, type={mech}, description={divide the world into meaningful parts. - The five elemental Spheres are Fire, Air, Fate, Water, and Earth. - Each one can join with two neighbours to make one of the high Spheres; Light, Death, Mind, Life, and Force. + The five Elemental Spheres can join a neighbour to produce a high Sphere. + + Fire and Earth make Force. + Earth and Water make Life. + Water and Fate make Mind. + Fate and Air make Death. + Air and Fire make Light. If a caster can think of a way to use any Sphere to stop an attack, they can enter combat as usual with their \roll{Charisma}{Sphere}, rolling at \glsentrytext{tn} 7 plus the \glsentrytext{npc}'s \roll{Dexterity}{Melee}. - A battle-ready \glsentrytext{witch} might encourage a warrior's torch to burn his own face off, or make him forget what he wanted to do a moment before his sword comes down}, + A battle-ready \glsentrytext{witch} might encourage a warrior's torch to burn his own face off, or make him forget what he was doing even as he swings a sword}, } \longnewglossaryentry{ingredient}{