Difference between revisions of "Alternate Magic"
(10 intermediate revisions by 2 users not shown) | |||
Line 49: | Line 49: | ||
As the caster’s skill level (base) with the specific spell increases, the ritual becomes easier (pg B237). | As the caster’s skill level (base) with the specific spell increases, the ritual becomes easier (pg B237). | ||
− | <u>Casting Time</u>: 1 sec per spell level. Time Spent rules ( | + | <u>Casting Time</u>: 1 sec per spell level. Time Spent rules (B346) do not apply to spell casting (see faster casting below). Additionally, spells with the Preparation Required limitation can alter the total casting time. |
<u>Casting Cost</u>: 1 FP per spell level. If the spell design specifies a FP cost, this is an additional cost that must be paid by the subject of the spell once cast by the caster, typically for enhancements that the subject can choose to maintain as long as they have the energy. | <u>Casting Cost</u>: 1 FP per spell level. If the spell design specifies a FP cost, this is an additional cost that must be paid by the subject of the spell once cast by the caster, typically for enhancements that the subject can choose to maintain as long as they have the energy. | ||
<u>Margin of Success</u>: every time a spell is cast, notate the margin of success, as this may been needed in Quick Contests to resist opposing spells, especially Dispel Magic attempts. | <u>Margin of Success</u>: every time a spell is cast, notate the margin of success, as this may been needed in Quick Contests to resist opposing spells, especially Dispel Magic attempts. | ||
+ | |||
+ | <u>High Skill Levels</u>: High skill levels reduce the cost and time to cast as follows: | ||
+ | *Skill 9 or less - Ritual: You must have both hands and both feet free for elaborate ritual movements, and you must speak certain words of power in a firm voice. Time: doubled. Cost: as listed. | ||
+ | *Skill 10-14 - Ritual: You must speak a few quiet words and make a gesture. Time: as listed. Cost: as listed. | ||
+ | *Skill 15-19 - Ritual: You must speak a word or two or make a small gesture (a couple of fingers are enough), but not necessarily both. You are allowed to move one yard per second while taking the Concentrate maneuver. Time: as listed. Cost: reduced by 1. | ||
+ | *Skill 20-24 - Ritual: None! You simply stare into space as you concentrate. Time: Halved (round fractions up to the next second), minimum casting time is still one second. Cost: Reduced by 2. | ||
+ | *Skill 25-29 - Ritual: None. Time: Divided by 4 (round up). Cost: Reduced by 3. | ||
+ | *Skill 30 or more - As above, but for every five levels of skill 25 (that is, at levels 30, 35, 40, etc.), halve casting time again and reduce energy cost by one more point. | ||
+ | |||
+ | ====Ceremonial Magic==== | ||
+ | If you know a spell at skill 15+ and have a group of willing assistants, you may opt to cast the spell by leading your assistants in an elaborate ritual that maximizes the spell's power. | ||
+ | *Multiply casting time by 10. | ||
+ | *Energy cost does not change, but your assistants can supplement your energy input as outlined on page B238. | ||
+ | *+1 to skill for 20% extra energy, +2 for 40%, +3 for 60%, +4 for 100%, and another +1 per additional 100% of the required energy. | ||
+ | |||
+ | ====Faster Casting==== | ||
+ | Wizards can reduce casting time by one second per 4 extra energy points spent. This option can't reduce casting time below a second, and isn't available for ceremonial magic. | ||
+ | |||
+ | ====Increased Effective Skill==== | ||
+ | The energy-for-skill tradeoff of ''Ceremonial Magic'' applies to ''all'' castings. Such skill increases affect the roll to cast the spell and the Power of the enchanted items, but they ''don't'' reduce casting time, energy cost, or ritual requirements. | ||
+ | *+1 to skill for 20% extra energy, +2 for 40%, +3 for 60%, +4 for 100%, and another +1 per additional 100% of the required energy. | ||
+ | *A further option (not in play) for Missile spells is to give +1 to the attack roll per extra energy point spent. | ||
===Maintaining Spells=== | ===Maintaining Spells=== | ||
Line 90: | Line 112: | ||
As per Detect (pg B48), for duration of spell, caster is able to detect the presence of magic, either as enchanted items or magical effects on an object, individual or area. Does not detect individuals solely on having Magery. Each second of concentration can attempt to sense one target. A successful sense (vision) roll reveals the precise location (direction and distance) to the magic source; the area or object glows with an aura of magic. An IQ roll can attempt to analyze the magic source, based on margin of success: 0-1 magic level, 2-3 mana form, 4-5 effective margin level (to dispel), 6+ exact magic effect (spell or ability). No signature. | As per Detect (pg B48), for duration of spell, caster is able to detect the presence of magic, either as enchanted items or magical effects on an object, individual or area. Does not detect individuals solely on having Magery. Each second of concentration can attempt to sense one target. A successful sense (vision) roll reveals the precise location (direction and distance) to the magic source; the area or object glows with an aura of magic. An IQ roll can attempt to analyze the magic source, based on margin of success: 0-1 magic level, 2-3 mana form, 4-5 effective margin level (to dispel), 6+ exact magic effect (spell or ability). No signature. | ||
<br><u>Duration</u>: 1 minute, can be maintained | <br><u>Duration</u>: 1 minute, can be maintained | ||
+ | <br><u>Enhancement</u>: +10 to PER for detection only, +1 level | ||
|- | |- | ||
| | | | ||
Line 95: | Line 118: | ||
As per Detect (pg B48), for duration of spell, caster is able to detect the presence of poison, either in food or drink, on an object, within an individual, or in an area. Each second of concentration can attempt to sense one target. A successful sense (vision) roll reveals the precise location (direction and distance) to the poison source; the source glows with a dark green aura. An IQ roll can attempt to analyze the magic source, based on margin of success: 0-1 potency (HT -?), 2-3 type (contact, ingestion, respiratory, etc.), 4+ symptoms poison will inflict on victim. No signature. | As per Detect (pg B48), for duration of spell, caster is able to detect the presence of poison, either in food or drink, on an object, within an individual, or in an area. Each second of concentration can attempt to sense one target. A successful sense (vision) roll reveals the precise location (direction and distance) to the poison source; the source glows with a dark green aura. An IQ roll can attempt to analyze the magic source, based on margin of success: 0-1 potency (HT -?), 2-3 type (contact, ingestion, respiratory, etc.), 4+ symptoms poison will inflict on victim. No signature. | ||
<br><u>Duration</u>: 1 minute, can be maintained | <br><u>Duration</u>: 1 minute, can be maintained | ||
+ | <br><u>Enhancement</u>: +10 to PER for detection only, +1 level | ||
|- | |- | ||
|style='background-color:rgb(235,250,250);'| | |style='background-color:rgb(235,250,250);'| | ||
Line 130: | Line 154: | ||
| '''Priests / Channelers of Divine Power''' | | '''Priests / Channelers of Divine Power''' | ||
|} | |} | ||
− | The devoted, faithful servants of the divines, priests/priestesses, channel the power of the divines, casting spells solely by the will of the divines. | + | The devoted, faithful servants of the divines, priests/priestesses, channel the power of the [[Pantheon_of_Kaliteth|divines]], casting spells solely by the will of the divines. |
''Power Investiture, Religious Rituals (divine deity)'' | ''Power Investiture, Religious Rituals (divine deity)'' | ||
Line 345: | Line 369: | ||
<br><u>Duration</u>: 1 minute, can be maintained | <br><u>Duration</u>: 1 minute, can be maintained | ||
<br><u>Trigger</u>: holy symbol | <br><u>Trigger</u>: holy symbol | ||
+ | <br><u>Enhancement</u>: +10 to PER for detection only, +1 level | ||
|- | |- | ||
| | | | ||
Line 351: | Line 376: | ||
<br><u>Duration</u>: 30 minutes, can be maintained | <br><u>Duration</u>: 30 minutes, can be maintained | ||
<br><u>Trigger</u>: holy symbol | <br><u>Trigger</u>: holy symbol | ||
+ | <br><u>Enhancement</u>: +10 to PER for detection only, +1 level | ||
|- | |- | ||
|style='background-color:rgb(248,248,248);'| | |style='background-color:rgb(248,248,248);'| | ||
Line 479: | Line 505: | ||
<br><u>Duration</u>: 1 minute, can be maintained | <br><u>Duration</u>: 1 minute, can be maintained | ||
<br><u>Trigger</u>: totem | <br><u>Trigger</u>: totem | ||
+ | <br><u>Enhancement</u>: +10 to PER for detection only, +1 level | ||
|- | |- | ||
|style='background-color:rgb(255,246,154);'| | |style='background-color:rgb(255,246,154);'| | ||
Line 545: | Line 572: | ||
The druid enchants a wooden weapon (staff or club) to inflict greater damage (2d cr), and provide an increased chance to hit (+2), for the 10 minute duration of the spell. | The druid enchants a wooden weapon (staff or club) to inflict greater damage (2d cr), and provide an increased chance to hit (+2), for the 10 minute duration of the spell. | ||
<br><u>Duration</u>: instant | <br><u>Duration</u>: instant | ||
+ | <br><u>Enhancement</u>: add 1d tox damage for +1 spell level. | ||
|- | |- | ||
| | | | ||
Line 577: | Line 605: | ||
|- | |- | ||
|style='background-color:rgb(235,250,250);'| | |style='background-color:rgb(235,250,250);'| | ||
+ | '''Animate Dead''' [dark / 4] | ||
+ | The sorcerer enchants humanoid corpses with lifeless spirits, creating 1d ''Animated Corpses'' who serves as minion '''Allies''' (B37) for the duration of the spell. | ||
+ | <br><u>Duration</u>: 30 minutes, can be maintained | ||
+ | <br><u>Trigger</u>: humanoid remains (one for each to be animated) | ||
+ | <br><u>Enhancement</u>: greater number of minions... Level 5: 1d+5 (6-11), Level 6: 2d+8 (10-20), Level 7: 1d-3 x10 +20 (20-50), Level 8: 1d-1 x10 +50 (50-100) | ||
+ | |- | ||
+ | | | ||
'''Anti-Magic Shell''' [light / 4]<br> | '''Anti-Magic Shell''' [light / 4]<br> | ||
The sorcerer conjures an invisible globe, 3-yard radius centered on the sorcerer, which provides '''Magical Resistance''' (B67)(MR 10) to everyone under the shell. No signature. | The sorcerer conjures an invisible globe, 3-yard radius centered on the sorcerer, which provides '''Magical Resistance''' (B67)(MR 10) to everyone under the shell. No signature. | ||
<br><u>Duration</u>: 1 minute | <br><u>Duration</u>: 1 minute | ||
|- | |- | ||
− | | | + | |style='background-color:rgb(235,250,250);'| |
'''Charm Monster''' [light / 7]<br> | '''Charm Monster''' [light / 7]<br> | ||
Same as ''Charm Person'' spell, but subject must be a monster species. | Same as ''Charm Person'' spell, but subject must be a monster species. | ||
|- | |- | ||
− | + | | | |
'''Cloudkill''' [dark / 5]<br> | '''Cloudkill''' [dark / 5]<br> | ||
The sorcerer summons a smokey black cloud (Acc -1, Range 20) of toxic gases in an 8-yard-radius area, which lasts for 30 seconds; any breeze or wind will cause the cloud to drift. Anyone caught in the cloud, who breathes the fumes, must make a HT-4 roll (no DR bonus) or suffer 4d tox damage each second in the cloud. | The sorcerer summons a smokey black cloud (Acc -1, Range 20) of toxic gases in an 8-yard-radius area, which lasts for 30 seconds; any breeze or wind will cause the cloud to drift. Anyone caught in the cloud, who breathes the fumes, must make a HT-4 roll (no DR bonus) or suffer 4d tox damage each second in the cloud. | ||
Line 591: | Line 626: | ||
<br><u>Trigger</u>: Dried Actaea Beetle, $116 ea. | <br><u>Trigger</u>: Dried Actaea Beetle, $116 ea. | ||
|- | |- | ||
− | | | + | |style='background-color:rgb(235,250,250);'| |
'''Command Undead''' [dark / 7]<br> | '''Command Undead''' [dark / 7]<br> | ||
Same as ''Charm Person'' spell, but subject must be an undead entity. | Same as ''Charm Person'' spell, but subject must be an undead entity. | ||
|- | |- | ||
− | + | | | |
'''Curse''' [dark / var.]<br> | '''Curse''' [dark / var.]<br> | ||
The sorcerer targets a foe (humanoid only) with a beam of dark energy. If the subject fails a <u>Regular Contest</u> of sorcerer’s Will (-1 per yard range) vs. subject HT, the subject becomes afflicted with a curse, permanently, or until removed by a potion or spell. | The sorcerer targets a foe (humanoid only) with a beam of dark energy. If the subject fails a <u>Regular Contest</u> of sorcerer’s Will (-1 per yard range) vs. subject HT, the subject becomes afflicted with a curse, permanently, or until removed by a potion or spell. | ||
Line 607: | Line 642: | ||
<u>Duration</u>: instant | <u>Duration</u>: instant | ||
|- | |- | ||
− | | | + | |style='background-color:rgb(235,250,250);'| |
'''Detect Monster''' [light / 3]<br> | '''Detect Monster''' [light / 3]<br> | ||
As per '''Detect''' (B48), for duration of spell, caster is able to detect the presence of monsters. Each second of concentration can attempt to sense one target. A successful sense (vision) roll reveals the precise location of the monster, seen as a dim aura around the monster. An IQ roll can attempt to analyze the source: 0-1 size of monster, 2-3 type of monster, 4-5 current activity/behavior, 6+ condition/health of monster. No signature. | As per '''Detect''' (B48), for duration of spell, caster is able to detect the presence of monsters. Each second of concentration can attempt to sense one target. A successful sense (vision) roll reveals the precise location of the monster, seen as a dim aura around the monster. An IQ roll can attempt to analyze the source: 0-1 size of monster, 2-3 type of monster, 4-5 current activity/behavior, 6+ condition/health of monster. No signature. | ||
<br><u>Duration</u>: 30 minutes, can be maintained | <br><u>Duration</u>: 30 minutes, can be maintained | ||
+ | <br><u>Enhancement</u>: +10 to PER for detection only, +1 level | ||
|- | |- | ||
− | + | | | |
'''Elemental Bow''' [air,earth,fire,water / 2]<br> | '''Elemental Bow''' [air,earth,fire,water / 2]<br> | ||
The sorcerer enchants a bow, or crossbow, with elemental magic which provides bonus damage (1d burn) to each arrow/bolt fired for the duration of the enchantment. The elemental damage functions as a follow-up, so if the arrow inflicts sufficient damage to penetrate DR, then the DR does not protect from the elemental damage. | The sorcerer enchants a bow, or crossbow, with elemental magic which provides bonus damage (1d burn) to each arrow/bolt fired for the duration of the enchantment. The elemental damage functions as a follow-up, so if the arrow inflicts sufficient damage to penetrate DR, then the DR does not protect from the elemental damage. | ||
<br><u>Duration</u>: 5 hours | <br><u>Duration</u>: 5 hours | ||
|- | |- | ||
− | | | + | |style='background-color:rgb(235,250,250);'| |
'''Elemental Manipulation''' [air,earth,fire,water / 1]<br> | '''Elemental Manipulation''' [air,earth,fire,water / 1]<br> | ||
The sorcerer is able to manipulate a volume of raw, natural elemental substance or energy; this cannot affect elemental beings or the effects of magical spells. The element can be created, reshaped, or transformed at a rate of 1 cubic yard per minute. Alternative, 1 cubic yard per minute of the opposite elemental form can be destroyed. While concentration is maintained, the element holds its shape and form, however, once concentration is lost or the spell has ended, the element returns to its naturally behavior, i.e. fire needs fuel to continue burning, water spread and percolates, and gaseous elements dissipate. Complex forms cannot be created, including mechanism. Precious metals and gemstones cannot be created. If living beings are inside the area of elemental manipulation, a <u>Quick Contest</u> of Will is required for the sorcerer to affect that space. | The sorcerer is able to manipulate a volume of raw, natural elemental substance or energy; this cannot affect elemental beings or the effects of magical spells. The element can be created, reshaped, or transformed at a rate of 1 cubic yard per minute. Alternative, 1 cubic yard per minute of the opposite elemental form can be destroyed. While concentration is maintained, the element holds its shape and form, however, once concentration is lost or the spell has ended, the element returns to its naturally behavior, i.e. fire needs fuel to continue burning, water spread and percolates, and gaseous elements dissipate. Complex forms cannot be created, including mechanism. Precious metals and gemstones cannot be created. If living beings are inside the area of elemental manipulation, a <u>Quick Contest</u> of Will is required for the sorcerer to affect that space. | ||
Line 623: | Line 659: | ||
<br><u>Enhancement</u>: each increase in spell level adds +1 cubic yard per minute, max level 6 | <br><u>Enhancement</u>: each increase in spell level adds +1 cubic yard per minute, max level 6 | ||
|- | |- | ||
− | + | | | |
'''Haste''' [light / 2]<br> | '''Haste''' [light / 2]<br> | ||
With a touch, the subject of the spell gains '''Altered Time Rate 1''' (B38), granting the subject two actions every turn. The subject can extend the duration of the spell by expending 2 FP. Cannot be cast more than 1/day on the same subject. No signature. | With a touch, the subject of the spell gains '''Altered Time Rate 1''' (B38), granting the subject two actions every turn. The subject can extend the duration of the spell by expending 2 FP. Cannot be cast more than 1/day on the same subject. No signature. | ||
Line 632: | Line 668: | ||
Same as ''Hold Person'' spell, but subject must be a monster. | Same as ''Hold Person'' spell, but subject must be a monster. | ||
|- | |- | ||
− | + | | | |
'''Invisibility''' [dark / 4]<br> | '''Invisibility''' [dark / 4]<br> | ||
With a touch, the sorcerer can enchants the subject with '''Invisibility''' (B63), including possessions carried up to medium encumbrance. This invisibility is visual only and lasts for the duration of the spell or until the subject makes a melee attack. The subject can spend 2 FP to maintain the effect. | With a touch, the sorcerer can enchants the subject with '''Invisibility''' (B63), including possessions carried up to medium encumbrance. This invisibility is visual only and lasts for the duration of the spell or until the subject makes a melee attack. The subject can spend 2 FP to maintain the effect. | ||
Line 643: | Line 679: | ||
<br><u>Duration</u>: instant | <br><u>Duration</u>: instant | ||
|- | |- | ||
− | + | | | |
'''Polymorph Self/Other''' [dark / 7]<br> | '''Polymorph Self/Other''' [dark / 7]<br> | ||
The with a touch, the sorcerer can transform the subject into any other living creature of equal or lesser power, as per '''Shapeshifting''' (morph)(B84). If the subject is unwilling, he may resist with a successful HT-5 roll. The subject can opt to maintain the effects at a cost of 5 FP. | The with a touch, the sorcerer can transform the subject into any other living creature of equal or lesser power, as per '''Shapeshifting''' (morph)(B84). If the subject is unwilling, he may resist with a successful HT-5 roll. The subject can opt to maintain the effects at a cost of 5 FP. | ||
Line 654: | Line 690: | ||
<br><u>Duration</u>: 1 minute, can be maintained | <br><u>Duration</u>: 1 minute, can be maintained | ||
|- | |- | ||
− | + | | | |
'''Protection from Monsters''' [light / 3]<br> | '''Protection from Monsters''' [light / 3]<br> | ||
With a touch, the sorcerer imbues the subject with projection from monsters, which lasts for 10 minutes. Any monster that gets within 4-yards of the subject suffers 1d burn damage per second. Also, the first time the monster enters the area, it must pass a Will+0 roll or fall under a '''Dread''' (B132) effect that prevents the monster from coming within 2-yards of the subject for 1 minute per margin of failure. | With a touch, the sorcerer imbues the subject with projection from monsters, which lasts for 10 minutes. Any monster that gets within 4-yards of the subject suffers 1d burn damage per second. Also, the first time the monster enters the area, it must pass a Will+0 roll or fall under a '''Dread''' (B132) effect that prevents the monster from coming within 2-yards of the subject for 1 minute per margin of failure. | ||
+ | <br><u>Duration</u>: instant | ||
+ | |- | ||
+ | | | ||
+ | '''Reincarnation''' [dark / 1] | ||
+ | The sorcerer performs a ritual that restore life to someone who died, as per '''Extra Life''' (B55). The ritual requires 30 minutes of preparation as well as the relatively intact physical remains of a humanoid body (does not have to be the person’s original body). There is a -1 penalty to cast this spell for each year that has passed since the person’s death. This spell does not restore lost limbs or damage from injuries. Individuals restored to life in this manner will develop some form of negative side effect, either mental or physical (a 10 point disadvantage). | ||
<br><u>Duration</u>: instant | <br><u>Duration</u>: instant | ||
|- | |- | ||
Line 687: | Line 728: | ||
|- | |- | ||
|style='background-color:rgb(235,250,250);'| | |style='background-color:rgb(235,250,250);'| | ||
+ | '''Telekinesis''' [light / 1]<br> | ||
+ | The sorcerer becomes imbued with the ability to telekinetically manipulate objects (ST 4). There is no visible signature when being used. | ||
+ | <br><u>Duration</u>: 20 seconds, can be maintained | ||
+ | <br><u>Trigger</u>: ring with gemstone of magnetized hematite, $260 | ||
+ | <br><u>Enhancement</u>: increased strength... +4 ST per level. | ||
+ | |- | ||
+ | | | ||
'''Web''' [dark / 4]<br> | '''Web''' [dark / 4]<br> | ||
The sorcerer creates a one-yard thick wall of sticky webs (2h / 3w), in targeted area (Acc 3, Range 100). Anyone who touches or attempts to pass through the webs is struck with a '''Binding''', (ST 12 / DR 4). The webs suffers double damage from fire attacks. The wall must be connected on both ends by a solid surface (wall, tree, column, etc.). | The sorcerer creates a one-yard thick wall of sticky webs (2h / 3w), in targeted area (Acc 3, Range 100). Anyone who touches or attempts to pass through the webs is struck with a '''Binding''', (ST 12 / DR 4). The webs suffers double damage from fire attacks. The wall must be connected on both ends by a solid surface (wall, tree, column, etc.). |
Latest revision as of 13:06, 17 December 2016
Mana Forms The energies of magic, mana, are not comprised of only a single energy, but a total of eight energies that blend together. Each energy type, or “form”, is most often associated with the elements of nature--air, animal, earth, fire, plant and water--as wells as the energy of dark and light. Some of these energy types are synergistic and mutually aligned, but others are reactive or even destructive of other energy types (in the elemental diagram, each energy is weakened or destroyed by the opposing). All magical casting, “spells”, are associated with a mana for and each mana form is also associated with a specific color (wavelength of light): Imbued with Mana
Unnatural Features
|
Main: Kaliteth
Within the world of Halomaed, the energies of magic (mana) are infused within all things. Priests believe that mana was used by the divines to construct the world and all life within it. On the other hand, sorcerers believe magic is just a distinct form of energy of the physical world, to be used as desired.
Casting Spells
Every spell is a learned technique (hard) of the appropriate ritual skill, that defaults to the ritual at -1 per spell level. A spell can only be cast as a 0-point technique if the caster has a scroll or spell book that details the spell, but suffers a -1 penalty to cast (this is actually a -2 offset by the +1 bonus for using a scroll or spell book). These spell techniques cannot be bought up to a level higher than ritual skill.
Successfully casting a spell requires a skill roll based on the ritual technique, followed by either an unarmed attack to “touch” the target or an innate attack for a ranged attack to strike the target with the spell. The subject can attempt to block, parry or dodge as normal; a ranged attack that misses could hit an unintended target. Ranged spells that have “low signature” are at -2 to defense and -4 for “no signature”. The effects of the spell only apply if the target of the spell is successfully hit.
Subjects aware and willing to accept the effects of the spell can choose not to defend or resist the effects.
Scrolls & Spellbooks
A caster who has a scroll or spell book in hand which contains the detailed instructions for casting a specific spell gains a +1 bonus to the spell’s effective skill.
Magic Rituals
All spell casting, regardless of type, requires some form of ritual to perform. Druids use Ritual Magic (nature), priests perform Religious Rituals (divine deity), and sorcerers have Ritual Magic (elemental). However, the ritual requirements are not the same for each:
- Druids: chanting and elaborate gestures are used, along with the use of their sacred totem (personal constructed) for many spells. The gesture portion of the ritual is hindered by encumbrance, -1 per level.
- Priests: a verbal appeal (prayer) to the divines, but no physical gestures are used. A properly sanctified holy symbol made of silver ($60 minimum) is required for most spells.
- Sorcerers: do not vocalize, but must draw elaborate magical symbols. Unless the spell description specifies “no signature”, the symbols are formed of glowing magical energy, appropriate to the color of the mana form of the spell. The sorcerer’s effective skill for casting a spell is the lower of the ritual skill or Symbol Drawing; unless the spell skill is high enough (20+) to no longer require any ritual be made. The symbol drawing portion of the ritual is hindered by encumbrance, -1 per level.
Observers, who can hear or see the ritual being performed, can make a Theology or Thaumatology skill check (-1 per spell level) to attempt to identify the spell being cast.
As the caster’s skill level (base) with the specific spell increases, the ritual becomes easier (pg B237).
Casting Time: 1 sec per spell level. Time Spent rules (B346) do not apply to spell casting (see faster casting below). Additionally, spells with the Preparation Required limitation can alter the total casting time.
Casting Cost: 1 FP per spell level. If the spell design specifies a FP cost, this is an additional cost that must be paid by the subject of the spell once cast by the caster, typically for enhancements that the subject can choose to maintain as long as they have the energy.
Margin of Success: every time a spell is cast, notate the margin of success, as this may been needed in Quick Contests to resist opposing spells, especially Dispel Magic attempts.
High Skill Levels: High skill levels reduce the cost and time to cast as follows:
- Skill 9 or less - Ritual: You must have both hands and both feet free for elaborate ritual movements, and you must speak certain words of power in a firm voice. Time: doubled. Cost: as listed.
- Skill 10-14 - Ritual: You must speak a few quiet words and make a gesture. Time: as listed. Cost: as listed.
- Skill 15-19 - Ritual: You must speak a word or two or make a small gesture (a couple of fingers are enough), but not necessarily both. You are allowed to move one yard per second while taking the Concentrate maneuver. Time: as listed. Cost: reduced by 1.
- Skill 20-24 - Ritual: None! You simply stare into space as you concentrate. Time: Halved (round fractions up to the next second), minimum casting time is still one second. Cost: Reduced by 2.
- Skill 25-29 - Ritual: None. Time: Divided by 4 (round up). Cost: Reduced by 3.
- Skill 30 or more - As above, but for every five levels of skill 25 (that is, at levels 30, 35, 40, etc.), halve casting time again and reduce energy cost by one more point.
Ceremonial Magic
If you know a spell at skill 15+ and have a group of willing assistants, you may opt to cast the spell by leading your assistants in an elaborate ritual that maximizes the spell's power.
- Multiply casting time by 10.
- Energy cost does not change, but your assistants can supplement your energy input as outlined on page B238.
- +1 to skill for 20% extra energy, +2 for 40%, +3 for 60%, +4 for 100%, and another +1 per additional 100% of the required energy.
Faster Casting
Wizards can reduce casting time by one second per 4 extra energy points spent. This option can't reduce casting time below a second, and isn't available for ceremonial magic.
Increased Effective Skill
The energy-for-skill tradeoff of Ceremonial Magic applies to all castings. Such skill increases affect the roll to cast the spell and the Power of the enchanted items, but they don't reduce casting time, energy cost, or ritual requirements.
- +1 to skill for 20% extra energy, +2 for 40%, +3 for 60%, +4 for 100%, and another +1 per additional 100% of the required energy.
- A further option (not in play) for Missile spells is to give +1 to the attack roll per extra energy point spent.
Maintaining Spells
For spells that specify “can be maintained” in the duration of the spell description, the caster can opt to expend additional FP to extend the life of the spell for another interval of the normal duration. The cost to maintain is 1/2 the regular casting cost. Otherwise, maintaining follows the normal rules (pg B238).
Magical Resistance
Works as normal, per rules, reducing the spell’s effective level and/or providing the subject a bonus to resistance.
Spells Made Permanent / Magical Abilities
Magic users can potentially acquire magical abilities (not spells), either through a divine blessing by the god/spirits, find and possess a relic or artifact that grants ability, or through advanced magical rituals to imbue the ability. There must always be a quest/trial that must be successfully passed first, plus the character must have sufficient CP to purchase the ability. This provides a means to have spell-like powers without the need of techniques or ritual skill rolls.
Magic Spells
Neutral |
Available to all casters: druids, priests and sorcerers |
Charm Person [dark / 7 (sor) / 6 (pr) / 5 (dr)] |
Darkness, 12’ Radius [dark / 3] |
Detect Magic [light / 3] |
Detect Poison [light / 3] |
Dispel Magic [light / 2] |
Hold Person [light / 5 (sor) / 4 (dr,pr)] |
Light, 12’ Radius [light / 3] |
Mana Shield [any / 1] |
Sleep [dark / 2] |
Divine Spells
Priests / Channelers of Divine Power |
The devoted, faithful servants of the divines, priests/priestesses, channel the power of the divines, casting spells solely by the will of the divines.
Power Investiture, Religious Rituals (divine deity)
Divine Pact & Blessing
Each of the divines has their own expectations for the pacts established with their priest disciples, however, they all share one requirement in common--the clerical code of honor:
Code of Honor (clerical): Adhere to the ethics and morals of your faith; always perform your duties to the best of your ability; always provide religious services when requested by members of the faith; spread your faith to the unenlightened; oppose the enemies of the church in whatever means possible. [-15]
In addition to having access to cast spells, priests also receive a Divine Blessing, specific to the deity they’ve aligned with, so long as the priest adheres to the pact.
Deity | Mana | Pact | Blessing | Order | Symbol |
Enkhmaa | light | Disciplines of Faith (ritual sacrifice: animals) [-5]; Low Empathy [-20]; Vow (ritual observance for full day of change of seasons) [-5]; | Precognition (weather) [8]; Racial Memories (passive, human only, unreliable: 11) [7]; | Phoenix | Hourglass |
Gansaikhan | dark | Bloodlust (15) [-5]; Fanaticism [-15]; Vow (Serve as a soldier for the local lord) [-10]; Cannot have Pacifism. | Hard to Kill 3 [4], Unfazeable [11] | Sword | Cross |
Khünkhoi | light | Berserk (15) [-5]; Disciplines of Faith (asceticism) [-15]; Vow (protect the land, train sustainability) [-10]; | Binding (ST 10, only in dense vegetation, 2-foot radius area, one-shot, constriction attack, innacurate 2) [15] | Oak | Acorn |
Medekhbileg | dark | Berserk (15) [-5]; Disciplines of Faith (asceticism) [-15]; Vow (protect animals from over hunting, train sustainability) [-10]; | Shapeshifting (alternate form, bear @ 100%CP+7) [15] | Bear | Clawed paw |
Mönkhgis | light | Charitable (12) [-15]; Pacifism (cannot harm innocents) [-10]; Vow (abstinence) [-5]; | Healing (injuries only) [15] | Rose | Rose |
Naranbataar | light | Charitable (12) [-15]; Honesty (12) [-10]; Selfless (12) [-5]; | Absolute Timing [1]; Detect (building materials) [14] | Hammer | Hammer |
Otgonjargal | dark | Callous [-5]; Dependency (bath in the sea, weekly) [-10]; Disciplines of Faith (mysticism) [-5]; Impulsiveness (12) [-10] | Amphibious (when in water) [7], Doesn’t Breathe (in water only) [8] | Sea | Conch |
Sühksaikhan | dark | Disciplines of Faith (ritual sacrifice: people) [-10]; Secret (sacrifices, imprisonment) [-20] | Affliction (disease: Ranenya, HT-1, melee:C, no signature) [12], Resistant (disease, +3 to HT) [3] | Night | Black Sun |
Yultülga | both | Lunacy [-10]; Manic-Depressive [-20] | Charisma 1 [4], Empathy [11] | Moons | Black-White Orbs |
Priest spells are not elemental, so the mana form of these spells are always either Dark or Light. Each of the divine is aligned with a specific mana form. A priest will only ever have access to one or the other; not both. NOTE: priests of Yulülga have access to Light when “manic” and Dark when “depressive”.
Paladins
Some priest acquire limited skills and experience with combat, often serving alongside soldiers in armies, but the true warrior priests are the paladins. They are highly trained in combat, often wear heavy armor and are the crusading champions of their faith. They have access to all the same spells and blessings as regular priests.
Bless [dark,light / 2] |
Prayer [dark,light / 6] |
Sanctified Hammer [dark,light / 3] |
Sanctified Stones [dark,light / 1] |
Dark
Acid Rain [dark / 3] |
Command Undead [dark / 5] |
Curse [dark / var.] |
Flay [dark / 3] |
Raise Dead [dark / 3] |
Serpent Staff [dark / 1] |
Summon Insect Swarm [dark / 1] |
Word of Command: Prostrate [dark / 5] |
Word of Command: Silence [dark / 4] |
Light
Banish Undead [light / 1] |
Cure Disease [light / 4] |
Cure Wounds [light / 1]
|
Cure Poison [light / 1] |
Detect Undead [light /1] |
Find Traps [light / 1] |
Protection from Poison [light / 1] |
Remove Curse [light / 5] |
Remove Fear [light / 3] |
Resist Element [light / 2] |
Resurrection [light / 1] |
Sun Strike [light / 4] |
Nature Spells
Druids / Avatars of Nature Spirits and Rangers / Guardians of Nature |
Druids are a form of magic user sharing similarities with both priests and sorcerers, yet remaining uniquely different in the regard that they have devoted their life to the protection of nature and are granted access to magic spells from the spirits of nature.
Power Investiture, Ritual Magic (animal,plant)
Nature’s Pact (druid): druids worship the spirits of nature, not the divines, yet they still form a pact in order to be granted use of magic spells. The self-imposed disadvantages of the pact include: Disciplines of Faith (asceticism), Pacifism (self-defense only), Sense of Duty (animals/plants).
Affinity of Nature
Druids are sympathetic to all of nature in general, however, they tend to favor one side over the other, animal vs. plant, which influences their behavior, traits and skills. Additionally, they receive Nature’s Blessing as long as they adhere to their pact (all include pact mod):
- Speak with Animals (all aquatic/land) ...or... Speak with Plants [9]
- Animal Empathy ...or... Plant Empathy [3]
- Natural Traits:
- Animal (aquatic): Amphibious [6], Doesn’t Breathe (in water only) [6]
- Animal (land): Acute Senses (pick one) 7 [9]; Claws (sharp) [0]; Teeth (sharp) [3];
- Plant: Doesn’t Eat (requires 2 hours of sunlight per day) [2], Regeneration (1 HP/hr, requires sunlight) [10]
Totem: each totem must be hand-crafted by the druid, making it unique and only usable by the druid who crafted it. Totems are constructed of several materials associated with the druid's affinity to nature, collected from the area, and combined in a ritual that takes several days (5) to perform. The totems are not consumed when casting a spell, but can become lost or damaged, requiring the druid to construct a new totem.
Rangers
Rangers are similar to druids in many respects, but less devout. They still gain access to nature magic by pact with nature spirits, but the pact is less severe. Ranges, however, do not gain the Nature's Blessing associated with the Affinity of Nature as druids receive. Rangers can cast both animal and plant spells, so long as they take the Ritual Magic skill for each. Lastly, for any spell requiring a "totem" trigger, the ranger is exempt from the need of a totem. The less restrictive pact and exemption of totem use does come at a cost; rangers cast all nature spells at one level higher than listed in the description.
Nature’s Pact (ranger): Pacifism (cannot harm innocents), Sense of Duty (nature).
Neutral
Call Lightning [air / 4] |
Cleansing Flames [fire / 5] |
Faerie Fire [light / 2] |
Fog Cloud [air / 2] |
Nature’s Concealment [animal,plant / 3] |
Spirit Darts [animal,plant / 1] |
Wellspring [light / 5] |
Animal
Charm Animal [animal / 5] |
Detect Animal [animal / 1] |
Hold Animal [animal / 4] |
Repel Insects [animal / 1] |
Shapeshifting [animal / 9] |
Speak with Animals [animal / 1] |
Summon Beast [animal / 1] |
Plant
Barkskin [plant / 1] |
Entangle [plant / 6] |
Pass without Trace [plant / 1] |
Plant Door [plant / 3] |
Shillelagh [plant / 2] |
Speak with Plants [plant / 1] |
Summon Swarm [plant / 1] |
Sorcery Spells
Sorcerers / Shapers of Elemental Forces |
From a time before written history, there have been those who have scientifically studied the nature of mana, observed the results of trial and error experimentation, and documented their findings to pass down this knowledge from master-to-apprentice. This brute force manipulation of mana, taken rather than granted by the divines, is known as sorcery. A sorcerer, or sorceress, performs ritual magic to shape elemental forces to craft the desired magical effects.
Magery, Ritual Magic (air,earth,fire,water)
Sorcerers do not form any form of pact with a higher power in order to use magic, however, learning to use magic is not a simple feat, requiring years of study under the tutelage of a master sorcerer before venturing out on their own. In many cases, this form of training is not readily given; a prospective sorcerer may have to perform some quest to prove their worth, swear an oath of fealty to the master, or serve in a guild of sorcery.
General
Animate Dead [dark / 4]
The sorcerer enchants humanoid corpses with lifeless spirits, creating 1d Animated Corpses who serves as minion Allies (B37) for the duration of the spell.
|
Anti-Magic Shell [light / 4] |
Charm Monster [light / 7] |
Cloudkill [dark / 5] |
Command Undead [dark / 7] |
Curse [dark / var.]
Duration: instant |
Detect Monster [light / 3] |
Elemental Bow [air,earth,fire,water / 2] |
Elemental Manipulation [air,earth,fire,water / 1] |
Haste [light / 2] |
Hold Monster [light / 5] |
Invisibility [dark / 4] |
Magic Missile [light / 1] |
Polymorph Self/Other [dark / 7] |
Protection from Arrows [light / 4] |
Protection from Monsters [light / 3] |
Reincarnation [dark / 1]
The sorcerer performs a ritual that restore life to someone who died, as per Extra Life (B55). The ritual requires 30 minutes of preparation as well as the relatively intact physical remains of a humanoid body (does not have to be the person’s original body). There is a -1 penalty to cast this spell for each year that has passed since the person’s death. This spell does not restore lost limbs or damage from injuries. Individuals restored to life in this manner will develop some form of negative side effect, either mental or physical (a 10 point disadvantage).
|
See Invisible [light / 2] |
Spider Climb [dark / 2] |
Stinking Cloud [dark / 4] |
Stun [light / 4] |
Summon Elemental [air,earth,fire,water / 1] |
Telekinesis [light / 1] |
Web [dark / 4] |
More to come...
Knock Innate Attack crushing only against doors.
Levitate / Telekinesis Clairaudience / Clairvoyance Fly Flight Infravision Monster Summoning Dimension Door / Teleport Grappling Tentacles Animate Dead Reincarnation (give new body)
Elemental - Air
Lightning Bolt [air / 1]
|
Lightning Shield [air / 5] |
Protection from Air [air / 1] |
Sand Storm [air / 5] |
Shocking Grasp [air / 1] |
Wall of Lightning [air / 2] |
Elemental - Earth
Acid Arrow [earth / 1]
|
Acidic Palms [earth / 1] |
Meteor Swarm [earth / 5] |
Protection from Earth [earth / 1] |
Stone Shard Shield [earth / 5] |
Wall of Stone [earth / 2] |
Elemental - Fire
Fireball [fire / 1]
|
Fire Shield [fire / 5] |
Fire Storm [fire / 5] |
Flaming Hand [fire / 1] |
Protection from Fire [fire / 1] |
Wall of Flame [fire / 2] |
Elemental - Water
Frost Shield [water / 5] |
Frost Storm [water / 5] |
Ice Javelin [water / 1]
|
Icy Touch [water / 1] |
Protection from Water [water / 1] |
Wall of Ice [water / 2] |