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mage [2014/01/16 20:47] jamesg |
mage [2017/09/25 12:19] (current) toml Added retirement options to Master Ritualist and Protomana Tolerance 4 |
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====== Mage ====== | ====== Mage ====== | ||
- | {{gdraw>1c0nykux3iY0kkeR_MFoVA1I5WZiCqkvYx9sH7QQfgIc width=800 title="test title" center}} | + | {{gdraw>1c0nykux3iY0kkeR_MFoVA1I5WZiCqkvYx9sH7QQfgIc width=800 title="Mage Skills 1" center}} |
- | {{gdraw>19pU-6xBJKEoQiIFnbMJCOQdguXU2q8q-HfjnPF7k0V4 width=800 title="test title" center}} | + | {{gdraw>19pU-6xBJKEoQiIFnbMJCOQdguXU2q8q-HfjnPF7k0V4 width=800 title="Mage Skills 2" center}} |
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=== Protomana Tolerance === | === Protomana Tolerance === | ||
You can cast one additional spell per encounter using proto-mana before suffering a scouring. | You can cast one additional spell per encounter using proto-mana before suffering a scouring. | ||
+ | |||
+ | With all levels of Protomana Tolerance, you may also use this ability to **retire**, as you use your soul is consumed as a vessel to channel magic, granting you 15 additional spells at the cost of your life. | ||
=== Arcane Learnings === | === Arcane Learnings === | ||
You understand the three rites you do not specialise in to the same level as you do your own through the "minor Ritualist" skill. | You understand the three rites you do not specialise in to the same level as you do your own through the "minor Ritualist" skill. | ||
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You are capable of fighting with a staff. (n.b. this skill counts as "Use Staff" for the purposes of buying higher level skills from backgrounds or other sources, but does not count as the same skill for the purposes of free picks at character generation). | You are capable of fighting with a staff. (n.b. this skill counts as "Use Staff" for the purposes of buying higher level skills from backgrounds or other sources, but does not count as the same skill for the purposes of free picks at character generation). | ||
=== Scholar === | === Scholar === | ||
- | You have a studentship at the college. This comes with room, board and an stipend of 14 Riel per adventure. | + | You have a studentship at one of the colleges. Other members of the college will tend to react well to you. In addition, you gain ONE of the following benefits (decide when buying this skill) that represents your exact relationship with the college (choosen at purchase): |
- | === College Contacts === | + | |
- | You have many contacts within the college, who you can call on for information about a variety of academic pursuits. | + | * Loaned up to 2 pieces of standard equipment per adventure |
- | === College Requisitions === | + | * College will investigate a question and provide an answer for you (assuming it is something they can reasonably answer and would trust you with) |
+ | * Provide you with a small wage (14 Riel per adventure) | ||
+ | |||
+ | === College Reputation === | ||
+ | You are a notable member of your college. Most members will react well to you, and very low ranking members may even take orders from you. In addition, you gain one of the benefits from Scholar. You can choose to take the same benefit you already have, and in which case you get either a second question, 24r per adventure, 4 standard items or 2 standard items and a superior item. | ||
+ | |||
+ | === College Backing=== | ||
You can requisition items from the college to fund your adventuring habit. This allows you to obtain standard items, three potions of class D/C, or a single class C potion or mana crystal. | You can requisition items from the college to fund your adventuring habit. This allows you to obtain standard items, three potions of class D/C, or a single class C potion or mana crystal. | ||
+ | |||
+ | You are very well known, trusted and respected in your college. Most members will know your name and respect you. Most members who are not reasonably senior in their own right will either take orders from you or at least respect and consider any opinions you may have. You may choose one of the following additional benefits relating to you relationship with the college (chosen at purchase): | ||
+ | |||
+ | * Once per an adventure you may use the power of your college to resolve an issue (that is appropriate to them). This may be making some legal problems go away, staging some sort of distraction, arranging a meeting with someone important, or anything else appropriate to your college. | ||
+ | * Loan of a Superior item or use of up to 18r worth of provisions (e.g., alchemy) which may be used in defence of your organisations interests but otherwise returned. | ||
+ | * 1 mana crystal per adventure | ||
+ | |||
=== College Professor === | === College Professor === | ||
- | You are a professor of the college. You have considerable influence within it, and can also requisition class B potions or more esoteric items. | + | You are a professor of the college. You have considerable influence within it, and can borrow as much superior equipment from them as you like, and receive 1 mana crystal per adventure. |
=== Light Armour Swiftness === | === Light Armour Swiftness === | ||
Gain a dodge while wearing light armour. | Gain a dodge while wearing light armour. | ||
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=== Master Ritualist === | === Master Ritualist === | ||
You can infuse up to five mana crystals into rituals. At this level, you can achieve world shaking effects. | You can infuse up to five mana crystals into rituals. At this level, you can achieve world shaking effects. | ||
+ | |||
+ | You may use this ability to **retire**. By pouring your very soul into the ritual you can increase the effect of the ritual immensely to the power of adding approximately 15 mana crystals to the ritual. This effect can be made greater with multiple mages using this ability in tandem. | ||
=== Tough === | === Tough === | ||
You have +2 body hits. | You have +2 body hits. | ||
=== Enchant Weapon === | === Enchant Weapon === | ||
- | By spending 10 seconds taking the energy contained with a mana crystal and imbuing it into a weapon (without the direction usually applied when casting a spell) the weapon's abilities are enhanced. Mechanically the weapon gains 3 uses of its Weapon Talent 1 encounter calls, this does not fade until all 3 calls have been used. | + | By spending 10 seconds taking the energy contained with a mana crystal and imbuing it into a weapon, unusual abilities can be bestowed upon the weapon. Mechanically the weapon gains 10 uses of ONE of the following calls (Rend/Strikedown/Wound10/Disarm/Entangle) or 3 uses of one of the following calls (Blind10/BlastSingle/Fear/Shatter). Which call is added to the weapon must be decided by the caster when enchanting the weapon, and a weapon cannot be under more than one enchantment at a time. The enchantment will last until all charges have been used up. |
=== Mana Absorbtion === | === Mana Absorbtion === | ||
By spending 10 seconds carefully absorbing the energies within a mana crystal, you may ease the ravages that casting using protomana have enacted on your body, allowing you to cast a further two times before scourging yourself (mechanically replaces two lost protomana). This is quite painful and you are mechanically under the effects of a REND while doing this. | By spending 10 seconds carefully absorbing the energies within a mana crystal, you may ease the ravages that casting using protomana have enacted on your body, allowing you to cast a further two times before scourging yourself (mechanically replaces two lost protomana). This is quite painful and you are mechanically under the effects of a REND while doing this. | ||
=== Enchant Armour === | === Enchant Armour === | ||
- | By spending 10 seconds taking the energy contained with a mana crystal and imbuing it into some armour, (without the direction usually applied when casting a spell) the armour's abilities are enhanced. The armour gain 3 resists which run out when the last of the resists has been used and 5 additional hits which are lost before the regular armour hits and cannot be repaired. These resists follow the usual resist rules. | + | By spending 10 seconds taking the energy contained with a mana crystal and imbuing it into some armour, unusual abilities may be bestowed upon the armour. The armour gains 3 special resists. These resists can be used to resist the full effect of **any** call (you will take neither the damage nor the effect component of a call that you choose to resist) and will remain immune to the effect part of that call for the rest of the encounter. A suit of armour can never be under the effect of more than 1 enchantment and the enchantment only ends when the last resist has been used. |
===== Spells ===== | ===== Spells ===== | ||
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=== Level 4 === | === Level 4 === | ||
== Master’s Punishment == | == Master’s Punishment == | ||
- | Caster selects a single target by carefully preparing a representation of them (10 seconds obvious preparation). Caster gains the ability to call ZERO REND against the target every 30 seconds for the rest of the encounter. You may only maintain one instance of this spell at once | + | Caster selects a single target by carefully preparing a representation of them (10 seconds obvious preparation). Caster gains the ability to call ZERO REND against the target every 30 seconds for the rest of the encounter. You may only maintain one instance of this spell at once, and need to hold the voodoo doll in a hand to maintain it. |
== Hold back the Flow of Life == | == Hold back the Flow of Life == | ||
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=== Level 5 === | === Level 5 === | ||
== Puppetteer == | == Puppetteer == | ||
- | Caster selects a single target by carefully preparing a representation of them (10 seconds obvious preparation). Target has to perform physical actions commanded by the caster (e.g., attack your comrades), the target is aware of the effect and is not compelled to keep quiet about the effect. Very strong monsters are instead WEAKENED for the duration of the effect, and are not affected by STRENGTHEN calls while it continues. Directing the target requires conscious effort, and thus you can only maintain one instance of this spell at once. | + | Caster selects a single target by carefully preparing a representation of them (10 seconds obvious preparation). Target has to perform physical actions commanded by the caster (e.g., attack your comrades), the target is aware of the effect and is not compelled to keep quiet about the effect. Very strong monsters are instead WEAKENED for the duration of the effect, and are not affected by STRENGTHEN calls while it continues. Directing the target requires conscious effort, and thus you can only maintain one instance of this spell at once, and need to hold the voodoo doll in a hand to maintain it. |
== Bound to the Cause == | == Bound to the Cause == | ||
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== Fault of Life == | == Fault of Life == | ||
- | The caster is aware of the weakest point of a person’s very life. Usually this is still too strong to fracture. But if the target is already on their death count, the caster may rend apart their mortal existence. With this spell, you can execute someone at sight range by appropriate roleplaying of hacking with a weapon at the air. To weaken another’s connection to their mortality, you must crack your own - the next time you go onto your death count this adventure, start it at +15 seconds. | + | The caster is aware of the weakest point of a person’s very life. Usually this is still too strong to fracture. But if the target is already on their death count, the caster may rend apart their mortal existence. With this spell, you can execute someone at sight range by appropriate roleplaying of hacking with a weapon at the air (call <name> EXECUTE). To weaken another’s connection to their mortality, you must crack your own - the next time you go onto your death count this adventure, start it at +15 seconds. |
== Fault of Footing == | == Fault of Footing == | ||
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== Fault of Power == | == Fault of Power == | ||
- | The caster must break a component significant to a rite of magic or a particular deity. The caster may then resist the next three spells from that particular form of magic or worship. | + | The caster must break a component significant to a rite of magic, a particular deity, or other power. The caster then gains three resists, which can be used against spells or effects from that particular form of power. |
- | It will cost 27 Riel to gain an artefact of sufficient power between adventures, and you may acquire a maximum of 2 between adventures. | + | It will cost 27 Riel to gain an artefact of sufficient power between adventures, and you may acquire a maximum of 2 between adventures in this way. Please inform the GM of the total number of religious artefacts you have acquired this way at the beginning of each adventure. This value should be used as a guide for GMs when determining if an artefact counts for the purposes of this spell. |
- | Please inform the GM of the total number of religious artefacts you have acquired this way at the beginning of each adventure. | + | |
- | This value should be used as a guide for GMs when determining if an artefact counts for the purposes of this spell. | + | |
== Fault of Memory == | == Fault of Memory == | ||
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== Fault of Temperance == | == Fault of Temperance == | ||
- | The caster must break a vow of temperance (regarding food) that they have adhered to for at least a week. Many casters choose alcohol or chocolate. An intelligent target is overwhelmed by feelings of their own weakness, and may not make calls and may only defend with one hand for one minute (as if they were under the effects of a REND for that duration). | + | The caster must break a vow of temperance (regarding food) that they have adhered to for at least a week. Many casters choose alcohol or chocolate. An intelligent target is overwhelmed by feelings of their own weakness, and may not make calls and may only defend with one hand for one minute (call SIXTY SECOND REND). |
== Faultlines == | == Faultlines == | ||
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== Fault of Existence == | == Fault of Existence == | ||
- | Every being which exists has connections which tie them to existence. Having reached the heights of Fracturing, you have an intuitive sense of these ties and how one would theoretically shatter them. Of course the threads that tie most creatures to reality are entirely too strong to shatter without severe repercussions (see retirement option), but it is still possible to strike them in such a way that it feels as if they are being severed. Equally, occasionally you might come across creatures who are genuinely so loosely tied to reality that you really can sever those connections. To cast this spell requires the shattering of the caster's deepest understandings of magic, and they will be unable to cast any Lv5 spell nor use advanced ritualist until the beginning of the next encounter. Additionally, the mage experiences the following roleplaying effects until the beginning of the next encounter, based on the mage's secondary rite: | + | Every being which exists has connections which tie them to existence. Having reached the heights of Fracturing, you have an intuitive sense of these ties and how one would theoretically shatter them. Of course the threads that tie most creatures to reality are entirely too strong to shatter without severe repercussions (see retirement option), but it is still possible to strike them in such a way that it feels as if they are being severed. Equally, occasionally you might come across creatures who are genuinely so loosely tied to reality that you really can sever those connections with ease. |
- | * No Secondary Rite - The mage experiences one (or both) of the following effects: the overwhelming desire to release others from bondage or the certain understanding that others do not have the right to make decisions. | + | |
- | * Consumption - The mage feels distant and spacey. As if they are a long way away from the events around them. | + | To cast this spell requires the shattering of the caster's own life force, with each casting of the spell reducing their death count by 20 seconds for the duration of the encounter in which they cast the spell, if the mage's death count has dropped to 0 they may still cast this spell one more time at the cost of taking a SLAY (but would be advised to use the retirement option instead). If the mage's life is protected by some sort of supernatural effect (for example, the Aura of the Splintered Man) then that protection is suspended for the rest of the encounter and the mage suffers the personal negative consequences of both effects (in the case of the Splintered Man, a single use of this spell would mean that if dropped to 0 hits they would bleed to death over the course of 40 seconds, but would still suffer the PARTY SINGLE and PARTY REND calls from other players bleeding to death or being executed). |
- | * Scribing - The mage has a sense of loss, and that someone is keeping something important from them. | + | |
- | * Wounding - The mage feels distant and spacey. As if they are a long way away from the events around them. | + | Additionally, the mage may experience (at player discretion) one ofthe following roleplaying effects (based on the mage's secondary rite) after using the skill: |
- | * Binding - The mage has the certain understanding that others do not have the right to make decisions. | + | |
+ | * The mage feels distant and spacey. As if they are a long way away from the events around them. (Consumption/Wounding) | ||
+ | * The mage has a sense of loss, and that someone is keeping something important from them. (Scribing/No Secondary) | ||
+ | * The mage has the certain understanding that others do not have the right to make decisions. (Binding/No Secondary) | ||
This spell has two modes of operation, depending on how strongly tied an individual is tied to the world. You can inherently tell the difference (ask the GMs which applies). It is very rare to find an entity which is weakly tied to the world. | This spell has two modes of operation, depending on how strongly tied an individual is tied to the world. You can inherently tell the difference (ask the GMs which applies). It is very rare to find an entity which is weakly tied to the world. | ||
- | * Standard Use: Having cast this spell against a target, they will feel as if their existence is being wiped out, although will recover shortly. You may call WOUND 15 (specify a limb), 5 seconds later you must call TRIPLE REND, 5 seconds later you must call BLIND 5. | + | __Standard Use:__ Having cast this spell against a target, their own life will pulse and their connection to their body will briefly weaken. Call WOUND 10 ALL LIMBS. |
- | * Weakly Tied Use: Having cast this spell against a target, you may call direct damage at them until they stop moving (a SINGLE every 5 seconds). Once they have stopped moving you may call EXECUTE, completely removing them from the world. | + | |
+ | __Weakly Tied Use:__ Having cast this spell against a target, you may call direct damage at them until they stop moving (a QUAD every 5 seconds). Once they have stopped moving you may call EXECUTE, completely removing them from the world (cannot be resisted or prevented). | ||
Mages who understand the intricacies of this spell might get an unusual experience should they ever interact with a Dragon. If you have had this opportunity, please speak to the GMs about your experience. | Mages who understand the intricacies of this spell might get an unusual experience should they ever interact with a Dragon. If you have had this opportunity, please speak to the GMs about your experience. | ||
- | **This spell can also be used as a retirement option** | + | __This spell can also be used as a retirement option__ |
The caster can see all the points tying an individual to this world. The caster simply reaches out and starts to sever each and every one in sequence. The target then fractures into nothingness and is utterly destroyed (Cannot be resurrected by any means). The process is not without its drawbacks, the act of shattering an entities links to the world requires you to shatter your own, a process which happens inside your mind, but none the less severs your own connections to the world. It takes a full 30 seconds to complete the severing, and while this ritual is taking place the target is aware of their very existence being scrutinised and destroyed by the caster and will typically react in a violent manner (please call a time freeze when you start so that a GM can brief the target appropriately). If the target escapes during the ritual then it cannot be completed. If successfully, then both the target and the caster will vanish from the world, the caster typically lasting long enough to say a few words to those left behind. | The caster can see all the points tying an individual to this world. The caster simply reaches out and starts to sever each and every one in sequence. The target then fractures into nothingness and is utterly destroyed (Cannot be resurrected by any means). The process is not without its drawbacks, the act of shattering an entities links to the world requires you to shatter your own, a process which happens inside your mind, but none the less severs your own connections to the world. It takes a full 30 seconds to complete the severing, and while this ritual is taking place the target is aware of their very existence being scrutinised and destroyed by the caster and will typically react in a violent manner (please call a time freeze when you start so that a GM can brief the target appropriately). If the target escapes during the ritual then it cannot be completed. If successfully, then both the target and the caster will vanish from the world, the caster typically lasting long enough to say a few words to those left behind. | ||
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== Purification of the Self == | == Purification of the Self == | ||
The caster drinks a sip of distilled water. This cleanses them of moderate strength poisons and most diseases. It also removes WEAKEN from the user. | The caster drinks a sip of distilled water. This cleanses them of moderate strength poisons and most diseases. It also removes WEAKEN from the user. | ||
+ | |||
+ | You may also reflexively call RESIST if you are hit with a POISON, so long as you then cast this spell immediately after. This will protect you from any immediate effects of the poison from this strike. It will usually protect you from any long term effects of the poison from this and future strikes, although you should check with the GM to be certain. To protect yourself from immediate effects (call RESIST) of any future strikes you would need to cast the spell for each occasion you were struck. | ||
== Efficient Consumption == | == Efficient Consumption == | ||
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=== Level 4 === | === Level 4 === | ||
== Infusion == | == Infusion == | ||
- | The caster consumes an alchemical paste or a poison. Seconds later, they start exuding it from their skin and it covers any weaponry they use. You may gain the effects of the paste three times, on your next three blows. | + | The caster consumes an alchemical potion that provides a standard call effect, or a poison. Seconds later, they start exuding it from their skin and it covers any weaponry they use. You may gain the effects of the potion three times, on your next three blows. |
+ | |||
+ | Effects not covered by a standard call may also be applied, but require 10 seconds roleplaying physical contact with an unresisting character, during which time you may explain what effects you have applied) | ||
- | **Roleplay Effects:** Use of this spell tends to result in emotional changes in the caster. The exact changes seem to be specific to the combination of caster and paste (i.e., a mage will have a different emotional reaction to a restoration of the flesh paste and a steal rot paste, and two different mages will have different reactions to a restoration of the flesh paste). Usually it is only a matter of time before a mage hits upon a paste which causes some sort of pleasant side-effect, often getting hooked. Equally, sheer utility might force a mage to regularly use this ability with a paste which causes an unpleasant emotional reaction, such as irritability or intense sadness. | + | **Roleplay Effects:** Use of this spell tends to result in emotional changes in the caster. The exact changes seem to be specific to the combination of caster and potion (i.e., a mage will have a different emotional reaction to a restoration of the flesh potion and a steel rot potion , and two different mages will have different reactions to a restoration of the flesh potion). Usually it is only a matter of time before a mage hits upon a potion which causes some sort of pleasant side-effect, often getting hooked. Equally, sheer utility might force a mage to regularly use this ability with a potion which causes an unpleasant emotional reaction, such as irritability or intense sadness. |
== Flame of Dissolution == | == Flame of Dissolution == |