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mage [2014/01/02 19:25]
dan
mage [2017/09/25 12:19] (current)
toml Added retirement options to Master Ritualist and Protomana Tolerance 4
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 ====== Mage ====== ====== Mage ======
  
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-{{gdraw>​16z53mdadEK8LuyIFJGB2ydONisawqaGu96zRD1Kp6KM width=800 title="​test title" center}}+
  
 ===== Class Feature - Spellcasting ===== ===== Class Feature - Spellcasting =====
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 Mages have the ability to cast spells. Using mana and various rites, they can tap into primal magical forces (the exact nature of which opinions differ upon). Before the Upheaval, use of magic was relatively rare, as mana crystals are hard to come by and valuable. Now, however, mages have gained the capacity to generate the mana required for spells from the rite in which they specialise simply through performing the rites that have always been part of them. Current scholarly theory holds that this wells up in the form of “proto” mana, instantly channeled into the spell being invoked. This process is not entirely stable, and controlling the upwelling of mana is a difficult and exhausting process, which can do significant harm to a mage if they overuse it. Mages have the ability to cast spells. Using mana and various rites, they can tap into primal magical forces (the exact nature of which opinions differ upon). Before the Upheaval, use of magic was relatively rare, as mana crystals are hard to come by and valuable. Now, however, mages have gained the capacity to generate the mana required for spells from the rite in which they specialise simply through performing the rites that have always been part of them. Current scholarly theory holds that this wells up in the form of “proto” mana, instantly channeled into the spell being invoked. This process is not entirely stable, and controlling the upwelling of mana is a difficult and exhausting process, which can do significant harm to a mage if they overuse it.
  
-A mage can source the power for a spell in one of two ways: either use up a mana crystal, or generate proto-mana. Mages can possess spells from up to two of the rites - choosing one as their primary, and the other as their secondary. Initially, a mage can stand to generate enough proto-mana for TWO spells per encounter, increased by one for each rank of the proto-mana tolerance skill they possess. Proto-mana generated in this way can usually only be spent to power spells of the priest’s primary rite - in order to cast their secondary rite spells, they require mana crystals ​(the exception to this is that twice an adventure a mage may use a charge of protomana to cast a secondary rite). Later skills allow mages to cast additional proto-mana powered spells through a dedicated implement, including one from the secondary ​rite at higher levels.+A mage can source the power for a spell in one of two ways: either use up a mana crystal, or generate proto-mana. Mages can possess spells from up to two of the rites - choosing one as their primary, and the other as their secondary. Initially, a mage can stand to generate enough proto-mana for TWO spells per encounter, increased by one for each rank of the proto-mana tolerance skill they possess. Proto-mana generated in this way can usually only be spent to power spells of the priest’s primary rite - in order to cast their secondary rite spells, they require mana crystals. Later skills allow mages to cast additional proto-mana powered spells through a dedicated implement, including one from their secondary ​rites.
  
 A mage can choose to overdo the generation of mana during an encounter, casting one additional spell, which takes effect as normal UNLESS it is a healing spell targeted at themselves. However, the excess mana scours the mage, and they IMMEDIATELY fall to 0 body hits and start their death count. You cannot do this more than once per encounter, even if healed up. A mage can choose to overdo the generation of mana during an encounter, casting one additional spell, which takes effect as normal UNLESS it is a healing spell targeted at themselves. However, the excess mana scours the mage, and they IMMEDIATELY fall to 0 body hits and start their death count. You cannot do this more than once per encounter, even if healed up.
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 ==== Implement Skills ==== ==== Implement Skills ====
 === Use Implement === === Use Implement ===
-You have one item you have dedicated as an arcane implement. If you possess a use weapon skill (including staff), you can dedicate this as your implement. Otherwise, you can use a weapon shorter than 36”or any other small, portable object (such as a wand, a book, a coin etc.). You have ritually bound ths implement to yourself, and it is very hard for you to lose it. Unless someone knows what they have stolen, and are specifically keeping it away from you, you will always find your implement, good as new, within two encounters if it has been lost or shattered. In addition, you can store spell effects in your implement by performing the appropriate rite. The spell effect can then only be delivered ​by striking ​target ​with the implement. Only one spell may be stored in an implement at any one time. This allows you to perform the rite ahead of time - for example, a sneaky Rite of Wounding mage could REND themselves to store “Share the Pain” in their dagger ​implement before meeting with an underworld contact, allowing them to REND a traitor without taking the effect themselves at that time.+You have one item you have dedicated as an arcane implement. If you possess a use weapon skill (including staff), you can dedicate this as your implement. Otherwise, you can use a weapon shorter than 36” or any other small, portable object (such as a wand, a book, a coin etc.). You have ritually bound this implement to yourself, and it is very hard for you to lose it. Unless someone knows what they have stolen, and are specifically keeping it away from you, you will always find your implement, good as new, within two encounters if it has been lost or shattered. In addition, you can store spell effects in your implement by performing the appropriate rite. The spell effect can then be delivered ​at later point, so long as you are in physical contact ​with your implement. Only one spell may be stored in an implement at any one time. This allows you to perform the rite ahead of time - for example, a sneaky Rite of Wounding mage could REND themselves to store “Share the Pain” in their implement before meeting with an underworld contact, allowing them to REND a traitor without taking the effect themselves at that time.
  
-Once you make the spell call, the spell is used up, even if the attack ​is DODGED.+If you are storing a spell which requires you to directly interact with the target of the spell, ​you still need to do this. Discuss with the target how you will alert them that you have cast the spell, and what the effects will be once that happens. 
 + 
 +If a spell cast via an implement would normally persist for greater than the length of an encounter, it expires at the end of the encounter, as the magic cast through an implement ​is slightly more unstable. 
 + 
 +If you can only maintain a limited number of a spell at once (usually one) implement casting does not allow you to bypass this limit. 
 + 
 + 
 +=== Implement Experience === 
 +You may infuse mana into your implement. Once there it cannot be extracted by any means other than by you using it (e.g., casting a spell, peforming a ritual, enchanting a weapon). You may store up to three mana in this way. Between adventuresso long as you are not using any other distillation skills, you may use your implement to distil up to three mana within it (essentially you may fill your implement'​s reservoir between adventures ​if you are not creating crystal mana). If a implement storing mana is ever shattered, ​the power is released in an explosion, dealing a BLAST DOUBLE for one mana, BLAST QUAD for two and BLAST QUINT for three to whoever ​is nearest it.
  
-=== Channeled spell - Primary Rite === 
-Once per encounter, when storing a spell of your primary Rite in your implement, you may generate the mana required within the item rather than yourself, meaning that it does NOT count towards your normal limit. 
-=== Store Mana === 
-The mage can infuse mana into their implement, storing up to three charges within it. This has the advantage of making their mana much harder to steal, as only they can re-extract the crystals or use the mana, and means they always have power to hand as long as they are holding their implement. If a implement storing mana is ever shattered, the power is released in an explosion, dealing a BLAST DOUBLE for one mana, BLAST QUAD for two and BLAST QUINT for three to whoever is nearest it. 
 === Retrieve implement ===  === Retrieve implement === 
 The mage can instantly retrieve or repair their implement with a thought. This may require a TIME FREEZE. The mage can instantly retrieve or repair their implement with a thought. This may require a TIME FREEZE.
  
 The exception to this is if you have broken an implement as part of a spell, in which case you cannot reform it until the end of the encounter. The exception to this is if you have broken an implement as part of a spell, in which case you cannot reform it until the end of the encounter.
-=== Channeled spell - Secondary Rite === + 
-Once per encounteryou may generate the mana for a spell of your secondary rite in your implement. This DOES allow you to cast a secondary rite spell without a mana crystal. +=== Mana Simulation ​=== 
-=== Mana Generation ​=== +Once per an encounter you may channel protomana into your implement ​and hold it there for a brief moment, allowing ​you to cast a secondary rite into your implement ​without ​using a mana crystal. ​It is not possible to hold this mana long enough to use in a ritual. 
-Your implement ​generates one mana within ​itself between ​each adventures.+ 
 +=== Rite Focussed Implement ​=== 
 +Your implement ​is particularly attuned to your Rite (either Primary or Secondary) and allows you to manipulate the spells of that rite to a greater degree when casting using your implement. To use this ability your implement must not be a weapon and must be closely related to your Rite; e.g. a piece of a larger item (fracturing),​ healing or torture equipment (wounding), cup or bowl (consumption),​ book or quill (scribing), rope or chain (binding). Casting in this manner takes 10 seconds as well as any further restrictions below. 
 +  * Consumption:​ You may prepare your reagents ​within ​your implement and feed them to another, applying the transformation to the drinker. The effect ends at the end of the encounter or when the effect would usually end, which ever is sooner. 
 +  * Scribing: By keeping a spell in your implement for 5 encounters without using it, the spell will become "​fixed"​. This means the implement becomes available for storing spells again. The fixed spell does not fade, and can be cast at any time. You may only have one iteration of each spell you know stored in this fashion at once. 
 +  * Binding: You may pre-cast one of your spells on a target by carefully binding them in your implement, you may do this with either a present participant or victim, or with an appropriate personal item of theirs. The protomana is used at the time of casting, rather than the time of activation. The spell may be activated either by the target or the recipient, but this must be specified at the time of casting. You may never have more than one spell prepared against a specific target. 
 +  * Wounding: You gain some additional control over spells which require the wounding of another to cast, when you use your implement to create the wound, as described below. 
 +    * Scar of the Soul: Examination of the scar will give the examiner some insight into why the scar was given. 
 +    * Trace the flow of Life: Use of this spell only causes 2 points of damage for 4 points of healing. 
 +    * Scar of the Heart: The target must no longer be willing to die to protect the secret for this spell to succeed. 
 +    * Excise the Treacherous Heart: Optionally, the target will not remember the application of the spell. 
 +    * Scar the Unquiet Soul: The dead servant is additionally STRENGTHENED. 
 +    * Brand the Memory: You may make the target believe more complicated concepts. A set of no more than three inter-related facts. 
 +  * Fracturing: When scourging yourself, gain an additional spell cast at the same moment which ignores the usual physical item specific requirements (e.g. fresh eyes) to cast. 
 === Dragonsoul Implement === === Dragonsoul Implement ===
 Your implement is a conduit to the primal forces of your rite, and will have exciting special effects. Discuss the sort of things you would like it to do with the GM team. Your implement is a conduit to the primal forces of your rite, and will have exciting special effects. Discuss the sort of things you would like it to do with the GM team.
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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 roomboard 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 youIn additionyou 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 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 youand 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 ​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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 === Mana Sense === === Mana Sense ===
 You can feel the presence of nearby caches of mana, and can track down hidden stocks of it (or focus for a few seconds and work out whether someone has some in their pockets. You can feel the presence of nearby caches of mana, and can track down hidden stocks of it (or focus for a few seconds and work out whether someone has some in their pockets.
-=== Mana Crafting === 
-You can temporarily craft items out of mana. You can spend one mana crystal to craft a superior item of any type you’ve seen (the magical power infused in it will iron out any kinks caused by inexpertise). However, this will crumble to dust at the end of the encounter. 
 === Minor Ritual Caster === === Minor Ritual Caster ===
-With preparation time (at least five minutes), a mage can create minor effect within the purview of their primary ​rite, or their secondary rite is they use a mana crystal. These effects will not be directly combat effective, but can be used for things like transferring or gathering information,​ destroying or forging evidence, altering items slightly and other similar effects.+With preparation time (at least five minutes), a mage can create minor effect within the purview of their primary ​ (or secondaryrite if they use a mana crystal. These effects will not be directly combat effective, but can be used for things like transferring or gathering information,​ destroying or forging evidence, altering items slightly and other similar effects.
  
 This also grants you the beginnings of scholarly insight into your two rites, and you will be able to understand basic arcane effects you encounter from them. This also grants you the beginnings of scholarly insight into your two rites, and you will be able to understand basic arcane effects you encounter from them.
-=== Master Mana Crafting === 
-You can create Master Crafted items from mana. These are just as temporary as lower level ones. 
 === Ritual Caster === === Ritual Caster ===
 By spending quantities of time and mana, the caster can achieve effects within the purview of their rites of greater magnitudes than with normal spells. Discuss with a GM beforehand what you are intending to achieve first. At this level, up to three mana crystals can be infused into a single ritual. Multiple mages of different rites can work together to create effects that combine their purviews. By spending quantities of time and mana, the caster can achieve effects within the purview of their rites of greater magnitudes than with normal spells. Discuss with a GM beforehand what you are intending to achieve first. At this level, up to three mana crystals can be infused into a single ritual. Multiple mages of different rites can work together to create effects that combine their purviews.
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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.
-=== Arcane Armour === + 
-You can infuse a mana crystal into a suit of armour, shielding it temporarily against magic. This takes ten seconds of appropriate roleplaying ​to set up, after which the wearer ​of the armour can RESIST the next spell targeted at them. +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.
-=== Mana Absorption === +
-You can consume mana to temporarily heal yourself ​in a pinch. Devouring a mana crystal will restore four hit points. However, at the end of the encounter, this will burn away, and you take a THROUGH QUINT.+
 === Tough === === Tough ===
 You have +2 body hits. You have +2 body hits.
 +=== Enchant Weapon === 
 +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 === 
 +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 === 
 +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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 Wrap a piece of ribbon around your mouth. As long as it remains, neither you nor a target of your choice can make any noise (even through other physical actions). The target can still use abilities that would normally require speaking (such as using priest miracles), but no one can hear the words coming from their mouths. Wrap a piece of ribbon around your mouth. As long as it remains, neither you nor a target of your choice can make any noise (even through other physical actions). The target can still use abilities that would normally require speaking (such as using priest miracles), but no one can hear the words coming from their mouths.
 == Bound in Service == == Bound in Service ==
-Rebind the grip or any appropriate wrapping on a weapon or item. That item is bound to your service, and cannot be taken from your possession without your consent (including by a DISARM, to which you may call IMMUNE).+Rebind the grip or any appropriate wrapping on a weapon or item. That item is bound to your service, and cannot be taken from your possession without your consent (including by a DISARM, to which you may call IMMUNE). This lasts until you cast this spell on another item.
 == Bind Limb == == Bind Limb ==
-Wrap a short length of rope around one of your arms or legs. This bursts forth, wrapping around the arm and making it unusuable. The same happens to a single target in range. You may end the binding at any timeat which point it will also leave the target+Wrap a short length of rope around one of your arms or legs. This bursts forth, wrapping around the arm and making it unusuable. The same happens to a single target in range. You may call WOUND 30 (limb)taking a wound 30 on the same limb).
  
 === Level 3 === === Level 3 ===
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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. ​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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 == Scar of the Heart == == Scar of the Heart ==
-You must spend 30 seconds phys-repping the carving of a bloody pattern into the target’s chest. Upon completion the target is compelled to tell you ONE secret that the target would die to protect. If the target has no such secret, the carved pattern immediately heals. This rite can only be successfully performed upon an individual ONCE. The scars produced by successful application of the rite will interfere with any future casting by any mage.+You must spend 30 seconds phys-repping the carving of a bloody pattern into the target’s chest. Upon completion the target is compelled to tell you ONE secret that the target would die to protect ​(you may specify what you want to know, but will only be successful if the target would die to protect the secret). If the target has no such secret, the carved pattern immediately heals. This rite can only be successfully performed upon an individual ONCE. The scars produced by successful application of the rite will interfere with any future casting by any mage.
  
 == Excise the Treacherous Heart == == Excise the Treacherous Heart ==
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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 magica 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 magicand they will be unable ​to cast any Lv5 spell nor use advanced ritualist until the beginning ​of the next encounterAdditionally, 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 bothof the following effectsthe 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 forcewith 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 examplethe 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 Mana 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 shortlyYou 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 weakenCall 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 ==
mage.1388690757.txt.gz · Last modified: 2015/05/14 21:09 (external edit)