The Magic Book 1) Creating a Magic User Becoming a Magic-User Requires That the Player Have a Solid Grasp of This Book
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The Magic Book 1) Creating a Magic User Becoming a magic-user requires that the Player have a solid grasp of this book. Every magic-using Player must know the basic rules that govern the spells he uses, as described in the sections that follow. This task demands a strong grasp of the rules and solid effort. If a Player does not wish to spend the time necessary to master this book he should not use magic. Starting Experience And Expertise The starting magic experience and magic expertise points a Character has are determined by his prime requisite in the Magic Path he selects. The Current Ability value is used. PRIME REQUISITE TABLE MAGIC PATH PRIME REQUISITE Wizardry Intelligence Shamanism Will Sidh Magic Empathy Shadow Magic (W+Em)/2 (RU) Priesthood Varies* * The prime requisite depends on the type of Priest. See the rules for the Priesthood, Druidism or Witchcraft as appropriate. Starting Experience and Expertise The table below is used for all starting magic users. The points are received at the completion of the character’s apprenticeship. In some cases, an MEL is stated for the path in question. Only the expertise points listed are gained. Use the Current Ability rating for the appropriate attribute. CURRENT ABILITY Experience Expertise .LT. 20 5 25 20-25 10 40 26-32 20 60 33-40 40 90 41-50 80 125 51-65 150 160 66-80 200 200 81-100 300 250 .GT. 100 400 300 EXAMPLE — A wizard with Current Intelligence of 38 has 40 experience points and 90 expertise points in magic. A Chaos Witch uses the highest of E or Em. If that is 33, she starts at the MEL determined in the Chaos Witchcraft section and gets 90 expertise from the table above. NOTE — The points gained determine the MEL and purchase spell knowledge beyond that gained in apprenticeship. Starting Knowledge Limit A starting magic-user may not learn spells that have a Base Mana Cost (BMC) .GT. Current Ability in his Prime Requisite divided by FIVE (RD). This only applies to spells the player buys with the expertise above. EXAMPLE — A starting Shaman has a Current Will of 39. He may learn spells that have a BMC of ONE to SEVEN. He may not learn a spell with a BMC of EIGHT or more. Acceptance as an Apprentice Characters must be accepted for training. The chance he is accepted by a master of the path desired is given below. MAGIC PATH ACCEPTANCE CHANCE Wizardry Maximum I + 20 Sidh Magic Maximum Em + 20 Shaman Maximum Will + (Native Em*2) Kotothi Shaman Maximum Will + (Native E*2) Shadow Magic ((Maximum W + Maximum Em)/2)+25 Priest See the appropriate section If the roll is higher than the value determined, he failed to find a mentor. He may not start as that type of magic-user. The Magic Paths This section details the gains a Character accrues from apprenticeship in the Magic Path selected. WIZARDRY The Character gains the following skills at no additional cost: A) All General Skill spells at EL0. B) Starting EL as a Jeweler OR Armorer. C) One Human tongue at (EL80) and one Supernatural tongue at (EL60). If they have written forms he gets read and write for them at his maximum current EL. D) A number of EL increases equal to MEL-1. If the result is zero or less he gets nothing. The levels are only applied to permanent magics. No more than half (RU) may be used on any one spell. EXAMPLE – Jon starts at MEL4. He gets three EL to apply to his Permanent Magic spells. Apprenticeship Cost The cost of the apprenticeship is 250 expertise points. It is paid with the points gained on the Initial Increase Table. Points gained in apprenticeship may not be used. Orientation Wizards select an orientation. He may choose Law, Chaos, Elder, Neutral or Balance. The orientation selected affects his cost to learn and cast spells. NOTE — In choosing an orientation the player is choosing the basic philosophy that focuses his magical talents. The Law Wizard opts to search for knowledge and use his power to benefit others. The Chaos Wizard thirsts for personal might and gain. As others can aid him, they are aided. When they cease to be of value, or become a detriment, they are ignored or expunged. Elder and Neutral wizards tend to be defensive. The search for knowledge and power is a means to improve themselves and gather weapons to keep defilers at bay. The Balance Wizard melds these forces into a whole. He is concerned with both knowledge and power. He aids those afflicted by powers they have no ability to oppose. The true servant of Balance works even-handedly against all powers, seeking to create parity in their forces, thus creating Balance. He contests the stronger until neither is weaker. Orientation Affect Chaos Orientation - The cost to learn Chaos spells is normal. The cost to learn Balance, Neutral and Elder spells doubles. The cost of Law spells is tripled. Shadow magic costs quadruple. The cost to increase in Expertise is modified in the same way. In any encounters, Law aligned forces are hostile. A Chaos wizard may influence other forces if he has the proper spell or speaks their language. The cost to cast Balance and Elder spells is increased by one Mana Point per EL. The cost to cast Law and Neutral spells is double. The cost for Shadow is triple. EXAMPLE – Casting an EL0 Elder spell with a BMC of 6 costs the Chaos wizard 7 mana. Casting the same spell at EL5 costs 22. If the spell were Lawful the costs would be 12 and 32. Shadow is 18 and 48. Law Orientation - The cost of Law spells is normal. The cost to learn Balance, Neutral and Elder spells doubles. Chaos and Shadow are quadruple. Expertise increase uses the same multipliers. In an encounter with Chaos the Law Wizard will attack and be attacked. He is not required to attack other alignments. The cost to cast Balance, Neutral and Elder spells is influenced as for Chaos above. The cost to cast Chaos spells is double. The cost for Shadow spells is triple. Elder Orientation – The player must decide whether he is Dark Elder or Grey Elder. For Dark Elder the cost of Elder and Chaos spells is normal. He pays double for Law, Balance, Shadow and Neutral. The cost to learn Sidh magic is quadruple. For Grey Elder the cost of Elder and Neutral spells is normal. Law, Sidh and Balance are doubled. Chaos and Shadow are triple. In both cases, increasing expertise uses the same multipliers. The Sidh view Dark Elder wizards as enemies. Attacking the Sidh earns them favor with the Kotothi gods and keeps them alive. They often work with Chaos forces and assail Law. The quest for personal power is their lives. Their casting costs are influenced as for the cost to learn. Grey Elder wizards tend to be selfless seekers of knowledge who champion what they treasure. They seek power, as much for the good of what they serve as for personal ends. They cast Elder, Sidh and Neutral magic at normal cost. Add one per EL for Balance and Shadow magic. Double the cost for Law magic and triple it for Chaos. Many Grey Elder wizards are also Sidh Magicians. Neutral Orientation – Neutral wizards have two basic mindsets. The first group are hermits. Their only concern is protecting their realm. They do nothing for anyone without a good reason. They learn Neutral and Elder magic at normal cost. Balance and Shadow cost an additional 50% (RU). Sidh costs double. Law and Chaos cost triple. Such wizards may have ties with local forces. The relationships are rarely more than an amicable truce. The other group is dedicated to fostering life and defeating its enemies. They protect the innocent and defend the young. Neutral magic is half cost (RU). Elder and Sidh magic are normal cost. Shadow and Balance cost double. Law spells cost triple. Chaos is quadruple. Wizards of this type often seek patronage from the Court of Cernunnos. The Kotothi and most Chaos forces hate them. Many are also Sidh magicians. Most have ties to the True Sidhe and/or Baobhan. Increasing expertise and the casting cost for both groups is influenced as for their cost to learn. Balance Orientation - The cost of Balance spells is reduced 50% (RU). The cost of Elder and Neutral spells is normal. The cost for Shadow, Law and Chaos triples. The cost to increase Expertise in Balance, Shadow, Neutral and Elder is normal. The cost for Law and Chaos is tripled. The Balance Wizard is not required to attack any alignment. Law and Chaos forces are hostile but do not attack automatically unless that is their nature. Influence may be used in any encounter. The cost to cast magic is influenced as for the cost to increase in Expertise. SHAMANISM Shamans gain power through a filial connection with nature. This is a tie on an instinctive level that requires strong will and aptitude. When he completes his apprenticeship a character gains the following: A) The Shaman makes his first drum. It is required to cast any of his magic except powers gained from a Tonah tie. B) The maximum EL currently possible as a Healer and a starting EL as a Herbalist. C) The Shaman starts with 1D3* materials from the Plant, Herbs and Liquors table. He has 2D6 doses of each material. NOTE — If the material is not consumed in use he has one item.