Magic in Realm of the Powers is based on spell points, called mana . A mage goes through whatever contortions are required to get a spell off (gestures, mystic words), expends the mana for the spell, and then makes a skill roll. This skill roll takes penalties for the rank and mana cost of the spell. If the skill roll is made (and nothing is seriously wrong) the spell goes off. As an example of something being seriously wrong, take a teleport spell that takes the mage into what he thought was empty air but is, in fact, an invisible rock. If the skill roll is blown or there is something seriously wrong the mage rolls a spell failure . There are several spell failure tables, indexed by type and rank of spell, at the end of the mage's guide.
It is possible to get a spell off when you don't have enough mana (you must have some), it is possible to rush through a spell to get it off sooner, and it is possible to get a spell off sooner by overpowering it. All of these increase the risk of undergoing spell failure. The mana cost of spells is variable, the caster may often pour in additional mana for additional affect or duration. There may be hard limits to this, based on the character's rank, and there are soft limits implicit in the decreasing chance of getting a spell off as you dump more mana into it.
The basic skill needed to be aware of magic is called Magic . A character that has Magic skill may buy the skills connected with areas of magic (named after those areas). There are several other magical skills, all of which have the skill magic as a prerequisite. There are benefits to the skill Magic beyond being able to buy other skills. See the skill description for details.
Magic items are fairly easy to make in Realm of the Powers. Almost all items in the system are things that could be made by a (sufficiently powerful) player character. The basic procedure is to place a spell (or spells) into an item by engraving bits of the spell on the item or meditating the spells into the item. The magic item is then powered by permanently expending either mana or unspent experience (these are the same, trading one-for-one, when making magic items). The amount of mana needed to make a magic item varies sharply with the type: charged, recharging, and permanent. Charged items are rechargable, it just takes time and effort. Recharging items recharge themselves.
Each spell caster has a personal focus which anchors his magical powers in any areas of magic he learns. Deprived of this focus the mage is much less powerful than otherwise. Some spells require a special focus, which is manufactured at a small cost in design or experience points, and that is absolutely required to cast the spell. A mage acquires his personal focus when he learns the skill Magic. Special foci for spells are made when the spell they are the focus for is learned.
In Realm of the Powers, magic spells are broken into five magical schools, Alchemistry, Arcane Lore, The Elements, Enchantment, and Natural Lore together with the priestly areas of magic that belong to no school. The magical schools are further broken into areas of magic as shown below. Before a character can learn any areas of magic or spells they must learn the skill Magic. Magical skill is based on intelligence, but each school and priestly area has a second requisite listed after the name of the school or area. This second requisite is used in computing initial rank and other things. The cost of areas of magic in a mage school, as a skill, is given after the name of the area in the listing below. The number before the slash is used if it is the first area purchased within that school. The number after the slash is used whenever the player already has one area within the school. Notice that the school of Natural Lore requires that you purchase the core skills first and then specialize for various sorts of terrain at your leisure. Priestly areas of magic simply have a cost, listed below.
Alchemistry is the school concerned with the manufacture of magical and otherwise remarkable substances and well as the use and transformation of the essences of substances. Candle magic involves manufacturing candles with everything from increased burning time to call waiting. Essences allows the caster to refine the true essence out of things, from fire to a roll top desk, and use them in other magical procedures. Fiber Lore involves the creation of magical ropes, rugs, fabrics, and other fiber based substances. Metal alchemistry allows the creation of magical and exceptionally tough normal metals. Potion alchemistry is the traditional area concerned with the creation of potions. Transformations allows a mage to reshape himself, other creatures, and the world. Vital alchemistry permits a mage to modify and redesign living creatures.
| Alchemistry(CN) | ||
|---|---|---|
| area | cost | 2nd |
| Blootch Lore | 25 | 10 |
| Candles | 15 | 5 |
| Crystal Alchemistry | 20 | 5 |
| Essences | 30 | 15 |
| Fiber Lore | 15 | 5 |
| Gustomancy | 15 | 5 |
| Metal | 20 | 5 |
| Potions | 25 | 10 |
| Transformation | 25 | 10 |
| Vital Alchemistry | 25 | 10 |
| Wood Lore | 15 | 5 |
Arcane Lore contains informational spells, spells concerning magic itself, many spells that turn in on the caster, as well as those dealing with creatures from outside of the normal world. Demonic Lore gives the caster the ability to raise, control, and defend himself from demons, as well as control over the arcane substance hellfire. Elven Lore is, as one might expect, the magic of the elves. It permits the creation of elven weapons and goods, grants power against darkness, and lets elves be elves. Ipso Lore is the magic of self, allowing the caster to repair himself and enhance his own abilities. Item Smithy is the magic that enable the creation of magic items with odd structure and flexible powers. This area enhances the creation of magic items in a number of ways. Luxomancy allows a mage to manipulate light for information, attack, and defense. Obscurymancy is the magic of darkness and permits the creation and control of many types of darkness as well as raising and controlling certian bizzare monsters called grue. Necromancy allows the cater to profit from death, his own and others, as well as the ability to create, raise, and control undead. Shadow Lore is the magic of thieves, allowing the caster to enhance his own abilities as a spy or thief in many ways. Thaumaturgy is the magical area concerned with magic, containing many informational spells and spells that allow the caster to unravel or defend against magic. There are also many runes in this area that can be graven on weapons to good effect. Vampire and Wraith Lore are the magical areas of those particular undead, seldom learned by humans, and with a large intersection with Necromancy. They tend to enhance the powers of the undead that use them.
| Arcane Lore(WS) | ||
|---|---|---|
| area | cost | 2nd |
| Chicanomancy | 20 | 10 |
| Demonic Lore | 30 | 15 |
| Elven Lore | 25 | 10 |
| Graphomancy | 20 | 10 |
| Incarnation Lore | 20 | 10 |
| Ipso Lore | 25 | 10 |
| Item Smithy | 25 | 10 |
| Luxomancy | 25 | 10 |
| Necromancy | 30 | 15 |
| Obscurymancy | 25 | 10 |
| Shadow Lore | 25 | 10 |
| Thaumaturgy | 30 | 15 |
| Vampiric Lore | 25 | 10 |
| Wraith Magic | 25 | 10 |
The Elements are the areas of magic allowing the caster to manipulate and control each of the six basic elements of the universe. These elements come in three opposed pairs, fire and water, earth and air, ether and void. Each area also allows the caster to raise, control, and protect himself from the corresponding elemental. They vary in their destructiveness and all contain interesting logistical spells. Void has little worth beyond disintegration and the ability to suppress other types of magic. Ether permits its students to gain spiritual abilities. Read the areas to get a sense of what the areas can do. Each of the areas has a corresponding area, called elemental rather than element, that can only be learned by elementals. The cost, to the elemental, for elemental magic is the same as the cost to a player for the corresponding element.
| Elements(WP) | ||
|---|---|---|
| area | cost | 2nd |
| Air | 15 | 5 |
| Earth | 15 | 5 |
| Ether | 25 | 15 |
| Fire | 20 | 10 |
| Void | 25 | 15 |
| Water | 15 | 5 |
Enchantment is the magic of the mind. Control contains the suggestion and charm spells as well as many spells that can attack directly a victims mind or nervous system. Dragon magic is the area of magic learned by dragons, it requires special permission for humans to use it. Dream lore permits control over sleep and dreams and access to a bizarre realm called the dreamscape. Illusion allows the appearance and even actuality of altering reality. Melodics is the magic of songs from single chords that have immediate effect to ballads that subtly modify the listener. Mirror magic is concerned with the creation and use of magical mirrors and the strange realm hidden behind mirrors. Paper magic involves oragami and other disciplines related to paper. Unicorn magic is magic learned by unicorns. The Visionary area is concerned with sensing at a distance in time and in space, sending the mind beyond the normal limits to gather knowledge and information.
| Enchantment(CH) | ||
|---|---|---|
| area | cost | 2nd |
| Control | 25 | 20 |
| Dragon Magic | 25 | 20 |
| Dream Lore | 20 | 15 |
| Houri Lore | 20 | 15 |
| Illusion | 25 | 20 |
| Melodics | 20 | 15 |
| Mirror Magic | 20 | 15 |
| Paper Lore | 20 | 15 |
| Unicorn Magic | 25 | 20 |
| Visionary | 10 | 5 |
Natural Lore is the magic of Druids. There is a Core area that all must learn first and then areas for various sorts of terrain or circumstances. The areas of Weather, Dragons, and Insects are especially odd, as they concern less a particular type of terrain and more a certain sort of nature not tied to a particular geography. The best healing spells are in the various natural lore areas. Some may find the area of Urban lore a peculiar one, treating as it does cities are a type of natural area.
| Natural Lore(WS) | ||
|---|---|---|
| area | cost | 2nd |
| Core | 10 | |
| Desert | 10 | |
| Dragon | 15 | |
| Insect | 15 | |
| Mansland | 10 | |
| Mountain | 5 | |
| Ocean | 5 | |
| Seasons | 10 | |
| Urban | 10 | |
| Weather | 10 | |
| Wetland | 10 | |
| Woodland | 10 | |
Foundations magic permits one who learns it to tap the six foundational forces that rule the creation of universes. These forces are quite subtle and difficult and knowledge of them confers awesome power at substantial cost. The foundations come in three pairs: time and eternity, emotion and reason, and order and chaos. In each pair of Foundations there is a persistent and a transient member. Time is transient and instances of time spring from eternity. Chaos is persistent and instances of order spring from chaos. Reason is persistent and instances of emotion spring from reason. Instances of transient foundations are called world-lines or universes. The natural law of a world results from the proportions of the six foundations that were mixed into at the beginning of the transient event. Unlike elements, foundations are are not paired in opposites; and instance of a transient is mixed with some part of the persistent and the metaduration of the transient is longest when the mixture is perfectly balanced. If the balance is different in different pairs of foundations then the natural law of a world will change at different points in its metaduration.
Unlike the elements, which have elementals, there are no beings associated with individual foundations. There are beings called foundationals but they are associated with pairs of foundations so that one is transient, one is persistent, and both are not in the same pair. These foundationals are as follows.
| Persistent | Transient | Order |
| Eternity | Emotion | Avatars |
| Eternity | Order | Lords of Law |
| Reason | Time | Geomotons |
| Reason | Order | Principles |
| Chaos | Emotion | Aristocratic Demons |
| Chaos | Time | Transformationals |
The summoning of more than minor foundationals is quite difficult because no one magical area entierly encompasses them. The power level of a foundational typically starts at ``demigod'' and goes up from there. It is often the case that gods are foundationals; it is not clear all gods are foundationals.
| Foundations(WP+WS)/2 | ||
|---|---|---|
| area | cost | 2nd |
| Chaos | 40 | 25 |
| Emotion | 40 | 25 |
| Eternity | 40 | 25 |
| Order | 40 | 25 |
| Reason | 40 | 23 |
| Time | 40 | 25 |
The priestly areas of magic are campaign specific and referees should make up their own. The ones given in these rules are examples intended for modification for particular campaigns.
| Priestly Magic | ||
|---|---|---|
| area | cost | 2nd requisite |
| Amlar | 15 | WS |
| Cat God, The | 20 | CH |
| Dark One, The | 25 | CH |
| Dzau | 20 | WS |
| Jepsotitipe | 20 | WS |
| Lord of Chaos | 25 | CH |
| Mathon | 15 | WS |
| Milionleaf | 15 | WS |
| Obscura | 20 | CH |
| One God, The | 25 | WP |
| Rat God | 20 | CN |
| Regorth | 20 | CN |
| Reptile God | 20 | CN |
| Sradd | 20 | WP |
| Stareyed | 20 | WP |
| Sun Goddess | 20 | CH |
These skills, other than Magic itself, have Magic as a prerequisite. The usefulness of these skills varies and some of them (Item Maker, Scroll Making) can strongly affect the balance of a campaign by their presence of absence. The skills Magic and Area of Magic are of key importance to the gaming systems and must be included.
Magic is divided into schools (The Elements, Arcane Lore, Natural Lore, Enchantment, and Alchemistry) as well as the various priestly areas of magic which are not in schools. Each of the schools has several areas. This skill permits you to purchase the skill that allows you to learn and cast spells in one of these areas. Note that in the school of Natural Lore you are required to learn the area ``Core'' as your first area. In the other schools there is no required order in which to learn areas of magic. This doesn't mean there isn't a partial ordering of the areas by usefulness - be sure to read the areas of magic through before buying one. The cost of buying areas of magic is given in the section on Areas of Magic. Notice that there is a discount in learning areas in a school where you already know one area.
It requires eight determination points to spend an experience point on an area of magic you don't have yet. An area of magic may only be bought at the initial rank before the start of play. A character cannot learn an area in a new school without a tutor or the spell book of a mage who has the area in question. To buy additional ranks requires only three determination points per point spent on an additional rank. Notice that the cost per rank of additional ranks goes up until it tops out at 25. The skill roll for an area of magic is used to cast and learn spells and may be used for other things.
This skill permits the caster to cast spells even when they cannot see the gestures he is making. Normally there is a penalty (see the section on Spell Casting when you Can't See/Hear). The amount a Blind Spell Casting skill roll is made by reduces this penalty.
This skill permits the caster to cast spells even when they cannot hear the words he is saying. Normally there is a penalty (see the section on Spell Casting when you Can't See/Hear). The amount a Deaf Spell Casting skill roll is made by reduces this penalty.
This skill permits someone with Magic skill to drain mana from another creature by skin-to-skin contact. If the skill roll is made then the skill's possessor may transfer d3 points of mana, per his rank with the skill, from the person or creature they are touching. The skill roll takes a penalty of 3 for every mana above full the person using the skill has. Such super charge bleeds away at a rate of one per round. this skill cannot drain mana from magic items but may drain it from mana stones or other objects that simply donate mana to those touching them. Mana drained by this skill is as mana expended casting spells; it recharges normally. There is no effect from blowing the roll on this skill.
This skill gives the character the ability to target spells with exceptional accuracy. First of all, the amount the Expert Spellslinger roll is made by may be used as a bonus to agility saves to target a spell correctly in combat. Second, for every 20 points that a caster makes this roll by they are entitled to an additional hit location roll for spells that require same. Third, for damage spells that target an individual, this skill permits (without a skill roll) the caster to get added dice of damage for good hit rolls (+d6 per 30 over). The referee may disallow this on some spells and it does not apply to spells that already get this ``good hit'' bonus. Finally, a successful roll with this skill permits the caster to substitute a spell ``to hit'' roll to target an essentially spell based effect that normally uses some other skill roll.
This skill permits the caster to cast a spell not absolutely requiring obvious gestures or shouted phrases in a manner that requires a perception save to notice. Typical spell casting has pretty noticeable, emphatic gestures and requires magical words spoken in a clear voice. This skill permits the caster to make small, subtle gestures and mutter. Making the skill roll will typically let spell casting pass in a crowd. Making the skill roll by 30 will let spell casting pass notice at a dinner party. Anyone suspicious person watching the mage gets a perception save, at minus the amount the Hide Spell casting roll was made by, to notice he is doing something.
This skill permits the caster to cast a spell and then hold it ready, releasing it with a delay of -1, when an expected event happens or at a perceptions save with the usual permutations. The caster is considered to be casting the entire time they are holding the spell. It is not possible to start another spell while holding the first. The amount the hold spell roll is made by is a bonus to the stress save to swallow the spell, with the usual effects, if the caster chooses to swallow the spell. A blown hold spell requires the character to release the spell now. Blowing the roll by more than 30 adds in an (unmodified) spell failure roll. If the caster wants to hold a spell for a long time then they may have to renew the Hold Spell roll. The duration of effect (time until a new roll is needed) for a Hold Spell roll is given on the following chart.
| Skill Roll | |
| Made by | Duration |
| 0-9 | 1 round |
| 10-19 | 3 rounds |
| 20-29 | 5 rounds(1 minute) |
| 30-41 | 5 minutes |
| 41-50 | 20 minutes |
| 51-59 | 1 hour |
| 60-89 | until next sleep |
This ability permits the mage to focus through distractions. Anything from drunkenness to confusion to having paws instead of hands that would normally subtract from the caster's spell casting can be overcome with a good roll with this skill. The skill roll is made before the caster tries to cast a spell. The amount he makes the roll by reduces penalties, but not below zero. The skill roll is at -30 the first time the caster encounters an impairing condition, -20 the second time, -10 the third, and then the caster is used to that impairing condition. Conditions similar to familiar ones may start at a lower penalty.
The skill Item Maker represents study of the process of making magic items. Characters with this skill know the process of making magic items well - the referee should be especially helpful in optimizing magic items made by possessors of this skill to the rules. If this skill roll is made then one third the amount it is made by can be used to reduce complexity and mana based penalties, but not rank penalties, applied to rolls for making a magic item. In addition, the referee may claim the additional extra decisions in the magic item rules, e.g. Delay, Loop, and Wait are known only to character's with this skill. An item maker roll can be used as a supporting roll with skills used to analyze magic items, e.g. Assay or Read Action Diagram. The amount an item maker roll is made by is given as a bonus to perception or knowledge rolls.
A character may expend mana to make a spell go at a higher speed. If a character makes a judicious magical speed roll after picking an initiative pip then they may spend only as much mana as they need to in order to achieve that initiative. The character must expend maximum possible mana if it is not possible to achieve the desired pip given their roll.
This skill is exactly like the skill Knowledge in the general skill lists. These skills can thus be bought without Magic skill - but this may modify their character along the theoretical/applied axis. Additional information is included here for use with magical areas of endeavor. Commonly a player character, especially one who has been a mage in a past campaign, will have knowledge of how magic works while the character he is playing, a non-mage, does not. It isn't reasonable for a warrior to know exactly the capabilities of a full-fledged wizard. On the other hand, if a warrior hangs around mages or intentionally pays careful attention to everything said about mages, he's not going to know nothing either. To place all this into the game cost structure a character may purchase a knowledge skill concerning an area of magic or a school of magic.
Knowledge of a school of magic allows the character to know what areas are in it. After nontrivial personal contact the character may make a knowledge skill roll to identify a practitioner of that school of magic from his own knowledge and mannerisms. The knowledge skill roll connected with a school of magic will also allow the character to know where and to what degree a school is known, studied, or learned and how it is regarded by the authorities. Knowledge of a school gives very little knowledge of particular spells or techniques.
Knowledge of an area of magic gives the player character who makes a skill roll detailed knowledge of specific spells, rituals, or capabilities of an area of magic. It does not give the ability to recognize or find practitioners. There should be a minus to the skill roll for spells above rank 3 or so, and possibly another based on the referee's judgment of the rarity of the spell in the current campaign.
Knowledge of Magical Items will give the player a chance of knowing the trigger conditions of famous or legendary magical items (beyond what ``everyone knows''). It will also allow the character to be familiar, if not expert, with the possibilities implicit in the rules for making magic items. Applied, practical knowledge in this area is obtained by buying Item Maker.
Knowledge skills are also required to permit a character to use the information contained in the color section of the rules. So KS: Enchanted Gems would grant knowledge of the various properties of activated gems. KS: Arcane Metals would give access to the various mana-cost reductions in the rules. KS: Tsargo would give the detailed knowledge of he properties of tsargo alloys.
Having this skill gives the character the right to buy areas of magic. It costs 10 DPs to spend a point of experience acquiring the skill Magic after the beginning of play. Characters must have the skill Magic to increase their mana by spending experience. Anyone with Magic skill may touch an object and make a perception save to find out if the object is magical. This can mean the object has mana bound in it (is a magic item), has a powerful spell thrown on it, or has been the focus of great magic in the past. Telling which of these pertains is possible with a good perception save; to make finer distinctions the skill Train Arcane Sense is recommended. A competitive perception save permits someone with Magic skill to tell is someone else has it, with a handshake or similar contact, skin to skin.
Someone with magic skill may also learn spells from a tutor that knows them or a fairly complete spell book. Each spell learned costs one experience point and the Magic skill roll is the base roll for casting the spell before mana and rank subtractions are made. The referee may permits experience spent on spells within and area to be cashed in toward learning an area. It requires 5DP/rank to try to learn a spell and experience is only spent for successfully learning a spell. Each failure adds +5 to the character's chance to learn the spell the next time he tries.
The skill magic allows the character to trigger magic items that require concentration, with a successful skill roll. Blowing the roll by 30 or less simply wastes and action. Blowing the roll by more than 30 causes the item to trigger with a spell failure. In essence the skill Magic makes a character a mage that knows no Areas of Magic. The character may trigger items with a Magic skill roll. A character with Magic skill may trigger magical scrolls (that they can read) on the same basis as triggering magic items.
This skill allows a character to mix two potions without a roll on the potion mixing table. Note that many results on that table allow the potions to be mixed anyway. There is a penalty of 3 per rank of the highest rank spell used in creating the potions, for each potion. Thus a rank five and a rank three spell potion being mixed engender a total a total penalty of 24. Poisons, liqueurs, etc. are treated as potions created by a rank zero spell. More than two potions may be mixed, but penalties accumulate. Mixed potions may be drunk together without any ill effects from the mixing, both potions taking effect normally. Instances of the same potion may be mixed in any case. Typically two instances of the same potion have the larger effect of either not the sum of effects.
In some cases the potions may act synergistically. The most Justinly potion, combining Ill Resolve and Laughing potion, for example would like to lower the victim's stress save before laughter ensues. This then raises the annoying question, ``which acts first''. If the mage makes no attempt to control this then this is determined randomly. If the caster makes his mixing roll by at least five times the number of potions being mixed and spends one mana then he may determine the order of action of mixed potion.
This skill allows a character to create magical scrolls. The character must have Magic skill and be literate. This skill allows the caster to copy scrolls (using the Scroll Making skill roll) or write scrolls of spells he knows (use his spell casting roll for that spell, with the usual modifiers). If a character is copying a scroll he must still have enough mana to power it. When copying or writing an original scroll with insufficient mana a character takes a modifier of minus five per insufficient mana to his scroll making roll. When the character finishes a scroll the mana to power it drains into the scroll. If a character has a scroll that has been discharged and the character knows the spell in question then they gain a bonus of plus thirty to their Scroll Making roll to re-write the scroll.
A magical scroll will remain quiescent until read with intent to trigger the spell by a character with Magic skill. If the roll to make the scroll is blown there is automatic spell failure when the scroll is read. A scroll still requires the character to make his Magic skill roll if the scroll in not one he knows. If it is in an area he knows he may use his (unmodified) spell casting roll to trigger it. A blown roll results in spell failure with 96-00 counting as automatic failure unless the spell is one the mage knows and which is four ranks lower than he is. The time to make a scroll spell go off is the casting time of the spell put to paper, less three initiative pips per point the (original) scroll maker made their roll by, to a minimum of -3 or 1/10th the normal casting time, whichever is smaller.
It takes 1 DP per two ranks of the spell being written plus one per ten mana used to write a scroll. Once read, a scroll is discharged an loses its mana; it may be recharged by a character with the skill Scroll Making by remaking the roll (at plus thirty if the character has the spell) and re-expending mana and 1 DP per ten mana used. Multiple spells may be separately written on a scroll (in a codex, etc.) Scrolls are different from magic items in that they can hold at most one "charge" per written spell, and they contain complete written directions on how to cast the spell instead of the active matrix of the spell. Scrolls may or may not be used to record spells with complex material apparatus depending on the need for the apparatus at casting time or for the spell to go off. Consult with your referee.
The spell specialist skill permits a character an add to his casting roll with a spell that he practices often. The add to the casting roll is 5 plus 5 more for each rank the character has with spell specialist above the spell's rank. In addition each rank the caster has with spell specialist above the spell's rank reduces the automatic failure chance by 1. A character may specialize in no more spells than his rank with the spell specialist skill. To add a spell to or change a spell on the list of specialty spells requires a skill roll. Blowing the roll means the spell is not added or the new spell does not replace the old one of the specialty list. Blowing by thirty or more causes the character to either lose the most recently added spell on the specialty list (if a new one is added) or to both lose the spell to be replaced and fail to add the new one. It requires 3DP per rank of a spell plus 10 DP per rank that the spell exceeds the caster's rank in its area to attempt a skill roll. In addition each specialty spell requires 1 DP per week of maintenance, 2 if the spells rank exceeds the caster's rank in its area of magic. The caster's rank with spell specialist may not more than double his highest rank with any one area of magic.
For spells that are stacked or cast together spell specialist works as follows. If the character is a specialist in multiple stacked spells then only the highest rank (worst bonus) spell involved adds its bonus to the stacked spells. If the caster is not a specialist in at least on of the highest rank components no bonus accrues, except for the mana bonus described subsequently. For all spells other than a single highest rank spell that determines the spell specialist add to the casting roll, the the spell specialist bonus for that spell may be applied against the subtraction from the casting roll due to that spell's mana cost. This low rank spells that a caster specializes in may be free (or at least cheaper) when stacked.
This skill permits a character with permanent access to a magical sense normally conferred by a spell to learn to use it as they would a normal sense. The magical sense is used as in the spell description but with less concentration than usual and with a much better memory of what the world in general is like to the sense. Magical senses tend to overlay natural ones; Sense Magic overlays smell and Witch Sight overlays vision, for example. The skill roll for Train Arcane Senses can be used to sort out the two senses. A blown skill roll causes some confusion among the senses - if the roll is blown by 30 or more then the confusion may not be apparent to the character. A made skill roll permits the character to choose which sense to listen to. A skill roll made by 30 or more permits the character to use both senses. This skill is bought separately for each arcane sense. This skill can be used to enhance the touch based sense granted by Magic skill.
At the beginning of play a character gets three ranks of spells in each area of magic he has, per initial rank he has, for free. The character may by additional initial spells at a cost of three ranks per design point. Thus, a character with rank four in fire element would get twelve ranks of initial fire spells. He could, for example, buy a rank four spell, a rank three spell, two rank two spells, and a rank one spell. The initial ranks that come from having spells within an area must be spent on spells in that area. Initial ranks bought with design points may be divided as the player sees fit among areas he knows. Spells learned with magic skill outside of areas known to the player are limited only by the experience cost of such spells.
The character may not learn spells, before the start of play, with a rank above his own rank in a given area of magic unless they make the skill rolls and accept the consequences of any spell failure rolls that happen. For example, if your starting rank in woodland lore is three, you may not have initial spells in woodland lore over rank three, without taking the risks associated with learning them after the start of play. Once play has begun character's may learn any rank of spell they wish; there are survival risks entailed that rise with rank. Spells with an (F) after their name require a special focus. Those spells bought before the beginning of play have no design point cost for the special focus. See the section on foci for details.
Once play has begun you may attempt to learn a spell at a cost of three DPs per rank of the spell. This does not cost experience unless it is done under the ageis of Magic skill alone. The mage makes a magic skill roll, in the appropriate area of magic, at a penalty of ten times the spell's rank to learn it. There are no subtractions to this roll for mana when learning a new spell. If the caster makes the roll, he knows the spell. If he blows the roll, the caster rolls spell failure, adding the amount he blew the skill roll by to the spell failure roll. There is no limit on the rank of spell a character may attempt to learn once play has commenced, other than the obvious arithmetic limit imposed above, (heh, heh). The caster is entitled to a perception save to realize they have not learned a spell correctly if the effects of not learning it are subtle; they will know immediately if the effects are unsubtle. For any spell failure result the referee may rule that character has (i) learned nothing or (ii) learned an inferior version of the spell.
Failure to learn a given spell gives you a +10 bonus to the skill roll to learn it the next time, if the spell's rank does not exceed your own in the area of magic in which the spell lies. There is not bonus for spells exceeding the rank of the person trying to learn them. Having another mage's notes or spell book gives you a bonus of twenty-five to learn spells whose rank does not exceed your own and cuts the cost in DPs by 1 per rank no matter what the rank of the spell. A tutor who knows the spell will add a bonus of fifty to your skill roll to learn a spell whose rank fails to exceed your own, and twenty five for a spell that out-ranks you. A tutor cuts the DP cost of learning a spell by 2 per rank. Normally, tutors must be subsidized in some fashion.
You may learn spells in an area of magic you do not have if you have another area in the same school on a somewhat better basis that with Magic skill alone. The skill roll is made with the mage's magic skill roll, at a bonus of ten per area of magic he has in the relevant school of magic, and with the usual penalty of ten per rank of the spell. Casting uses this same plus-ten-per-area modified Magic skill roll. It costs one experience point to learn a spell in this fashion, but such experience may be counted against the cost of the area of magic containing the spell if the mage later learns it. It costs five determination points per rank to learn a spell in this fashion. The bonuses for spell books and tutors still apply, but a mage is considered rank zero in an area he does not have. A summary of all this appears in the spell learning table.
| Chance and Cost of Learning Spells | |||
|---|---|---|---|
Learning a spell... | |||
...in an area you know | |||
| Type | Modifier | Roll | DP** |
| Rank at most your own | without help | Area-10/rank+10/failure | 3/rank |
| with a book | Area+25-10/rank+10/failure | 2/rank | |
| with a tutor | Area+50-10/rank+10/failure | 1/rank | |
| Rank exceeding you own | without help | Area-10/rank | 3/rank |
| with a book | Area-10/rank | 2/rank | |
| with a tutor | Area+25-10/rank | 1/rank | |
...in an school you know* | |||
| Regardless of rank | without help | Magic+10/Area-10/rank | 5/rank |
| with a book | Magic+10/Area-10/rank | 4/rank | |
| with a tutor | Magic+25-10/rank | 3/rank | |
...with nothing but Magic skill* | |||
| Regardless of rank | without help | Impossible | |
| with a book | Magic-10/rank | 5/rank | |
| with a tutor | Magic-10/rank | 5/rank | |
| * costs one experience | |||
| ** one added DP if special focus required | |||
In order to cast a spell, a mage makes the appropriate gestures, says the appropriate magical words, and then makes a skill roll at minus five per rank of the spell and minus two per mana in the spell. The mage's initiative to do this is 2d6 plus the mage's casting speed (Csp) minus the spell's casting time. If the mage makes the skill roll then the spell goes off as in the spell's description unless, for some reason, the spell cannot go off. If the skill roll is blown, the caster rolls spell failure with the amount the skill roll was blown by added to the roll. If the spell fails on a technicality the caster rolls unmodified spell failure. Spell failure is rolled on one of the spell failure tables which are indexed by the spells rank and type (offensive, defensive, informational, summoning, and other). One type of result possible on these tables are the special failure modes which are given in the spell descriptions. If a spell does not have special failure modes in its description then the failure is rerolled. As part of casting, the caster expends the mana for the spell and one stamina. A few spells specify in their description that they do not require expenditure of stamina. Both mana and stamina are expended at the end of the casting. Loss of d3 hitpoints may be substituted for the stamina.
If you use a magic item or use a spell when there is a reason it should not be able to or cannot function then you are entitled to spell failure roll without modifiers. This usually happens when some condition of the spell if violated. If, for example, a spell that is normally cast upon a woman, to induce labor say, is cast on a man, then spell failure is the result.
You should never try to deduce the function of a spell from its name. Read the spell description. The header of a spell contains the following information:
Typically a spell will have as its duration one of: instantaneous , some finite amount of time, concentration , or permanent . The circumstances under which spells can be ended are as follows.
While a mage is casting a spell he is considered to be concentrating and hence has a penalty of twenty to his physical elusiveness. If the mage wishes to stop casting a spell, he must save vs stress, with a bonus of 20. This is called swallowing a spell. If the character takes stamina damage while casting a spell they must save vs stress to either keep casting or stop casting (they decide which). If a character takes hitpoint or health damage they must save vs stress at a penalty of twenty to keep casting or stop casting (again their choice). If any of these saves are blown, the character undergoes spell failure, using the amount he blew the save by as an addition to the spell failure roll. If a character is knocked unconscious while casting a spell they undergo automatic spell failure using the amount they blew the save by as a modifier to the spell failure roll. If a character undergoes spell failure he expends the mana for the spell. If a player successfully stops casting a spell he need not expend any mana.
Spell casting requires the caster be able to see his hands (when gestures are required) and hear the magical words he is speaking. In dim light there is a penalty of 1-15 to spell casting rolls with 15 being the penalty for total darkness. Likewise there is a penalty of 1-5 for being unable to hear, for whatever reason. The skills Blind Spell Casting and Deaf Spell Casting can overcome these limitations. Spells that require no gestures or which require to words have no penalties in these circumstances.
If a character has insufficient mana to cast a spell, but more than zero, and still wishes to cast a spell, then he makes the magic skill roll at -5 per mana lacking. Putting more mana into the spell than the minimum to get it off also requires a separate stress save at -5 per extra mana. This extra mana can be for effect or to hurry a spell. Blowing this stress save just means the spell is attempted at minimal mana. No matter what happens, the character undergoes spell failure (many failure results still let the spell go off). The spell failure is unmodified if the caster makes the casting roll; otherwise it uses the amount the casting roll was blown by as a modifier, as usual. A caster may not under-power a spell when they have sufficient mana for it. Casting a spell that costs more than your remaining mana reduces the caster to zero mana. There is no penalty, other than the automatic failure and draining of all mana, for insufficient mana. Insufficient stamina is another story - see the section on Casting with Insufficient Stamina.
Normally a spell costs one stamina to cast - a few don't and this is specified in their spell descriptions. Various spell failure results and other problems can cause a spell to cost more than one stamina. If a character is short stamina then each missing stamina costs d3 points of hitpoint damage, without defense, after the spell goes off. Replace 2d3 with d6 for multiple d3's.
There are three ways to hurry a spell. The caster can spend additional stamina, spend additional mana, or simply be careless about the spell.
The limits on these latter two techniques are linked in that the reduction in casting time, due to carelessness and added mana, may no more than halve the nominal casting time of a spell. For example, suppose a mage is casting an offensive spell with a delay of -12 and has a casting speed of +4. The mage may add up to +4 to his casting speed by spending up to four stamina. Separate from this the caster may reduce the casting time of the spell to -6 by either taking -6 to his casting roll or by spending two added mana. The caster could also split the difference and spend one added mana and take a penalty of -3 to cast. Added mana used to speed a spell does count against the casting roll at the usual rate of minus two per mana.
Many spells specify their range as ``targeting roll''. This means the spell requires a hit roll on a specific target, as described in combat, with the spell bonus (or possibly missile bonus if this is specified) and a -1/1" range modifier, unless the spell affects an area, which is treated in the next section. This range modifier gets worse in conditions of poor visibility. If the spell doesn't hit its intended target it will still hit something. The referee may declare a set of probabilities for objects in the area of the intended target, biased by the miss in a reasonable fashion, and roll to decide what it hits. The referee may alternately just state what happens. If a lone target it standing in front of a wall, for example, then a miss almost certainly hits the wall.
Spells that don't affect a specific target (person, creature, etc.) but rather an area may be targeted as normal spells on a specific target. Such a successful targeting roll puts the target in question at the center of the area of effect. Area effect spells may also be thrown at a hex. A hex has a physical elusiveness of thirty, which means even a klutz has a seventy percent chance of hitting a nearby hex. Landing a spell in the same hex as a creature that is moving (has moved or is intending to move in the current combat round, remember, combat is a quantization of a continuous process) requires you to hit half the creature's physical elusiveness or 30, whichever is larger. Area effect spells take a range modifier of -2/1" instead of -1/1" unless the spell description specifies otherwise.
In the event that a hit roll with an area of effect spell (or attack of any sort if you're feeling lazy) misses then follow these easy steps. First use a die roll or common sense to determine which direction the miss went. Then if the miss was by less than 30, roll d6. If you get a 1 or 2, you missed by one hex, otherwise re-roll; keep adding a hex to the distance and re-rolling until you get a one or a two. If the hit roll was blown by 30 or more, use the above process but stop only if you roll a 1. The fast way to do this is to roll an hand full of dice and take them in right to left order until you hit a die of the right sort.
There are two kinds of Foci; personal and special. Personal foci enable a mage's Magic skill while special foci hold together the threads of a particular spell.
Each mage has a personal focus. It contains a good part of his power and is acquired when a character learns Magic Skill. The focus may be any material object at all and must be on the mage's person or he will double the casting time and mana cost of each of his spells. Examples of common foci are a ring, a staff, a sword or a gem. A priest's focus, if he casts spells, is often his holy symbol. Making a new personal focus costs three unspent experience points or three mana point and fifteen determination points. A mage may stock spares if he wishes or have them made at exorbitant costs. A mage may take over another mage's personal focus after his death for one experience point and five DPs.
Some spells have an (F) after their name. They require a special focus, which may be any material object, including the mage's own personal focus, unless otherwise specified in the spell's description. A special focus is absolutely required to cast the spell it is associated with and a special focus requires an experience point to make after the beginning of play. The focus is made while the spell is being learned and focused spells cost +1 DP per rank to learn. Once made, a special focus may be used by anyone who knows the spell it is associated with. An example of a specific focus is the focus of a farsee spell which is a crystal ball or mirror. If the special focus of a spell is destroyed then the spell ends. A magic item incorporating a spell with a special focus requires that the magic item be a special focus for that spell or that the person using the magic item have a special focus for the spell.
Mana is magical force that pervades the world. All living things have some mana, usually a small amount, although most cannot use it. A mage draws in and stores mana and thus has an unnaturally large amount. Some animals such as cats and goats have 2d6 mana and are thus sometimes found in association with mages. Various areas of the world may have more or less mana. The elemental plane of ether is the source of mana and usually the rate at which people and items recharge is approximately doubled there. Areas like the Void or the Abyss may be low in mana or actively suck mana out of characters and items. Each referee will want to create his own low and high mana areas. The simplest system is to have a (possibly negative) multiplier to a mage's and item's recharge rate.
A mage's mana recharge factor is one third his second requisite, rounded normally, using his highest second requisite in any area of magic he has. For a character that uses mana but who is not a mage (who does not have magic skill) the recharge factor is one-sixth of their willpower. The rate a mage recharges depends on the amount of mana he has already and his physical condition.
Some magic items may contain mana not associated with their embedded spells. The mage may use this mana as his own but it recharges independently as if it were a recharging magic item at a rate of one per ten minutes. This sort of mana is embedded into an item by Thaumaturgy or Item Smith spell or occurs naturally in some stones. See the section on Campaign Color for details.
| Mana Recharge Table | |
|---|---|
| Recharge factor=second requisite/3 | |
| Recharge Rate | Condition |
| 1 per minute | up to 1x recharge factor |
| 1 per 5 minutes | up to 2x recharge factor |
| 1 per 5 minutes | meditating |
| 1 per 10 minutes | sleeping |
| 1 per 20 minutes | resting |
| 1 per hour | light activity |
This rule is the result of play testing and is meant to prevent something called the ``Conniption 4k-Chthulhu Masher Beast'' (due to M. Coleman Miller). In the Illusion spells are a number of spells that have 2x effect for +1 mana. A player in the original ROP campaign designed a clot of two-to-the-twelfth (yes that's 4096) razor edged tentacles, a device capable of eating a minor God. The rule to fix this is as follows. The number of doublings a mage may spend extra mana for are limited to two more doublings than his rank in excess of the spells rank. Hence, a rank three mage casting a rank one spell is two ranks above the spell and can purchase four doublings. If a given casting has two or more effects that can be doubled, this rule is applied separately to those doublings. The exception to the doubling rule is duration where as many doublings as the caster can afford may be purchased. This rule does not apply at all to linear increases, e.g. ``+1 missile for +1 mana''.
Priests are different from mage's in that they learn magic more as ritual and have less theoretical understanding of spells and the process of magic. This is a disadvantage - they simply pay full price for their areas of magic and never get the rake off on cost for learning subsequent areas in a school. On the other hand, priests have the help of a god with some of their spells. The spells where the priest gets help are called invocational spells , designated within the text of the spell description. For reason of game balance, low ranking mage spells cannot be too useful. For reason of plausibility they cannot have too great a reach or complexity even if they aren't so useful. Priests spells peel back both these restrictions to some degree. The rational for this is that some of their spells are not creating the effect directly but are rather invoking the help of the priest's patron deity. Either the God is consciously taking a hand or the priest is simply triggering a part or portion of a spell the God cast long ago. Examples of invocational spells are ones that allow fast healing, permit the priest to know what is going on far away, or which permit the opposition of powerful extra-planar beings. These are rank 4+ sorts of effects that priests may be able to tap at lower ranks of spell.
The flip side of invocational spells is that they are usually hedged about with restrictions. A priest may be able to talk across the length of the continent but only with another priest while they are both in temples. A priest may have an incredible spell for creating secret doors but one that only works inside his patron's temple. A priest may be able to do healing at far greater rates than a mage but the ability will only work on those of whom the deity will likely approve. In addition to the restrictions having to do with the ultimate author of the effect's personal prejudices, use of an invocational spell involves some level of notice by the deity. The degree and type of attention varies from god to god and spell to spell. As a rule of thumb, more power implies more attention. Gods with a cult having a complex code of morality will pay more attention than those with a mission. The details should be included in the spell descriptions of invocational spells.
Priest spells that are not invocational are treated, within the rules, exactly as mage spells. They may be placed in items, cast as usual, written on scrolls, and draw no special attention from the patron deity.
Invocational spells, since they are incomplete, may or may not be placed in items, on scrolls, etc. Each spell should specify this. In the absence of a specification it is assumed that invocational spells can be placed in items and written on scrolls, but the referee may step in and declare otherwise if there are balance problems. In addition any invocational spell that goes in an item may have the restriction that it will only work for or only fail to work on a priest or follower of the god (there were four possibilities there).
The referee should go to some trouble to specify the details of a god's cult. Their common dress, ranks, church structure, holy symbol(s), and of course a spell list. It is possible for a god's invocational spells to outlive the god leaving the possibility of a cult of a dead god that still has spells with power. If an adventure involves the death of a god the referee should figure out the effect on the invocational spells of the priests involved.
A magic item may or may not require magic skill or concentration to use, the item's description will specify. The default magic item requires concentration and may only be triggered by a person or creature with magic skill. If an item requires concentration, you use the combat modifiers for casting a spell while using it (minus twenty physical elusiveness). Some magic items will have permanently embedded spells that function when the item is worn. Putting spells with a duration in such a magic item extends their duration indefinitely. For example, a ring with a permanent protection from fire spell with a trigger of being worn will protect the wearer so long as he wears the ring. Other magic items will have mana in them which must be deducted as it is used. It may recharge or be rechargable. Most player character mages will notice that many spells that might well be useful in combat take a very long time to cast. Spells in a magic item may be activated with a delay of minus three as the time to cast such spells is folded, for the most part, into the creation of the item. It is possible to create items that take longer to activate by simply so specifying in the trigger conditions.
There are four sorts of magic items, charged, recharging, permanent, and special. A charged item has mana in it that may be used once to power a spell and is then gone. The mana may be replaced by a mage with some effort. Recharging items are like charged items but they can absorb mana out of the environment and recharge themselves roughly as fast as a mage's fastest recharge rate (1 mana per 10 minutes or 6 per hour). Permanent items have their spells functioning whenever they are properly triggered and gain a huge duration advantage. Special items are created by casting spells that create something magical. Magic potions, Bradley Marbles, and a Cloak of Invisibility are all examples of this type of magic item. Excepting special items, which vary a lot, charged items are the easiest to make, recharging the next easiest, and permanent the hardest. For both sorts of charged items the charge is recorded in mana points. When a spell is cast, its mana cost is deducted from the reserve.
| Activation Point* Cost of Magic Items | |
|---|---|
| Type | Cost |
| charged | 1 per charge** |
| recharging | 1 per 2 in mana reserve |
| permanent | 1 per mana in reserve |
| *mana or unspent experience | |
| **charge=mana for best spell | |
All magic items are made by dumping activation points from the mage into the item. The loss of such points is permanent: they are lost to the mage. Activation points are either mana from the mage's personal store or unspent experience earned by the mage.
A magic item may have one or many spells in it but only spells it's creator can cast. A spell that requires a special focus requires that either the magic item be a special focus or that the person using the magic item have such a special focus when they use the item.
Magic items are described with action diagrams which specify how they are activated and which of their spells go off under what conditions. These action diagrams have access to various information depending on what the mage that created them does. The complexity of a magic item is measured by the number of decisions that its action diagram contains, the number of different types information it has available to it, and the type of item (charged, recharging, or permanent) that it is. Here is an example of the action diagram for a wand that a fire elementalist might want to create. The wand has both a fire bolt and fireball spell in it and the possessor of the item is supposed to be able to trigger either one.
If possessor is trying to trigger item then
If possessor wants a firebolt
then throw a firebolt,
otherwise throw a fireball.
This item makes two decisions and has access to simple information from its possessor's mind. The first decision is not strictly speaking needed but it is safer. Without it, if the possessor of an item was trying to trigger a ring and was in the state of concentration used to trigger magic items, then the ring or the wand might go off (or both on successive rounds). The cost of various sorts of information is given in the Magic Item Information and Complexity Chart. The player wishing to design their own magic items should peruse the examples of magic items to get a good idea how to use the various sorts of magic item subsystems. When a magic item has a sense it has it at its creator's level of perception and uses his perception save. Thus if a hard-of-hearing mage who manufactured a ring of thunderbolts triggered by the command word ``blast'' it would very likely require a loud yell of ``blast'' to get the ring to work. Using the example fire wand, the possessor would simply visualize the effect he wants, fireball or firebolt. Normally sending information to the magic item requires concentration, for +2 complexity the item does not require that the caster concentrate to send the information to the caster. An additional benefit of paying for avoiding concentration is that someone without magic skill can, themselves, mentally trigger an item that does not require concentration. The caster may leave an empty space (expansion slot?) in an item's action diagram by simply having a decision that points to it. There are many examples of magic items in the section with the catchy title Examples of Magic Items .
Magic Item Information and Complexity Chart | |
|---|---|
| Type of Information | Complexity |
| Mental information. | |
| Simple information sent from possessor's mind | 0 |
| Moderately complex information sent from possessor's mind | 2 |
| Complex information sent from possessor's mind | 4 |
| Above mental contact does not require concentration | +2 |
| Can ask possessor for specific information | 3 |
| Sensory information | |
| Sight | 3 |
| Hearing | 2 |
| Touch | 1 |
| Taste | 1 |
| Night Sight | 4 |
| Knowledge of items own mana content | 1 |
| Information supplied by spell in the item | 0 |
| Access to timing information | 1 |
| Memory ability | |
| Memory of a single event | 1 |
| Memory of several events | 2 |
| Memory of multiple or complex events | 3 |
| Item type | |
| Charged Item | 0 |
| Recharging Item | 3 |
| Permanent Item | 6 |
| Other control costs | |
| Leave a space | +1 |
| Each If-then decision | +1 |
| Parameter check (see: Computing Complexity) | 1 or more |
| Delay | 1 |
| Loop | 2* |
| Wait | 1* |
| Simple arithmetic | 1 |
| *Optional, referee permission required | |
When executing an action diagram, a trained mage will be aware when a magic item wants additional information but not necessarily what that information is. The ability to ask for specific information can get around this limitation. In our example magic item, the fire wand, inability to give the correct answer could cause trouble: if a mage using the wand tried to trigger it to produce a lightning bolt he would get a fireball - the way the action diagram is written if a mage tries to trigger the item and doesn't ask for a firebolt, he gets a fireball. A better action diagram for the wand might be:
If possesor is trying to trigger item then
If firebolt desired throw a firebolt, else
If fireball desired throw a fireball.
But this makes an additional decision and is hence a more complex magic item. An item pays only for the most complex sort of information it needs from the possessor's mind. If it needs moderately complex and very complex data that costs 4 and not 6 points. Knowing the possessor is unconscious as the result of an attack is moderately complex information. Knowing what the possessor considers to be his home is complex information. Knowing what skills or profession a wielder has or is is counted as complex information.
The simplest action diagram for a permanent item is ``function continuously''. Such an item requires no information and is on whenever it is worn or possessed.
The complexity of a magic item is the number of decisions it must make plus the complexity adds for information sources, memory, and control structures, plus 3 if the item is recharging or 6 if it is permanent. An item pays the complexity cost of an information source only once no matter how often it uses that source. The complexity add for type of mana (charged, recharging, permanent) is only paid for the best sort of mana in the item if it has multiple sorts. There is a type of decision called a parameter check used to allow spells that can spend added mana in several ways to be cast in those different ways based on moderately complex information from the possessors mind. The complexity of a parameter check is one, plus one for each additional stacked spell inside the parameter check (stacked spells are those that can be ``cast with'' other spells like soft lightning). A protection spell that could trade of between added duration and added protection would have a complexity one parameter check. A lightning bolt that could trade of damage for additional bolts and optionally be forked, soft, or include lightning travel would require a complexity four parameter check; three stacked spells.
There is an extra sort of decision that a referee may wish to exclude or only permit to extremely advanced mages. A Loop is a decision that allows a magic item to keep going from its creation or after it is triggered. A Loop is a complexity 2 decision. With loops an action diagram of a sacrificial knife that was used to summon demons could look like this:
If blood sacrifice performed then
Repeat Loop
If charged, Summon Demon
Until abjured in name of Azinthill
This knife would continue summoning demons as soon as it had first been triggered with blood. The complexity of the knife would be 1 - knowledge of own mana, 2 - moderately complex information from the possessor's mind to verify the caster has used the item in a blood sacrifice, 2 - for hearing, 2 - two different If decisions, 2 - a Loop, and 3 for recharging item, for a total of 13. Loops can be Repeat (stuff) Until Condition , While Condition do (stuff) , or N Times do (stuff) , where N is a whole number.
Waiting permits a magic item to wait until something sets it off. An action diagram might contain ``Wait until touched'' or some such. A ``wait'' requires that the item have access to the information needed to resolve the specified conditions. The advantage of a wait is that as soon as the item can function (it charged, etc.) it functions instantly when the wait until condition is fulfilled.
When a mage is making a magic item, he draws the action diagram for the item and checks it with the referee. With the action diagram in hand and the complexity computed the caster puts in the spells one at a time, making the casting roll for each one. This casting roll is at a penalty of -3 per point of complexity in the item in addition to any other casting penalties for rank or mana. This is the complexity of the whole entire item, not just the part of it connected with the specific spell. The skill Item Maker can help with this.
Any spells that are not put in or which get a spell failure result in which the spell fails cause their position(s) in the action diagram to be a ``do nothing'' that spends as much mana as the spell that would have gone there. A mage can intentionally give an item a part of its action diagram that causes all the charged or recharging mana to run out all over the floor. This may not be a bad thing, see the section of Items and Spell Failure. It can also be used to make items that require a ritual and bleed their charge if the ritual is wrong. When the last spell is placed (or fails to be placed) into the item the activation points (mana or unspent experience) needed to activate the item are drained from the mage and into the item and it becomes active.
If the spells are cast in a single set way with a fixed mana cost then they are simply referred to by name in the action diagram. If a spell is to be made variable then they must have access to moderately complex information from the possessor's mind and make a decision called a parameter check with bounds set by the maker of the magic item. For example, a ring with a lightning bolt modified by a lightning form with 12 mana available may be cast as a fixed spell with a 5/1 die lightning bolt that causes the wielder to appear where the bolt hits. With a parameter check the item can function as a 5/1 die lightning bolt with the travel ability or up to +7/+7 dice of damage, a maximum of 12/8 dice. The magic item action diagram would look like this:
If user triggering item
If user wishes travel: 5/1 lightning form
else throw lightning (Parameter Check) 5-12d6
There are three decisions, two Ifs and one parameter check, and the item uses simple information to check the wielder's wishes and moderately complex information to decide on the 5-12 die base damage for the lightning bolt. Its complexity is thus 3+2=5. Since this item is for use by a warrior it might be a good idea to raise the complexity to 7 and remove the need to concentrate in order to trigger the item. A parameter check must have a default setting that is used if the information used to do the parameter check is not available for whatever reason.
When a mage creates a magic item with a spell that failed there are two possible cases. If the result does not allow the spell to go off, then whatever bad side effects there may be happen to the caster, once, and there is an empty (but mana sucking) spot in the item's action diagram. If the result allows the spell to function but with bad side effects then the spell in the item has those side effects but it otherwise used normally. If there is an empty spot in a diagram then a mage may, for added complexity equal to one-third that of the original item in question, graft a new action diagram into that spot. None of these spells can draw any more mana than the empty spot was supposed to. These failure based empty slots are thus slightly more limited than standard empty slots.
In addition to any time cost in determination points of casting spells in an item, it takes a number of DPs equal to three plus the complexity of the item plus four times the the amount the complexity of the item exceeds the mage's highest rank in any area of magic. So if a rank five fire elementalist were making a complexity seven item it would cost him 3+7+4*(7-5)=18 determination points.
Charged items have an amount of mana in them equal to the cost of the most expensive spell in them, multiplied by the number of activation points (mana or unspent experience) spent making them. The caster may put in a number of activation points less than or equal his highest rank in any area of magic that he used to place a spell in the item. As spells are cast from a charged item their mana is deducted from the total mana store. So, for example, a lightning bolt wand made by a rank 4 air elementalist with a (parameter check) up to 12/8 die lightning bolt would contain 14, 28, 42, or 56 mana if the mage put in 1, 2, 3, or 4 activation points. The caster could cast a 5/1 mana lightning bolt and would deduct 7 mana from the reserve. Note that it is possible to expand a reserve later - which is a nice hedge against spell failure. You must spend at least one activation point to make an item.
Recharging magic items have a mana store equal to twice the invested activation points and it is up to the mage to put in enough mana or unspent experience to power the spells in them. There is no limit to the amount of mana or experience a mage may invest in a recharging item. As spells are cast, mana is deducted from the store and it returns at a rate of 6 mana per hour in a region with nominal recharge rate.
Permanent magic items require one activation point per mana in any embedded spell. This high cost may be mitigated by use of special materials, natural mana containing objects, or other dodges. Making a ring set with mana stones (gems containing some natural store of mana) might allow a caster to avoid spending too much experience. A caster must spend at least one mana or experience of his own when making an item.
Only spells with a nontrivial duration may be put in a permanent item. Whenever a spell in a permanent magic item is activated by its action diagram it is on, there are no duration restrictions. This is one of the big motives for making a permanent magic item: you get the effect without any restriction on duration. Spells that have an instantaneous duration, like a lightning bolt, may be, at best, placed in a recharging item. Spells cast out of charged or recharging items have their usual duration.
A magic item can fire one spell per round if functioning independent of a character and may fire one spell per possessor's action otherwise. A second spell counts as an off hand action if it does not require a second triggering event. An item that fires a lightning bolt and a heal self in response to the same trigger can get those spells off with a delay of eight (or whatever the possessor's off hand action delay is) between the, if the action diagram (and mana reserve in the item) permit. In other words, a single action by the possessor of a magic item may trigger multiple spells. Spells that allow a delay or trigger conditions aside, an action diagram may contain both delays and multiple spells in a single action. In the case that there are multiple spells that result from a single triggering event then they go off on successive caster's actions (if the caster makes that their action) or at a speed of 2d6+creators Csp-3 if the posessor of the item ``fires and forgets'' (the three may be replaced by other, longer delays, at the whim of the magic item's creator). If the creator's CSP is unknown make it d3+highest rank in item (and record it). The caster may also specify a delay or trigger condition that uses the information available to the item. Trigger conditions are covered by the complexity cost of senses but a delay has a complexity cost of log base 2 of the length of the delay in rounds, rounded normally. An item with multiple delays pays only for the longest delay it has.
A magic item that has a mind is an exception to these rules. A number of different spells, e.g. animate gem, can be used to build a magic item with a mind. Such a magic item can use its action diagram to constrain the use of the spells by the intelligence or can simply use the intelligence as a controller. This may give you an annoying magic item but also one that can function autonomously. Having a mind in a magic item requires the mind be externally supplied by some means separate from the making of magic items. It such a mind is present the caster may refer to it in the action diagram (this counts as a decision) or simply give it control (this is an additional complexity of one). The speed of such a mind is typically inherited from it's creator - see spell descriptions and the section on items with minds for details.
For charged items, a caster who goes up a rank, who didn't maximally power an item when he made it, or who acquires an item which contains at least one spell in its action diagram which is in an area of magic he knows may expand the item's charge capacity. The time this takes is 5 DP plus the difference in the DP cost of making the original and expanded item, as computed in the section on time to make magic items. For most charged items this complexity difference is zero but the caster may also emend the action diagram. If the action diagram is emended (modified without adding any additional spells - spells may be removed) then a casting roll in an area of magic that the character and at least on spell in the item have in common is required at -3 per added, deleted, or modified complexity and -1 per original complexity. If this roll is blown by 30 or less the attempt simply fails. If it is blown by more than 30 then the referee may capriciously modify the action diagram.
It is possible to put a second, independent magic item into the a given physical focus, both items function independently. This increases the complexity of putting in the new magic item by one third the complexity of the old item. The action diagram of an old magic item may be made a part of the action diagram of a new item for an increased complexity equal to one-half the complexity of the old diagram, if the maker has at least one area of magic represented in the old action diagram. The full complexity of the old action diagram is used if the mage making the modifications does not have at least one area of magic represented in the old action diagram. It is easy to set up a spell failure of the ``impossible circumstances'' sort this way. Making the old tree part of the new tree has the effect of allowing the new magic item to draw on the mana store of the old item. It may also allow a mage to recharge an item he previously could not as it may add a spell he knows to an item that did not used to have them. If there is an (intentional or failure based) empty slot in an items action diagram then a new action diagram may be grafted on in that spot for added complexity equal to 1/3 the original item's.
For a cost of ten DPs plus one DP per point of complexity in an item, a mage may attempt to move one magic item from one physical focus to another. This requires a magic skill roll, at +5 per added determination point spent on care, to a maximum of twice the mage's magic skill roll. There is a penalty of -3 per area of magic involved in the item that the caster does not have as well as -10 per school he does not have. In addition there is a penalty of -15 per rank above the caster's of the highest ranking spell in the item being moved. If the caster blows the roll by 30 or more there is no effect, nothing changes. If the caster blows the roll by 30 then there is a 50% chance the item will be transfered and every spell in the item gains an unmodified spell failure roll. The transfer may be to an empty slot in another item in which case there is an additional DP cost of 1/3 the complexity of the item accepting the moved item; the magic skill roll is also penalized by the complexity of the accepting item.
Both charged and recharging magic items need to get their charge back at some point. It takes one DP of meditation over a charged magic item to recharge it by the mage's recharge factor (see : Regaining Mana) and the mage doing the recharging must know at least one spell in the item to recharge it. Round normally for fractional DPs. A recharging item recharges at a rate of one mana per ten minutes (like a meditating mage). Both of these recharge rates assume that the magic item is sitting in magically normal territory. The multiplier for recharge in especially mana rich or mana poor regions applies to recharging both sorts of magic items.
A number of spells such as Rune of Accuracy, Magestaff, or Rune of Wounding force the mage to go to a great deal of trouble to create a rune which does nothing until mana is dumped into it. This dumping of mana has a delay of (-3) and is much easier than casting a spell. In particular, it requires no spell casting roll and allows the caster to use combat rather than spell casting modifiers to his elusiveness.
Any mage may learn to activate a runic spell on an item in his possession. This requires a number of DP equal to the highest rank rune in the spell times three, +5 if the mage does not have the area of magic for the rune, +10 if the mage has no area of magic in the school for the rune. This cost is divided by three if the mage has the spell in question.
Such runes are much easier to make permanent than normal spells. Any mage who wishes (or is forced for that matter) may permanently activate such a rune by permanently expending the mana. This action has a delay of (-1) per mana expended and requires concentration. The referee may disallow any particular rune from this rule. Keep in mind that weapons are constantly at risk of breaking and are hence very "fragile". The complexity of such magic items is zero and they are of type ``special''.
The skill Scroll Making produces scrolls that, when read, cause the spell written on them to go off. The scroll contains complete directions for casting the spell and the needed mana but it isn't a charged, recharging, or permanent magic item; it is special. The person reading the scroll is actually using their own mind and spirit to cast the spell. The scroll isn't doing it. This is a technical distinction that may be important in some circumstances. Scrolls are not rechargable - they are rewriteable. See the skill Scroll Making for details.
If two spells have opposite effects, e.g. a pest summoning spell and a pest dismissing spell, or opposed effects, e.g. two elementalists both trying to control the same elemental, then the two spell must roll versus one another. The more recent spell rolls to defeat the extant one. The number to roll under is 50 adjusted by 10 per spell rank and 3 per mana in the appropriate direction. Any spell may spend extra mana to modify any spell versus spell roll it is involved in by 5 per added mana used to do nothing else, save for Dispel Magic and Dispel Illusion which are explained in their description.
This section covers the rules for breaking magic items. In overview, the magic in a magic item tends to hold an item together in spite of outside forces that would normally destroy it. This is reflected by the magic items intrinsic save , described below.
A magic item's intrinsic save is
A magic item with a mind has an intelligence, wisdom, charisma, willpower, and luck. These values are typically inherited from a creator or are, unless otherwise specified, three times the rank of the spell that created them. From these basic stats the magic item also has spiritual stats (Ego, Mind, and Sanity) and insanity, luck, magic, perception, and stress saves, determination points, spirit and magic casting speeds, mental elusiveness, and perceptual integrity. The perception save only applies to senses an item has. These senses are used when the item must make decisions and resist coercion.
Spiritual combat can be used to ``possess'' items letting the possessor become the item's mind or, while the item's mind is recovering, making the item act like a mindless item. An item with a mind can use the spells in the item of it own volition. Typically, an owner can use a magic item normally unless the item's mind objects. In this case a competitive stress save is needed. The item makes a stress save and then the owner must make a stress save at minus the amount the item made its save by (a normal save if the item blew its save) to use the item normally. The stress save adds +2d3 pips to the time needed to use the item. Spells can be thrown at an item if the caster is aware of the item's mind and the referee feels they are appropriate, e.g. the control spells in item smithy that coerce an item's mind. Add an item's intrinsic saves to its ``character sheet'' if you make one up. An item's Mind is added to its intrinsic save as a magic item.
If an item has embedded skills, e.g. in a Rune of Power, then the items mind may use them itself or let the item's owner use them. The owner can use them over the item's objections with a competitive stress save, as detailed above. If the skills are physical, these skills may not be much use but skills like areas of magic can be used by the item's mind. If the creator of the item's mind had magic skill then the item's mind is considered to have it too with the roll granted by its statistics. Powering spells cast by the item's mind uses mana from the item. An item's mind can learn new spells if it has senses (and a way to learn, e.g. sharing senses with a mage or something). An item's mind need not use gestures and words in the real world - they are considered to be being made on a small pocket of the spirit plane, but the spells go off in the world where the item is.
Sometimes a creature, like an elemental or demon, is bound into an item as its mind. These rules cover that circumstance as well. The creature cannot use its physical statistics and its body is inapparent. Its mental statistics are used as its statistics as an item mind.
A mind in a magic item can talk, by exchanging surface thoughts, with anyone touching an item. They must share a common language for this to be communication. Typically a mind in an item is sort of frozen. It can only gain new skills very slowly and tends to remember things from its past or origin much more efficiently than recent happenings, though this is not always true. If a possessor of such an item practices they may permit an item to use their voice and senses. Some spells may limit or extend the abilities of a mind in an item.
Typically you cannot buy magical items; they must be made or found. Some sorts of minor magic can be purchased for high prices. This section contains a few suggestions (connected with common needs) and sort of a pricing guide. There is no guarantee that anything in particular will be for sale; you must locate an appropriate mage or dealer. In addition with things made to order, keep in mind that spells above third rank can get their caster killed on a bad day and those above fifth rank are often deadly to their casters - unless the caster has an absurdly high rank.
The rough cost for a potion is based on the rank of the spell needed to create it plus the mana cost of creating it plus a rarity modifier of +10-200% for very rare ingredients. In addition it typical adds 10-50 nobles to have a preservation spell of some sort on the potion. Finally, DPs can cost quite a bit.
Thus a minimal healing potion, usually made fresh, assuming use of bay leaves (which are quite common), has cost computed as follows. Rank of spell is 4, mana cost is 8, rarity multiplier is 1, giving a cost of 4*5*9/3+8*9/2=96 nobles. Here is a list of common or useful potions. Be sure to read their description in Alchemistry:Potions if you are not familliar with the potion.
Common Potions | ||||
|---|---|---|---|---|
| Typical | ||||
| Potion | Cost | Preserved | Spoilage | Comments |
| Bodily Int. +3 CN/1 hr | 96 | 120 | 1 day | Fairly common |
| Clingfast 12ST | 115 | 140 | 1 month | Rare |
| Deftness +3 DX/1 hour | 105 | 150 | 1 day | A little hard |
| Elixer Viti | 2600 | n/a | n/a | Very rare |
| Healing 10xRate 1 Day | 96 | 120 | 1 day | Common |
| Healing 20xRate 1 Day | 180 | 200 | 1 month | Fairly common |
| Healing 30xRate 3 Days | 360 | 400 | 1 day | Fairly common |
| Love Potion | 20 | 50 | 1 week | Fairly common |
| Poison Antidote I | 25 | 60 | 1 day | Common |
| Poison Anti. II 6d6 | 56 | 90 | 1 day | Fairly common |
| Poison Anti. II 12d6 | 83 | 120 | 1 day | Fairly common |
| Posion Anti. III 12d6 | 105 | 150 | 1 week | A little hard |
| Health (d3 1/10 min) | 520 | 550 | 1 day | Rare |
| Regeneration | 460 | 500 | 1 month | Rare |
| Quickness +3 AG/1 hour | 105 | 150 | 1 day | A little hard |
| Strength +4ST/2 hours | 50 | 75 | 1 day | Fairly common |
It is fairly often the case that a character will want a spell cast on them or on their behalf. The relevant factors are spell rank, mana cost, and the area of magic multiplier as well as a DP cost. The area of magic multiplier depends on the degree to which the area of magic in question is known or supressed. In the high city of a white church it might be very tricky to even locate a demon lorist and he will want a huge bribe to do work.
| Situation of Area | Multiplier |
| Base | 1.0 |
| Commonly known | +0.0 |
| Known to a few | +0.5 |
| Know to an elect | +1.0 |
| Known to one | +1.5 |
| Essentially unknown* | +3.0 |
| Encouraged | +0.0 |
| Fully leagle | +0.2 |
| Discouraged | +0.4 |
| Illeagle | +0.6 |
| Persecuted/prosecuted | +1.0 |
| Serious fellony | +1.5 |
| Capital offense | +2.0 |
| *i.e. caster must be summoned | |
|---|---|
So, for example, getting an unpowered rune of accuracy engraved on a sword would require a Thuamaturge, assume an area multiplier of 1.2 from one of the play-test campaigns. Then the cost in silver nobles is as follows, Rank=3, Mana=3, DP=4, and fo the formula yields Cost=(3*4*11/3+3*4/2+3*3*4)*1.2=103.2. If you needed a Ressurection spell that would require a Mansland Lorist, an encouraged area that is known to a few in one of the play-test campaigns, yielding an aea multiplier of 1.5. The cost is then (7*8*27/3+15*16/2)*1.5=936 nobels or a little over two and a half years wages for a skilled artisan (remember that a silver noble is a days pay for a skilled artisan).
This section contains a list of ``special'' magic items intended as examples of what can be done with the magic item rules. Most of these items can be powered up or down by simple rewrites.
Arrow of Cold.
Spells
: Infuse Cold.
Type
: special.
Mana
: 0.
Intrinsic Save
: Mana in Infuse Cold.
Activation Points
: 0.
Complexity
: 0.
Source of Complexity
: none.
Action Diagram
: none.
Description
:
This item is the result of casting an infuse cold spell on an arrow. It typically does from 3-10 dice, in addition to the arrow damage, with larger numbers being much harder to make. A water mage can infuse up to their own rank of impact with ease and up to twice with some difficulty. Use the table in Arrow of Fire to get the number of dice if you want a random roll.
Arrow of Death.
Spells
: Infuse Necromantic Force.
Type
: special.
Mana
: 0.
Intrinsic Save
: Mana in Infuse Necromantic Force.
Activation Points
: 0.
Complexity
: 0.
Source of Complexity
: none.
Action Diagram
: none.
Description
:
This item is the result of casting an infuse necromantic force spell on an arrow. It typically does from 3-10 dice, in addition to the arrow damage, with larger numbers being much harder to make. A necromancer can infuse up to their own rank of impact with ease and up to twice with some difficulty. Use the table in Arrow of Fire to get the number of dice if you want a random roll.
Arrow of Fire.
Spells
: Infuse Fire.
Type
: special.
Mana
: 0.
Intrinsic Save
: Mana in Infuse Fire.
Activation Points
: 0.
Complexity
: 0.
Source of Complexity
: none.
Action Diagram
: none.
Description
:
This item is the result of casting an infuse fire spell on an arrow. It typically does from 3-10 dice, in addition to the arrow damage, with larger numbers being much harder to make. A fire mage can infuse up to their own rank of fire with ease and up to twice with some difficulty. If generating things at random, use the table below. The roll of 00 represents a spell failure with double effect; re-roll and double the result.
| Roll | Dice |
| 01-10 | 3d6 |
| 11-25 | 4d6 |
| 26-40 | 5d6 |
| 40-60 | 6d6 |
| 61-75 | 7d6 |
| 76-85 | 8d6 |
| 86-95 | 9d6 |
| 96-99 | 10d6 |
| 00 | 2x |
Arrow of Impact.
Spells
: Infuse Impact.
Type
: special.
Mana
: 0.
Intrinsic Save
: Mana in Infuse Impact.
Activation Points
: 0.
Complexity
: 0.
Source of Complexity
: none.
Action Diagram
: none.
Description
:
This item is the result of casting an infuse impact spell on an arrow. It typically does from 3-10 dice, in addition to the arrow damage, with larger numbers being much harder to make. An earth mage can infuse up to their own rank of impact with ease and up to twice with some difficulty. Use the table in Arrow of Fire to get the number of dice if you want a random roll.
Arrow of Lightning.
Spells
: Infuse Lightning.
Type
: special.
Mana
: 0.
Intrinsic Save
: Mana in Infuse Lightning.
Activation Points
: 0.
Complexity
: 0.
Source of Complexity
: none.
Action Diagram
: none.
Description
:
This item is the result of casting an infuse impact spell on an arrow. It typically does from 3-10 dice, in addition to the normal arrow damage, with larger numbers being much harder to make. An air mage can infuse up to their own rank of lightning with ease and up to twice with some difficulty. Use the table in Arrow of Fire to get the number of dice if you want a random roll.
Arrow of Mystic Force.
Spells
: Infuse Ether.
Type
: special.
Mana
: 0.
Intrinsic Save
: Mana in Infuse Ether.
Activation Points
: 0.
Complexity
: 0.
Source of Complexity
: none.
Action Diagram
: none.
Description
:
This item is the result of casting an infuse ether spell on an arrow. It typically does from 3-10 dice of magic damage, in addition to the normal arrow damage, with larger numbers being much harder to make. An ether elementalist can infuse up to their own rank of magic damage with ease and up to twice with some difficulty. Use the table in Arrow of Fire to get the number of dice if you want a random roll.
Big Boom Rug.
Spells
: Fireball, Bind Fire.
Type
: special.
Mana
: 0.
Intrinsic Save
: Mana in Fireball.
Activation Points
: 0.
Complexity
: 0.
Source of Complexity
: none.
Action Diagram
: none.
Description
:
| Product | Damage | Radius | Mana |
| Big Boom Rug | 7d6/4d6 | 3" | 7 |
| Bigger Boom Rug | 9d6/6d6 | 5" | 11 |
| Extra Big Boom Rug | 11d6/8d6 | 7" | 15 |
| Super Big Boom Rug | 12d6/9d6 | 8" | 17 |
| Supreme Boom Rug | 14d6/11d6 | 10" | 21 |
Big boom rugs are a product of the big boom doors corporation. See the part of the color rules on shops for details. The firm must have an item with a bind fire spell in it for these rugs to be as common as they are. When an unauthorized person steps on one of these rugs a fireball goes off. The size varies. The rug is usually fire proofed.
Bradley Marble.
Spells
: Fireball, Bind Fire.
Type
: special.
Mana
: 0.
Intrinsic Save
: Mana in Fireball.
Activation Points
: 0.
Complexity
: 0.
Source of Complexity
: none.
Action Diagram
: none.
Description
:
Typically bound into a small, red marble sphere a Bradley Marble explodes as a fireball when it hits something. A Bradley marble is not a traditional magic item: an ephemeral spell is bound into an item. The size of the fireball depends on the skill of the mage. The effect details, minuses to the Fire Element casting roll and a gratuitous random size table are given below. The hard-to-make marbles are probably pretty rare, unless something like a bowl of bind fire is available.
| Roll | Dice | Radius | Casting Roll | Save |
| 01-25 | 7d6(4d6) | 3" | -57 | 7 |
| 26-40 | 8d6(5d6) | 4" | -61 | 9 |
| 41-55 | 9d6(6d6) | 5" | -65 | 11 |
| 56-70 | 10d6(7d6) | 6" | -69 | 13 |
| 71-80 | 11d6(8d6) | 7" | -73 | 15 |
| 81-90 | 12d6(9d6) | 8" | -77 | 17 |
| 91-95 | 13d6(10d6) | 9" | -81 | 19 |
| 96-97 | 14d6(11d6) | 10" | -85 | 21 |
| 98 | 15d6(12d6) | 11" | -89 | 23 |
| 99 | 16d6(13d6) | 12" | -93 | 25 |
| 00 | 17d6(14d6) | 13" | -97 | 27 |
A variation on the Bradley Marble theme are the Jems of Revenge, described later in this document. A Bradley Marble can also be used as a jem of revenge by simply changing the trigger conditions.
Candle of Canines.
Spells
: Candle of Attraction(Candle Lore).
Type
: special.
Mana
: 7.
Intrinsic Save
: 7.
Activation Points
: 0.
Complexity
: 0.
Source of Complexity
: none.
Action Diagram
: none.
Description
:
This item is not a magic item per se but rather something a Candle Lore mage can make. It is a candle that burns for an hour and attracts dogs. Dogs wit a reason not to be attracted are permitted a stress save not to respond. The dogs will be attracted by the light or the smell (perception at -1/3"). Unless someone tries to disperse them then there will be no problem - they will sit an stare at the candle. It they are disturbed or if the candle goes out then the dogs return to normal. Typically this will create a dog fight - which might be good for a distraction. The burning time of such a candle is not hard to increase; it requires modest additional time on the part of the mage.
Candle of Demon Summoning.
Spells
: Ritual Candle(Candle Lore).
Type
: special.
Mana
: 15.
Intrinsic Save
: 15.
Activation Points
: 0.
Complexity
: 0.
Source of Complexity
: none.
Action Diagram
: none.
Description
:
This item is not a magic item per se but rather something a Candle Lore mage can make. Using it throughout the summoning of a demon with a Summon Demon spell it adds +25 to the casting roll for the spell and subtracts 15 from summoned demon's saves against Control Demon spells. The candle burns for two hours. The burning time of such a candle is not hard to increase; it requires modest additional time on the part of the mage.
Candle of Elemental Summoning.
Spells
: Ritual Candle(Candle Lore).
Type
: special.
Mana
: 13.
Intrinsic Save
: 13.
Activation Points
: 0.
Complexity
: 0.
Source of Complexity
: none.
Action Diagram
: none.
Description
:
This item is not a magic item per se but rather something a Candle Lore mage can make. Using it throughout the summoning of an elemental with a Summon Elemental spell it adds +20 to the casting roll for the spell and subtracts 12 from summoned elemental's saves against a Control Elemental spell. The candle burns for two hours. The burning time of such a candle is not hard to increase; it requires modest additional time on the part of the mage. The candle is made for a particular type of elemental.
Candle of Meditation.
Spells
: Meditation Candle(Candle Lore).
Type
: special.
Mana
: 9.
Intrinsic Save
: 9.
Activation Points
: 0.
Complexity
: 0.
Source of Complexity
: none.
Action Diagram
: none.
Description
:
This item is not a magic item per se but rather something a Candle Lore mage can make. Working in the light of such a candle adds +2 to the mages recharge factor while near (within 3" of) such a candle, adds +10 to the roll to learn a spell studies by the light of such a candle, and adds +10 to a knowledge skill roll made after study by the light of such a candle. If the candle is not the major source of light the effects are halved. The candle can burn for one day.
Candle of Privacy.
Spells
: Candle of Repulsion(Candle Lore).
Type
: special.
Mana
: 9.
Intrinsic Save
: 9.
Activation Points
: 0.
Complexity
: 0.
Source of Complexity
: none.
Action Diagram
: none.
Description
:
This item is not a magic item per se but rather something a Candle Lore mage can make. It is a candle that burns for an hour and forces people to make a stress save at -30 to approach the light of the candle or stay in its presence. Practice permits characters to learn not to fear the candle and a bonus of up to +30 is given for approaching a familiar area, e.g. home or favorite bar. In addition one may attempt multiple stress saves if one has a strong motive to go past such a candle. It is not at all obvious that the candle is the cause of the problem. The burning time of such a candle is not hard to increase; it requires modest additional time on the part of the mage. Note this candle affects only a specific race - e.g. humans, elves, etc.
Candle of Truth.
Spells
: Candle of Truth(Candle Lore).
Type
: special.
Mana
: 4.
Intrinsic Save
: 4.
Activation Points
: 0.
Complexity
: 0.
Source of Complexity
: none.
Action Diagram
: none.
Description
:
This item is not a magic item per se but rather something a Candle Lore mage can make. It is a candle that burns for half an hour. It's light dims when it hears an untruth and burns most brightly at an unambiguous truth. The burning time of such a candle is not hard to increase; it requires modest additional time on the part of the mage.
Cloak of Armorweave.
Spells
: Armorweave (Fiber Lore).
Type
: special.
Mana
: none.
Intrinsic Save
: 0.
Activation Points
: none.
Complexity
: none.
Source of Complexity
: none.
Action Diagram
: see below.
Description
:
This cloak radiates faint magic because magic is used to weave the fabric. While worn the cloak causes any blow doing edge or point damage that hits it to fall as impact damage. The cloak covers the neck through knees but not the shoulders and arms when worn normally. See the rules on coverage of cloaks in combat for details.
Cloak of Invisibility.
Spells
: Cloak of Invisibility(Fiber Lore).
Type
: special.
Mana
: 5.
Intrinsic Save
: 0.
Activation Points
: 0.
Complexity
: 0.
Source of Complexity
: none.
Action Diagram
: none.
Description
:
This item is not a magic item per se but rather something a Fiber Lore mage can make. The cloak is lining-reversible and can cover its wearer when either way out - it is a suitable piece of cold weather gear. When in its inactive mode it looks like a winter cloak. Turned the other way round it renders the parts of it's wearer it covers invisible. It the wearer has Conceal Self skill and make a roll or takes d3 rounds carefully arranging the cloak they are considered invisible. While moving Sneak skill renders the character invisible if made by 30 and hard to see (-30 perception save) if made at all. If a sneak roll if blown or the character has not the skill ten flashes of something visible can be seen.
Druid's Revenge.
Spells
: Explosive Stump.
Type
: special.
Mana
: nil.
Intrinsic Save
: 0.
Activation Points
: 0.
Complexity
: 0.
Source of Complexity
: none
Action Diagram
: none
Description
:
This item appears to be a well seasoned log, exceeding 3 kilograms
in mass. It it is ignited (see Explosive Stump in woodland lore) then
2d3 rounds later it will explode doing d100 points of impact damage in
a 3" radius, 10 points less per 1" farther outside the main area of
effect.
+
Elixir Viti.
Spells
: Elixir Viti.
Type
: special(potion).
Mana
: 15.
Intrinsic Save
: 15.
Activation Points
: 0.
Complexity
: 0.
Source of Complexity
: none
Action Diagram
: none
Description
:
Elixir Viti is an alchemical potion that does not spoil. It cures all diseases, restores a characters full hitpoints and health, and returns the character to the biological age of a young adult. This takes about ten minutes. It is remarkably valuable and is often hoarded by rich and powerful creatures. Quaffing it will horribly destroy an undead creature.
Flying Carpet.
Spells
: Flying Carpet(Fiber Lore).
Type
: special.
Mana
: 0.
Intrinsic Save
: 0.
Activation Points
: 0.
Complexity
: 0.
Source of Complexity
: none
Action Diagram
: none
Description
:
This item is not a magic item per se but rather something a Fiber Lore mage can make. The carpet has a flying movement of 9" per round and may climb or descend at a rate of 2" per round. It can carry up to 360 kg and each 10% over maximum load slows the carpet 1" and forces an agility save by the "pilot" to rise or turn, with the save at -5 per 10 woven in an ornate pattern. The climb and descend may be up to doubled if the pilot makes an agility save each round at minus 100 times the fraction over normal maximum he has taken the climb or descend rate. The carpet obeys the command words up, rise, descend, left, right, slow, and stop in its maker's tongue when spoken by someone sitting somewhere in the center 40% of the rug. The edges of the rug curl up slightly while it flies.
Gem of Burying
Spells
: Spell Gem, Summon Earth.
Type
: special.
Mana
: 0.
Intrinsic Save
: Invested Mana(7).
Activation Points
: 0.
Complexity
: 0.
Source of Complexity
: none.
Action Diagram
: none.
Description
:
This item is created by using a spell gem spell to place a summon earth into a 3 karat gem. A five noble agate is a typical material. A gem of burying has a simple trigger condition. When triggered it summons 1,000 cubic meters of earth in 2-12 rounds. The table below gives the rate of dirt summoned. The dirt appears around the gen abd the summoning spreads outward - there is no one point that the dirt comes from.
| Roll | Fills |
| 2d6 | per rnd |
| 2 | 5.00 cubic" |
| 3 | 3.33 cubic" |
| 4 | 2.50 cubic" |
| 5 | 2.00 cubic" |
| 6 | 1.66 cubic" |
| 7 | 1.42 cubic" |
| 8 | 1.25 cubic" |
| 9 | 1.11 cubic" |
| 10 | 1.00 cubic" |
| 11 | 0.91 cubic" |
| 12 | 0.83 cubic" |
Ice Bullet.
Spells
: Frozen Sphere, Bind Frost.
Type
: special.
Mana
: 0.
Intrinsic Save
: Mana in Frozen Sphere.
Activation Points
: 0.
Complexity
: 0.
Source of Complexity
: none.
Action Diagram
: none.
Description
:
Typically bound into a sling bullet made of ice or lead, an ice bullet expands into a frozen sphere when it hits something. An ice bullet is not a traditional magic item: an ephemeral spell is bound into the item. The size of the frozen sphere depends on the skill of the mage. The effect details, minuses to the Water Element casting roll and a gratuitous random size table are given below. The hard-to-make marbles are probably pretty rare, unless an item that can bind frost is available.
| Roll | Dice | Radius | Casting Roll | Save |
| 01-25 | 3d6 | 1" | -25 | 5 |
| 26-40 | 4d6 | 1" | -27 | 6 |
| 41-55 | 5d6 | 1" | -29 | 7 |
| 56-70 | 6d6 | 2" | -31 | 8 |
| 71-80 | 7d6 | 3" | -33 | 9 |
| 81-90 | 8d6 | 3" | -35 | 10 |
| 91-95 | 9d6 | 3" | -37 | 11 |
| 96-97 | 10d6 | 3" | -39 | 12 |
| 98-99 | 11d2 | 3" | -41 | 13 |
| 00 | 12d6 | 4" | -43 | 14 |
Javelin of Lightning.
Spells
: Lightning Bolt, Bind Lightning.
Type
: special.
Mana
: 0.
Intrinsic Save
: Points in Lightning Bolt.
Activation Points
: 0.
Complexity
: 0.
Source of Complexity
: none.
Action Diagram
: none.
Description
:
Typically bound into a javelin with a brass or steal tip small, a javelin of lightning releases a bolt of lightning when it hits a living creature. This means the bolt doesn't go very far, just those in adjacent hexes take the splash effects. A javelin of lighting is not a traditional magic item: an ephemeral spell is bound into an item. The size of the bolt depends on the skill (and cojones) of the mage. The effect details, minuses to the Air Element casting roll and a gratuitous random size table are given below. The hard-to-make javelins are probably pretty rare, unless a lightning binding item is available.
| Roll | Dice | Splash | Casting Roll | Save |
| 01-20 | 5d6 | (d6) | -48 | 7 |
| 21-40 | 6d6 | (2d6) | -50 | 8 |
| 41-50 | 7d6 | (3d6) | -52 | 9 |
| 51-60 | 8d6 | (4d6) | -54 | 10 |
| 61-67 | 9d6 | (5d6) | -56 | 11 |
| 68-75 | 10d6 | (6d6) | -58 | 12 |
| 76-82 | 11d6 | (7d6) | -60 | 13 |
| 83-85 | 12d6 | (8d6) | -64 | 14 |
| 86-90 | 13d6 | (9d6) | -66 | 15 |
| 91-93 | 14d6 | (10d6) | -68 | 16 |
| 94-96 | 15d6 | (11d6) | -70 | 17 |
| 97 | 16d6 | (12d6) | -72 | 18 |
| 98 | 17d6 | (13d6) | -74 | 19 |
| 99 | 18d6 | (14d6) | -76 | 20 |
| 00 | 19d6 | (15d6) | -78 | 21 |
Jem of Revenge I.
Spells
: Shell, Mass Failure.
Type
: special.
Mana
: 17.