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vices, since she is all too familiar with what she is likely to find there . . .
If a mage has already established eye contact and it is subsequently bro
ken, the GM can require a new skill roll, with the penalties described above to
maintain the spell. He can also require a Will roll to maintain concentration if
the mage is jostled, falls or is injured.
Combined Effort
If two or
ly, add the total
tive power of the
ctim is at -1 per
ening stress gets +2 to his rolls to cast a single defensive spell, to a maximum e
ffective skill level of 15. The GMs word is law when determining what circumstanc
es count as life-threatening and what sort of spells can be considered defensive.
Modifying Spells (each)
Extended
Duration
Cost
Multiple
Cost
+1
3x
+1
2x
+2
10x
+2
5x
+3
30x
+3
10x
+4
100x
+4
20x
+5
300x
+5
50x
+6
1,000x
+6
100x
Reduced Time to
Cast (min 1 sec)
Divide by
+1
Cost
2
+2
+3
+4
16
+5
32
+6
64
Increased
Range
Multiple
Spell Ingredients
With this option in play, Ingredients (eye of newt, that kind of thing)
provide Power, which is spent just like ordinary power that the mage provides.
An ingredient is purchased by Sphere and Power. "Sphere" means either a
single spell or a whole college. If you have 10 power (10p) worth of Flesh to St
one ingredient, it may only be used for Flesh to Stone, and no other spell. If y
ou have 10 power for Earth College, it can be used for any spell in the Earth Co
llege. All ingredients weigh 1 pound for every 100 power. One point of single-sp
ell power costs $10; one point of Whole College power costs $50.
Ingredients must be readied before use. If you keep fewer than (IQ-5) ty
pes of ingredient in separate pouches, this is a simple Step and Ready maneuver.
If you have more than (IQ-5) types of ingredient, or keep any number jumbled to
gether in one big pouch, it takes 1d turns to find and ready an ingredient. Fast
-Draw (Spell Ingredients) will make a standard draw instantaneous, or reduce the
1d roll to 1d-1. Eidetic Memory (either level) doubles the allowable ingredient
s for normal draw.
The precise nature of the ingredients (or "reagents") is up to you. You
can have black acorns, otter s noses, ocelot s spleens, wolf nipple chips (get
em while they re hot; they re lovely), and so on.
Note, however, that the more powerful the spell (e.g. VH) the less likel
y that an herbmonger/magic shop/merchant/etc. will have it handy in quantity.
Inherent Magic: Knacks (Fixed Magic)
Fixed Magic: Spell X [] = Magery ? (Only Spell X -80%) [] + *Charm (Spel
l X) [1] + skill cost []
Example: I want to be able to have Create Servant (Spell X) as fixed mag
ic (a "knack") rather than as a summonable Ally. It requires IQ 13, Magery 3 (wh
ich I have!). It costs 3 to cast, 1 to maintain, and I want to be able to at lea
st maintain it for free, so I need it at skill 15 or higher.
Magery 3 (One Spell Only, -80%) would cost 7 points. And the cost to buy
the IQ/VH spell at IQ+3 (taking my Magery into account) would be 8 points.
So I write this as Fixed Magic or Knack: Create Servant-16 [15]. I roll
against a skill of 16 to cast it and it costs me 2 to cast, 0 to maintain unless
I m summoning a skilled or brute servant.
If I add 2 points of (Power spell) self-power, add 1% of cost (1,000 x 1
% = 10) to Fixed Magic. (15 + 10 = 25 points) now I can cast it for no cost.
*A Charm is a minor advantage that costs only 1 point. Charm are penny c
andy for your PC.