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.: Accuracy
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| Type: Secondary |
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Only usable with spells that choose a target randomly (such as a random hit location). Each MP in Accuracy allows the caster to modify the die roll by 1.
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.: Banish
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| Type: Special |
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This Art is used to cancel another spell. For each level of Banish, 1 point of the defending spell is cancelled. To use this Art, you must actually have learned the spell you wish to dispel. You need sufficient Range to reach the offending spell. Banish can be Multispelled to affect a number of defending spells. Example: Rokar the Rokari uses Banish 2 on a foe's Resist Magic 6. The foe's spell is reduced to Resist Magic 4.
When a spell is Banished, the owner notices at once, and will even awaken if he sleeps.
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.: Blooding
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| Type: Special |
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This Art may only be used if the caster's skin wetted with the blood of a recent sentient sacrifice. Each level of this Art adds +5% to the spells chance to penetrate any magical protections and chance to overcome the target's with a resistance roll.
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.: Duration
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| Type: Special |
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Duration allows the caster to separate a temporal spell from his Presence. A spell manipulated with Duration will last for 10 minutes per level of the Art.
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.: Ease
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| Type: Secondary |
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This Art reduces the cost of casting a spell by 1 MP per level used. However, each level of Ease adds 1 extra SR to those needed to cast. You cannot reduce the total MPs in the spell to less than the levels of Ease used.
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.: Force
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| Type: Secondary |
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Only usable when the sorcerer is casting an attack spell that matches the caster's MPs vs. the target's MPs, POW, etc. on the Resistance Table. For each MP in Force, the caster's chance of overcoming the target is raised by 5 percentiles. If the caster's chance is nominally less than 05%, it must be increased sufficiently to overcome this handicap.
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.: Hold
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| Type: Secondary |
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Lets you hold a single sorcery spell ready to cast. The MPs in Hold must at least half the highest other Art used. The spell pops onto the Otherworld, where it remains ready for release. This gives you an "emergency" spell. When a Held spell is loosed, it goes off on your DEX SR. Held spells count vs. the user's Presence. Note: Permanence can be combined with Hold.
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.: Immersion
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| Type: Special |
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This Art may only be used if the caster's skin and hair is totally wetted with seawater. Each level of Immersion is added to each other Art used in the spell.
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.: Intensity
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| Type: Basic |
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The most basic Art. When a spell is listed along with a number, the number invariably refers to Intensity. Thus, Venom 6 is shorthand for Venom, Intensity 6.
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.: Knowledge
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| Type: Special |
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Each level of this Art adds +1 to each of the three basic Arts of Intensity, Range, and Multispell. However, it also decreases your chance of success in spellcasting by -10%. This does not correspondingly decrease the total Art levels available in casting.
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.: Lunar Magic
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| Type: Special |
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A sorcerer who joins the cult of the Red Goddess (q.v.) automatically gains this new Art, which lets him manipulate spirit spells. The Presence cost of casting and maintaining a spirit spell is not reduced. I.e., Blade Sharp 4 Intensity 4 would cost the Lunar sorcerer 12 points of Presence, 8 points for the now 8 point spirit spell and 4 points for 4 levels of Intensity. Furthermore the Art of Permanence does not reduce the cost for the spirit spell, but will reduce the cost of the Art manipulation. For the previous example, if the sorcerer choosed to use Permanence it would still use 9 points of Presence, 8 points for the 8 point spirit spell and 1 for Permanence.
The amount of manipulation on a spirit spell can not exceed the sorcerer's levels of Lunar Magic. Each level of Range
increases the spirit spell by 50m of distance.
Phase of the Moon Effect on Sorcery:
Full Moon Each Art can be up to the sorcerers Lunar Magic. I.e., a sorcerer with Lunar Magic 10 can use both Intensity
10 and Multispell 10.
Half Moon The total Art levels used may not exceed the casters Lunar Magic.
Crescent Moon As above, plus only one Art may be used.
Dark/Dying Moon No spirit magic manipulation is possible.
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.: Magnify
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| Type: Special |
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This art magnifies an effect of a spell which can normally not be intensified in such a matter. The amount by which the spell can be magnified can not exceed half, rounded up, its Intensity. This Art can only be used by specialist to boost spells of their specialty school..
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.: Multispell
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| Type: Basic |
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Multispell can be used in three ways: to combine spells cast on a single target, cast a single spell on multiple targets, or cast a combined spell on multiple targets. The minimum skill requirement (MSR) to cast a combined spell only applies to the spell with the greater intensity. If intensities for all spells in a combined spell are the same, apply the MSR to only one of the spells, of the caster's choosing.
Combining spells cast on a single target
For example: Sararr is casting Diminish STR, Intensity 3 and Diminish DEX, Intensity 2 at an enemy. It will cost him 7 magic points and 7 Presence to cast (Intensity 3+Intensity2+Multispell 2), and will attack the enemy as an Intensity 5 spell, in regards to overcoming any magical protections. Only one roll is required to overcome the target's power, and the entire combined spell will succeed or fail. In order to cast this combined spell, Sararr needs to have the following skills: Diminish STR @ 50% (for 3 Intensity + 2 Multispell); Diminish DEX @ 20%; Intensity @ 30%; and Multispell @ 20%.
Casting a spell on multiple targets
For example: Sararr is casting Hinder, Intensity 3 on three wolves that are chasing him. It will cost him 6 magic points (Intensity 3+Multispell 3) and 12 Presence (3 x Hinder, Intensity 3 + Multispell 3) to cast, and will attack each enemy as an Intensity 3 spell, in regards to overcoming any magical protections. Each target will resist versus the caster's power separately, so in this case, 3 rolls are required. It will cost him 3 Presence to maintain this spell FOR EACH target that the spell succeeded in overcoming the target's power (9 Presence if all 3 succeeded). In order to cast this spell, Sararr needs to have the following skills: Hinder @ 60% (for 3 Intensity + 3 Multispell); Intensity @ 30%; and Multispell @ 30%.
Casting a combined spell on multiple targets
For example: Sararr is casting Hinder, Intensity 3 and Diminish DEX, Intensity 2 at two soldiers advancing on him. It will cost him 9 magic points and 12 Presence to cast (Hinder Int 3 + Diminish DEX, Int 2 + Multispell 2) + Multispell 2, and will attack each enemy as an Intensity 5 spell, in regards to overcoming any magical protections. One roll is required for each target to overcome the target's power, and the entire combined spell will succeed or fail on each target. It will cost him 5 Presence to maintain this spell FOR EACH target that the combined spell succeeded in overcoming the target's power (10 Presence if both succeeded). In order to cast this spell, Sararr needs to have the following skills: Hinder @ 70% (for 3 Intensity + 2 Multispell to combine + 2 Multispell for multiple targets); Diminish DEX @ 20% (for 2 Intensity); Intensity @ 30%; and Multispell @ 20%. If Sararr had cast Hinder, Intensity 2 and Diminish DEX, Intensity 2 at the two soldiers, the MSR to cast could be applied to either Hinder (for a MSR of 60% in Hinder and 20% in Diminish DEX) or Diminish DEX (for a MSR of 20% in Hinder and 60% in Diminish DEX).
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.: Permanence
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| Type: Secondary |
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Causes a spell to count as a single MP of Presence, regardless of its actual size. The MPs in Permanence must equal at least half the highest other Art used. In addition, the caster spends 1 POW.
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.: Range
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| Type: Basic |
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Without this Art, a ranged spell can be cast up to 10m. Each MP in Range doubles this. An active spell needs sufficient Range to keep the target within its effect.
Range Distance Range Distance Range Distance
0 10m 7 1.3 km 14 160 km
1 20m 8 2.5 km 15 320 km
2 40m 9 5 km 16 640 km
3 80m 10 10 km 17 1300 km
4 160m 11 20 km 18 2500 km
5 320m 12 40 km 19 5000 km
6 640m 13 80 km 20 10,000 km
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.: Reinforce
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| Type: Secondary |
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Renders a temporal spell more resistant to dispelling. Each MP in Reinforce gives the spell 2 additional pseudoIntensities vs. dispel attempts.
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.: Silence
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| Type: Special |
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Allows the caster to cast spells without making a sound. The MP in Still art must equal to at least half the Intensity of the spell.
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.: Speed
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| Type: Secondary |
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Lets you cast a spell more quickly. Speed does not count against the SRs needed to cast the spell (though it does cost MPs), plus each MP reduces the SRs needed to cast the spell by 1, to a minimum of 1 SR.
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.: Still
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| Type: Special |
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Allows the caster to cast spells without making a gestures. The MP in Still art must equal at least half the Intensity of the spell.
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