vaaaaaaaaaw - trosfans.com Arcana/Codex Arcana - Draft 0… · --Maestro Fiore dei Liberi, from the...

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C O D E X A R C A N A P HILLIP J ONES

Transcript of vaaaaaaaaaw - trosfans.com Arcana/Codex Arcana - Draft 0… · --Maestro Fiore dei Liberi, from the...

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    CreditsAuthor: Phillip JonesLayout and Editing: Ian PlumbProofreaders: Patricia Plumb, Playtesters and Beta Testers:Ed and Christin Phelps, Keith Roberts, Joey O’Donnell, Emre Can Sezer, and Ken Lacy.

    With special thanks to Jake Norwood, creator of “The Riddle of Steel”.

    Codex Arcana copyright © 2009 Phillip Jones

    “And five times, for my honour, I have had to fight in unfamiliar places without relatives and without friends, not trusting anyone but God and my art and myself, Fiore, and my sword. And

    by the grace of God, I, Fiore, kept my honour and I did not injure myself.” --Maestro Fiore dei Liberi, from the introduction to the Flos Duellatorum,1409 AD

    ArtworkThe artwork that appears in this work of fanon has been used without permission. The copyright on each individual piece lies with the individual artists. Their details appear below.The front cover is a piece called “Dragon Mage” by Kerem Beyit. His gallery (http://kerembeyit.deviantart.com/) shows an extraordinary depth of talent. Please, visit his gallery and consider buying a print.Page 6: A piece called “Chaos Mage” by Sergon. His gallery (http://sergon.deviantart.com/) shows an extraordinary depth of talent. Please, visit his gallery and consider buying a print.Page 7: A piece called “Mage” by KPetrasko. Her gallery (http://kpetrasko.deviantart.com/) shows an extraordinary depth of talent. Please, visit her gallery and consider buying a print.Page 8: A piece called “Battle Mage” by Skiorh. His gallery (http://skiorh.deviantart.com/) shows an extraordinary depth of talent. Please, visit his gallery and consider buying a print.Page 9: A piece called “The Mage” by JessicaM. Her gallery (http://jessicam.deviantart.com/) shows an extraordinary depth of talent. Please, visit her gallery and consider buying a print.Page 10: Unknown.Page 11: A piece called “Evil Mage” by Astaviech. His gallery (http://astaviech.deviantart.com/) shows an extraordinary depth of talent. Please, visit his gallery and consider buying a print.Page 12: Unknown.Page 13: A piece called “It Lies Within” by Dannie3D. His gallery (http://dannie3d.deviantart.com/) shows an extraordinary depth of talent. Please, visit his gallery and consider buying a print.Page 14: A piece called “Mage - Flame” by Mistress Elysia. His gallery (http://mistresselysia.deviantart.com/) shows an extraordinary depth of talent. Please, visit his gallery and consider buying a print.Page 15: A piece called “The Snarky Spellcaster” by Artastrophe. His gallery (http://artastrophe.deviantart.com/) shows an extraordinary depth of talent. Please, visit his gallery and consider buying a print.Page 16: A piece called “Sorceror Final” by Samurai30. His gallery (http://samurai30.deviantart.com/) shows an extraordinary depth of talent. Please, visit his gallery and consider buying a print.Page 17: A piece called “Lizard Mage” by Ben Wootten. His gallery (http://benwootten.deviantart.com/) shows an extraordinary depth of talent. Please, visit his gallery and consider buying a print.Page 18: A piece called “Scarlet Mage” by Ironshod. His gallery (http://ironshod.deviantart.com/) shows an extraordinary depth of talent. Please, visit his gallery and consider buying a print.Page 20: A piece called “The Lost Mage Alcreadia” by Comtessa. Her gallery (http://comtessa.deviantart.com/) shows an extraordinary depth of talent. Please, visit her gallery and consider buying a print.Page 21: A piece called “Belphegor Dark Mage” by jarling-art. His gallery (http://jarling-art.deviantart.com/) shows an extraordinary depth of talent. Please, visit his gallery and consider buying a print.Page 22: A piece called “Mage” by Bef0reMyLifeFellApart. His gallery (http://bef0rmylifefellapart.deviantart.com/) shows an extraordinary depth of talent. Please, visit his gallery and consider buying a print.The back cover is a piece called “Adept” by Jason Engle. His gallery (http://jasonengle.deviantart.com/) shows an extraordinary depth of talent. Please, visit his gallery and consider buying a print.

    For more information about Codex Arcana, as well as additional material:

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    Credits ................................................................................................... 3Bibliography ......................................................................................... 3Quotations ............................................................................................ 3Table of Contents ................................................................................. 4Book One .............................................................................................. 7

    The Nature of the World ................................................................ 7The Nature of the Elements ........................................................... 7Elemental Nodes ............................................................................. 7Contacting Elemental Nodes ......................................................... 7Containing Elemental Nodes ........................................................ 8Using Unaligned Elemental Nodes ............................................... 9Aligning Elemental Nodes To Spells ............................................ 9Protecting And Locking Elemental Nodes .................................. 9Stealing Elemental Nodes .............................................................. 9

    Book Two ............................................................................................ 11Overview ........................................................................................ 11Elemental Enchantments ............................................................. 11

    Types of Enchantments ....................................................... 11Enchantment Objects .......................................................... 11

    Enchantment Procedure .............................................................. 11Enchanting Objects .............................................................. 11Nodal Power Requirements ................................................ 11Making Potions ..................................................................... 11

    Enchanted Nodes and Objects .................................................... 12Enchanted Nodes ................................................................. 12Enchanted Objects ............................................................... 12Bound Objects ...................................................................... 13Node Stones .......................................................................... 13

    Book Three ......................................................................................... 15Overview ........................................................................................ 15Spiritual Humors ........................................................................... 15Living Spirit Nodes ...................................................................... 15Using Living Spirit Nodes ............................................................ 15Loss of Living Spirit Nodes .......................................................... 15Lack of Spirit .................................................................................. 16Death of a Character ..................................................................... 16Dead Spirit Nodes ......................................................................... 16Identifying Spirits .......................................................................... 16Contacting Dead Nodes ............................................................... 16Containing Dead Nodes ............................................................... 16Casting With Dead Nodes ........................................................... 17Binding Dead Nodes ..................................................................... 17

    Book Four ........................................................................................... 19Overview ........................................................................................ 19Minor Magic .................................................................................. 19Greater Magic ................................................................................ 19Major Magic ................................................................................... 19Spell Duration ................................................................................ 19Adding Variables ........................................................................... 20Chain Casting ............................................................................... 20

    Casting Through Empty Elemental and Spiritual Nodes 20Node Discovery Skill .................................................................... 20Arcane Awareness Spell ................................................................ 20Spiritual Awareness Spell ............................................................. 20Arcane Combat System (ACS) .................................................... 21

    Arcane Combat System (ACS) Overview ......................... 21Round 1 Arcane Combat: .................................................... 22Round 2 Arcane Combat: .................................................... 22Round 3 Arcane Combat: .................................................... 22Round 4 Arcane Combat: .................................................... 22

    Arcane Combat Options ..................................................... 22Arcane Toughness: ........................................................... 22Arcane Strength: .............................................................. 22

    Arcane Maneuvers ............................................................... 22Attack (1) .......................................................................... 22Parry (1) ............................................................................ 22Evade (2) ........................................................................... 22Feint (2) ............................................................................. 22Beat (3) .............................................................................. 23Counter (4) ....................................................................... 23Stop Short (5) ................................................................... 23Bind and Strike (6) ........................................................... 23Simultaneous Block/Strike (7) ....................................... 23Support (9) ........................................................................ 23Drain (11) ......................................................................... 23

    Arcane Combat Proficiency: The Benefits of being level 10+ .......................................................................................... 23

    Surge: ................................................................................. 23Fortify: ............................................................................... 23

    tAble of Contents

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    Note that dominance applies only to the next element in the circle. For example, water dominates wood, and water is dominated by crystal. Crystal and wood have no special relationships to one another.

    Light and darkness (Sundrops and Pitchblacks) are both forms of the same element. They cannot exist together, but instead cancel each other equally. Thus a single node of Sundrop put with a single node of Pitchblack will instantly destroy both. However, a PC could have both nodes (in separate containers), and use either for any purpose that uses either light or darkness. Some characters will have a preference toward light or darkness, usually based on their living habits (day or night).

    elementAl nodesAll characters will come across a naturally visible elemental node from time to time. The flames in a fireplace might seem to acquire a life of their own, or rays of sunlight may seem to dance in the air, or ice might shine with unearthly light, ect. These are simply nodes that have become especially obvious.Originally, the first sorcerers were simply people who noticed these nodes, guessed their importance, and learned to use them by trial and error. While some nodes may be stumbled upon and tapped into, the vast majority can only be exploited by a character equipped with the arcane ability to use them.Once per game day dawn, a character may declare that a particular elemental node is being sought. The player must then make a Per/Node Discovery skill check.If the check fails then no active node of the desired type is available in the surrounding 100 foot radius (that day, nodes do drift).If the skill check is successful, then the desired elemental node exists (it is the most powerful node of that element in the area that day) and the GM must roll 1d10 to determine the power level of the node. If the dice roll yields a “10” then one additional d10 may be rolled and the total of the two dice is the node’s adjusted power level. The GM should keep in mind that the player must only have knowledge of the success or failure of their skill check while the GM secretly notates the node’s power level for future reference.The node now located, the character may then contact the node by the successful casting of an Arcane Awareness spell.

    ContACting elementAl nodesOnce a character finds a node he can either ignore it or attempt to contact it. If the node is ignored, it will disappear (sooner or later),

    the nAture of the worldOn the many planes of existence, throughout all the realms, sages and philosophers have come to agree that the world is composed of seven basic elements. These are fire, metal, crystals, water, wood, wind and light (darkness is the opposite of light and considered part of that element). Scholars have demonstrated that all other natural “elements” are actually composed of these essences in combination. Any material object can be explained as a mixture of these basic elements, although in many cases the exact mixture has yet to be discovered.Each of these seven basic elements has magic properties. Sorcerers who learn to identify those pure elements, when they occur, can use their magic properties. Actually, many other types of magic exist, but the basic form rooted in the nature of the world itself is this elemental magic.In practical terms, to use elemental magic a character must possess the pure essence of that element and harness its magic power for use in spells. This pure essence is called a “node”. Some nodes are more powerful than others and are called double nodes, triple nodes, ect. The more powerful nodes cannot be split apart into separate smaller nodes, but the power can be used in increments, for various spells at various times.The process of harnessing a node has four basic steps:One) The sorcerer must locate the node.Two) The sorcerer must then use his mind to make contact with the node.Three) Once contact is achieved he may then contain the node in a proper device or material to transport and preserve it.Four) The node may then be either used,“aligned”, or “locked”.

    the nAture of the elementsThe seven basic elements take eight forms (light and darkness are two forms of the same element). A node will contain the pure essence of one element. Each element has a common name, a specific name for the pure essence, and natural material that is the reflection of the pure element. Reflections are mainly used to control and store pure nodes.

    Dominance: Each element dominates one other element, and is dominated by one element. This relationship forms a “chain”, termed the “Circle of Dominance” by scholars, illustrated below.

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    Common nAme of element

    nAme of Pure essenCe (node)

    refleCt i on of thAt element

    fire lAChel flAme of A Pure beeswAx CAndle

    metAl mithril silver

    CrystAl silimA diAmond

    wAter verAquA sPringwAter

    wood druidheArt oAk

    wind mAgzul west wind

    light sundroP sunlight

    dArkness PitChblACk deeP shAdow

    book one

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    since pure elements are never static, but instead seem to move about (philosophers have theorized that it is the world moving, while nodes remain in place).Contact requires a character to “tune in” his mind to the essential nature of the pure element, manifested by the node. Contact does not mean physical contact. Instead a mental rapport is established between the character and the element by a casting of the Arcane Awareness spell. This contact attempt may be made only once per given node. A player is required to declare (before the roll is attempted) his decision to “Use” or “Lock” the newly discovered node. Once a node is locked (See Protecting and Locking Elemental Nodes for more information) it may never be used. If a character attempts contact and fails, the node is destroyed. In addition, if the spell is also “botched” (no successes and two “ones” rolled) the sorcerer receives one wound level of energy damage per power level of the node.The process of establishing this mental contact takes varying amounts of time, depending on the situation:First contact: The first time a character attempts to contact a node of an element, it takes 1d10x10 minutes. The first contact time represents the need for the character to find the proper state of mental awareness to attune completely to the node.Subsequent contact: If a character has already contacted a specific node before, making contact with exactly the same node again only takes one second. Complete and total attention is needed to make and maintain contact, so no character may cast more than one spell at a time. Contact may be maintained as long as the character wishes, or until his attention is distracted. In high stress or combat situations, contact will fail without a successful WP/Meditation roll.Proximity: Once contact is made, a character acquires a mental “picture” of the node. As long as the character knows exactly where the node is (remembers how it was contained, and where the containment was put), he can contact the node again, regardless of distance.

    However, if the node has moved at all, even a short distance, the character will be unable to achieve contact because the memory is now incorrect.If some nodes can still be contacted, the character might use a spell to see the new location without actually travelling back there. To reduce dangers and risks, sorcerers often have many secret hiding places scattered about the countryside, even in far distant locations, where they have hidden nodes in special containers.Evaluating a node: Having made contact with a node, a sorcerer may still have not have been successful enough to have determined the elemental node’s total strength. A sorcerer can always perceive a node’s power up to the highest power of that element that he currently has aligned. However, if the node is more powerful than the aligned, the character won’t know by how much until he experiments while using the new node.

    ContAining elementAl nodesAny node can be retained in the reflection of any node. For example, silver is the reflection of Mithrill (metal) and could contain a Mithrill node. A silver box could also contain a Lachel node, or a Veraqua node, or any other element. The same container can be used for two or more nodes of the same type if desired. Different elemental nodes are allowed in the same container only if one dominates another. For example, crystal and water could be in the same container, or metal and crystal. A container could even have metal, crystal and water, but could not have just metal and water alone, since neither metal nor water dominates the other. An exception is Sundrop and Pitchblack which can never be held in the same container.Containment process: The actual method of containment is simple. Once contact is made, the container is maneuvered to the location of the node and placed next to it. The node, being magical, can pass through the material provided the mental contact is holding it. Contact is then released and the element is now within the reflection.

    Obviously some containers are more useful than others. When in contact with a node, the node itself can be “nudged” mentally a few inches to a container, but this requires extra mental concentration for 1d10 minutes of time, and is mainly useful for complex containment, such as maneuvering a node from spring water to a candle flame (since normal superimposition would put out the candle).Typical containers: The player is responsible for imagining and describing the type of container used to hold each node (or nodes), and these must be approved by the GM. Containers can be small and designed for the purpose, or everyday items can be pressed into service where appropriate.Containers in common use include a beeswax candle or similar clean-burning fire – provided it remains lit; a box of silver or oak; any container to hold pure spring water; a bag or box opened and closed only into a west wind; a bag or box only opened and closed in bright sunshine or total darkness; a cut and polished diamond, such as one in a pendant or ring; ect.If a container is broken or destroyed, any node within is released. It can be held only if immediately contacted. Otherwise the node is lost, even if aligned (it becomes unaligned). Examples of breakage or destruction include opening a bag or box of west wind, sunlight or deep shadow at the wrong time, breaking open a silver or oaken box, fractures on a cut diamond, putting out a flame, ect.Avoiding containment: As long as a character remains “in contact” with a node, no containment is needed to keep control. While the character can perform mindless “rote” actions while in contact (such as walking home on a familiar path), any distraction at all will call for a WP/Meditation roll. If contact is lost, the node is lost unless already contained.

    using unAligned elementAl nodesOnce an elemental node has been contained it may be freely used when contacted. A single node can cast any spell of its respective element provided the elemental power demands of the spell are

    Example: Sorcerers often store nodes at home, in their workshop, and then contact them mentally when a spell is needed (eliminating the need for bulky or complex containers while traveling). However, if an over-zealous servant should move the container or a natural disaster affects the workshop (earthquake, flood, ect.) then the node will no longer be in the proper place, and the mage will be unable to contact or use it until he returns home and discovers the current location of the node.

    Example: To contain a Veraqua (water) node found in the eddy of a waterfall, a character could pass a diamond ring into the eddy, and move the diamond to the node, then drop contact. The node is now within the diamond, and upon lifting the ring from the water the glimmering of Veraqua can be seen within the diamond.

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    no greater than the node’s ability to fuel it. Any cast spell that is botched will cause cause all participating unaligned nodes to be destroyed.

    Aligning elementAl nodes to sPellsSorcerer characters may align a node to a spell whenever the required node is contacted. The aligning of a spell to an elemental node replaces the standard spell formalization rules in the Core rules book.When an elemental node (or a portion of a node) is aligned with a spell, that node/node portion is now dedicated to the casting of that particular spell. From that point forward, no other use may be applied to that reserved energy. If multiple nodes are used in the construction of a spell, then all participating nodes (or portions of nodes) supplying power for the spell must be aligned. Any node in the spell’s “chain” that is lost or destroyed (such as from a botched spell role) must be replaced for the spell to again function.While aligning a node to a spell may on the surface appear to limit a sorcerer’s options when using a particular node, one benefit that is gained is when the aligned spell’s CTN is calculated:

    Aligning a spell also makes any participating elemental node inherently more stable, allowing for an ART check per node (adding any available SP dice, if desired) against a TN (equal to the spell’s CTN) verses the total of dice failures from a botched spell’s role.

    ProteCting And loCking elementAl nodesThe casting of elemental or spiritual magic does not carry with it the same potential for magical aging as does the more science based system described in the Core Rules book.Instead, when casting elemental magic, a sorcerer must defend against a potent arcane backlash attacking those nodes used to power his spell. When a node’s power levels are completely destroyed, it is considered an “empty node” and may only be “cast through” from that point forward. Living nodes may also be “cast through” in a separate process known as “chain casting” (see Book Four – Elemental and Spiritual Casting, for more information about both methods).As a general rule, any power level from an elemental node used to power a spell will be destroyed by the resulting arcane backlash. There are two exceptions to this rule:One) Using any available dice from his Spell Pool, a player may attempt a “backlash” roll to divert this wave of energy instead to the surrounding area. The TN for this roll is the CTN of the spell that was cast. For every success rolled, one participating node’s power level is protected. If the total of successes is less than the spell’s elemental power levels, the difference between the two totals is the number of levels destroyed. A spell’s elemental power

    levels are shielded by order of elemental dominance. Thus, a Lachel node’s commited power levels would be protected before one of Mithrill.Two) When an elemental node is first contacted it may be “locked” if the player so desires. This simple ritual is accomplished through use of the Arcane Awareness spell. Once locked, the elemental node is no longer available for normal use. However, the process of locking a node has the resulting effect of making the node extremely durable and stable, impervious to the dangerous effects of a spell’s magic backlash.Canny sorcerers use such resiliance to their advantage by utilizing those locked nodes to redirect spell backlash effects away from their valuable active nodes. For each locked node a character possesses, one elemental power level used in the casting of a spell will be protected from harm. A sorcerer may maintain a pool of locked nodes no greater than his FORM attribute.

    steAling elementAl nodesll sorcerers can detect the use of elemental magic in their vicinity. Whenever a spell is cast, there is a “flux” in the elements of nature around the node and the caster. This occurs in the instant of casting and afterward seemingly disappears, but may in fact linger in the area for up to several days.Unintelligent animals feel this flux and become very nervous and excited. Intelligent characters also feel the flux, and will know that magic is in use. If the character is a sorcerer, they can identify the direction of the flux, and if within 100 feet of the caster, may attempt to steal one of the elemental nodes used in the casting of the spell.While in range, one sorcerer may attempt to wrest a node away from another by executing a mental assault. This attack comes in the form of an aggressive use of the Arcane Awareness spell.The possessing character will be aware of the theft attempt and may resist with a roll of Art, plus any available SP dice, spent against a TN equal to the recently cast spell’s CTN. The nullification of the attacker’s spell success total constitutes a resisted theft. An elemental node may only be stolen if unaligned.

    Note: A character in contact may immediately begin alignment or perhaps cast spells, provided he is continuously in contact, without a break. Also note that any hit in combat, even if no wound levels are inflicted, is sufficient to break concentration and thus break contact.

    For an aligned spell using one power level from one to three nodes, reduce overall CTN cost for the spell by one.For an aligned spell using two or more power levels from one or more nodes, reduce overall CTN cost for the spell by two.

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    carrier node chain is broken, the item will then be prevented the use of its spell until a new replacement carrier node is enchanted back into the item.

    Complex Materials: When an object is composed of few materials, one element may tend to be dominant in the object, such as wood in a spear, metal in a sword, ect. In these cases, treat the object as being that element entirely for the enchantment and spell effect purposed. Sorcerers may fashion (or have fashioned) unique objects from special elements (such as rock crystal cut in the shape of a dagger, ect.), and the GM must judge their qualities (and price) accordingly. In some cases, the elemental materials in an object are uncertain or unclear to a character.

    enChAntment ProCedureenChAnting obJeCtsThe ritual (SP Pool = Sorcery Pool + Art + Discipline) begins when the enchanter physically has both the object and the required node containers in his presence. The enchanter contacts the nodes using the Arcane Awareness spell, maneuvers them into the object-like container, and then aligns the nodes to the spell and object simultaneously.nodAl Power requirementsIf the enchantment requires a chain of nodes, the enchanter begins with aligning the least dominate node, and then one after another adds each node that dominates the last, until the final elemental node is aligned into the object.

    Enchantment Success: In enchantments, nodes are simultaneously aligned to spells and the object (even carrier nodes), so the number of successes when using the Arcane Awareness spell to enchant the object is critical, therefore:The final step is the actual casting of the desired spell into the object. At this stage only a single success is needed to embed the

    overviewExcalibur, the Ark of the Covenant, Sauron’s ring, and Sinbad’s magic flying carpet, are all examples of wondrous enchanted items. The careful addition of enchanted items can add flavor and adventure to any Riddle of Steel campaign, even gritty, low magic games. While the process is fairly simple it can be costly. Sorcerers should measure benefits versus the price of enchanting an item most carefully.Enchantment is the process of binding elemental nodes along with a spell into an object. Both spell and nodes become permanent attributes of the object. This allows characters ignorant of magic to use the object, and thus cast spells. It is also useful for sorcerers who don’t want to take the chance of a valuable node being destroyed while casting a mundane spell.

    elementAl enChAntmentstyPes of enChAntmentsThere are three types of enchantment: passive (the easiest but least useful), active contact (more difficult), and active ranged (most difficult).

    Some spells may not function in certain types of enchantment (the nature of the spell may restrict the types of enchantment possible). Certain enchantments can also alter the meaning of a spell.enChAntment obJeCtsEnchantments can only be put into inanimate, unintelligent, unaware objects. Living items such as people, plants, ect, cannot be used for enchantments. Obviously, characters cannot be enchanted. However, in Spiritual Magic (Book Three) certain exceptions and options are noted.Elemental Objects: Many objects belong to a single elemental category such as fire, metal, wood, ect. Although the object is not pure enough to be a node container, it is so dominated by the element that it belongs to that one class. This is true of many weapons, such as a spear belonging to the wood class (despite minor metal parts), a sword belonging to the metal class, ect. If the object and spell are in the same elemental class, the enchantment simply requires one node of the same element to carry the spell, which is enchanted directly into the object.Carrier Nodes: If the spell’s element does not naturally dominate the object’s element, additional “carrier” nodes are required, to establish a chain of dominance so that the spell dominates the object. Carrier nodes may be of any power, including lowly one power level nodes. The node of the spell must be the full power required (see Nodal Power requirements) for the enchantment, and therefore is commonly a very powerful node. All carriers are enchanted into the object, which then becomes a container for both the primary and carrier aligned nodes, along with the additional advantage of being permanently embedded with one or more spells. Any carrier node can act as a carrier in one chain, and carry a spell as well (in the same chain, or part of a different chain enchanted into the object during the same process). If for some reason the

    In a Passive enchantment, the spell affects only the object it is bound into, nothing else. In an Active Contact enchantment, the spell can affect anyone or anything the object touches. In an Active Ranged enchantment, the object’s user can aim it and cast the spell at anything in sight.

    Example: Putting an elemental light spell (light) into a sword (metal) requires a light node for the spell, a fire node carrier, and a metal node carrier (for the metal sword), to establish the light/dark-dominates-fire-dominates-metal, relationship. Another example: A spear of wood and metal, being enchanted with a fire node, would also require a crystal and water node enchanted into it (fire dominates metal, which dominates crystal, which dominates water, which dominates wood).

    Note: These carrier nodes may actually have their own spells in addition to functioning as carriers, and do double duty in the enchantment.

    The GM then determines how much study is required to learn the composition of the object, and which magic elements are involved (revealed to the sorcerer when his studies are successfully completed).

    Passive enchantments require nodes of the normal power level for that spell. Active Contact enchantments require nodes of double the normal power level needed for that spell. Active Ranged enchantments require nodes of triple the normal power level requirements of that spell.

    book two

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    spell into the object. A player should be mindful of the reduced CTN cost of an aligned spell when devoting dice from his SP pool for casting. Enchantment takes one hour per node aligned, and must be done as a continuous process; it cannot be stopped then started again later.mAking PotionsA special type of passive enchantment is needed in the making of a potion. The same procedure is followed as for a normal passive enchantment of an object, except that the potion-maker must also roll a successful Wit/Herbalist skill check. The skill roll is made during the initial ritual for the first potion enchantment of the day. If the skill check fails, then all participating nodes are lost.If the skill succeeds, the sorcerer may attempt to enchant multiple (up to the number of his successes) potions of the same type during that day, without the need to perform additional Wit/Herbalist skill tests. Of course, the enchantment procedure must be followed separately for each potion being made. No more than one type of potion may be enchanted in a day. The material being enchanted to form a potion must be something that can be consumed by the intended user, though it need not be ordinary food or drink.A potion must be kept in the reflection of any node, just as with containment of a node. A potion that is not so contained will lose its potency (and the node(s) will be lost) in a number of days equal to the highest node power rating of those nodes used during the enchantment. Silver bottles sealed with beeswax are the most popular form of container for potions.Potions are one-use magical items that work only on the person consuming the potion. Only a single “dose” is contained within each potion. There is no way to sample a potion with a small taste to discover its properties; the potion is either consumed wholly or remains intact. Successful use of the MA/Herbalist skill permits identification of a potion; failure means misidentification of the potion.

    enChAnted nodes And obJeCtsenChAnted nodesOnce a node is enchanted into an object, it is permanently bound into that object. The node cannot be removed, recovered, or used for anything else. The node cannot be realigned, ever. The node automatically spreads itself throughout the object. Therefore, if the object breaks in half, the node breaks in half (including all carrier nodes in the chain which would also break in half, ect.). A broken object only remains enchanted if the surviving nodal power in that piece is sufficient for the spell (including any necessary carriers, which must be of at least one power level each, after the break). Normally nodes of just sufficient power are used, so any break will reduce the nodes below necessary power and make the enchanted properties inoperable. If the object has all its parts reassembled and is repaired, the nodes again combine their strength and the enchanted properties return. Obviously, if the object broke into many pieces, it might or might not require finding all the pieces to make the object operable again.enChAnted obJeCtsPassive enchanted objects: The spell is bound into the object, and only affects that object. Passive enchantments never affect the user, and never affect anything the object touches or is aimed at. For example, a passive temper in a sword gives the sword temper,

    making it almost unbreakable. However, neither a user, nor anything touched by the sword will get any magical benefit. Objects with passive enchantments can be used as weapons. The spell in the object may enhance one or more combat properties, such as making breakage nearly impossible (temper in metal, heart oak in wood), increasing damage (keenness), ect. Passive enchantments last as long as the node remains intact in the object. Normal time limits for a spell are ignored once a passive enchantment is accomplished.Active contact enchanted objects: The spell is bound into the object, and affects whatever the user contacts, on demand. This could include the object itself. The user need not know any magic himself.

    Active enchantments occur when the user thinks of the spell while using the object. This “remembering” takes no real time or effort, it is simply declared. In combat the object could be used as a weapon, with extra abilities on any hit, including bonus damage or other spell affects. Active contact enchantments are possible on individual missile weapon ammunition, such as sling bullets, bolts, arrows, ect. The spell takes effect when and if the missile hits.Active Contact enchantments do not affect or harm the object containing the enchantment, but provide no special protection to the object either. That is a product of passive enchantment only.Active Contact enchantments remain in the object as long as the node remains full power and intact. However, when the object makes contact and activates the spell‘s effect, that effect (on something or someone else) only has normal duration, as per the spell embedded into the object.Active ranged enchanted objects: The spell is bound into the object, and affects whatever the user aims at, on demand. The character need only see (or hear, smell, touch, taste, ect.) accurately to use the spell. The user of the object need not know any magic himself, but like active contact, need only know the spell is in the object, and remember it at the right time. Active ranged enchantments never miss their target, as long as the user is correct about the target location. If the user is unsure of the target’s exact position, then a judgment must be made by the GM. An active ranged enchantment may be used as an active contact enchantment if desired. As with active contact enchantments, active ranged enchantments neither affect nor harm the object containing the enchantment, and provide no special protection to it either. Spell duration is the normal rated time for the embedded spell.Both active contact enchantments and active ranged enchantments have a instantaneous casting time and manifest in the same exchange that they are cast.bound obJeCtsAs with all things TROS, a sorcerer may use applicable SA’s to enhance his enchantment rolls. But consequently, few sorcerers will be willing to craft such items for others, as there is little incentive to do so when weighed against the possible dangers involved in such an undertaking. In addition, a sorcerer may also deliberately imbue an item with a “mission” of his choosing by implanting SA

    If the total of enchantment successes do not equal or exceed the number of nodes being aligned to the object, the enchantment has failed and all involved nodes are now lost.

    Note: The one exception is the making of a potion through Passive enchantment. When the potion is consumed, the spell acts on the person drinking the potion, and the node is immediately lost.

    Example: A character using an object with an elemental fire, Active Contact enchantment, can touch something and perhaps set it afire using the spell.

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    points from one of his Spiritual Attributes into the object. Thus, a sword infused with two points of the passion “Slay my cousin Olaf”, would add two CP to the wielder’s combat pool when being used to attack Olaf. The sorcerer’s applicable Spiritual Attribute would be permanently reduced by two in the above example.

    node stonesNode Stones, Also called Mage Gems, are crystals (or stones) that can collect, store, and give out magical energy, acting just like an elemental node. Node stones can be found in nature – they are simply a product of the magical order of the universe. Node stones are rare, and thus highly expensive. A quest for a legendary Node stone of great power can start off an entire campaign. Though Node stones occur in nature, it is unlikely a party will stumble across one by chance. They must look for one, following rumors, hints, and sometimes even a trail of mysterious murders.

    A Node stone’s power is rated in SP (just like Spell Pools). Power ranges from 1 to hundreds of SP. The majority of Node stones (90%) do not exceed 10 SP, with 4 to 5 SP as average. Node stones of greater power than 10 are very rare. To use a Node stone is quite simple since it works just like a sorcerer’s own SP Pool. He can charge it up, use stored energy to cast spells, or store spells within it. For example, a 10 SP Node stone can hold up to 10 SP. This can be in the form of SP, or spells totaling no more than 10 SP, or any combination thereof. To use the SP (or spells) contained within a mana stone, simply touching the stone and thinking of the desired affect gives instant access to the energy it contains. Thus, a 5 SP stone can give you 5 extra SP points to use when casting spells. Once you have spent this, the stone is empty and must be recharged. Many sorcerers wear their Node stones as jewels. Rings, necklaces, circlets, and armbands are also quite popular. After the Node stone runs dry, the item is useless, unless the user can supply energy from himself or some other source, and the Node stone is recharged.To recharge a Node stone, the stone must have SP energy actively focused into it. Though Node stones do recharge themselves very slowly over time, this process usually takes years (newly found Node stones are thus found fully charged with raw elemental energy). However, a sorcerer (or familiar) can actively recharge the stone just as he would recharge his own Spell Pool. SP points are deducted from the caster’s SP pool and transferred into the stone; the caster’s SP pool will then recover normally.

    While an object could have several spells implanted in it, it may only be bound with one mission. Conversely, an object needs no spells crafted in it for it to be mission bound. The Arcane Awareness spell ritual must still be observed, but successes during the ritual need only exceed the value of the Spiritual Attribute points bound into the object. Purpose bound objects are the simplest enchantments to craft and thus most magical objects found will be of this variety and of little use to anyone other than their creator.

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    15

    overviewSpiritual magic has many similarities to elemental magic, although some are superficial. First, both types use “nodes” that can only be “seen” by the mind, and used only by mental effort – and then, truly exploited only by those gifted with magic talent. In elemental magic, there are seven “elements”, while in spiritual magic there are four “humors”. Unlike elemental magic, spirit nodes are either “alive” (within a living character) or “dead” (released when a character dies). Any character when living will have one node of each humor within him, one of which will be dominant. When a character dies, these convert into an equal number of dead nodes. Many animals and intelligent monsters, and a few special plants, have spirit nodes in them (although sometimes only one node, and sometimes a variable number, or only a chance of a node being present). As in elemental magic, any interruption of mental concentration (including non-damaging combat hits) stops the use of spiritual magic.

    sPirituAl humorsIn order to identify spirit nodes and to perform spirit magic, a sorcerer must learn the spell Spiritual Awareness. This spell cannot be found in books, scrolls, ect., but must be learned from a teacher. Anyone possessing knowledge of this spell is known as a “Spiritualist”. As part of a sorcerer’s training in the use of the Spiritual Awareness spell, he will be taught the following subjects:Sanguine Humors: The ability to identify sanguine nodes, and knowledge of how sanguine spells function. This humor is associated with the color red, and denotes a lively, active, even passionate attitude. Sanguine spirits are life-oriented, extending at times to the truths (and falsities) of life. Possible spells include those related to health, energy, perception, illusion, shape shifting, ect.Phlegmatic Humors: The ability to identify phlegmatic nodes, and knowledge of how phlegmatic spells function. This humor is associated with the colors green or blue, and denotes a slow, dull, or sluggish attitude, often with great inertia and solidity. Phlegmatic spirits are associated with strength, solidity, and resistance to change or activity. Possible spells include those related to abilities, all manner of resistances, wards, locks, barriers, protection, ect.Choleric Humors: The ability to identify choleric nodes, and knowledge of how choleric spells function. This humor is associated with the color yellow, and denotes an angry, irritable, even unstable attitude. Choleric spirits are often hostile, and are used to enhance power and activity over physical, mental, and/or insubstantial aspects of the world. Possible spells include those related to charm, emotions, control, summoning, ect.Melancholic Humors: The ability to identify melancholic nodes, and knowledge of how melancholic spells function. This humor is associated with the color black and is sometimes known as the “necronomic humor”. It is associated with gloom, depression, even death. Melancholic spirits deal with life and death, and to some extent the metaphysics beyond both. Possible spells include those related to re-animation, death, insight, energy drain, ect.

    living sPirit nodes Characters, including many animals and intelligent monsters, and a few rare plants, have living spirit nodes in them. The nodes are usually located in a specific place within the body (which becomes the container for the nodes when they and the character die).

    Each of the four nodes within a character will belong to each one of the four “humors” (Sanguine, Phlegmatic, Choleric, or Melancholic). One of the four nodes will be stronger than the rest, and this node reflects the character’s core personality. The nodes are insubstantial, and can only be discovered and manipulated by skills of the mind.

    Each living spiritual node within a character can be “bound” to a separate elemental node, to give the sorcerer’s own body the ability to cast elemental spells, as if the body itself was enchanted. Dead spiritual nodes, if contacted and contained properly, will allow the casting of spiritual spells of the particular humor residing within the node. Alternatively, some dead spirit spells can be permanently “bound” into a living spirit, giving the living character special magic properties.

    using living sPirit nodesEach spirit node in a character may be linked to a particular aligned elemental node’s spell. The ritual (SP pool = Sorcery Pool + Art + Discipline) begins when the spiritualist has the required elemental node container in his presence. The enchanter contacts the elemental node using the Spiritual Awareness spell, maneuvers it into his spirit node, and then aligns the nodes together. Spell successes must exceed the total CTN of the spell being bound or the attempt will fail. If the spell fails or the ritual is interrupted then both nodes are lost. This “binding” takes one hour per node aligned, and must be done as a continuous process; it cannot be stopped then started again later. Now cocooned within the sorcerer’s own body, the aligned elemental spell is now impervious to any arcane “backlash”. The embedded node’s power levels must be able to support the total CTN cost of the spell. The spell will replenish at a rate of one power level per hour and is now fueled entirely by the bound node.

    loss of living sPirit nodesA character may temporarily lose a spirit node because the node is “exhausted” by working some type of spiritual magic. The node automatically fully recovers when the character has a good rest (at least 6 hours of sleep). Sometimes a node is permanently lost (destroyed) or stolen; this loss cannot be corrected by any means except casting a restorative spirit spell of the sanguine humor. For each node a sorcerer has lost (temporarily or permanently), health, endurance, mental aptitude, and agility are all reduced by one. In addition, all ability/skill check TN’s are increased by two per lost node. If a character’s health drops to zero as a result, then he dies. If endurance or agility drops below two, the character is unable to move or perform bodily functions, but is still alive (barely). If intelligence drops below two, the character temporarily becomes a mindless vegetable, but no permanent damage will result (if and when the nodes are recovered, intelligence can rise again). When a lost node is returned to a character, reduced characteristics and skills are restored to their normal level.

    lACk of sPiritIf a sorcerer loses all his spirit nodes and is somehow still alive and in a functioning state, he also loses all direction, purpose, and ability

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    Note: Once contained, the dead node can be aligned (temporarily) to a living spirit for the casting of a spell (alignment and casting are one continuous procedure, unlike elemental magic where it is two separate processes).

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    to look towards a future. The character simply lives from day to day, trying to satisfy immediate wants and needs only.

    deAth of A ChArACterWhen a character dies, his spirit nodes also die (at the same instant), and are released as “dead” nodes. A character without any spirit nodes will not release any dead nodes when he dies. Spirit nodes reside in a specific part of the body. If this body part is cut away and removed, or destroyed, the spirit nodes are all lost, causing the sorcerer to suffer from the “lack of spirit” mentioned above. In many cases, the node is within some vital part of the body (such as the brain, heart, ect.) that will cause death if removed or destroyed.

    deAd sPirit nodesThe instant a character dies, each of his living spirits also dies. During the instant of death the freshly dead spirits are released from the body. Unless they are identified and contact starts immediately (in the same time period), the released dead spirits leave all known planes and disappear forever. Using procedures for identifying, contacting, and containing dead spirits, a character can keep them available and use them for various types of spirit magic. These spirits will automatically disappear if containment is broken, and often disappear as the result of various spirit magic spell effects.

    identifying sPiritsAfter a course of study with a spiritualist, a sorcerer will have a working knowledge of l iving (especia l ly his own) and dead spirits.Live Spirits: When a character gains the Spiritual Awareness spell, he learns to identify and contact his own spirit. This includes learning the strength of each of the four humors of that spirit. A character with spiritual knowledge of the appropriate humor can identify the spirit nodes (including quantity, power level, and humor) in another character, but this takes a minute of concentration. This is normally part of the contact or alignment of spirit spells.Dead Spirits: A character that has acquired the Spiritual Awareness spell and the associated knowledge of humors, will sense when a live spirit is dying, and when it finally dies. Dead spirits within containers can also be identified.Range of Identification: A spiritualist can sense at will the existence of living spirits (but not the humor type, or number of nodes/node strength) in any character, animal, or plant within 100 feet.

    ContACting deAd nodesWhen a sorcerer identifies that a spirit is dying, he may attempt contact with the spirit nodes during a brief period following the instant of death. If contact is not made during the period directly

    following death, the dead nodes disappear and are gone forever. As with elemental magic, a player must declare his intent to use or lock the dead node before contact is made and the node’s power level is determined.Contact procedure: To attempt contact, the sorcerer must be touching the dying or dead body. The spiritualist goes into a trance-like state of total mental focus that lasts 1d10 minutes followed by a Meditation skill check, which is then followed by the casting of the Spiritual Awareness spell.Preparation time is cut in half if the dying character voluntarily offers his or her spirit. If the sorcerer is interrupted in any way during his meditation period, the contact automatically fails. If both skill check and spell are successful, the sorcerer may place the contacted nodes in a container. If either the skill check or spell failed, then all nodes are lost but the sorcerer is unaffected (except for a reduced spell pool in the case of a failed spell casting attempt).If a sorcerer acquires a container with a dead node inside (by gift,

    purchase, theft, ect.), he can attempt contact, just like contacting nodes in a dead body.Contact success & Failure modifiers: If a dying character voluntarily offers his or her spirit to the sorcerer, then reduce the CTN of the Spiritual Awareness spell by two.If the dying character refuses the spiritualist his spirit, then increase the CTN of the Spiritual Awareness spell by two.

    ContAining deAd nodesWhen a dead spirit node is contacted, it must be contained immediately or lost. The proper container is the part of that race’s body where the spirit resided while living. For example, human spirit nodes (when living) are in the heart, so a human heart will provide a container for any human spirit nodes. Maneuvering the spirit into the container is part of the contact process and takes no additional time. Contact may also include taking the container from the dead body if a container is not already available. Contacting a spirit

    node already in a container entails no extra work, since the node is already within a container.Moving Spirit Nodes: Spirit nodes, once in a container, can be moved by carrying the container. Spirit nodes can be moved very small distances by mental concentration alone (just like normal elemental nodes), and thus transferred from one container to another.Container Restrictions: Only spirit nodes of the same race and humor may be within the same container. For example, a human heart holding a human choleric spirit node could hold only other human choleric nodes. If a node of a different humor or race is maneuvered into the same container, it will break instantly with all nodes being lost.Preserving the Container: Most containers for spirit nodes are flesh of a body, and this is apt to decay over a period of days or weeks.

    A character’s spiritual attribute (SA) values all drop to zero as the character forgets all ulterior objects or goals and generally acquires a distracted and somewhat vacant attitude.

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    When the flesh decays far enough to fall apart (or any container is broken), the node is released and lost. Successful use of the Herbalist skill with easily obtained materials allows one to preserve a flesh container, using embalming techniques. Some body materials, such as horn or bone, decay slowly or not at all in certain climates.Elemental Containers: A container for an elemental node, with at least one unaligned elemental node within, also may be used to hold dead spirit nodes. This is done during contact with the dead spirit, with the extra step of aligning any one elemental node to the spirit node. Once the spirit node becomes contained within the elemental node, the change becomes permanent. Obviously, this technique can be used only by a sorcerer who is practiced in elemental magic. It is a very useful way of carrying spirit nodes.

    CAsting with deAd nodesDead spirit nodes must be aligned temporarily with a character’s personal living spirit node(s) to permit the casting of a spell. The spell being cast must also be one related to the humor of the contained dead node. Unlike elemental magic, alignment of dead to living spirit nodes is strictly temporary, and will last only for the instant that the spell is cast. Only one spell may be cast at a time and non-spell aligned dead nodes, and like their elemental cousins, may be subject to theft.Again, l ike elementa l nodes, once contact has been initially established, future contact requires only one second to connect to the dead node and cast spells. The caster must also know where the dead spirit node is located, either by having it in sight, or at a further location, exactly and precisely remembered. With contact established, the sorcerer then decides on the spell effect desired and casts the spell.The inevitable arcane backlash is dealt with exactly as in elemental spell casting, with the difference that only “locked” spiritual nodes may by used to divert it’s destruction. The total amount of locked spiritual nodes a sorcerer possesses may never be greater than his Form attribute.

    binding deAd nodesThe process of binding a dead spirit node to a living one within a host is quite similar to the process that binds an elemental node. Any spell aligned dead spirit node possessed by a sorcerer may be linked to a living spiritual node, within the sorcerer, or another willing recipient. The ritual (SP pool = Sorcery Pool + Art + Discipline) begins when the spiritualist physically has the required dead node container in his possession. If another character is to

    receive the spirit node, they must also be present. Players should be mindful of the increased CTN cost associated with targeting another character.The enchanter contacts the dead node using the Spiritual Awareness spell, maneuvers it into his or another’s spirit node, and then aligns the nodes together. Spell successes must exceed the total CTN of the spell being bound or the attempt will fail. If the spell fails or the ritual is interrupted then both nodes (either the caster’s or another host) are lost. This “binding” takes one hour per node aligned, and must be done as a continuous process; it cannot be stopped then started again later. Protected from within the sorcerer’s own body,

    the dead node’s aligned spell is now unaffected by the wave of arcane “backlash”. As with an embedded elemental spell, the dead node’s power levels must support the total CTN requirements of the spell. The spell will replenish at a rate of one power level per hour and is now internally fueled by the bound node.

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    19

    overviewElemental and Spiritual magic is as old as the land itself, with most “new” magic being simply the ancient mired with the new veneer of civilization. Many a modern sorcerer may sneer at its crudeness, but nonetheless, they give it a wide berth, for few things in this world are as fearsome as unrefined eldritch wizardry. Though no learned wizard would contemplate its use, plenty of other folk still use this original magic so far removed from the centers of learning and culture that are the great cities. It is the magic of the fey as well as dark demons. The ancient druids use it as well. One of the prime reasons that their groves carry such meaning to them is that these sacred places are the home repository for vast nodes of power. Hideous hags, witches and necromancers seek its riddle within the hidden places of the earth, toiling over their plots brewed; dreaming of the power this magic will bring them. The good would use it as well, for its great power can be a mighty force for the weal of all.Though all would use it, few can claim to know its mysteries, and fewer still can claim mastery of such seldom trod paths of power. Those that would venture forth on its winding trails should first come to know the basic foundation for bringing forth such magic.

    minor mAgiCAny spell that is cast using a single power level from one to three differing elemental or spiritual nodes, is known as a “minor magic”. Since even a lowly, single power node is always “ready”, minor magics are quite easy to cast with a sorcerer being only limited by available spell pool points. CTN costs for minor magics are calculated as 1 for the initial node used, in addition to the spells other variables: target, range, volume and duration.

    Using an aligned power level: If the spell in the above example was one aligned to that particular node, only the specific aligned power level within the node could be used to energize that particular spell. Aligning a minor magic spell will always reduce the overall CTN of the aligned spell being cast by one.Casting times for minor magics: The casting time for a minor magic spell is instantaneous and manifests within the same exchange it was cast.Qualities of minor magic spells: When creating a minor magic spell, keep in mind that minor magics are just that: minor. Examples include lighting a torch, a hand filling globe of light, a blade just a bit keener, blinding an opponent’s eyes, ect. Spells cast should be constructed very simply and have definable results, with both GM and player in agreement on the spell’s power level, variables and application. With the exception of SA’s, minor magics use only the character’s base spell pool.

    greAter mAgiCWhen a spell is cast using two power levels, both taken from one to three differing elemental or spiritual nodes, it is known as a “greater magic”. CTN costs for greater magics are calculated as 2 for the initial node

    plus 1 for each additional node (maximum of three) used in the spell. Of course, other basic variables that must also be calculated and added to form the spell’s final CTN include: target, range, volume and duration.

    Using an aligned power level: If the spell in the above example had both the needed elements aligned for that particular spell, only those two specifically aligned power levels within each node could be used to energize the spell. Aligning a greater magic spell will always reduce the overall CTN of the aligned spell being cast by two.Casting times for greater magics: The casting time for a greater magic spell is instantaneous and manifests within the same exchange it was cast.Qualities of greater magic spells: With the exception of SA’s, greater magics use the character’s base spell pool plus the character’s ART attribute when calculating the available spell pool. In general, greater magic spells target single opponents, larger objects such as wagons, small areas of effect such as a 20 foot radius, ect. More complex spells may be constructed, but should have definable results, with both GM and player in agreement on the spell’s power level, variables and application.

    mAJor mAgiCWhen a spell is cast using three or more power levels, taken from one or more differing elemental or spiritual nodes, it is known as a “major magic”.

    CTN costs for major magics are calculated as the value of the initial node’s power level selected, plus 1 for each additional node used in the spell. Of course, other basic variables that must also be calculated and added to form the spell’s final CTN include: target, range, volume and duration.Using an aligned power level: If the spell in the above example had all needed elements aligned for that particular spell, only those specifically aligned power levels within each node could be used to energize the spell. Aligning a major magic spell will always reduce the overall CTN of the aligned spell being cast by two.Casting times for major magics: The casting time for a major magic spell is instantaneous and manifests within the same exchange it was cast.Qualities of major magic spells: With the exception of SA’s, major magics use the character’s base spell pool plus the character’s ART and Discipline attributes when calculating the available spell pool. In general, major magic spells target groups of opponents, larger objects including buildings and beyond, large areas of effect such

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    Example: A sorcerer desires to hurl a small globe of fire at an enemy. Contacting a safely contained Lachel (fire) node at a distant location, he selects one of its available power levels (any power level not “aligned” or dedicated to a particular spell), and casts the spell.

    Example: A Witch desires to create a broomstick and fly on it. Contacting safely contained Magzul (wind), and Druidheart (wood) nodes at a distant location, she selects from both, two available power levels (any two power levels not “aligned” or dedicated to a particular spell) and casts the spell.

    Example: A Druidess desires to create a thunderstorm over a nearby city. Contacting safely contained Magzul (wind), Lachel (fire) and Veraqua (water) nodes at a distant location, she selects from each, six available power levels (any six power levels not “aligned” or dedicated to a particular spell) and casts the spell.

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    as a main road junction or greater, ect. Extremely complex spells may be constructed, but should have definable results, with both GM and player in agreement on the spell’s power level, variables and application.Rituals: Major magic is most commonly cast in its ritual form, taking place in a specially prepared locale, with a duration of one hour times the CTN of the spell. As a sorcerer typically regains one SP point per hour, he could conceivably recover most, if not all, spell pool points spent in the ritual casting of the spell.

    sPell durAtionMaintained Spells: To maintain a spell, a number of dice equal to the spell’s CTN minus the number of casting successes must be set aside. These dice do not refresh into the Sorcery Pool until the maintained spell is released. Other spells may still be cast, but note that spells may not be maintained using the bonus dice granted for casting greater or major magics. Maintained spells may be “dropped” at any time. Additionally, if a sorcerer’s SP drops to zero through wounds or other outside influences, the maintained spell breaks and is lost. Spell duration is set at zero when creating this type spell.Constant Spells: have a definable duration. This duration is chosen as a variable when creating the spell. Each success in casting allows the spell to function for the chosen time frame without concentration, essentially creating a self-sustaining spell. Because constant spells are effectively “tied off,” the sorcerer need not be conscious, healthy, or even alive to ensure their pre-established duration.

    Adding vAriAblesThe variable table below is used for Elemental and Spiritual Magic and is included here for reference when calculating the CTN of a spell.Also used is Table 6.7: CTN Modifiers, found on page 113 of the Core Rules book.

    ChAin CAsting A sorcerer can use the dominance of elements to cast through a number of contained elemental nodes to activate a specific element needed for a spell. This is known as “chain casting”.

    A sorcerer can cast through any number of different elements to reach one needed, up to the maximum of all six elements to reach the seventh (going completely around the circle of dominance). The principal advantage to chain-casting is one of power. Each element

    Ctn vAriAbles for elementAl And sPirituAl mAgiC

    vAriAble vAlueTargets: Targets: Multiple targets may be specified, provided they are within the concurrent volume constraint. Objects on someone other than an enchanted creature can be affected without a spell resistance test. When targeting multiple opponents using a value of less than 4, target numbers may be no greater than the characters MA.

    (0) Lacks material form (target is a ghost, node, ect., or affects the caster exclusively)(1) Inanimate objects (a shoe, a chair, ect.)(2) Nature (Trees, streams, stone walls, ect.)(3) Animals (Including Humans/Monsters)(4) A small crowd of people/monsters/animals(5) A large crowd of people/monsters/animals

    Range: Range: The caster must be magically viewing or has personally visited a distant area to designate ranges beyond line of sight or fixed radius.

    (0) Self (affects the caster exclusively)(1) Touch(2) Line of Site or specific radius within sight (3) Up to 10 miles(4) Up to 100 miles(5) Unlimited

    Volume (or size): Any value of a target’scomposition may not exceed any one of the five values listed by any amount without raising the TN.

    (0) Lacks substance or affects are only mental(1) 3 gallons/ 20 pounds/ 1 yrd(2) 30 gallons/ 400 pounds/ 10 yrds(3) 300 gallons/ 2000 pounds/ 100 yrds(4) 3000 gallons/ 20,000 pounds/ 1000 yrds(5) 30000 gallons/ 200,000 pounds/ 10,000 yrds

    Duration: Every success in casting increases the duration; 3 successes with a Duration of 3 creates a spell that will last for 3 weeks.

    (0) Instantaneous (may be maintained) (1) One Hour(2) One Day(3) One Week(4) One Month(5) One Year

    Notes:All spell variables are calculated independently from each other. For instance, a spell that affects an opponent requires a Target of “Animal” (3 points to the TN), but depending on the spell cast, may have a Volume requirement of less than the targets weight. For example, if the spell only affected the targets’ mind, then the volume requirement would be 0. This is true for any variable.

    Example: Wind dominates light, so a character could contact a wind element, chain cast through it to a light node, and in turn chain cast through that to reach the fire node needed for the actual spell.

    Example: A Druid wishes to cast an aligned CTN5 Lachel spell at an opponent adds four elemental nodes (Veraqua, Druidheart, Mazgul, and Sundrop) that progressively dominate the Lachel node. Still CTN5 for TN purposes, the spell now adds four added dice of damage on a successful hit and has a final cost of nine spell points.

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    being “chain cast” adds to the damage of the spell by one die, and may be purchased at the cost of one spell pool point per node.CAsting through emPty elementAl And sPirituAl nodesOnce an elemental or spiritual node is permanently depleted of its power levels it is considered “empty”. These lifeless, empty nodes drift about the land, the arcane rubbish of failed castings. Though powerless, they may still be captured and contained, when encountered, just like their active counterparts. Empty nodes may be stored in any available container since they no longer house any living energy.Now useless to draw power from, clever sorcerers have found a final use for these nodes. Empty nodes may be “front loaded” into a spell at no additional cost, and a spell using “active” nodes may be then cast “through” them. When the spell is cast, the inevitable arcane backlash will first destroy these empty nodes, leaving the precious useful nodes intact.

    This tactic is considered the “poor sorcerers” version of a locked node and is a disposable “one-shot” use for empty nodes. There is no limit to the pool of empty nodes a sorcerer may possess.

    node disCovery skillA character trained in the node discovery skill may attempt, once per game day dawn, to detect a specific type of elemental node drifting through the surrounding area within a 100 foot radius. Success is predicated upon the character using his perception most carefully, so the skill is most often rolled for as Per/Node Discovery.Success Levels: A single success will yield the general direction of the sought after node; “To the Northwest”.Two successes will lead the character to within a twenty foot radius of the node. He must carefully search for it at that point using his default perception with a TN of 8.Three or more successes will lead the character directly to the node being sought.

    ArCAne AwAreness sPellOf the various uses of the Arcane Awareness spell, the most common one is to contact and contain discovered elemental nodes. For this function, the spell begins with a CTN cost of 7 which may be reduced if verbal and/or gestures are used in its casting.Basic success: A single success is all that is needed to contact or contain a node. Additional successes provide more information about the contacted node:Two successes: With two successes, the character will know the power rating of the node exactly, if it is less than six in strength.

    Three successes: With three successes, the character will know the power rating of the node exactly, if it is less than 10 in strength.Four or more successes: With four or more successes, the character will know the power rating of the node exactly, regardless of how powerful it may be.Stealing Nodes: The next common use of the spell is when it is used to steal an unaligned elemental node from another sorcerer. In this form, the CTN of the spell is six, though that may be reduced if verbal and/or gestures are included in its casting. If the target sorcerer is within a 100 foot radius, the attempt may be made, and can be opposed by the target. See Book One – Elemental Magic, for details.Enchanting objects and potions: The least used function (and most difficult) is the use of the spell to enchant items or potions. The CTN of the Arcane Awareness spell equals the total CTN of the spell(s) being cast into the object or potion. Success is critical, therefore: If the total of enchantment successes does not equal or exceed the number of nodes being aligned to the object, the enchantment has failed and all involved nodes are now lost.See Book Two – Elemental Enchantments, for full details on enchanting objects.

    sPirituAl AwAreness sPellContacting and containing dead spiritual nodes is the most common use of this spell. For this function, the spell begins with a CTN cost of 7 which may be reduced if verbal and/or gestures are used in its casting. Once touching the dying donor, the spell’s successes when cast determine what is discovered:Basic success: A single success is all that is needed to contact or contain a node. Additional successes provide more information about the contacted node.Two successes: With two successes, the character will know the power rating and humor type/number of nodes exactly, if the nodes are less than six in strength.Three successes: With three successes, the character will know the power rating and humor type/number of nodes exactly, if the nodes are less than 10 in strength.Four or more successes: With four or more successes, the character will know the power rating and humor type/number of nodes exactly, no matter how powerful.Stealing Nodes: The next common use of the spell is when it is used to steal an unaligned spiritual node from another sorcerer. In this form, the CTN of the spell is six, though that may be reduced if verbal and/or gestures are included in its casting. If the target sorcerer is within a 100 foot radius, the attempt may be made, and can be opposed by the target. See Book One – Elemental Magic, for details.The Spiritual Awareness spell may also be used to bind an aligned elemental node to any available humor (every human starts with four) that a character may have. Spell successes must exceed the total CTN of the aligned node’s spell being bound, or the attempt will fail. The CTN of the Spiritual Awareness spell equals that of the spell being bound. See Book Three – Spiritual Magic for details. Finally, the Spiritual Awareness spell may also be used to bind an aligned dead spirit node to any available humor that a character may have. Spell successes must exceed the total CTN of the aligned node’s spell being bound or the attempt will fail. The CTN of the spell equals that of the spell being bound. See Book Three – Spiritual Magic for details.

    Example: A sorcerer desires to cast a powerful storm of fire upon his enemies. Contacting a safely contained Lachel (fire) node at a distant location, he selects three of its available power levels (any power level not “aligned” or dedicated to a particular spell).He then contacts three empty nodes he possesses and “attaches” them to the spell; much like a helmet tied to a horseman’s saddle, and casts the spell. The resulting arcane backlash will destroy the three empty node containers, leaving the three “active” power levels used in the spell, intact.

    Note: Nodes will not always be easily accessible even though located. A node could be drifting over a river, on the opposite side of a chasm, ect.

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    ArCAne CombAt system (ACs)Nodes of power drift through the land, some strong, some with but a spark of energy, but always there. The sorcerer taps these concentrations of arcane energy, drawing power into themselves and then releasing it to produce a specific spell effect. When multiple casters working at cross purposes attempt to tap into nodes simultaneously, there is interference as the draw lines between “owned” and “foreign” Nodes intersect. The challenge then is to remove the “interference” from the sorcerer’s Node “grid”. The following rules govern such a struggle between two casters and unlike the Core Rules system, integrates magic fully into melee combat.ArCAne CombAt system (ACs) overviewArcane combat is as similar to melee combat as it can be. Like melee combat, a combat round is divided into two exchanges. As with regular spell casting, the casting time for all spells is instantaneous and manifests within the same exchange it was cast, though in Arcane Combat, a spell may only be cast at the beginning of a new round. All arcane combat is fought using the Arcane Combat Pool (ACP), which is calculated as follows:

    The objective of arcane combat is to reduce an opponent’s ACP to 0 by the start of a new round (not the start of an exchange). If an opponent has no ACP at the start of a round then the character is free to cast their spell with any remaining SP. After the spell is cast, all ACP is refreshed and arcane combat continues. Firstly, both sorcerers must notate what spell they were trying to cast (before the bout begins) and set aside the SP dice needed to cast that spell. This is required only for the initial round of ACS, when both sorcerers are plunged into arcane combat as they attempt to cast their spells.All damage in arcane combat affects the ACP in the next exchange. At the end of a round of arcane combat all ACP refreshes -- less any damage from the previous exchange. The damage in arcane combat has no physical effect on the mages. It is just a way of determining who gets to cast their spell first-- and importantly, when.Why when? Because the longer the sorcerers strive for control of arcane draw lines, the greater the power those lines manifest around the contested area. Arcane draw lines appear as shimmering bands of force that form a linked Sphere of Protection (SoP) around each caster participating in the arcane combat. The sphere has a 12’ diameter that is centered upon the sorcerer’s stomach. The SoP itself appears with the first stage of the manifestation (see Round 1 Arcane Combat) – as a heat shimmer. It is tinged in color according to the sorcerer’s predominant element or spirit. The SoP can also be cast as a spell (CTN7) by sorcerers outside of ACS duals.The SoP raises the ATN of any attacking missile weapon by 2. It raises the CTN of an incoming spell by 2, as the target(s) are effectively within the arcane draw lines, making targeting any spell very difficult. Anyone trying to breach the SoP itself (physically, to make a melee attack), must make a WP v TN6 check. Successfully breaching the SoP causes a level 2 wound.

    round 1 ArCAne CombAt:In the first round of arcane combat, the arcane draw lines between the opposing sorcerers’s SoPs appears as a just perceptible heat shimmer type of effect. Touching the lines causes no physical damage but it is somewhat disconcerting for anyone who hasn’t seen this before. These draw lines have no perceptible movement.round 2 ArCAne CombAt:In the second round of arcane combat, the arcane lines shimmer with all the colors of the rainbow. Visibility is halved for those looking into the manifested arcane area (archers and so on looking into the area of conflict). Passing through the arcane lines causes a level 1 wound. The draw lines still have no perceptible movement. A smell of ozone may be detected as small arcing and popping sounds fill the air.round 3 ArCAne CombAt:In the third round of arcane combat, the arcane lines crackle with power. The color shifts -- at the point closest to each sorcerer, it is their signature color (let the player choose but encourage them to pick something that could be associated with their primary element or spirit). Near the middle, it is a hue appropriate for the melding of the two colors. In the exact middle it is white, like lightning. Objects now appear as shadowed forms when stared at through the manifested arcane lines. Passing through those lines or entering the SoP causes a level 2 wound. Touching the arcane lines causes a level 1 wound (those characters deemed to be adjacent to it). The manifested arcane lines ripple like a wave is running through them, creating a corridor 10 feet wide between the casters. The smell of ozone is tremendous as explosive arcing and crackling sounds fill the air.round 4 ArCAne CombAt:The arcane lines are now fully manifested; their raw power is both very obvious and very dangerous. Arcs like lightning hurl back and forth between the sorcerers, with smaller sparks grounding themselves all along the corridor’s length -- damaging objects and people in their wake. The air is completely blanketed with the smell of ozone. The arcane lines are now difficult to pass through, repelling all but the most determined efforts (WP check, TN9). Passing through the lines or entering the SoP causes a level 3 wound. Being within 10 feet of the manifested arcing lines causes a level 2 wound. Objects within this area are also repeatedly struck by the arcing lines and are likely to be damaged (expend Drama to avoid such a fate).Sooner or later, one of the contesting sorcerers will finish a round with their ACP reduced to zero. To cast a spell, the victor must make a successful WP check at the beginning of the new combat round with a TN equal to (10 - dice remaining in the caster’s ACP at the start of the new round). After a spell is cast, all ACP is refreshed and arcane combat continues. No effects from arcane lines carry past the casting of a spell – all such effects instantly return to a state described in Round 1 Arcane Combat and both casters are at full ACP when combat resumes.

    Arcane Combat Pool=KAA plus DRAW p l u s A rca n e C omba t Pro f i c i e n c y p l u s a p p l i c a b l e S p i r i tu a l A tt r i b u t e p o i n ts Note: If a sorcerer receives 6 points from SAs they cannot allocate 6 to SP and 6 to ACP. Instead, the SA points may be split across both pools.

    When the SoP is initially created, a sorcerer may choose to “reinforce” it with his magic. There is no casting -- for each SP that is expended (beyond the base cost of CTN7, if cast outside of ACS combat), the SoP is reinforced with 1 power level of the relevant node. What are the effects of reinforcement? It depends on the element or humor, any of which may be combined to create a multitude of effects. Both GM and player must agree on effects manifested.

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    This contest continues until one of the combatants is disabled, dead, or successfully evades and flees the field.ArCAne CombAt oPtionsArCAne toughness:The mage may set aside dice from their SP in order to provide them with some resistance to attacks (the equivalent of TO in melee combat).These SP are not available for spell casting until the mage has won or lost control of the arcane Draw lines. The amount allocated is only revealed only once arcane combat commences. Once a spell has been cast (control of the arcane draw lines has been won or lost and a spell has been cast by the victor), the sorcerer may re-allocate these dice if they wish.ArCAne strength:The caster may set aside some number of dice from their SP in order to provide added power for their arcane combat attacks (the equivalent of ST in melee combat). These SP are not available for spell casting until the mage has won or lost control of the arcane flow. The amount allocated is only revealed once arcane combat commences. Once a spell has been cast (control of the arcane draw lines has been won or lost and a spell has been cast by victor), the sorcerer may re-allocate these dice if they wish.

    ArCAne mAneuversThe Arcane maneuvers described here are governed by the Arcane Combat Proficiency. These maneuvers “unlock” or become available based on the sorcerer’s level of proficiency.

    AttACk (1)The arcane draw lines are bent into an assault against the opponent. Up to 3 dice may be expended from the SP to add extra power to the attack. These SP do not refresh until after a spell is cast. ATN6.PArry (1)The arcane draw lines are used to deflect an incoming attack. DTN5.evAde (2)DTN4 for full retreat, DTN6 for partial evasion, DTN8 for duck and weave.

    feint (2)Requires 2 dice to activate. The attacker has sufficient control over the arcane draw lines that they are able to shift their attack’s point of impact. Dice are added from the ACP after the Feint is declared.beAt (3)The attacker attempts to disrupt the arcane draw lines around the defender, preventing them from using it for defense on the next exchange. This may only be done at the start of the arcane combat or immediately after a spell has been cast. If the Beat is successful then the opponent may not Parry on the next exchange. In addition, every success reduces the opponent’s ACP by 2 for the next exchange.Counter (4)Requires 2 dice to activate. The defender uses the attacker’s maneuver to initiate their next attack. Resolve the defense as if it was a Parry. If the defense is successful then every success from the opponent’s attack is added to the defender’s next attack.stoP short (5)The maneuver’s cost is variable. Roll a contest of the attacker’s WP against the defender’s Reflex. The attacker’s TN is equal to his opponent’s Per. The defender’s TN is equal to 7 plus the number of dice that the attacker spent in executing the m