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Transitory Magic
Transitory magic uses the magic innate in all things.
Spells are more like recipes so as thus is the easiest to do. However,
do to the cause and effect nature of the spells, magicusers can not make
up there own spells except in game play.
Required Advantages:
Mana cost 0
Required Limitations:
ConcentrationVariable Power Pool
Incantations
Extra Time; 1 Hour for less than 10 active points, 5 Hours for 11- 50 active points, +1 level to time for every 10 active points over 50
Expendable Focus: This costs the active points in grossen for potions less than 10 active points, The number of active points in Ducats for 11-50 active points, and x2 in Ducats for every 10 points over 50
Gestures
Independent
Knowledge Skill Required
Side Effects(Note: 50+ active point spells; these can occur during play but are typically out of the reach of PCs)
Transitory Magicuser Character must purchase a Variable Power Pool with the following limitations;-1/2 Only changes between adventuresStarting Transitory Spells-1/2 Pool is restricted to only spells the Character knows
-1/2 Needs bulky spell book to change spells
-1/2 Needs bulky laboratory equipment to cast spells
New Characters have as many spells equal to 1/2 their INT when they start out from their education and previous experience. Additional spells must ether be acquired (threw purchase or theft) or researched.Researching Spells
Cost (in grossen) = Active Points
Research Time (days) = Active x 1/5 Magic Knowledge Skill
Success = Magic Knowledge Skill
"God gave Adam the secrets of the world and it was passed down to Hermes Trismegistus in ancient Chaldea who developed it into Alchemy. Follow the wisdom of the ancient authorities and all will be revealed."
The most common form of formal sorcery in Anobora. Alchemists are at lest tolerated by established religions. Lately their hold on the magic market has been challenged by the flashy new Neo-Palatonics. Alchemists tend to be a rather stogy conservative lot, given to sober, chemical stained dress and have no brook for the Neo-Platonics in their flashy robes.
Use the Alchemist Kit
Change Language: Alchemical to Borean
Change Disadvantage: Watched by other Alchemist to watched by Church
Alchemical Mishap Table
3 "Why is this boiling? It shouldn't boil. What will,…?" Congratulations, you have inadvertently discover Nitroglycerin. The resulting explosion dose a killing attack explosion equal to x 2 active points
4-6 Little to much: The potion explodes equal to active points
7-8 You've been robbed: The apocothary has sold you a bad batch of the material the focus is made of. All of this material in the Character's possession is unusable.
9-10 "Now, how much of eye of newt was that?" Your notes are wrong; waste double the ingredients
11-13 Bad Fumes: A cloud of noxious gas is created. While it dose no damage it will certainly irritates your neighbors
14-15 Fire! A fire is started in the lab. Roll your DEX: critical success: things are gotten under control before serious damage is done and you only lose the ingredients for the potions you were working on, success: you lose 1/4 of your materials before the fire is put out (note spells books are very flammable), failure: Fire gets out of control and you lose everything, including the building, critical failure: as failure except you take 2-12 damage from the fire.
16-17 Toxic Gas A poisonous gas is released. Everyone in the building takes an energy blast equal to the active points of the potions with 1 hour delayed effect.
18 Ugly Mishap. Roll twice again
Runic Magic
"The Runes are the secret words of power that the Gods discovered and whisper to mortals who win their favor"
Practiced by the Dwarfs and isolated Junthemlanders Runic magic. Use the collage of Northorn Magic with the following limitation:
Limited Power -1/4 Power has no range.