Arcane Changes, 2/28/05

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Arcane Changes, 2/28/05

Post by GM-Mike »

The Arcane

The ways of magic have changed and few if any have mastered its manipulation. Although there are rumors of those who have been able to possess greater power than ever before, it remains by and large a mystery as to how that is done. However, it is a power waiting for those courageous soles who are yearning to rediscover the ways of the art. As a character advances through the Arcane discipline, they will gain the ability to cast more complicated and more powerful spells

Casting a Spell
In order to cast a spell, the character must have the scroll or spell book with the spell written upon it out and available when casting. All spells must be written down and performed as written at the time of casting. For characters who cannot read, this may be role-played in a variety of ways, but the scroll still needs to be present. If an arcane would like to research a new potion, they must first write a spell proposal and give it to a Game Master. The GMs will then discuss the spell and return a decision to the arcane. The length of time it takes to research a new spell depends on the complexity of the spell and the Arcane’s skill level. In order to research a spell, the alchemist must be of a high enough level to be able to cast the spell and they must also have the research skill.

Scrolls
The Scroll recipe contains the level of the spell, the casting time, the range, the type of components, the duration, the call, and the effect of the spell. Each one of these components is discussed in detail below. Example spells are given on page #. All Arcanes may purchase these example spells during the Starting Equipment phase of character creation (See Page #).

Level
All spells are assigned a level. The Arcane must have the Arcane discipline equal to or greater than the level of the spell in order to cast it.

Casting Time
This is the amount of time it takes to perform the ritual. The player generally has the option of how to role-play the casting of magic. Ideas should come from your character concept, Race, Lifestyle, and Path.

Range
The range describes how far-reaching the spell is. Some spells will be dependent upon touching the target and others will be able to affect greater distances.

Type
The three types of spells are Rite, Talisman, and Add On. Rites are spells or rituals where the magic is focused directly onto an intended target, which is ultimately altered in some way (i.e. made to glow, damaged, healed, etc). Talismans are spells tethered to a specific object and gives advantages and/or disadvantages to the person wearing it. Spells involving Talismans tend to be Enchantments of some kind. These enchantments remain on the body until a cleansing rite is performed and are roughly the equivalent of an Alchemy Transmutation. See page $$ for more detail about transmutations, enchantments, and Sage skill enhancements. The final type of spell is an Add On. These spells are designed to be used in conjunction with another spell, increasing the power of the base spell.

Components
Many spells need certain components that must be utilized during the ritual. This part of the scroll describes what if any components are necessary. In most instances and unless otherwise stated, the component will be destroyed at the end of any ritual and any mystical component that is involved in the ritual will always be destroyed.

Duration
This is how long the spell lasts.

Call
The call is the part of the ritual that states the spell’s effect in a short, concise phrase. This is to allow the people affected by the spell to know what has occurred.

Description
This is a detailed description of what the spell does after it is cast.
Sample Spells
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