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==Abilities and Equipment== ===Moves=== '''Spellbook'''<br> You have mastered several spells and inscribed them in your spellbook. You start out with three first level spells in your spellbook as well as the cantrips. Whenever you gain a level, you add a new spell of your level or lower to your spellbook. You spellbook is 1 weight.<br> '''Prepare Spells'''<br> When you spend uninterrupted time (an hour or so) in quiet contemplation of your spellbook, you:<br> • Lose any spells you already have prepared<br> • Prepare new spells of your choice from your spellbook whose total levels don’t exceed your own level+1.<br> • Prepare your cantrips which never count against your limit.<br> '''Cast a Spell (Int)'''<br> When you release a spell you’ve prepared, roll+Int. ✴On a 10+, the spell is successfully cast and you do not forget the spell—you may cast it again later. ✴On a 7-9, the spell is cast, but choose one:<br> • You draw unwelcome attention or put yourself in a spot. The GM will tell you how.<br> • The spell disturbs the fabric of reality as it is cast—take -1 ongoing to cast a spell until the next time you Prepare Spells.<br> • After it is cast, the spell is forgotten. You cannot cast the spell again until you prepare spells.<br> Note that maintaining spells with ongoing effects will sometimes cause a penalty to your roll to cast a spell.<br> '''Spell Defense'''<br> You may end any ongoing spell immediately and use the energy of its dissipation to deflect an oncoming attack. The spell ends and you subtract its level from the damage done to you.<br> '''Ritual'''<br> When you draw on a place of power to create a magical effect, tell the GM what you’re trying to achieve. Ritual effects are always possible, but the GM will give you one to four of the following conditions:<br> • It’s going to take days/weeks/months<br> • First you must ____<br> • You’ll need help from ____<br> • It will require a lot of money<br> • The best you can do is a lesser version, unreliable and limited<br> • You and your allies will risk danger from ____<br> • You’ll have to disenchant ____ to do it<br> '''Empowered Magic'''<br> When you cast a spell, on a 10+ you have the option of choosing from the 7-9 list. If you do, you may choose one of these as well:<br> • The spell’s effects are maximized<br> • The spell’s targets are doubled<br> === Spells === ''Cantrips'': Light, Unseen Servant, Prestidigitation, Detect Magic<br> '''First Level''': Contact Spirits, Charm Person (He's a satyr, duh), Magic Missile, Invisibility === Gear === Load: 8 (7+Str/7+1). 5ish/8<br> Spellbook (weight 1)<br> Dungeon Rations (# uses, weight 1)''(Need DM to assign new uses number)''<br> Leather Armor (weight 1)<br> Staff (close, two-handed, weight 1)<br> Healing Potion (weight 0)<br> Painkiller Tea (1 use, weight 0)<br> Spiked Fruit (weight #)''(Need DM to assign a weight if greater than 0)''<br> Mysterious Wrapped Package (weight #)''(Need DM to assign a weight if greater than 0)''<br> Adventuring Gear (5 uses, weight 1)<br> A set of 3 ''puki'' shells bearing the symbols "Sun", "Jackal", and "Leaf" (weight #)''(Need DM to assign a weight if greater than 0)''<br> 29 silver coins and an assortment of jewelry<br>
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