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'''Master:''' A Master can turn one plant into another and can summon plants into being where there are none. He can simultaneously enhance and direct plant growth at a rate of a foot of growth per second, allowing him to tear down structures or entangle foes.
 
'''Master:''' A Master can turn one plant into another and can summon plants into being where there are none. He can simultaneously enhance and direct plant growth at a rate of a foot of growth per second, allowing him to tear down structures or entangle foes.
 
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Archmage: A true Green Druid can animate plants and gift them human senses, creating armies of treemen and dryads to assist him. He can also merge into plants, and travel unseen through The Green. He can turn an acorn into an oak tree in less than half a minute. He can even create armour of living wood to shield his body, or express thorns out of his skin to cut and tear his enemies.
'''Archmage:''' A true Green Druid can animate plants and gift them human senses, creating armies of treemen and dryads to assist him. He can also merge into plants, and travel unseen through The Green. He can turn an acorn into an oak tree in less than half a minute. He can even create armour of living wood to shield his body, or express thorns out of his skin to cut and tear his enemies.
 
  
 
===DRUID OF THE CLAW===
 
===DRUID OF THE CLAW===
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'''Archmage:''' An Archmage can send out invisible tendrils of his own, stretching out as far as he can see, and entangle the silver threads of structure from a distance. He can also create entropic infections which are not limited to a single place, but instead act as epicentres of decay and decrepitude, affecting all around them for miles around. An entire forest could be made to wither and die over a course of months, or a stone castle could be made to fall into ruin. Such large workings are strenuous, however, and contact with Entropy often causes the Archmage to age prematurely.  
 
'''Archmage:''' An Archmage can send out invisible tendrils of his own, stretching out as far as he can see, and entangle the silver threads of structure from a distance. He can also create entropic infections which are not limited to a single place, but instead act as epicentres of decay and decrepitude, affecting all around them for miles around. An entire forest could be made to wither and die over a course of months, or a stone castle could be made to fall into ruin. Such large workings are strenuous, however, and contact with Entropy often causes the Archmage to age prematurely.  
 
==Magic Clarifications==
 
 
These were added to the main rules when we ran into discrepancies in playtesting, or points that needed clarification. These are optional interpretations, and how magic works exactly is up to the GM.
 
 
===RULES PRECEDENCE===
 
Note that sometimes the rules listed under the Spheres contradict those listed below. In this case, the Sphere's description takes precedence.
 
 
===Direct Damage===
 
Direct damage spells combine roll to hit with damage rolls. Targets defend using Agility and a dodging skill (e.g. Acrobatics or Athletics). Typically parrying skills cannot be used (e.g. Sword-fighting).
 
 
An Adept mage deals 1 wound damage maximum with a successful spell.
 
 
A Master mage deals 1 wound damage for each success in excess of defence.
 
 
An Archmage deals 2 wounds damage for each success in excess of defence.
 
 
Additionally certain magics may also tag on certain additional effects. For example a pyromancy attack may set someone ablaze, so that they suffer 1 additional wound each turn till the fire is put out.
 
 
If a magic is described as being able to create explosions, then the mage can target attacks against whole groups of enemies at once. An enemy is considered grouped if within melee striking range of a single opponent, or if ranked up. If a magic is described as being able to damage many enemies at once, or “all enemies in the area” – e.g. an Archmage of Storm or Pyromancy, then one group is targeted per success.
 
 
Direct damage spells can be multi-cast, like a ranged multiple attack, adding +2 to the TN for each extra target or group of targets.
 
 
===Transformations===
 
 
An Archmage of some spheres can transform into a buffed form, with a +X bonus to spread amongst attributes as he chooses (and as is appropriate to the description). Note that this is +X dice, not +X trait levels. For example a +1 bonus to an Elite (+3) attribute would put the attribute at +4, not +5.
 
 
Also, he may gain a special benefit dependent on the magic – for example, Pyromancers in the form of living-flame may be immune to non-magical damage, and will set fire to whatever they touch. The GM can veto certain transformations and buffs as outside of the sphere’s aegis. For example, transforming into Ghostform cannot make you tougher or stronger.
 
 
This form can be held for as long as the mage likes, though sleep or unconsciousness end the effect.
 
 
''Druids of the Claw'' do not use these rules, and instead use the rules described under the sphere description. Also they can sleep in their transformed state.
 
 
===Influence Effects===
 
 
Effects that mentally or emotionally influence enemies are competed by the target, most commonly with the Willpower attribute trait giving a bonus. The target will normally be looking for a 6+, though certain skills (Meditation, Soldiery) might be used at GM’s discretion.
 
 
To use the effect fully the mage must score at least as many successes in excess of the target equal to the target’s Circle of Mastery. Scoring less successes in excess than Circle of Mastery means there is an effect but it is much diminished.
 
 
Note that you can also use non-magical skills to create Influence effects using the above rules (e.g. Intimidation to frighten someone) but that the effects will be less marked and are more likely to be strongly modified by situation – for example, trying to rout enemies with intimidation is only really possible once you have proved your combat superiority.
 
 
===Summoning Effects===
 
 
Summoned allies are '''1st Circle''' for '''Master-level magi''', and '''2nd Circle for Archmage-level magi'''. Special qualities and powers must be bought out of the trait allocation for the ally.
 
 
A character can summon any number of magical allies, but can only control a number equal to his Circle of mastery. Any summoned allies in excess of this will act according to their underlying nature – for example, fire elementals will attack anyone in sight and seek to burn everything.
 
 
'''Sarcomancy''' is a specific exception to this, as the natural behaviour of mindless undead is to obey their masters and to continue their appointed tasks. However a sarcomancer can still only direct (i.e. change the standing orders) of a number of undead each round equal to his Circle.
 
 
Controlling magical allies does not take an action.
 
 
Players can design their summoned allies, subject to GM approval.
 
 
===Buffs and debuffs===
 
 
Buffing and debuffing is limited to master level mages or higher.
 
 
Buffs and debuffs automatically hit. They give special qualities to allies, or modify one of the following: Defence dice pool, Attack dice pool, Damage dice pool, Armour. At the GMs discretion certain effects might effect attributes instead.
 
 
Master-level buffs and debuffs can add or deduct 1 point at most, and last X rounds, where X is successes.
 
 
Archmage-level buffs and debuffs add or deduct X points, and last X hours.
 
 
A character can only benefit from one buff at any one time. If he receives a new buff, then he can choose which to keep. A transformation counts as a buff for this purpose.
 
 
A character can suffer from multiple debuffs, all of which stack.
 
 
A legendary character can spend an action to “shake off” debuffs. Roll Circle of Mastery at TN 6, reducing a debuff by 1 point per success rolled.
 
 
===Slow Casting===
 
 
A spellcaster can choose to cast a spell over ten combat rounds. If he does so, his Spellcasting skill is upgraded to a 1+ skill for that casting only.
 
This is most often used to maximise buffs and transformations, without going through the hassle of recasting the same spell over and over again.
 
 
===Countering Magic===
 
 
Magic is most directly countered through the Sphere ''Words of Ending'', though creative players may find other ways to counter magic (for example using pyromancy to melt away ice armour) at the GM’s discretion.
 
 
When countering magics of lesser magi (for example an Adept of Ending countering an Initiate of Pyromancy) only one success is needed to completely counter the effect.
 
 
Against equal magi, countering uses the rules below.
 
 
Against more powerful magi (for example, a Master of Ending countering an Archmage of Sarcomancy), countering automatically fails.
 
 
Countering magic comes in different forms:
 
 
'''Unweaving''' is undoing the persistent magics of others – for example, buffs and debuffs. Against equal power magi, each success counteracts one success of the spellcaster’s effect.
 
 
This could have partial results – for example, if an Arch-Druid of the Wild has transformed himself with 5 successes, he would have a buff of +5 to 5 attributes. If an Archmage of Ending then attempts an unweaving and scores 3 successes, the buff would be reduced to +2 to 2 attributes, with the GM likely describing the druid half-transformed back into human form, but still with some features of his transformed state. Unweaving is applied cumulatively.
 
 
'''Interrupting''' is negating magic as it is cast. Interrupting can only be done in the time space between the target spell’s preparation and casting, so is normally performed as a quick-cast. Also, because of this, quick-cast spells themselves cannot be countered. Interrupting a mage of equal power deducts 1 success from the subsequent casting per success that the counterspell gets. Against slow-casting, a mage can interrupt many times cumulatively.
 
Normally interruption will not be enough to stop a spell triggering, though it can certainly take the edge off it.
 
 
'''Unbinding''' and '''Banishing''' are depriving another mage of his magical allies. Allies which are summoned into existence can be banished, whereas allies which have been magically befriended or dominated can be unbound. Against a mage of equal power banishing/unbinding removes one ally per success. Against lesser magi, banishing/unbinding removes all the magical allies of one target mage.
 
 
'''Disenchanting''' is carried out against magical items. The level of the wondrous artifact is used as an equivalent sphere level in this circumstance (e.g. Minor = Initiate, Moderate = Adept, etc.). Against weaker artefacts (e.g. Adept versus Minor) remove all magical qualities from the item for a full hour per success. Against equal artefacts (e.g. Master versus Major) remove all magical qualities from the item for a round per success. Greater artifacts (e.g. Initiate versus Major) cannot be disenchanted by the spellcaster.
 
  
 
[[Category:Legends]]
 
[[Category:Legends]]

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