Difference between revisions of "The Great Castlemourn Campaign Magic"

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[[The_Great_Castlemourn_Campaign | Return to Main Page]]
 
[[The_Great_Castlemourn_Campaign | Return to Main Page]]
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==Mana==
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A magician's personal mana is equal to the sum of their Sight and Crown Tongue skill ranks divided by 6.
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Additionally every location has ambient mana which any magician can tap into. This requires a Geomantic Lore test so the first thing a wise magician does upon entering an area is attune themselves to the ambient mana of that area.
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'''Ambient Mana'''
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*1d6: City
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*2d6: Town, village, farmed field, orchard
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*3d6: scrub wood, seasonal grazing
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*4d6: wild areas not traversed by people, graveyards
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*5d6: low level magical place
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*6d6+: high level magical place
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Magical places often have additional mana for specific Talents. These ratings are guidelines and specific places may have more or less ambient mana. It is even possible for a place to have zero or even negative mana as well. These magical dead zones are rare and nearly always dangerous.
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==Casting Spells==
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Gather dice due to personal and ambient mana and roll them against the mana cost of the spell. If the roll exceeds the needed amount you may increase its duration as shown in the table or increase its base effect as noted in the spell description.
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{| {{table}}
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| align="center" style="background:#f0f0f0;"|'''Duration'''
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| align="center" style="background:#f0f0f0;"|'''1 hour'''
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| align="center" style="background:#f0f0f0;"|'''6 hours'''
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| align="center" style="background:#f0f0f0;"|'''1 day'''
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| align="center" style="background:#f0f0f0;"|'''1 week'''
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| align="center" style="background:#f0f0f0;"|'''1 month'''
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| align="center" style="background:#f0f0f0;"|'''1 season'''
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| align="center" style="background:#f0f0f0;"|'''1 year'''
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| align="center" style="background:#f0f0f0;"|'''5 years'''
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| align="center" style="background:#f0f0f0;"|'''25 years'''
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| align="center" style="background:#f0f0f0;"|'''Lifetime'''
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|-
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| Cost||0||2||4||6||8||10||15||20||25||30
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|-
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|
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|}
  
 
==Spells==
 
==Spells==

Revision as of 11:15, 17 March 2013

Return to Main Page

Mana

A magician's personal mana is equal to the sum of their Sight and Crown Tongue skill ranks divided by 6.

Additionally every location has ambient mana which any magician can tap into. This requires a Geomantic Lore test so the first thing a wise magician does upon entering an area is attune themselves to the ambient mana of that area.

Ambient Mana

  • 1d6: City
  • 2d6: Town, village, farmed field, orchard
  • 3d6: scrub wood, seasonal grazing
  • 4d6: wild areas not traversed by people, graveyards
  • 5d6: low level magical place
  • 6d6+: high level magical place

Magical places often have additional mana for specific Talents. These ratings are guidelines and specific places may have more or less ambient mana. It is even possible for a place to have zero or even negative mana as well. These magical dead zones are rare and nearly always dangerous.

Casting Spells

Gather dice due to personal and ambient mana and roll them against the mana cost of the spell. If the roll exceeds the needed amount you may increase its duration as shown in the table or increase its base effect as noted in the spell description.

Duration 1 hour 6 hours 1 day 1 week 1 month 1 season 1 year 5 years 25 years Lifetime
Cost 0 2 4 6 8 10 15 20 25 30

Spells

Talent Cost Talent Cost Talent Cost Talent Cost
Animal Friend Demonize Healing Summon Creature
Understand Animal 4 By Type Improve Aid 5 By Type varies
Talk To Animal 8 Improve Care 5
Summon Animal 15 Dispel Heal Fast 15 Travel
Command Animal 25 End Effect Effect Treat Disease 18 Swiftfoot 5
Counterspell Effect Draw Wound 3/1d6 Swifthoof 10
Banish Instant Heal 5/1d6 Footrun 10
Turn (Creature Type) varies Divination Footfly 15
Banish (Creature type) varies Augury 10 Necromancy Open Ley Line 15
Divination 18 Oracle 10 Dimension Door 25
Blessing Commune with God 25 Command Corpse 15 Teleport 50
Attention 3 Animate Corpse 30
Enhance Blessing 5 Divine Miracle Raise Graveyard 55 Weather Control
Good Luck 8 Intercession 10 Change Weather 5+
Fertility 12 Intervention 25 Protect Nice Weather 12
Bless Village 15 Miracle 55 Ward Person varies Good Rain 50
Remove Curse varies Ward Place varies Call Storm 18
To Victory 15 Offensive Ward varies
Emotion Trap Object varies
Control Creature Slumber 10 Ward vs Creature varies
By Type varies Name of The Seven 15
Inflame Passion 15 Sacred Space
Curse Charm 15 Magic Circle 4+
Clumsy 8 Suggestion 15
Dim Sight 9 Fascinate 15 Shapeshift
Blight 10 Create Passion 25 By Creature 10+
Infertility 12 Dominate 25
Wither Field 25
Lampoon 25 Glamour
Age 35