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Published by amyfwakulchyk, 2023-03-07 09:12:28

384439201-World-Tree

384439201-World-Tree

Spells Always, always bring a mage to a fight. Not that they're so good at fighting - a top-notch fire mage is about as dangerous as a good swordsman, and costs much much more - but a few clever spells can give your enemies so much trouble. — Sir Darnion Mos t spells tak e a singl e actio n t o cast . Mos t defensiv e spells tak e effec t instantly . Mos t attac k spells tak e effec t on e actio n late r - the spell's caste r draw s a n initiativ e car d for th e spel l (a s wel l a s on e fo r herself); it take s effec t o n tha t card's initiative . This is discusse d a t greate r lengt h o n pag e 185 . Multiple Initiatives Spells lik e Quic k Instan t wil l sometime s giv e yo u extr a actions. Yo u wil l hav e tw o initiativ e card s instea d o f one : on e that is you r ordinar y initiative , anothe r on e from th e spell . Kee p trac k o f whic h is which . Whe n yo u us e you r ordinar y initiative , dra w a ne w car d just a s yo u alway s d o fo r you r ordinar y initia ­ tive . Whe n yo u us e th e initiativ e create d b y th e spell , just discar d it; yo u onl y ge t anothe r on e if someon e casts th e spel l again . Onc e i n a while , yo u wil l win d u p wit h tw o o f th e sam e initia ­ tive : on e Jac k tha t is you r ordinar y action , anothe r create d b y a Quic k Instant . Whe n this happens , dela y on e o f the m on e point : y o u woul d ac t onc e o n Jac k an d the n o n Queen , rathe r tha n twic e o n Jack . Simultaneous Initiative If yo u an d you r opponen t hav e the sam e initiative , yo u ac t a t t h e sam e time . A t th e beginnin g o f th e action , declar e thing s tha t wil l hav e a n effec t o n th e whol e action , suc h a s you r com ­ b a t stance . Resolv e th e events o f that initiativ e i n whateve r reallif e orde r is convenient , bu t remembe r tha t the y happe n a t th e sam e tim e i n th e Worl d Tree . Fo r example , if yo u disar m you r opponent , sh e still gets t o hi t a t yo u wit h th e swor d simultane ­ ously . I n particular, Troubl e an d deat h cause d b y parts o f tha t pass a t arm s doe s no t tak e effec t unti l th e end . Optional : Th e gamemaste r ma y choos e no t t o allo w simulta ­ neou s initiatives, an d roll dic e t o decid e wh o gets t o g o first. This is easie r t o manage , thoug h it eliminate s the chanc e for som e dramati c scene s wher e yo u an d you r opponen t kill eac h othe r simultaneously . Counting Actions Man y spells an d condition s last for som e particula r numbe r o f actions. It is convenien t t o dra w th e initiative s fo r all th e action s a t onc e an d pu t the m i n a pile , and tur n the m u p on e a t a tim e whil e th e spel l lasts. Whe n th e last initiativ e i n th e pil e is used , t h e spel l is over. This make s it eas y t o remembe r whe n spells end . Tharziblarn the Magnificent has been accosted by the young Cani ruffians Breg and Yund in an alley. He scowls and casts Fire Flower (a basic fire attack spell) at Breg. [Tharziblarn started with 2 for initiative; Breg drew 4, and Yund 6. Tharziblarn draws 7 for his next action. Like most attack spells, Fire Flower takes effect an action after it is cast; Tharziblarn's player draws Jack for the spell] Breg looks at the spell with Magic Sense, sees its power, and gets worried. He casts Ward Against A Spell, a cantrip which makes a spell weaker. (Ward Against A Spell only works on spells which have not taken effect yet; once they take effect they are less vulnerable to meddling.) Ward Against A Spell, like most defensive spells, takes effect immediately; the Fire Flower's power is somewhat reduced. [Initiative 3 passes without event. Breg acted on initiative 4. Breg draws a King as his next initiative; he won't get to act again until after the Fire Flower goes off] Yund, seeing Breg in trouble, shoves her comrade into the biggest puddle she can find. This leaves Breg covered with stinking mud and sprawled on his hands and knees - but the cold wet mud will give some protection against the fire. [This is on Yund's initiative of 6; she draws a 10 as her next action.] Tharziblarn, not wanting to be thought inequitable, casts a Fire Flower on Yund. [This is on Tharziblarn's initiative of 7; he draws an initiative of King for himself, and 9 for the second Fire Flower. This means that the second-cast Fire Flower goes off on 9, sooner than the first-cast one on Jack. Some castings are just slower than other castings.] Yund is wreathed in flames from Tharziblarn's secondcast Fire Flower, and injured - though not as badly as if Tharziblarn had hit her with a sword. [This is on 9. She didn't have a chance to defend herself. The second-cast Fire Flower is now over; it doesn't get another initiative] Yund and Breg plead with Tharziblarn for mercy. Tharziblarn nods and accepts their surrender. [This is on 10, when nobody has initiative. Talking is usually permitted off-initiative.] Breg is wreathed in flames from Tharziblarn's first-cast Fire Flower, which has been building for most of the battle. Tharziblarn probably couldn't have canceled the attack even if he had an action; most spells are hard to cancel. This spell was weakened by Breg's counterspell, and dampened by Breg's mud; Breg is not as badly hurt as Yund was. [This is on Jack, after the surrender. Breg knew that it was going to happen, so he doesn't take it as treachery by Tharziblarn.]


Sythyry can cast an Leather Noose spell that lasts eight actions, on a good cast. Zir player draws eight cards without looking at them, and puts them in a pile with one card up. The top card is the Leather Noose's first initiative. When it is over, that card is discarded, and the one under it is the second initiative. This continues until the eighth card is discarded; then the spell is over. Wild Rush Sometime s peopl e mov e unusuall y fast; e.g., Orre n i n a wil d rush . Thes e peopl e dra w tw o initiative s an d tak e the best o f th e two . Fo r example , if th e rushin g Orre n acts o n 7 , an d draw s 10 a n d Ace , his nex t actio n woul d b e o n 1 0 - whic h is soone r afte r 7 tha n Ac e is. Etiquette of Initiatives I n comba t scenes, th e gamemaste r shoul d coun t initiative s ou t loud : "Ac e .. . tw o .. . three... " Whe n M calls you r initiative , wav e you r han d an d le t hi m kno w tha t it's you r turn . If ther e ar e severa l peopl e wit h th e sam e initiative , he'l l dea l wit h eac h o f y o u i n turn ; mak e sur e you'r e no t forgotten , bu t le t hi m tak e peo ­ p l e in whateve r orde r h e wants. If yoa r initiativ e is calle d an d y o u don' t notice , th e gamemaste r ma y choos e t o rule tha t you r characte r misse d a n action , o r ma y choos e t o le t yo u tak e you r actio n then . It's helpfu l if yo u la y you r initiative s face-u p o n th e table . Th e gamemaste r migh t choos e t o hid e non-players' initiatives. Ther e a r e som e sithation s whe n players' knowledg e o f others' initia ­ tive s is ba d (e.g., a due l betwee n characters) ; puttin g th e card s face-dow n is appropriat e then . Showin g th e car d whe n you r initiativ e come s aroun d is goo d manners . Actions Whe n it's you r initiative , yo u ma y tak e a n action . Typica l action s i n comba t include : • Attackin g wit h a read y weapo n • Castin g a spel l • Runnin g a modes t distance . O n you r actio n yo u ma y als o perfor m mino r deeds, suc h a s takin g a fe w steps. If yo u don' t wan t t o d o anythin g o n you r initiative , yo u don' t hav e to . Bu t yo u can' t sav e a n initiativ e until a convenien t time : if yo u don' t d o anythin g a t tha t instant , yo u don' t ge t t o d o any ­ thin g until you r nex t initiative . Things that Sometimes Can Be Done Out Of turn Oh, he's running up to stab me, and his sword all flaming with these squeaking blue lightnings, and the other three guys right behind him snarling 'til their tongues are hanging out. So I shouts to him, I shouts, "Hey! Furball! Yer mother cooks soup from yer dirty underwear!" That sets off the big ball o 'fire spell what I've got bound t'my tobacco pouch I had just dropped, and the other spell what telepopps me off under the pond. — Wooth Grewmgrewsh, Khtsoyis spellbinder Sometime s a characte r ca n ac t ou t o f turn . Her e ar e som e com ­ m o n cases, an d th e standar d way s t o run them . Th e gamemas ­ ter, o f course , ha s the last word . • Yo u ma y sa y a sentenc e o r s o ou t o f turn . This migh t indicat e surrender, ge t you r companion s t o d o th e right thing , se t off boun d spells, o r caus e othe r events. •Whe n a quic k even t happen s tha t require s a response . Fo r example , if th e branc h you'r e standin g o n collapse s unde r you , y o u migh t b e give n a n actio n a t tha t instant . Ofte n you'l l hav e t o mak e a rol l t o ge t it: Dexterit y + Agilit y + s2 0 >= 15 is typical . • A characte r ca n wai t for som e event ; for example , sh e ca n stan d nex t t o a doo r intendin g t o blast th e first perso n wh o come s throug h it. If sh e declare s he r intende d actio n t o th e gamemas ­ t e r in advance , sh e ha s a chanc e o f bein g abl e t o d o it o n the instan t th e even t happens: rol l Perceptio n + Alermess + s2 0 >= 20 . If sh e fails this roll , sh e gets t o dra w initiativ e a s usual . If sh e wants to chang e he r min d (e.g., th e perso n comin g throug h th e doo r is he r love r rathe r than th e gunch) , sh e mus t mak e tw o Perceptio n + Alertness rolls. If sh e succeed s o n th e first, sh e wil l ac t o n th e instan t the even t happens. If sh e suc ­ ceed s o n th e second , sh e ma y d o whateve r sh e likes. Bu t if sh e fails th e second , sh e wil l d o he r declare d actio n (e.g., blast he r lover). • A characte r ma y hav e boun d spells o r othe r gadgets whic h g o o ff automaticall y whe n certai n events happen . Fo r example , man y archers hav e th e spel l Th e Might y Arche r (whic h make s a n archer's nex t sho t accurat e an d hard ) boun d t o on e o r tw o arrows, s e t t o g o off whe n those arrow s ar e shot . Thes e boun d spells tak e n o effort o r though t t o trigger, s o the y don' t consum e a n action . Note : Boun d spells tha t requir e any directio n o r contro l c a n ­ not b e se t withou t a n initiative . Fo r example , paralysis spells ar e generall y boun d o n sticks, t o paralyz e th e perso n th e stic k is pointe d at. It does tak e a n actio n t o poin t the stic k an d trigge r t h e spell . LIFE POINT S AN D TROUBL E Now this here is a spell you'll really love: The Flowing Cascade of Boiling Honev. Dumps boiling-hot honey on some guy's head. Hurts from ear to ear and back again, and causes 'im no end of conceptual difficulty. No, 's never gonna kill someone, 'cept like maybe some little squeaking homicidal weasel, but neither's any fighty spell you're strong enough to cast. Y'use it at the beginning of a fight, not the end. You'll be 'mazed and 'nraptured at how much easier it is t'skewer someone wearing boiling honey in his eyes. — Drogo Moopra, spellseller Ther e ar e tw o measure s fo r wha t kin d o f a shap e yo u ar e in . Lif e point s measur e ho w aliv e yo u are ; th e mor e yo u have , th e better. Troubl e measure s ho w incapacitate d yo u are ; th e less Trouble , th e better. A s yo u fight, yo u wil l typicall y los e lif e points an d acquir e Trouble . Life Points Sir Mercathmor stood alone in the sea of scawn. Her metal swords drank life after life. Her metal armor gleamed in the noonday sun; their crude clubs scarcely seemed to dent it. Each time one struck her, she killed it. Until the sixty-third, when she fell and rose no more. - Laha Barsuada, The Tower of Glass and Other Stories Lif e points, sometime s calle d hi t points, measur e ho w aliv e y o u are : th e mor e lif e points, th e mor e damag e yo u ar e capabl e o f takin g befor e yo u ar e a s goo d a s dead . Physically , the y meas ­ u r e ho w tightl y you r spirit is attache d t o you r body . O n th e Worl d Tree , unlik e Earth , lif e points are a decen t approximatio n o f reality - a s accurat e a s Strengt h o r Fencing . Lif e points ar e measure d i n arbitrar y units, lik e measurin g weigh t i n pound s o r kilogram s (bu t unlik e cley). It make s per-


fectl y goo d sens e t o hav e 10.58 1 lif e points. W e usuall y roun d lif e points t o th e nearest whol e numbe r - rounding , say, 11.5 u p t o 12 - bu t this is a convenience . Whe n yo u ar e completel y healthy , yo u hav e 3x(Stamin a + Lif e Base ) lif e points, bu t neve r fewe r tha n 1 life point . Azliet has a Stamina of 0 and a Life Base of 7. She thus has 3x(0+7) = 21 life points. She can survive a few wounds. Azliet's sickly two-year-old son Breyfhas a Stamina of -2 and Life Base of 1. He has 1 life point, not -3. Trouble The worst fight of my life was in Summer 4258. The duke had cut my hand off the day before. 1 was on the run and hadn't slept that night. I got to this little country inn, rustic as a sput, but they made good farmer's vodka. Very good. Five kinds, each of them very good. After the vodka I got into a fight with some untrained, unarmed Rassimel peasant kid. Lost that one real fast. Humiliating. The easiest solo fight of my life was against the Giant of Strunton Holsh, midwinter 4259. The wizard had gotten my hand back, and a good thing too. When I got to Strunton Holsh, the Giant was asleep, so I tied his shoelaces together, and glued his sleeves to his jerkin, and glued his tail to the cask of nutbrown ale behind him, and combed his hair over his face and tied it to his beard. When he woke up I could fight circles around him. — Sir Bloodslash, Herethroy knight Ofte n yo u wil l find yoursel f i n a situatio n wher e yo u can' t mov e a s easil y o r wor k a s wel l a s yo u coul d ordinarily : tie d u p in vines, peppe r i n you r eyes, badl y wounded , hamstrung , an d s o on . W e cal l thes e situation s Trouble. Troubl e is measure d b y on e number . Troubl e 1 is mild . Troubl e 10 is serious. Troubl e ca n ge t arbitraril y large . Troubl e is neve r fata l b y itself; it just make s it harde r for yo u t o kee p yoursel f alive . Troubl e make s mos t action s harder. It is a penalt y o n all appropriat e d2 0 roils an d man y othe r things, includin g th e followin g situations: • Skill rolls, usually . • Attac k rolls. • Defens e rolls. • Numbe r o f Botc h Dice . (Th e numbe r o f extr a botc h dic e is hal f th e forc e o f th e Trouble , rounde d down : Troubl e 5 mean s 2 extr a botc h dice.) • Spell-castin g rolls, usually . T h e gamemaste r ma y occasionall y decid e tha t a particula r kin d o f Troubl e doesn' t interfer e wit h a particula r activity . Fo r example , if you'r e handcuffe d (Troubl e 10), it'll certainl y b e a proble m fo r climbin g an d swordfighting , bu t no t muc h o f on e for rememberin g Ketheria n heraldr y o r castin g spells. O n th e othe r hand , if you'r e poisone d an d injured , th e gamemaste r migh t decid e tha t yo u can' t thin k a s sharpl y a s usual , an d giv e y o u th e Troubl e penaltie s o n menta l an d magica l rolls a s well . Trouble s add . If you'r e handcuffe d (Troubl e 10), poisone d (Troubl e 4) , and injure d (Troubl e 5), you'l l ge t Troubl e 19 o n physica l activity , an d Troubl e 9 o n menta l an d magica l activity . Kee p trac k o f all you r Trouble s separately ; whe n yo u ge t thos e handcuffs off, you'l l still b e poisone d an d injured . Troubl e doe s no t modify : • Soak . Damag e tha t yo u do . (Troubl e modifie s Attack, which is one componen t o f ho w muc h damag e yo u do . Bu t that's the only effec t Troubl e ha s o n damage) . Trouble from Serious Wounds If yo u ar e badl y injured , yo u don' t ac t a s effectivel y a s if you wer e unhurt . If yo u hav e take n half you r life points i n wounds, y o u hav e Troubl e 3 . If yo u hav e take n three-quarters, yo u hav e Troubl e 6. Azliet, with 21 life points when healthy, gets Trouble 3 if she has taken 11 or more damage (that is, has 10 or fewer remaining - or strictly IOV2 remaining.) She has trouble 6 if she has taken 16 damage (that is, has 5 or fewer remaining.) Limits on Trouble A give n bod y part (arm , leg , eye , head ) ca n onl y tak e si x points o f Troubl e befor e it is useless. If you r left ey e ha s bee n skew ­ ered , havin g ho t peppe r tosse d int o it doesn' t mak e it an y mor e useless o r painful . Sometime s si x points o f Troubl e mean s that t h e bod y part is destroye d (e.g. if it ha s bee n skewered) , an d sometime s simpl y tha t it is rendere d useless fo r a tim e (e.g., if you r ey e ha s bee n severel y peppered) ; tha t depend s o n th e sourc e o f th e trouble . Optional: If yo u ar e sufferin g a lo t o f Troubl e (2 0 + Lif e Bas e + Will), yo u ar e incapacitated . Incapacitation and Death When Norm looked for Sir Mercathmor that evening, she found her lying amid the fallen scawn. Her breath was as faint as a Sleeth's footstep. Norra prayed to Kvarse and sweet Mircannis and gave three cley, and Sir Mercathmor's eyes opened and saw the last rosy curtains of twilight. Norra knelt and took her in her arms. — Laha Barsuada, The Tower of Glass and Other Stories Whe n yo u hav e zer o o r fewe r lif e points, yo u ar e i n ba d shape . Betwee n 0 an d -(Wil l + Lif e Base) , yo u ar e incapacitated: aliv e b u t unconscious. 1 5 Yoa r spirit is doin g everythin g it ca n just t o han g o n t o you r body . Yo u wil l probabl y di e i n hours o r day s if nobod y help s you ; if yo u ar e bleeding , it migh t b e minutes. If yo u ar e give n enoug h magica l healin g whil e yo u ar e inca ­ pacitated , yo u wil l retur n t o lif e an d consciousness. If yo u wer e incapacitate d for mor e tha n a secon d o r two , yo u mus t spen d an actio n recoverin g you r wits. Yo u wil l als o suffe r Troubl e 2 until y o u hav e ha d an hou r t o rest . Belo w -(Wil l + Lif e Base ) life points, yo u wil l b e dead ver y soon . Healin g withi n thre e points o f initiativ e (e.g., if yo u are kille d o n 2 , yo u mus t b e heale d o n o r befor e 5 ) wil l restor e you , b u t yo u wil l b e severel y shaken . Bein g heale d bac k fro m deat h leave s yo u wit h Troubl e 6 fro m th e shock . This Troubl e gets bett e r a t on e poin t pe r da y (th e nex t da y it's dow n t o Troubl e 5), and there's no t muc h tha t ca n b e don e t o spee d it. Furthermore , afte r you'v e bee n killed , yo u shouldn' t exert yoursel f much ; th e gamemaste r ma y cal l for Wil l + Stamin a + s2 0 rolls wit h a threshol d o f anywher e from 6 t o 2 0 fo r yo u t o sta y o n you r feet. Pushin g yoursel f to o har d whe n you'r e i n shoc k ca n increas e you r Trouble , o r caus e othe r permanen t damage . Wit h a bit o f preparation , yo u ca n arrang e no t t o di e in a fight, bu t yo u ca n still ^ If you are unlucky enough to have a zero or negative (Will + Life Base), you will be incapacitated if you have 0 or -1 life points, and dead if you have -2 or below.


suffer horribly ltom it. If yo u ar e no t heale d tha t fast, you r spirit, mind , an d bod y hav e bee n split apart . Savin g yo u require s healin g you r bod y to incapacitate d o r better, an d the n usin g a spel l lik e Spirit Reunio n t o re-attac h th e min d an d spirit. This ha d bette r b e don e quick ­ l y (2d 6 minute s usually), befor e you r spirit give s u p hop e an d wander s bac k t o its creato r god . Life and Dea t h Life Points No t e Full 3x(Stamin a + Lif e Base ) non e Hurt Vi o f full remainin g Troubl e 3 Badl y Hurt V* o f full remainin g Troubl e 6 Incapacitate d 0 * Unconscious; Healable , leavin g Troubl e 2 for a n hou r Dyin g -(Will + Lif e Base ) Unconscious. Will di e i n 3 points of initiative ; Healabl e withi n 3 initiative , leavin g Troubl e 6 an d shoc k Before adventuring, Azliet and her companions buy a bound Spirit Reunion spell, so that they can save one person. It's an expensive spell, and they cannot afford two. Hopefully they won't need more than one. COMBA T OVERVIE W Briefly , eac h blo w require s tw o rolls: a n Attac k roll b y th e attacker, an d a Defens e roll b y th e defender. If th e Attac k roll is highe r tha n th e Defens e roll , th e blo w hits. Goo d hits ar e mor e effectiv e than margina l ones; th e highe r the Attac k roll ove r th e Defens e roll , th e mor e damage . T h e basi c comba t structur e concern s peopl e tryin g t o kill eac h othe r wit h hand-to-han d combat . Th e full comba t syste m ha s t h e sam e concepts, bu t attacke r an d defende r hav e severa l option s suitabl e t o variou s circumstances. Th e basi c comba t syste m correspond s t o th e warriors takin g th e comba t option s whic h are pruden t an d effectiv e i n mos t situations; eve n experi ­ ence d warriors ar e likel y t o choos e basi c comba t (withou t options) muc h o f the time . 1. Attacke r declare s goa l an d comba t option s - fo r basi c com ­ bat , n o option s ar e taken . 2 . Defende r declare s option s - for basi c combat , n o option s a r e taken . 3 . Attacke r rolls a n Att a c k roll , whic h is Att a c k = De x + Skil l + (Weapo n Attac k Modifiers) + s20 . Weapo n details ar e foun d i n th e nex t section . 4 . Defende r rolls a Defens e roll , whic h is Defens e = Agi l + Dodg e + (Armor&Weapo n Defens e Modifiers) + s20 . Armo r details ar e foun d o n pag e 156 . 5. If Att a c k < Defense, the n th e attac k missed . Not e tha t tie s a r e broke n i n th e defender's favor. 6 . If Att a c k > Defense, the n th e attac k hit. Note : An y attac k tha t hits wil l d o a t least 1 poin t damage . 7 . Comput e Defender's Soak = th e su m o f all th e armo r Soaks. (Ordinarily , yo u ca n precomput e this.) 8. Comput e attacker's Damag e by : • Weapon's bas e damage , • p l u s th e weapon's Damag e Incremen t for eac h 1 0 full points tha t th e Attac k beats th e Defense . • minus th e defender's Soak . • But alway s a t least 1 point , n o matte r ho w goo d th e defender's Soak . 9 . Subtrac t th e Damag e fro m th e defender's Lif e Points. S o , if th e Attac k is 1-9 points mor e tha n Defense , th e damag e is just (Weapo n Damag e - Soak) . If it is 10-1 9 points more , the damag e is (Weapo n Damag e + Damag e Incremen t - Soak) . If it's 20-2 9 points more , th e damag e is (Weapo n Damag e + (2xDamag e Increment ) - Soak) , an d s o forth . Azliet is fighting the Herethroy warrior Tharsax. Azliet has Strength = +1, Dexterity = +2. She has a pole and staff skill of 8. Her metal-tipped spear has an attack modifier of +6, a base damage of (3+Str) = 4, and a Damage Increment of 3. Her attack base is 2+8+6 = 16; her attacks will be 16+s20. Tharsax has a defense base of 21 (counting Agility, Dodge, armor, weapons, and the defense spell he just cast), and a Soak of 6 from chainmail, his carapace, and another defense spell. On her first attack, Azliet rolls s20=9, for an Attack = 16+9=25. Tharsax rolls s20=8, for Defense=21+8=29. Azliet misses. On her second attack, Azliet rolls s20=9 for Attack=25 again. Tharsax rolls s20 = 2 for Defense = 21+2 = 23. Azliet hits, though not very hard. The base damage is base damage 4, plus zero increments (since Attack isn't even 10 greater than Defense), minus soak 6, for a total of -2 - but does 1 point because that's the minimum on any hit. On her third attack, Azliet rolls s20=19, for Attack=35. Tharsax rolls s20=2 for Defense-23 again. Azliet gets a solid hit, for base damage 4 plus one increment 3, minus soak 6, for a total of 1 point of damage, just like before. On her fourth attack, Azliet rolls s20=29, for Attack=45. Tharsax rolls s20=2 for Defense=23 a third time. Azliet gets a very good hit, for base damage 4 plus two increments of 3 each, minus soak 6, for a total of 4+2x3-6= 4. She's ahead of the minimum now! At this point, Azliet realizes that her spear isn't much good against this heavily-armored Herethroy, even if she can keep him rolling 2's for defense. She starts to consider options beyond straightforwardly poking at him. Fortunately, she has several. W e sometime s refe r t o th e numbe r o f Damag e Increments yo u a d d a s th e Triumph o f th e attack : Triumph = (Attac k - Defense)+10 , rounde d down. Wit h this notation , Damag e = Bas e Damag e + (Triump h x Damag e Increment ) - Soak , bu t a t least 1. W e abbreviat e "Bas e Damag e = 7 an d Damag e Incremen t = 3 " a s "Damag e = 7 di 3 " i n tables.


WEAPO N SKILLS "Give me a good swordsman any day. Or a good axeman. Or even a good fencer. Heck, any good fighter." — Lorn Hibricktu Lala, viscount of Ovirucci Weapon s ar e divide d int o a modes t numbe r o f categories, base d roughl y o n ho w yo u us e them. Skills appl y t o categorie s o f weapons : if yo u ca n us e a club , yo u ca n us e a mac e o r a n a x just a s well . So , you r skill usin g chea p non-meta l weapon s wil l still serv e yo u whe n yo u ca n affor d enchante d meta l weapons . S e e pag e 6 3 fo r a discussio n o f weapons . Weapon Categories Category Description Comment archer y bow s an d arrow s T h e best long-rang e weapon . brawlin g Unarme d fighting: tackling , knockin g ou t Non-lethal . claw s & teeth Weapon s tha t ar e part o f you r bod y Convenient , an d har d to lose . crushin g Clubs, maces, hammers, axes, chairs Eas y to find i n most places. Goo d for stron g people . edge d longsword , greatswor d Goo d aggressiv e weapons. fencing rapiers, mainl y Expensive , an d onl y effectiv e for skillful people . Dexterit y is essential . knife Knives, daggers Smal l an d easil y concealed . No t ver y goo d against armore d people . pol e & staff spears an d quarterstave s Decent , somewha t defensiv e weapons. throw n Throw n weapon s an d objects Short-range , fairl y heav y weapons. Brawlin g is a se t o f techniques, no t a weapo n a s such ; it is cov ­ ere d late r i n this chapter. Th e "Thrown " skil l covers all sorts o f throw n objects. Forma l throw n weapon s (javelins, axes, an d such ) ar e no t popula r o n th e Worl d Tree ; th e skill is mor e likel y to b e use d fo r throwin g logs, bottles, chairs, puddings, an d othe r ad-ho c missiles.


Typical Weapons Weapon Cost Skill Attack Modifier Bas e Damage Damag e Increment Othe r Close Combat Bow 150 archery +5 4+'/~Str 3 range: 20780'/300' no Crossbow 500 archery +8 8 3 reload: d6 actions; range 207807400' no Club/baton 0 crashing +5 2+Str 2 -10 Club, 2 hand 0 crushing +10 3+Str 2 2H no Studded Club 400 crushing +5 4+Str 2 Metal -10 Studded Club, 2H 400 crushing +10 5+Str 2 Metal -10 Mace/Hammer 1000 crushing +5 7+Str 2 Metal -10 Flail 1500 crushing +5 2s6+Str s6 Metal. +3 botch dice no Ax 2000 crushing +5 10+Str 3 [strong] Metal -10 Mace, 2 hand 3000 crushing +5 12+Str 4 [strong] Metal,2H no Battle ax 3000 crushing +5 13+Str 5 [strong] Metal,2H no Sword, meng 30 edged * +8 1+Str 2 -10 Sword, metal edged 400 edged +9 3+Str 3 Metal -10 Sword 1500 edged +10 4+Str 4 Metal -10 Jag-sword 2000 edged +5 4+Str 4 Metal, jag bonuses, +5 Stance -10 2H Sword 3000 edged +10 9+Str 6 [strong] Metal, 2H no Rapier 2000 fencing +15+Dex Str s6 Metal, +5 Stance no Saber 2000 fencing +10+Dex 4+Str 4 Metal, +5 Stance -10 Serpent Rapier 3000 fencing +20+Dex Str s6 Metal, +5 Stance, serpent rapier bonuses no Knife, meng 1 knife +8 Str 1 DI: s6 Knife, metal-edged 50 knife +9 1+Str 2 Metal DI: s6 Dagger 400 knife +10 2+Str 3 Metal DI: s6 Spear(bone) 3 pole +5 1+Str 2 Defense +3 ; Counterattack no ... two-handed 3 pole +10 3+Str 2 Defense +3.2H; Counterattack no Spear( metal) 150 pole +6 3+Str 3 Defense +3; Counterattack no .. .two-handed 150 pole +11 5+Str 3 Defense +3; 2H; Counterattack no Staff 0 pole 0 Str 1 Staff Defense (+10/+5), 2H no Staff, metal-bound 1000 pole 0 2+Str 2 Staff Defense (+15/+5), 2H no Throwing Knife 1 thrown +15 l+WStr 3 range 5715730' no Javelin I thrown +7 2+Str 2 range 10730760' no Thrown Log 0 thrown 0 3+Str 2 2H; range 5710715' no Sling bullet 0 thrown +15 0 1 range 10730780' no Thrown bullet 0 thrown +10 0 0 no damage; range 10740780' no Specie s Specific Weapons Cani Claws c&t +5 l+V4Slr 1 0 Cani Teeth c&t +5 l+Str/2 2 0 Gorm. Claws c&t +10 1+ViStr - 2 0 Gorm. Teeth c&t +5 3+Str/2 2 0 Khtsoyis bite c&t +10 5+Str 3 only in close combat 0 Sleeth Claws c&t +15 2+!/2Str 2 +5 Sleeth hind legs c&t + 10 4+'/-Str 3 only in close combat 0 Sleeth teeth c&t +10 2+Str/2 3 0 Zi Ri fire c&t +5 2 2 0 3H Sword 4000 edged + 10 12+Str 9 [strong] Metal, 3H no Zi Ri c&t c&t +15 Str - 1 1 0 Orren c&t c&t +7 Str 1 0 Rassimel c&t c&t +5 Str 1 0 Herethroy bite c&t 0 Str+1 1 0


Note s o n Weapo n s range 207807300': Short range for this missile weapon is 20' (or whatever the number listed in the table). Medium range is 80'; ranges between 20 and 80 feet give a -5 penalty. Long range is 300'; ranges between 80 and 300 feet give a -10 penalty. Extreme range, 300 to 600 feet, gives a - 2 0 penalty. The maximum range is always twice the long range. Reload: d6 actions: Reloading a crossbow takes d6 actions. l /iStr, Str/2: Vi Str is rounded down, and Str/2 is rounded up. So, if Str = +1, 'AStt =0 and Str/2 = +1. If Str=-1, !/-Str = -1 and Str/2 = 0. Typically, claws get ViStr and teeth get Str/2. So, a Sleeth with Strength=+1 does one more point of damage than one with Strength=0, when everything hits. [strong] These weapons require a Strength of +3 or more to use properly. Weaker fighters must be experts (skill >= 15) to use them, and even then have a -2 penalty on both Attack and Base Damage. metal: The weapon is wholly or partially metal. Certain convenient healing spells do not work on wounds caused by metal weapons, and the weapon may be hard to affect with magic. 2H: The weapon requires two hands to use. If you have only two hands, you can't use a shield or parrying weapon at the same time. 3H: The weapon is an immense double-handled thing that requires three hands to use. Herethroy are the only primes who can use three-handed weapons. +3 botch dice: The weapon gets three extra botch dice. jag bonuses: Jag-swords, swords in a thousand designs with odd points and curls and jags, aren't quite as effective as regular swords in direct combat, and are significantly harder to use. They are more effective for certain tricks. They are +sl2 on Attack for the options Hinder, Break Armor, Disarm, and Cripple. They are especially good for Disarm, getting a +sl2 bonus on the Disarm roll. +5 Stance: These weapons give the wielder an extra 5 points of range of Stance, if the wielder has a Combat Stance Base of 5 or more. So, if you have a Combat Stance Base of 7, you could choose a stance of up to +12 or -12 with a jag-sword, instead of the +7 or -7 that your skill allows for ordinary weapons. You do not get more combat options. serpent rapier bonuses: Serpent rapiers are made with several spells, so that the metal is very stiff when thrust and very flexible when waved. There is no teroestrial equivalent. In the hands of an expert, it can almost slither around a shield or staff. It gets a +s20 bonus on Hit Precisely, Drive Back, Hinder, Cripple, Disarm, and Feint. Attack includes "+Dex": Certain weapons - especially fencing weapons - work much better if you are very dexterous. They include "+Dex" in their Attack Modifier column. Since the Attack formula already includes Dexterity once, these weapons get a total of twice your Dexterity. Counterattack: Any warrior armed with a spear can counterattack, just as the combat option; see page 159. Warriors who know the Counterattack option are expert at it with a spear. Experts get double the expertise bonus. Staff Defense: Staves are excellent defensive weapons. A wooden staff contributes +10 to defense (as good as a metal shield); a metal-bound staff contributes +15. If the wielder takes a defensive combat stance of 5 or more, the staff contributes another +5 to defense. So, a warrior with a wooden staff being moderately defensive, -7 Stance, gets +10+7+5=+22 on defense. No damage: These weapons do no damage to primes. Use these scores for throwing small objects carrying bound spells; the bullet may do no damage, but the bound spell might. s6 for damage increment: These weapons have a variable damage increment. For each point of Triumph, roll an s6 damage. s6's for weapon damage or damage increment have no botch dice. DI: s6 in the close combat column means that the weapon has a s6 for damage increment when used in close combat, instead of the fixed number used for ordinary combat. c&t means that the weapon uses the Claws and Teeth skill. WHAT' S TH E BEST WEAPON ? Enchanted metal weapons that you've studied every day for thirty years are the best. What you really want to know is, which kind of cheap weapon should you start to learn. I used to adventure with a fire mage who used a spear (or arrows) when he ran low on cley. City guard prefers their guys use swords. , Honest truth is, pick whichever weapon fits your hand best, and if you're adventuring, as good a weapon as you can afford. Sure, a mace costs a few hundred lozens - as much as three or four bound spells, and the mace lasts a lot longer. If you're strong, go for a heavy weapon, like a mace. If you're dexterous and have the money, maybe go for a rapier. Most other people should go for a sword. Then learn how to fight aggressive and fight defensive. — Frenensus Parzhus, Rassimel weapons master Grab three clubs 'n get over the guy's head. Thump-thumpthump! Simple as that! — Doomdrifter Chesewick, Khtsoyis thug If I were conscripting army from my subjects, I'd take Herethroy, armed with sword, shield, and staves in their middle hands. As many get metal as I can afford. They're big, they're tough, they can hold off most anything. Main reason I don't do that is, Herethroy don't like to fight. — Duke Achitka Coryn Hah, I always keep my claws and teeth nearby. I fight anyone who does not wear armor. I zip in like lightning, I jump back like winds! I drip prey-blood from each clawtip, I taste it on my tongue, and soon I feast on freshest meat! But if there is armor, I go into the forest and catch nineteen songbirds instead. — Hengerr, Sleeth adventurer Seven Gormoror in front to keep me safe while I summon the cruel ice fairies and death-bones. Weapons are for people big enough to use 'em. — Spiritmaster, Zi Ri mage Swords are my favorites. I've got three swords myself, 'cause it got so boring with only one sword. There's a regular longsword for regular work, a shorter longsword with protective spells for when I'm feeling cowardly and precise, and a jag-sword for when I'm angry and wild-rushing. — Youngrider, Orren adventurer


ARMO R Armo r protects you , mainl y b y cushionin g blow s that hi t yo u (viz. increasin g Soak) , bu t somewha t b y makin g yo u harde r to h it (viz. increasin g Defense ) a s well . A suit o f armo r include s gloves, helmet , boots, an d s o on . Fo r convenienc e - unrealisticall y - armo r protects yo u uniformly : plat e armo r give s yo u +5 Soa k o n all hits. You r Soa k scor e is the su m o f all th e Soak s o f t h e armo r yo u ar e wearing , all th e defensiv e spells yo u hav e on , a n d the Soa k fro m you r hid e o r carapace , plu s anythin g els e tha t is keepin g yo u fro m gettin g damage d if yo u ar e hit. You r Defens e Bas e scor e is Agilit y + Dodg e plu s modifiers fro m all you r weapons , armor , shield , defens e spells, an d anythin g els e tha t is keepin g yo u fro m gettin g hit. Shield s contribut e a grea t dea l t o you r defense . Eve n a chea p woode n shiel d give s + 6 defense . Anyon e wit h a fre e han d ca n u s e a shield . Pickin g u p a reasonabl y bi g an d stron g objec t ca n serv e a s a shield , i n need . Typica l Armo r Armo r Defens e Mod . Soa k Pric e Leathe r + 2 + 1 1 0 0 Woo d Splin t + 4 + 1 2 0 0 Bon e Splin t + 2 + 2 5 0 0 Meta l Chai n + 2 + 3 300 0 Meta l Plat e 0 + 5 20,00 0 World-woo d + 4 + 7 2,000,00 0 Shield , chea p + 6 (o r +sl2 ) 0 5 0 Shield , meta l + 10 (o r +s20 ) 0 100 0 Sl./Kht . ligh t harness + 2 0 2 0 0 Sl./Kht . heav y harness + 2 + 1 300 0 Can i Natura l Armo r 0 +1 Gormoro r Natura l Armo r 0 + 1 Herethro y Natura l Armo r 0 + 2 Khtsoyis Natura l Armo r 0 + 1 Orre n Natura l Armo r 0 0 Rassime l Natura l Armo r 0 0 Sleet h Natura l Armo r + 8 +1 Zi Ri Natura l Armo r + 12 + 1 COMBA T OPTION S Sure and you need to make your sword go where you want it, no doubt about that. But even better if you can make the whole fight go where you want it. — Sir Bloodslash, Herethroy knight Whe n yo u ar e fighting, yo u hav e man y choice s tha t yo u ca n mak e o n eac h blo w give n o r received . Th e better-traine d a fighte r yo u are , a s measure d b y you r Comba t Stanc e Bas e skill, th e mor e option s yo u hav e available . Th e option s le t yo u adjust th e risk s yo u take , an d th e balanc e betwee n variou s aspects o f you r fighting. Ver y often , th e mos t sensibl e thin g t o d o wil l b e t o just u s e th e basi c combat , wit h n o option s - th e reaso n it's the basi c comba t styl e is tha t it work s wel l i n mos t circumstances. Y o u ma y choos e an y se t o f you r option s tha t mak e sens e together. Fo r example , if yo u ar e fighting a due l t o first bloo d wit h a friend , yo u migh t choos e a n aggressiv e comba t stance , Hi t Precisely , Pul l Punch , an d Subdue . Th e first optio n give s yo u th e best chanc e possibl e o f hitting , an d the othe r tw o mak e you r hit a s gentl e a s possible . It wouldn' t mak e sens e t o bot h tr y t o disa r m an d tr y t o stu n a t th e sam e time ; yo u ca n onl y d o on e thing? wit h a weapo n a t on e time . Th e choic e o f whic h option s yo u ca n u s e a t th e sam e tim e is u p t o th e gamemaster . If yo u an d you r opponen t ac t simultaneously , th e gamemaste r m a y disallo w the us e o f som e comba t option s if th e orde r o f events make s to o muc h o f a difference , o r is to o confusing . Fo r example , yo u canno t counterattac k if yo u are attackin g a t th e sam e time . Som e option s modif y th e nex t fe w action s a s wel l a s th e curren t one . If yo u attac k aggressively , yo u giv e u p som e defens e i n orde r t o ge t a hit, an d it wil l b e easie r for you r foe s t o hi t yo u unti l y o u chang e you r stance .


Expert Options T h e option s ar e fairl y eve n trades: th e goo d effects the y giv e y o u are roughl y matche d b y th e ba d effects. However , they hav e expert versions, whic h mak e th e goo d effects outweig h th e bad . If yo u ar e a n exper t a t a n attac k comba t option , yo u ar e gen ­ erall y goo d a t defendin g against it: ad d +sl 2 {no botch dice} to all Defens e rolls whe n you r fo e is usin g tha t option . Fo r exam ­ ple , if yo u ar e a n exper t i n disarmin g people , yo u kno w ho w t o counte r attempts t o disar m you . Yo u ge t this bonu s eve n against othe r experts. Similarly , if yo u ar e exper t a t a defensiv e comba t option , yo u g e t +sl 2 {n o botc h dice } o n Attac k whe n yo u ar e tryin g t o hit someon e usin g tha t comba t option . Acquiring Combat Options Attend Morvio-Nargo's Grand Academy of the Martial Arts! Learn the secrets of the greatest fencer on all Choinxeia! The double-dextre-disengage-disarm, the sly sub-stab, the foignarde! For a mere twelve lozens for six half-hour courses with the master herself! Private lessons for'advanced students are available. — Handbill distributed in Orouette Sometimes you don't want to be hit. And sometimes you really, really, really don't want to be hit. — Graffiti in the Fox in Flames, a Treverre adventurer's club Y o u lear n on e comba t optio n pe r skill leve l o f Comba t Stanc e Base . Yo u ma y choose : 1. Th e nex t comba t optio n yo u d o no t know . (This is th e ordinar y wa y t o progress: th e wa y tha t mos t schools wil l teac h you) ; or 2. Th e expert degre e o f an y optio n yo u alread y know ; or 3 . O ptio n a l : On e o f the five lowest-numbere d option s tha t y o u d o no t know . If yo u ski p a n optio n a t on e level , yo u mus t mak e it u p withi n five levels o f Comba t Stanc e Base . So , yo u coul d ski p Pul l Punc h i n favo r o f Activ e Shiel d a t Comba t Stanc e Bas e =2, bu t yo u wil l hav e t o lea m it b y Comba t Stanc e Bas e =7 . If yo u canno t lea m a particula r optio n (Sleet h canno t us e shields, an d thu s canno t lea m Activ e Shield), ski p it complete - iyC o n v e n i e n c e : Th e option s giv e bonuse s an d penaltie s o n Attac k an d Defense . s20's an d sl2' s ar e alway s bonuses; slO's ar e alway s penalties. This wa y yo u ca n roll th e dic e withou t havin g t o kee p trac k o f whic h dic e ar e adde d an d whic h ar e sub ­ tracted . Note : Stress dic e from comba t option s generall y hav e n o botc h dice . Mos t comba t option s d o no t increas e th e chanc e o f botching , excep t a s noted . List of Combat Options In the last fight of his life, Hna Axa Whitering did not draw a single drop of blood. For he held the bridge pt Oriamento against seven knights and great swordsmen, each of them sworn to cut Count Maruto in half as soon as they saw him. Hna Axa Whitering stood at the peak of the bridge, and fought like the coward he never had been, that he was least of all on that day. And when twenty minutes had passed, and the bridge ran with his blood and his blood alone, and the knights cried to him to surrender or attack them, he simply shrugged and parried him all the more. The monument Count Maruto built to Hna Axa Whitering still stands on Weatherwhip Hill to this very day. — Minw Lledryn, Heroic Lives LEVEL 1 - VARY COMBAT STANCE Attac k option . Rules: A t th e start o f you r action , pic k a num ­ ber, you r Comba t Stance , betwee n -(Comba t Stanc e Base ) an d +(Comba t Stanc e Base) . Ad d you r Comba t Stanc e t o all Attac k rolls mad e o n this action , an d befor e th e start o f you r nex t action . Subtrac t it from all Defens e rolls mad e durin g tha t time . So , a positiv e stanc e is aggressive : increasin g you r chanc e t o hit, an d t o b e hit. A negativ e stanc e is defensive , decreasin g you r chanc e to h i t o r b e hit. Change s o f stanc e happe n a t th e start o f th e action , a n d appl y t o all attack s o n tha t actio n - b y yo u o r o n you . Yo u ca n only chang e you r comba t stanc e o n you r initiative , an d yo u must declar e that yo u ar e doin g so . Warriors usin g distanc e weapon s (Archer y an d Throw n skills) g e t onl y hal f o f th e advantag e o f comba t stance , thoug h they ge t t h e full disadvantage . Expert : Yo u ma y chang e you r stanc e b y thre e points a t th e start o f a n actio n i n whic h yo u defend . Ordinaril y yo u wil l mak e a ver y aggressiv e stanc e less aggressive , becomin g harde r t o hit. Occasionall y yo u ma y d o th e reverse , e.g. if yo u ar e counterat ­ tacking . Expertis e i n varyin g stanc e doe s no t giv e bonuse s against opponents. LEVEL 2 - PULL PUNCH (ATTACK) Attac k option . Rules: Befor e rollin g th e attack , th e attacke r decide s a damag e penalty , whic h ma y b e a s larg e a s his Comba t Stanc e Bas e + 4 . Reduc e th e actua l damag e b y tha t penalty . Th e correspond s t o the warrio r deliberatel y hittin g less effectivel y tha n migh t otherwis e b e possible . I n genera l all hits wil l d o a minimu m o f on e poin t o f damage , regardless o f th e penalt y cho ­ sen . Th e gamemaste r ma y choos e t o le t pulle d punche s start doin g zer o damag e afte r a while ; e.g., if someon e is bein g beate n b y a skille d torturer. Expert : Yo u ma y decid e the damag e penalt y after th e attac k roll. LEVEL 3 - ACTIVE SHIELD (DEEENSE) Defens e Option . Yo u ma y us e you r shield(s) aggressively . Ordinaril y a woode n shiel d give s a + 6 bonu s t o Defense ; if it is use d actively , it give s a +sl 2 bonu s {no botch dice}. Meta l shield s g o from +1 0 t o +s2 0 {no botch dice}. O n th e averag e activ e shiel d defens e is a bi t mor e effectiv e tha n passive ; it ma y


d o muc h better, o r muc h worse . Archers canno t us e activ e shiel d defense , eve n if the y hav e enoug h hand s fo r shiel d an d bow . Exper t: Ge t a n extr a +sl 2 fno botch dice) Defens e whe n usin g activ e shiel d defense . Experts a t Activ e Shiel d ge t +sl 2 o n Attac k against opponents usin g Activ e Shield . LEVEL 4 - WIL D PARRY {DEFENSE) Defens e option . Tr y ver y har d no t t o b e hurt . Yo u ma y ad d +2s2 0 fno botch dice} t o you r Defens e rolls, o r +2s 6 fno botch dice} t o eac h Soa k o n on e poin t o f initiative . This is a risk y maneuver , an d somethin g wil l g o wron g abou t a thir d o f th e time . Rol l tw o d6's, treated a s botc h dic e for a pos ­ sibl e defens e botch , whe n yo u us e this maneuver . Yo u wil l alway s mak e this roll , eve n if you r Defens e s2 0 doe s no t roll a 1. Exper t: Ad d 3s2 0 t o Defense , o r 3*6 t o Soak , o r bot h 2s2 0 t o Defens e an d 2s 6 t o Soak . LEVEL 5 ~ WIL D ATTACK (ATTACK) Attac k option . Attac k ver y aggressively , withou t regar d for you r ow n safety . Yo u ma y ad d +2s2 0 {no botch dice} t o on e Attac k roll i n this action , o r +2s 6 {no botch dice} t o damage . This is quit e risky : rol l tw o botc h dic e fo r a n attac k botch , eve n if yoa r dierolls d o no t indicat e a possibl e botch . Exper t: Ad d 3s2 0 t o Attack , o r 3s 6 t o damage , o r bot h 2s2 0 to Attac k an d 2s 6 t o damage . LEVEL 6 - HIT HARD (ATTACK) Attac k option . Yo u attemp t t o d o extr a damage , a t th e cost o f precision . Subtrac t 2 s 10 {no botch dice} from Attack . Ad d +s 6 {no botch dice} t o Damage , if yo u hit. Yo u ma y win d u p doin g less damag e wit h this tha n if yo u struc k normally ; bu t yo u migh t e n d u p doin g a goo d dea l more . If you r weapon' s damag e incremen t is 4 o r more , this doe s +2s 6 {no botch dice} Damage . Archers canno t us e th e Hi t Har d comba t option . Exper t: Ad d a n extr a +sl 2 {no botch dice} t o Attack , o n to p o f th e 2 s 10 penalty . LEVEL 7 ~ CAREFUL RETREAT (DEFENSE) Defens e option . Mov e bac k a modes t distance , usuall y dl 2 feet, an d get+ s 12 {no botch dice} o n Defense . It is lik e ordi ­ nar y dodging , excep t tha t yo u don' t worr y abou t tryin g t o hol d yoa r ground . It ma y b e impractica l i n som e situations: if yo u a r e part o f a shield-wall ; if you r bac k is t o a chasm ; if yo u are guardin g a vulnerabl e princess o r wizard . If yo u run int o somethin g a s yo u retreat , yo u suffe r a -sl O (wit h botc h dice ) penalt y instea d o f th e +sl 2 {no botch dice} bonus . Exper t: Ge t a n extr a +sl 2 {no botch dice} whe n yo u retreat . LEVEL 8 - HIT PRECISELY (ATTACK) Attac k option . Yo u attac k ver y carefully , hopin g t o hi t bu t no t terribl y worrie d abou t damage . Ad d +s2 0 {no botch dice} t o yoa r Attac k roll. Subtrac t s 6 {no botch dice} from you r Damag e roll. If th e weapon' s damag e incremen t is 4 o r more , subtrac t 2s 6 {no botch dice} fro m Damage . Exper t: Ad d a n extr a +sl 2 fno botch dice} t o you r Attack , in additio n to th e +s20 . LEVEL ? ~ HINDER / DRIVE BACK (ATTACK) Attac k options. Yo u ma y attemp t eithe r t o encumbe r yo u r enemy's comba t o r t o forc e hi m t o retreat . Yo u d o this b y attack ­ i n g i n a ver y obviou s way , t o whic h his best counte r is to avoi d y o u o r retrea t fro m you . H e ma y choos e no t to b e hindered , o r t o hol d his ground ; bu t if h e doe s so , h e ma y b e subjec t t o a nast y injury . Yo u choos e whethe r yo u ar e tryin g t o hinde r o r driv e back . Rules: Th e Attac k roll is lik e basi c combat . If the attac k is suc ­ cessful , th e victi m ha s th e choic e o f eithe r (a ) bein g hindere d o r retreatin g an d no t bein g hit, o r (b ) takin g a hit a t +s 6 {no botch dice} damage . If yo u wer e hindering , yo u caus e you r opponen t Troubl e d 6 (plu s anothe r d 6 pe r poin t o f Triumph ) unti l th e en d o f h is nex t actio n - t o a maximu m o f Troubl e 10. If yo u wer e forc ­ i n g retreat , yo u driv e you r opponen t bac k b y d 6 fee t (plu s anoth ­ e r d 6 pe r poin t o f Triumph) . Archers canno t us e thes e comba t options. Exper t: Doubl e th e distanc e o r Trouble ; ther e is n o uppe r limit. If (b ) is taken , extr a damag e is +2s 6 {no botch dice}. LEVEL 10 - TIGHTEN STANCE (DEFENSE) Y o u ma y tr y t o chang e you r stanc e bac k t o neutra l whe n yo u ar e abou t t o defend . Rol l Agilit y + Comba t Stanc e Bas e + s2 0 >=30 t o d o so . Th e chang e i n stanc e happen s a t th e en d o f th e action , s o it won' t hel p yo u against this attack , bu t migh t hel p against th e nex t one . This is somewha t risky ; th e s2 0 ha s a t least five botc h dice . Exper t: If you r Agilit y + Comba t Stanc e Bas e + s2 0 rol l wa s >=40, yo u returne d t o neutra l stanc e befor e th e attac k LEVEL 11 - PREPARE ATTACK(ATTACK) Attac k option . Th e attacke r forgoe s on e attack , bu t make s th e nex t attac k (o n on e targe t wit h a singl e weapon ) wit h a n Attac k bonu s o f +s2 0 fno botch dice/. T o the warrior, this correspond s t o waitin g fo r a goo d opening , an d perhap s feintin g o r performin g othe r maneuver s t o ge t a mor e effectiv e attac k position. " Y o u mus t b e i n ne u t r a l comba t stanc e t o us e this option . This comba t optio n ma y b e use d outsid e o f comba t wit h th e gamemas - ter's permission ; e.g., a n attac k ca n b e prepare d o n a sleepin g o r unwar y person , o r o n a n advancin g monster . Y o u must us e th e bonu s o n you r nex t attack , o r los e it. Yo u must declar e wh o th e attac k is prepare d on , an d it wil l onl y wor k o n tha t singl e target. Yo u los e th e prepare d attac k if yo u o r yoa r f o e leave s combat , eve n if comba t is rejoine d befor e you r attack . Archers can prepar e attacks. Exper t: Yo u ma y prepar e attack s u p t o thre e times, gettin g up t o 3 s20's bonu s o n attac k dic e i n th e roun d tha t th e attac k finally comes . LEVEL 12 - BREAK ARMOR (ATTACK) Attac k option . Yo u ma y attemp t to weake n you r opponent's armor : punchin g hole s i n chitin , knockin g scale s off, cuttin g strap s holdin g platemai l on , an d s o on . Mak e a regula r attack , wit h a penalt y o f -s 6 {no botch dice} o n damage . Reduc e you r foe's Soa k b y 1. If yo u hit b y 30+ , reduc e Soa k b y d3 . This optio n ma y no t alway s b e available . Som e armor , espe ­ ciall y magi c armor , canno t b e broke n this way . Defens e spells (e.g. Toughe n th e Fles h an d th e like ) canno t b e broke n either. However , all nonmagica l armor , includin g natura l defense s suc h a s hide , scales, an d chitin , ca n b e broken . Archers canno t us e th e Brea k Armo r comba t option . Expert : Reduc e Soa k b y d 3 points, o r d 4 o n a hi t o f 30+ .


LEVEL 13 ~ MULTIPLE WEAPONS(ATTACK ) Attac k an d Defens e option . Yo u ma y us e mor e tha n on e weapon : a s man y weapon s an d shield s a s ca n fit i n you r hands. Designat e on e o f th e weapon s a s you r primar y weapon . Ever y weapo n othe r tha n you r primar y give s yo u penaltie s o n bot h Attac k an d Damag e o f all you r weapons . Smal l weapon s (dag ­ ger, club , claws) giv e a - 5 Attac k penalt y an d a -1 Damag e penalty . Othe r weapon s giv e a -1 0 Attac k penalt y an d a - 2 Damag e penalty . F o r example , if yo u ar e a Herethro y arme d wit h a tw o swords, o n e dagger, an d a shield , yo u woul d choos e on e swor d a s you r primar y weapon . Th e othe r swor d give s -1 0 Attac k an d - 2 Damage , an d th e dagge r give s - 5 Attac k an d -1 Damag e penal ­ ty. So , yo u woul d hav e a-1 5 Attac k and- 3 Damag e penalt y o n eac h o f you r weapons . Whe n yo u attack , yo u usuall y attac k wit h all you r weapon s at t h e sam e time . A smal l weapo n ma y b e use d t o defen d instead , givin g a + 8 Defens e bonu s fo r meta l weapons , + 5 for nonmetal . Standar d comba t style s d o no t includ e this choic e fo r large r weapons. Mos t specialize d comba t option s appl y onl y t o on e weapon . F o r example , if yo u ar e fightin g wit h swor d and dagger, yo u m a y attemp t t o crippl e wit h th e dagger, bu t no t wit h bot h weapons . Archers ca n onl y us e a singl e bow . Herethro y o r Khtsoyis archers wit h Multipl e Weapon s ca n us e shield s a s wel l a s bows . Exper t: Th e Attac k penaltie s ar e reduced . Smal l weapon s caus e n o Attac k penalty . Larg e weapon s giv e a - 5 Attac k penal ­ ty. Th e Damag e penaltie s ar e no t changed . Not e : Instinctiv e combination s o f weapon s (claw s an d teeth , Herethro y wit h spea r o r staff i n lowe r hands, Khtsoyis wit h sev ­ era l club s o r maces ) d o no t us e thes e rules; the y ca n b e use d eve n if Comba t Stanc e Bas e is to o low, an d the y d o no t hav e Attac k penalties. Herethro y an d Khtsoyis wh o choos e t o us e othe r combination s o f multipl e weapon s do follo w thes e rules. LEVEL 14 ~ CAREFUL PARRY (DEFENSE) Defens e option . A last-secon d attemp t t o defen d yourself: no t a s risky a s Wil d o r Extrem e Parry , bu t no t a s effectiv e either. G e t +s2 0 fno botch dice} o n all remainin g Defens e rolls this action , o r +s 6 {no botch dice} o n all Soa k rolls. Suffe r -2 s 10 { no botc h dice } o n all Attac k rolls o n you r nex t action . Exper t: Ge t a n extr a +sl 2 {no botch dice} o n Defens e rolls. LEVEL 15 - CRI PPLE(ATTACK) Attac k option . Yo u ma y strik e a t a sensitiv e part o f you r oppo ­ nent's body : e.g., a n eye , o r th e tendon s o f ar m o r leg , o r simpl y strik e har d enoug h t o bruis e o r brea k bone . Yo u ma y explai n wha t yo u ar e doin g if yo u like , bu t all Crippl e attack s follo w th e sam e rules. Yo u attac k a t o f -10 , an d subtrac t s 6 {no botch dice} from damage . If yo u hit, yo u caus e you r opponen t Troubl e d 6 a s wel l a s th e remainin g damage . This Troubl e reflects a n injury , no t simpl y loss o f lif e points, whic h wil l usu ­ all y last a lon g time . Archers ma y attac k t o cripple . Exper t: Attac k bonu s o f +sl 2 {no botch dice}. LEVEL 16 - FORCE OPENING (DEFENSE) Defens e Option . Yo u tr y t o tak e advantag e o f th e attacker's expose d positio n whe n h e is attackin g you , preparin g you r nex t attac k instea d o f tryin g t o avoi d bein g hurt . You r nex t Attac k roll is a t +s2 0 fno botch dice}. You r damag e from th e attac k bein g mad e o n yo u - if it hits - is +s 6 {no botch dice}. This maneuve r is perilou s unde r mos t situations, bu t sometime s it's wort h th e gambl e an d sometime s (against a fo e wh o doesn' t hav e muc h chanc e o f hittin g you ) it's a goo d idea . Y o u must b e i n neutra l o r aggressiv e comba t stanc e t o us e this option . Yo u canno t d o it if yo u ar e defensive . T h e openin g yo u force d must b e take n o n you r nex t action , o r it goe s away . Force d opening s d o no t stack ; yo u canno t forc e tw o opening s o n th e sam e target . Exper t: Yo u ma y stac k thre e force d openings. LEVEL 17 - COUNTERATTACK (DEFENSE) Defens e Option . Yo u ma y strik e a t you r fo e whe n yo u d o no t hav e initiative , counterattackin g whe n h e attack s instea d o f defendin g yourself. First mak e yoa r Defens e roll a t -3 s 10 {no botch dice}. Then , rol l a n attac k o n you r enemy , with-3 s 10 fno botch dice} o n you r Attac k rolls. If you r opponen t is usin g severa l weapons , yo u ge t the Defens e penalt y against all o f them. (S o yo u mus t declar e this optio n against the first o f th e attacks.) If yo u ar e usin g severa l weapons , y o u counterattac k wit h all o f them . Y o u ma y choos e mos t attac k options, bu t no t chang e stance . T h e counterattac k doe s no t coun t a s a n actio n for yo u (don' t dra w a ne w initiative). Th e onl y thing yo u ca n d o is counterattack ; yo u canno t cast spells. This optio n canno t b e chose n o n simultaneou s initiative . Exper t: Ge t a +sl 2 fno botch dice} bonu s o n bot h Defens e an d Attac k roll. LEVEL 16 - DISARW(ATTACK) Attac k option . Rules: Rol l t o hit a s normal . If it hits, mak e a disarm roll: Dexterit y + Weapo n Skil l + s2 0 >= defender's Dexterit y + Comba t Stanc e Bas e + s20 . If th e disar m roll is suc ­ cessful , th e defende r ha s th e choic e o f (a ) droppin g his weapon , o r (b ) takin g a hit a t +2s 6 {no botch dice} damage . If th e disar m roll is no t successful , th e attac k hits wit h a penalt y o f -s 6 {no botch dice} o n damage . If th e defende r is usin g severa l weapons , t h e attacke r ma y pic k one . If th e defender's weapon s ar e bod y parts (e.g., claw s an d teeth), this maneuve r canno t b e used . Archers canno t shoo t t o disarm . Exper t: If yo u ar e unsuccessful , ther e is n o damag e penalty . If y o u ar e successfu l an d opponen t choose s (b), damag e is +4s 6 {no botch dice}.


LEVEL 1? - FEINT(A™CK > Attac k option . Th e tricky art o f pretendin g t o attac k on e wa y a n d then changin g you r approac h a t th e last second . D o no t declar e you r fein t whe n yo u declar e comba t options; instead , declar e som e othe r options. Afte r you r fo e choose s defens e options, yo u ma y the n declar e tha t yo u ar e tryin g t o feint. Subtract s 10 {no botch dice} fro m you r Attack . Rol l Dexterit y + Comba t Stanc e Bas e + s2 0 >= 30 ; if th e roll succeeds, yo u ma y chang e yoa r comba t option s howeve r yo u wish . You r fo e ma y t r y t o chang e defens e option s t o match ; ther e is n o penalty , bu t t h e fo e mus t succee d a t a Dexterit y + Comba t Stanc e Bas e + s2 0 >= 4 0 roll. Yo u ma y double-feint , takin g anothe r sl O penalt y an d makin g a roll 50+ ; you r fo e ma y repl y o n a roll o f 60+ , an d s o o n . This work s best wit h dramati c choice s o f option . Fo r exam ­ ple , yo u migh t start ou t lookin g ver y unaggressive ; if you r opponen t respond s b y no t defendin g ver y carefully , yo u ca n fein t an d switc h t o a viciou s aggressiv e stance . It work s worst against opponents wh o don' t us e comba t options. Archers canno t feint. Expert : Yo u ge t a bonu s o f +sl 2 {no botch dice} o n all you r feintin g rolls, includin g one s tha t othe r peopl e us e o n you . LEVEL 2 0 - SUBDUE(ATTACK) Attac k option . Attemp t t o rende r a victi m unconscious, b y usin g weapons , withou t killin g them . Th e attemp t is risky: most weapon s are designe d t o kill, no t subdue . Rol l Attac k a t -sl O {no botch dice}; damag e is normal . Som e part o f th e damag e is temporary : afte r s 6 hours, the victi m wil l recove r (2d4)xl0 % o f t h e damag e done . Th e victi m doe s no t di e unless th e damag e afte r recover y woul d b e fatal. (So , a victi m wh o woul d ordinarily di e a t -1 0 life , currentl y a t -2 0 life , bu t wh o ha d take n 3 0 points o f subdua l damag e whic h wer e recovere d a t 50 % woul d still b e aliv e an d thoroughl y unconsciou s - and , i n a fe w hoars , woul d recove r 15 lif e points an d b e definitivel y aliv e an d uncon ­ sciou s a t - 5 life.) Attac k botche s frequentl y indicat e tha t the attac k is no t subdua l damage ; botchin g th e s 6 hours usuall y indicate s tha t th e victi m wil l no t recove r an y subdua l damage . Note : Weapon s ma y b e padde d o r blunted , o r otherwis e mad e suitabl e for subduing . Th e victi m recovers (2d6)xl0% , bu t neve r mor e tha n 90% , o f th e damag e done ; an d botche s ar e rarel y a s severe . Archers ca n attac k t o subdue , bu t doin g s o require s blunt-tippe d arrows. Expert : Rol l th e dic e for recover y twice , an d tak e th e best o f t h e rolls. LEVEL 21 - MIGHTY BLOW(ATTACK) Y o u ma y attac k ferociously . You r Stanc e counts doubl e whe n makin g th e Attac k roll , an d yo u d o +2s 6 damage . Thes e s6's hav e o n e botc h di e each ; this is a somewha t risk y maneuver , e.g., if yo u choos e a aggressiv e stanc e a t +21 , ad d 4 2 t o you r Attac k rol l (bu t onl y subtrac t 2 1 fro m you r Defens e roll). This attac k leave s yo u ver y exposed . Yo u ma y no t chang e you r stanc e unti l th e start o f t h e actio n after you r nex t action , thoug h yo u ma y choos e othe r


defensiv e comba t options. Yo u ma y no t us e anothe r Might y Blo w unti l tha t time . Archers ma y no t perfor m Might y Blows . Exper t: +s 6 mor e o n Damage , o r +sl 2 mor e o n Attack . LEVEL 2 2 - SWEEP WEAPON(ATTACK ) Attac k option . Swin g you r weapo n wildly , tryin g t o hit man y people . Yo u ma y roll attack s o n tw o o r mor e people . Eac h pers o n beyon d 1 give s yo u a penalt y o f -sl O {no botch dice} o n Attack . So , tryin g t o hi t fou r peopl e give s a -3 s 10 Attac k penal ­ ty (rolle d separatel y for eac h attack ) against eac h o f the four. Botche s o n th e attac k penalt y dic e simpl y indicat e missin g tha t target. Archers canno t sweep . Exper t: +sl 2 {no botch dice} o n on e o f th e attacks. Critical Hits "He sort of stuck his sword out and I knocked it off to one side, and then he sort of stuck his shield out and I knocked it to the other side, and then he stood there with his arms apart just staring at me looking helpless. So I bashed his stinkin' head in." — Egnoster Arsewaffle, Khtsoyis enforcer If yo u hit b y 3 0 points o r more , an d di d no t botc h anything , y o u dominat e tha t pass a t arms. This amount s t o retroactivel y changin g you r comba t option . However , yo u ma y choos e a n optio n tha t yo u d o no t know : eve n a novic e ca n pu t ou t some ­ one's eye , wit h enoug h luck . Also , if yo u alread y ha d a comba t option , yo u ca n ge t tw o (o r th e sam e on e twice , for doubl e effect.) - Critical Hits Cho i c e Effect Regula r Just d o damage , exactl y a s usual . Crippl e Reduc e damag e b y s 6 {no botch dice}. D o d 6 Trouble . Brea k Armo r Reduc e damag e b y s 6 {n o botc h dice) . Reduc e defender's soa k b y 1. Driv e Bac k F o e retreats (Triumph+l)d 6 fee t o r take s h it a t +s 6 {no botch dice] damag e Hinde r F o e ha s Troubl e (Triumph+l)d 6 [ma x 10] throug h en d o f nex t action , o r take s hit a t + s 6 {no botch dice] damag e Disar m A s the comba t optio n Sneaky and Unusual Attacks "J knew we were in trouble, so I climbed up onto the top of the statue, dumped the whole bag of scorpions on Urur, and then jumped down on him with my spear pointed right at the top of his head." "Wow! That's one bold move! Did it work?" "Not a bit. Broke my leg in two places and had to teleport before he bit me in half." — Sanssasplash the Slippery, Orren adventurer, talking to a friend Som e fighters, especiall y the inferio r ones, lik e to attac k i n sneak y ways . Th e effec t is u p t o th e gamemaster , an d depend s heavil y o n th e circumstances. Her e ar e a fe w example s fro m som e games : • Att ackin g a big animal from behind, in comba t: + 5 bonu s o n attack . • Throwing dir t in enemy's face: Take s a n actio n an d gives t h e enem y Troubl e 2 for a n actio n o r two . • Magically covering the enemy in honey: Enem y gets Troubl e 2 . • Jumping off a tabl e swinging a sword: + 5 bonu s t o attack . Fou r extr a botc h dice . Also , mak e a n Agilit y + Jum p + s2 0 roll t o lan d o n you r feet. An d if you r fo e ha s a spear, sh e gets a +1 0 bonus. • Att ackin g a sleeping Slee th: It woul d hav e give n th e "Prepare d Attack " bonus , excep t tha t th e Sleet h hear d th e attack ­ e r comin g an d wok e up .


SOME WARRIORS ' STYLES Tartomerax. Gormoror warrior: "I attack hard and fast. I aim to hit, and I aim to hurt. I don't mind taking a few hurts myself - another good scar to impress my husband, or to wear on my death-pyre if it comes to that. When I'm using my greatsword, I might try to hit extra-hard, but only if I'm pretty sure I'm going to hit. Beyond that, I don't do much fancy stuff. Save that for the Rassimel. [Bein g stron g an d tough , havin g a goo d weapon , an d havin g specie s advantage s tha t preven t quic k death , Tartomera x prefers a ver y aggressiv e Comba t Stance . Sh e migh t als o choos e t o Counterattac k whe n attacked , t o ge t i n som e extr a hits. Th e "Hi t Hard " option , whic h doe s extr a damag e a t th e expens e o f accu ­ racy , is a reasonabl e choice.] "IIeh. Mostly. Once I was facing a remorshka alone. Major stupid, but I'd given my Word of Honor, so what'm I gonna do? I was barely standing, and the remorshka wasn't much better than that. I gave up one lousy opening hoping to get a better one... and I got it, just barely, but I could see that flaming tail coming for me. I did everything I could to hit that time, just slashing wild. I cut this huge gash in its right front leg, just under the shell, and it wrenched the sword out of my hands. That made-it decide I wasn't worth fighting, so it kinda backed off Then I had to walk back to Treverre with half my fur burned off and half my blood dripping out, but that's another story." [ I n a momen t o f desperation , Tartomera x trie d everythin g t o g e t a hit tha t woul d d o enoug h damag e t o kill th e remorshka . O n th e first action , th e her o chos e a neutra l comba t stanc e an d a prepare d attack . O n th e secon d - whic h fortunatel y cam e befor e t h e monster's nex t attac k - a n aggressiv e Comba t Stance , an d Might y Blow . Th e prepare d attac k an d aggressiv e stanc e mad e sur e tha t th e attac k hit; th e might y blo w gav e extr a damage . A botc h o n th e 2s 6 wrenche d th e swor d ou t o f he r hand.] Spee Yannanelson. Rassimel weapons-master: "I fight whatever way is smartest, of course. I know fortyeight tricks and almost two hundred variations, and I know when to use each one and why. If I'm just fighting a beast, with a mage behind my back, I'll be very cautious for a little while and have the mage wrap the beast in vines and poke needles in its eyes. When it's half-crippled, I'll suddenly be fighting as fiercely as three and a half Sleeth!" [ I n this commo n situation , Yannanelso n prefers t o start off defensivel y - wit h a negativ e Comba t Stanc e Base , an d ofte n a Carefu l Parry , o r Carefu l Retrea t if there's spac e - unti l th e mage's magi c ha s give n th e enem y a fe w points o f Trouble . Whe n Yannanelso n ha s tha t advantage , h e switche s t o a n aggressiv e stance.] "IfI'm alone - in a duel, say, and don't tell me it's illegal here! - I'll do the same myself, without a mage. One nice quick hamstring or arm-cut, or a quick slash to the straps of the armor, and then it's fierce as fierce! Oh, I know that Nesbith does this halfway into a duel if she's doing poorly, but I say, 'why wait'? If my foe's gonna end up hamstrung, I want him to start out hamstrung." [Withou t magic , Yannanelso n prefers t o start wit h a Cripple , o r a Brea k Armor . This way , th e enem y wil l b e a t a disadvan ­ tag e for th e whol e fight.] "IfI have the chance, I'll get my enemy stuck with his back to the wall, and then pin his liver to it." Thanngarr. Sleeth hunter: "Once I hunt a rope boar, and it breaks my foreleg, and I am the very unhappy hunter for many days. Since then I never hunt anything big enough to hurt me. Maybe a rabbit bites my jaw, maybe a small deer puts the bruises on my side with its hooves, maybe I have to sleep in the sun that afternoon, but none are dangerous. I do notfight anything with armor: it hurts my claws, and is very hard to kill. Remorshka is very tasty, but also I like to live. When I meet a remorshka, I dodge this way and that, I leap and twist and evade, and I get away. Afterwards the Gormoror scolds me for six and one-half hours, but I leap and twist and evade the words too." [Avoidin g fights o r running awa y fro m the m is ofte n a goo d choice . Eve n a greatl y inferio r enem y migh t inflic t a lastin g injur y - in this case , a Troubl e 4 broke n le g from a critica l hit's "Cripple " option . Sleet h i n genera l d o badl y against armor : their tw o o r thre e attack s pe r actio n ar e devastatin g against unprotecte d prey , b u t muc h less helpfu l against protecte d ones. Not e als o tha t "a s fiercely a s thre e an d a hal f Sleeth " is a lo t less fiercely than Spe e Yannanelso n seem s t o think.] Marniet. Cani town guard: "Aw, I don't fight much. Not like an adventurer. Sometimes a wolf-spider gets in the city and we gotta push it out. Usually that's four or five of us and one of it. Yombo and maybe Darcy get in its way, waving their spears in front of its eyes. Varknou and Tiliet and I sort of plant our spears in front of it, and it can't go anywhere but away. We've done it together a dozen times now, and only got bit twice or thrice." [Th e goa l is t o ge t th e spide r ou t o f tow n wit h th e smallest num ­ b e r o f injurie s possible . Cani , o f course , g o for teamwor k - amon g othe r things, gettin g + 1 bonuse s o n all s2 0 rolls. On e o r t w o attac k t o Hinder , an d th e others attac k t o Driv e Back . Th e peopl e wh o expec t tha t th e wolf-spide r wil l attac k the m tak e fairl y defensiv e stances; th e others tak e neutra l stance . ] BRAWLIN G "My mother wrestled while she was pregnant with me. She had Durchamp himself pinned to the mat when she went into labor. So of course I was able to take your sword away. We'll give it back - afte r Harha is safe." -- Drazanna, Rassimel cook, wrestler, and occasional adventurer Sometimes, yo u don' t nee d t o fight t o th e death . Perhap s you'r e tryin g t o knoc k ou t th e guar d befor e sh e raise s th e alarm , o r catc h t h e Orre n ki d wh o grabbe d you r dagge r an d ran , o r tryin g t o kee p you r drunke n sister-in-la w from beatin g u p you r brother, o r cap ­ tur e th e sp y fo r questioning , o r hurt you r enem y in a wa y tha t won' t ge t yo u execute d fo r murder . T h e arts o f unarme d comba t ar e no t ver y wel l develope d o n th e Worl d Tree . Peopl e wh o wan t t o defen d themselve s bu t don't wan t t o carr y a weapo n wil l generall y lea m a fe w comba t cantrip s o r bu y a fe w boun d spells: easie r an d mor e reliabl e than amateu r martia l arts. Th e fe w peopl e wh o specializ e i n weaponles s com ­ b a t hav e a harde r tim e tha n human s i n a single-specie s worl d do . A goo d punc h t o th e bell y wil l flatte n a Cani , a s it woul d a human . T h e sam e punc h against a Herethroy's heav y chitin-plate d bell y [Driv e Bac k is a ver y goo d choic e whe n you r enem y can' t retreat . It's effectivel y +s 6 damag e for free.]


will just hurt you r knuckles. Th e sam e punc h against a Sleet h will flatten hi m - bu t Sleet h usuall y kee p their bellie s t o th e ground , s o it doesn' t happe n ver y often . Yo u can' t eve n d o tha t punc h o n a Khtsoyis; h e doesn' t hav e a bell y a s such . Brawlin g is lik e ordinar y combat . O n he r initiative , th e attack ­ e r decide s wha t sh e is goin g t o do , an d the n rolls a n Attac k Tota l = Attac k Bas e + s20 . Th e defende r rolls a Defens e Tota l = Defens e Bas e + s20 . If th e Attac k Tota l is th e higher, th e attack ­ er's mov e succeeded ; its effectiveness is ofte n governe d b y ho w muc h th e Attac k tota l beats th e Defens e total. A hig h (Attac k - Defense ) mean s tha t th e maneuve r worke d ver y well : e.g., th e victi m wil l b e stunne d longer. A t th e gamemaster's option , som e brawlin g move s ma y inflic t damag e (o r subdua l damage) , typicall y 1+ 1/2 Strength , wit h a damag e incremen t o f 1. Fo r example , if yo u punc h someon e in t h e fac e an d don' t knoc k the m out , yo u ma y hurt the m some . Comba t Stance , critica l hits, an d s o o n appl y t o brawlin g pre ­ cisel y th e sam e a s _tp arme d combat . FRET ATTACKS "I was gonna pick him up and flip him over and sit on him and tie him up, but he cut off my hand first. I had to change my plans in a hurry." — Sir Bloodslash, Herethroy knight Man y Brawlin g move s essentiall y requir e tha t yo u jum p o n t h e victim . This is no t safe . Th e victi m ma y ge t a fre e attac k o n you . The y ma y attac k you , o n th e sam e initiativ e tha t yo u attemp t th e move ; their attac k is considere d t o happe n a s yo u start you r maneuver . Th e free attac k must b e physical : eithe r wit h a read y weapon , o r a brawlin g maneuver . If their fre e attac k is a brawlin g maneuve r tha t woul d giv e yo u a free attack , yo u d o no t ge t a n extr a attack , bu t their attac k come s afte r yours, an d onl y happen s if yours didn' t work . Fo r example , if yo u tr y t o thro w someon e an d i n exchang e h e trie s to thro w you , yo u ge t t o tr y first. If yo u succeed , he's lyin g o n t h e groun d an d he's no t goin g t o thro w you . If yo u fail, h e gets t o try. T h e Fre e Attac k is no t counte d a s a n actio n b y th e enemy ; it doesn' t chang e their nex t initiative . Brawling Maneuvers WAYLA Y / KNOCK OU T Waylayin g is th e fine art o f knockin g a n unawar e defende r ou t b y a sharp , carefull y place d blo w t o th e bac k o f th e head . It's har d t o arrange : th e attacke r ha s t o snea k u p o n th e defender, b e abl e t o reac h th e defender's head , an d hav e th e defende r stan d still for a fe w second s whil e th e attacke r plan s th e blow . It is nearl y impossibl e t o manag e if th e defende r know s tha t th e attacke r is there , o r if th e defende r is i n combat . But , whe n it c a n b e arranged , it ca n wor k well . Attac k = Brawlin g + Strengt h + Dexterit y +d2 0 Defens e = Brawlin g + Stamin a +d2 0 If it succeeds, th e defende r is stunne d fo r (Triumph+3)d 6 sec ­ onds. Orre n an d Z i R i ar e eas y t o waylay : -1 0 o n Defense . Z i Ri an d unarme d Khtsoyis ar e no t well-suite d for ..knockin g peo ­ p l e out : -1 0 t o Attack . If th e attacke r is usin g a blun t weapon , a d d + 5 t o Attack . If th e defender's hea d is covered , ad d +5-1 0 t o Defense . If th e victi m is awar e o f th e attacker, th e maneuve r is muc h harder: Defens e = Brawlin g + Lif e Bas e + Stamin a + Agilit y + 10 + d20 . HOLD ARM A successfu l Hol d Ar m end s u p wit h th e attacke r standin g i n front o f th e defender, holdin g th e defender's wrist immobil e i n o n e hand . This is a sensibl e thin g t o d o whe n someon e is abou t t o hit yo u wit h a sword , an d yo u woul d prefe r the y didn't . Attac k = Brawlin g + Dexterit y +d2 0 Defens e = Brawlin g + Agilit y + d2 0 Sleet h canno t d o this. Orre n ar e har d t o hold : +1 0 t o Defense . Zi R i ar e -1 0 t o Attac k an d Defend . DIRTY BLOW This is hittin g o r kickin g someon e i n a plac e you r mothe r tol d y o u no t to : belo w th e belt , i n th e eye , tha t kin d o f thing . It hurts a lot, leavin g th e victi m wit h Troubl e 1 0 fo r (Attack-Defense ) seconds. Attac k = Brawlin g + Dexterit y +d2 0 Defens e = Brawlin g + Dodg e + Agilit y +Stamin a + d2 0 Female s o f th e mammalia n specie s ar e less vulnerabl e t o certai n dirt y blow s tha n male s are : + 5 t o Defend . Herethro y ar e armor-plated : + 5 t o Defend . Gormoro r despis e dirt y blows : -1 0 t o Attack . Z i R i ar e - 5 t o Attac k an d Defend . THROW / TACKLE A successfu l thro w leave s th e defende r o n th e ground , an d th e attacke r standin g nearby . If th e defende r wa s holdin g some ­ thing , h e ha s a 50 % chanc e o f droppin g it. Gettin g u p wil l tak e t h e defende r on e actio n - an d th e defende r ha s Troubl e 5 until t h e en d o f his nex t action . Attac k = Brawlin g + Dexterit y + d2 0 Defens e = Brawlin g + Dodg e + Agilit y + d2 0 A tackl e is lik e a throw, excep t tha t th e attacke r is running a t t h e defender, an d ha s a n 80 % chanc e o f endin g u p o n th e groun d himself. Attac k = Brawlin g + Ru n + Dexterit y + d2 0 Defens e = Brawlin g + Dodg e + Agilit y + d2 0 Gormoro r are bulky , an d Herethro y us e their extr a limb s t o advantage : + 5 t o Attac k an d Defense . Khtsoyis ca n thro w bu t n o t tackle , an d canno t b e throw n o r tackled . Orre n ar e slippery :


+ 1 0 o n Defense . Sleet h canno t thro w o r tackle , bu t ge t +2 0 o n Defense . Z i R i ar e -1 0 t o Attac k an d - 5 t o Defend . PIN Don't bother trying to pin an Orren. They'll just squirm out of it. Just knock 'em senseless. They're halfway there already. — Drazanna, Rassimel cook, wrestler, and occasional adventurer. A successfu l Pi n end s u p wit h th e defende r o n th e groun d (o r otherwis e trapped) , an d th e attacke r o n to p o f hi m holdin g hi m down . Th e tw o ar e i n clos e combat . Th e defende r ma y tr y t o brea k free . Whe n th e pi n is successful , th e pinne d defende r ha s - 1 0 o n most actions, an d th e pinnin g attacke r ha s -5 . Attac k = Brawlin g + Dexterit y + Strengt h + d2 0 Defens e = Brawlin g + Dodg e + Agilit y + d2 0 Gormoro r ar e bulky : + 5 t o Attac k an d Defend . Orre n ar e slip ­ pery , an d Sleet h are big : +1 0 t o Defend . Zi R i ar e -1 0 t o Attac k a n d - 5 t o Defend . SlLENC E A successfu l Silenc e end s u p wit h th e attacke r holdin g th e defender's mout h close d o r muffled . Popula r fo r dealin g wit h sentries. Th e tw o are i n clos e combat . Th e defende r suffers Troubl e 2 fro m th e hold . Attacke r is a t Troubl e 5 t o d o anythin g b u t continu e the hol d o r simila r activities. If th e attemp t fails, the defende r gets a fre e bit e attac k o n th e attacker, a t a +1 0 bonus , becaus e th e attacke r ha s convenientl y p u t his han d u p t o th e defender's mouth . Attac k = Brawlin g + Dexterit y + 2d2 0 Defens e = Brawlin g + Agilit y + d2 0 Khtsoyis ge t +1 0 o n Attack . Orre n are slippery : +1 0 t o Defend . Th e maneuve r require s hands, s o Sleet h canno t d o it. Z i R i ar e - 5 t o Attac k an d -1 0 t o Defense . WREST WEAPO N This maneuve r trie s t o separat e th e opposin g warrio r fro m his weapon ; e.g., b y grabbin g it an d tryin g t o pul l it ou t o f his hand . O n a successfu l Wrest Weapon , ther e is a 75 % chanc e tha t th e defende r drop s th e weapon , an d a 25 % chanc e tha t th e attacke r ha s t h e weapo n in his hands. (Th e attacke r wil l hav e t o tak e his nex t actio n t o read y th e weapo n fo r attack.) Attac k = Brawlin g + Dexterit y + d2 0 Defens e = Brawlin g + Strengt h + 2d2 0 Sleet h canno t wrest weapons , an d their weapon s canno t b e wrested . Zi R i ar e - 5 t o Attac k an d -1 0 t o Defense . BREAK ARM O n a successfu l Brea k Arm , th e attacke r ha s broke n the defend ­ er's arm . This is no t a n eas y maneuver . This give s th e defende r Troubl e 6 , s 6 damage , an d a ba d attitude . Not e tha t th e defender's armor , a s wel l a s his skills, wil l hinde r th e attacker's attemp t t o brea k his arm . Attac k = Brawlin g + Strengt h + d2 0 Defens e = Brawlin g + Dodg e + Agilit y + 2xSoa k + d2 0 Khtsoyis ar e -1 0 t o Attack , an d their boneless tentacle s ar e immune . Sleet h ar e -1 0 t o Attack . Z i Ri ar e -1 0 t o Attac k an d - 5 t o Defend . BOTHER WARRIOR Ther e ar e an y numbe r o f way s i n whic h yo u ca n ge t i n a war ­ rior's wa y - jumpin g around , grabbin g his arm , pokin g hi m i n th e side , shoutin g i n his ear, an d s o on . Whe n it works , it give s th e defende r Trouble . Th e warrio r doe s ge t a fre e attac k o n you , if h e wants. This mov e is most popula r whe n th e defende r doesn' t wan t t o hurt you ; e.g., whe n you'r e tryin g t o kee p you r best frien d fro m killin g th e prisoner. Attac k = Brawlin g + Agilit y + d2 0 Defens e = Brawlin g + Concentratio n + Wil l + d2 0 Cani , Rassimel , an d Sleet h ar e har d t o distract : + 5 t o Defense . Orre n ar e bothersome , bu t eas y t o distract : + 5 t o Attack , - 5 t o Defense . T I E UP / GAG O n a successfu l Ti e Up , th e attacke r ha s tie d a rop e around on e lim b o f th e victim . Afte r fou r successfu l Ti e Ups , (si x fo r Herethroy , etc.), th e victi m is physicall y helpless. This maneuve r require s tha t th e attacke r hav e rop e availabl e an d b e abl e t o us e t w o hand s (o r a spel l o r something ) withou t th e defende r gettin g away . This work s best if, for example , on e perso n hold s th e defende r immobile , an d anothe r bind s him . Attac k = Brawlin g + Agilit y + pi n + d20 , wher e pi n = th e Attack-Defens e scor e whe n th e victi m wa s pinned . Defens e = Brawlin g + Agilit y + d2 0 T h e Ga g maneuve r is similar: it's a n attemp t t o ti e th e victim's muzzl e shut , keepin g hi m from talkin g o r biting . It is prett y muc h impossibl e t o ti e u p a Khtsoyis effectively . Gaggin g on e is normal , an d ofte n appreciated . Orre n ar e slippery : + 10 t o Defense . Sleet h canno t ti e o r gag . G E T AWAY "Come back here, you fish-eating scoundrel!" — unidentified shopkeeper to Sanssasplash the Slippery Man y Brawlin g move s giv e th e victi m a chanc e t o ge t away ; e.g., if you'v e grabbe d someone's wrist , the y ca n tr y t o fre e it. Th e G e t Awa y attemp t take s a n action , an d involve s a n oppose d roll, a s the y pit their Strengt h an d Brawlin g against yours t o escape . T h e specie s modifiers appl y t o th e oppose d roll. Th e victi m ma y t r y t o ge t awa y o n ever y actio n unti l the y do . T h e attacke r ma y tr y t o hol d th e victi m - effectivel y forgoin g his


action s - o r ma y tr y t o wrestl e o r ge t a bette r hol d o n th e victim . If th e attacke r trie s anythin g else , h e wil l hav e Troubl e 5 o n tha t actio n an d o n his nex t attemp t t o hol d th e victim . T h e attacke r i n this maneuve r is th e perso n wh o is pinned ; th e defende r is th e on e holdin g th e attacker. Th e numbe r "Pin " is the (Attac k - Defense ) o f th e origina l hol d is a bonu s for th e attacker: a bette r hol d is harde r t o ge t ou t of. Attac k = Brawlin g + Agilit y + d2 0 Defens e = Brawlin g + Dexterit y + Strengt h + Pi n + d2 0 Gormoro r ar e big : + 5 t o Attac k an d Defense . Orre n ar e slip ­ pery : +1 0 t o Attack . Z i R i ar e -1 0 t o Attac k an d Defend . Close Combat When I fight Lord Hubransis, I jump quickly. In two and half heartbeats I have my fangs in his neck, and my left foreclaws stuck between his fifth and sixth ribs, and my hindclaws make him very greatly wish he wears a heavy leather apron instead of his judge's robes that morning. But this turns out to be the bad choice of legal defense in my lawsuit. — Hengerr, Sleeth adventurer and part-time outlaw Sometime s yo u wil l wan t t o jum p o n you r enem y an d fight claw-to-cla w an d fang-to-fang . This is clos e combat . Smal l nimbl e weapons , lik e claw s an d teet h an d daggers, are deadlie r a t this rang e Large r weapon s ar e to o awkwar d t o us e effective ­ ly. Sleet h ma y attac k wit h their powerfu l hin d claws. Mos t Brawlin g maneuver s are unchanged . Se e th e "Close " colum n o f t h e weapon s table , pag e 154 , fo r mor e details. If yo u ar e i n clos e comba t wit h on e person , his friend s ca n hit y o u easily ; yo u hav e a -1 5 o n Defense . Bu t if the y miss you , the y migh t hit th e perso n you'r e i n clos e comba t with ; the y ge t a n extr a 5 botc h dic e o n thei r Attac k roll. JUMP O N ([INTER CLOSE COMBAT) A successfu l Jum p O n mov e leave s th e attacke r a n d defende r i n clos e combat , an d th e attacke r gets t o mak e a n attac k wit h th e clos e comba t modifiers. Not e tha t t h e defende r ma y wan t t o ente r clos e combat , an d forg o his defens e roll - i n whic h cas e th e defender's fre e attac k is a t +5 , a n d ma y b e take n wit h o r with ­ o u t clos e comba t modifiers a s th e defende r prefers. Attac k = Brawlin g + Agilit y + d2 0 Defens e = Brawlin g + Agilit y + d2 0 Gormoro r ar e big , an d Khtsoyis are slow : - 5 Defense . Orre n ar e slippery : + 5 Defense . Sleet h a r e buil t for this maneuver : +1 0 t o Attac k an d Defense . Zi Ri ar e not : -1 0 t o Attac k an d Defense . POISO N For subjecting a prime to Itchy poison, the poisoner shall be struck thrice with a scorpion whip, and fined. For subjecting a prime to Twitchy poison, the poisoner shall be struck thrice with a scorpion whip and thrice with a burning log, and doubly fined. For subjecting a prime to Howly poison, the poisoner shall be struck thrice with a scorpion whip, killed thrice by beating with a burning log, healed each time at his own expense, and trebly fined. — The Code of Hastrobaldus Mores Poison s encountere d i n comba t ar e usuall y weakening . The y won' t kill yo u directly , just mak e it easie r for you r enemie s t o kill you . W e describ e poison s b y a wor d plu s a number : Itch y 1, Feve r d 6 , an d s o on . Whe n th e numbe r is a dieroll , roll the di e for th e numbe r once , whe n the victi m is poisoned . I n th e discussio n below , N is th e number ; e.g., Itch y 3 . Multipl e dose s o f th e sam e poiso n ar e cumulative ; tw o Itch y l's acts lik e Itch y 2 . Man y poison s hav e a limi t o n ho w muc h the y c a n hur t you . N o matte r ho w man y star-scorpion s stin g you , you'l l neve r hav e wors e than Itch y 5 ; they'r e just no t tha t poisonous. Typica l moderat e poison s hav e limi t 10 ; typica l stron g one s hav e limi t 20 . Comba t poison s an d venom s are mor e magica l tha n physical . The y tak e effec t instantly . Th e sam e description s ca n b e use d fo r non-comba t poisons, excep t tha t the y tak e effec t mor e slowl y an d last longer. Fo r example , terrestria l poiso n iv y is Itch y d 3 poison , takin g effec t i n sl 2 hours fro m th e tim e o f contact , lastin g 2d 6 days. Ther e ar e mor e letha l non-comba t poison s tha n comba t ones. Resistance Rolls Against Poison Mos t comba t poison s don' t allo w a resistanc e roll : if you'v e bee n bitte n b y th e veno m bear, you'v e gotte n a dose . Usuall y there's a dierol l t o tell ho w muc h yo u got : if th e bea r ha s Itch y d 6 veno m a n d rolls a 1, yo u onl y go t a smal l dose . Mos t non-comba t poison s d o allo w a resistanc e roll , usuall y o n Stamin a + Strengt h + s2 0 wit h a threshol d o f abou t 20 . Resistin g a poiso n typicall y mean s tha t yo u reduc e th e effec t b y half, o r tha t the poiso n take s effec t twic e a s slowly . Rassime l recove r quickl y fro m bein g poisoned , bu t the y hav e n o


particula r resistanc e t o bein g poisone d i n th e first place . Common Combat Poisons Thes e ar e th e poison s mos t ofte n see n i n combat . Mos t ar e generic : ther e ar e thousand s o f creature s tha t hav e Itch y veno m o f on e kin d o r another. Ther e ar e othe r kind s o f poiso n aroun d a s well , bu t fe w ar e mor e dangerou s tha n th e one s liste d here . ITCHY POISON Make s th e victi m itc h horribl y all over. It's distracting : Troubl e N . Scratchin g is no t a goo d idea ; victim s ma y wel l damag e themselves. It wear s off a t abou t on e poin t o f poiso n pe r hour ; s o Itch y 3 wil l b e Itch y 2 i n a n hour, an d gon e i n thre e hours. Itch y poiso n (o r variants tha t caus e pain , numbness , o r mil d paralysis followin g th e sam e rules) is th e mos t commo n kin d o f poison . Maximu m Troubl e is 10. FEVER POISON Feve r poiso n give s th e victi m a Jever, complet e wit h weaknes s a n d ofte n delirium . Th e victi m suffers Troubl e N , t o a maxi ­ m u m o f 10 . Feve r poiso n lasts a lon g time . Eac h da y a t dawn , t h e victi m rolls Stamin a + s20 . O n a roll o f 30+ , th e victi m recovers. O n a 25+ , th e intensit y o f th e poiso n is reduce d b y 3 . O n a 20+ , it is reduce d b y 2 . O n a 15+ , it is reduce d b y 1. O n a 10 - it is increase d b y 1. Doctors ca n hel p wit h this, give n suitabl e herb s an d medicines: ad d hal f th e doctor's Medicin e skill to th e dieroll . HARM POISON Har m poiso n doe s damage . O n eac h o f th e N action s afte r bein g poisoned , th e victi m mus t mak e a Stamin a + s2 0 >= 10 rol l o r tak e s 6 fno botch dice} damage . Spells whic h temporaril y mak e th e poiso n harmless do coun t against this time . TWITCHY POISON Twitch y poiso n give s the victi m a tic, doin g somethin g quic k a n d unpleasan t periodically . Mil d twitch y poison s migh t mak e t h e victi m shake , o r las h his hea d violently , o r clos e his eye s an d bark , o r somethin g lik e that : Troubl e 5 i n th e roun d that th e ti c strikes. Stron g twitch y poison s produc e mor e extrem e tics: th e victi m migh t jum p a s hig h a s h e can , o r cla w his chest , o r hi t his hea d o n a wall , o r bit e his hand . Th e strongest o f the m migh t eve n forc e th e victi m t o cast a spell . Th e ti c strike s ever y 2d 6 + Stamin a - N actions. Twitch y poiso n usuall y onl y lasts for N minutes, bu t som e kind s last for days. tlowLY POISON Howl y veno m is nasty . Ever y d 6 actions, th e victi m ha s a spas m o f pain , doin g s 6 damage . Th e victi m wil l sto p an d how l i n pai n tha t actio n (an d d o nothin g else) , unles s h e make s a Wil l + s2 0 >= 10+ N resistanc e roll . A tournique t aroun d th e plac e wher e th e poiso n wa s delivere d increase s th e tim e betwee n howl s t o s 6 minutes. Th e poiso n lasts for N howls. PARALYSIS POISON Paralysis poiso n stiffen s th e victi m int o a rigid immobilit y instantly . Th e victi m ca n tr y t o mov e i n a give n action : a Wil l + Stamin a + s2 0 >= 2 N roll. Eve n if th e victi m ca n forc e his bod y t o move , h e wil l b e clums y an d ineffective : Troubl e N . It lasts fo r abou t 2- 8 hours, dependin g o n th e kin d o f poison . Paralysis poiso n doe s not hinde r spellcasting . WEAKNESS POISON T h e victi m gets weaker , losin g N points fro m Strengt h (an d everythin g dependin g o n Strength , lik e mos t kind s o f damage) . Weakene d victim s ge t tire d easily ; e.g., the y collaps e afte r 3d6+Stamina- N action s o f comba t o r running. It lasts for abou t N hours. SLO W DEATH POISON This stuff is rar e an d nast y a s a comba t poison . It doesn' t d o anythin g for (11-N ) hours excep t rais e a ver y distinctiv e ras h o f purpl e spots. Afte r that , it doe s d 3 damag e eac h hou r unti l it's cured . OTHE R KIND S O F INJURY "No, the rongon never even got close to me. I broke my ankle when I fell off my horse two hours later." — Strabmiraz the Adventurer Her e ar e rule s for som e othe r commo n way s fo r adventurers t o g e t i n trouble . The y ar e intende d t o b e simpl e rathe r tha n precise ; t h e gamemaste r ma y modif y the m t o fit th e circumstances. Mos t o f thes e wil l b e soake d b y armo r an d othe r defenses. Fire Ordinar y fire doe s a modes t amoun t o f damag e eac h actio n tha t t h e victi m takes. A smal l fire lik e a candleflam e doe s 1 point . A cookin g fire doe s 3 . A bi g bonfire , a s is occasionall y use d fo r burnin g peopl e alive , doe s 5 . T h e damag e tha t th e fire doe s depend s o n th e hea t o f th e fire, a n d th e amoun t o f th e victi m tha t is i n th e fire. Fo r example , shov ­ i n g a n adul t int o a n ordinar y cookin g fire wil l d o 3 damage . Shovin g a chil d int o th e sam e fire wil l d o hal f damag e - 1.5 dam ­ a g e an d we' d probabl y kee p trac k o f th e fraction s - becaus e th e chil d is abou t hal f th e siz e o f a n adult . Optiona l Rule : Armo r doe s soa k ordinar y fire, until th e armo r gets hot . O n th e first action , th e armo r ha s its full soak . Eac h actio n afte r tha t tha t th e victi m stay s i n th e fire, th e armor's soa k is reduce d b y on e point , unti l it is zero . (So , bon e splin t protects against tw o points o f fire th e first action , on e the second , an d non e afte r that.) Meta l armo r stay s ho t afte r th e fire is removed , doin g hal f th e fire's damag e o n th e first actio n withou t fire, an d on e poin t fewe r eac h actio n afte r that . Woo d armo r sometime s catche s fire, typicall y doin g 2 damag e eac h actio n for perhap s a doze n actions; it is o f cours e ruine d afte r that. Magica l fire follow s its ow n rules, a s describe d i n th e spel l tha t create d it. (Most fire spells d o significan t damage , bu t onl y last for a second. ) Magi c fire is ver y destructive , du e t o Flokin's personality . Falling Fallin g ordinaril y doe s on e poin t o f damag e pe r yar d fallen , soake d b y armo r a s usual . Th e victi m ma y tr y t o lan d softl y - roll (Agilit y + Clim b + s2 0 >= 20 ) fo r hal f damage . Sleet h ge t + 8 o n this roll. Othe r modifiers appl y a s well , e.g., if yo u fall throug h t h e branche s o f a tree , yo u migh t ge t anothe r +8 .


Drunkenness Prime s ar e generall y mor e affecte d b y stron g drin k tha n human s are . Eac h drin k cause s th e drinke r Troubl e 3 , excep t tha t th e first Stamin a points tota l o f Troubl e fro m liquo r doesn' t count . (Tha t is, th e Troubl e is ( 3 x numbe r o f drinks) - Stamina. ) Th e effects o f drin k wea r off a t th e rat e o f on e drin k (an d thre e points o f Trouble ) pe r hour. Yanoof, with a Stamina of +5, has two beers with lunch. He's a little bit slow afterwards. He gets 2x3 points of Trouble from the beer, less +5 from his Stamina, for Trouble 1. After an hour, this trouble goes away. One point of Trouble is not severe, and most likely he'll barely notice it. Wazey, with a Stamina of -I, has two shots of cheap whiskey to bolster his courage for a coming choof. He suffers 2x3 points of Trouble from the alobhol, less -1 for his Stamina - a total of 6 -(-I) = 6+1 = 7 points of Trouble. His courage may be up, but his chances for winning are not. In an hour, he will be down to Trouble 4. In two hours, he will be back to Trouble 0. LIFE AN D DEAT H The execution of Prander Burrman was a simple thing. Vorpothki the executioner tied him to Nox Mortien, the ancient death-tree in the city square, and struck him with a great iron sword. At the first stroke Prander's ribs were broken and his heart crushed, and he cried out greatly. At the second stroke his bowels were shewn to the wives of his victims as they watched, and they gave him no solace as he cried out again in great pain. At the third stroke his ribs were rent again, and he howled him most deeply, and then he died. The execution of Daviniax was much more of a trouble and a labor. Vorpothki tied her to Nox Mortien, and struck with the great iron sword. And Vorpothki was in no way weaker or gentler with Daviniax than with her master. But Daviniax was a mighty warrior even as the Gormoror count these things, so that when her heart was crushed and her bowels were spilt and her ribs were rent again, she groaned no single groan, nor was she close to death. And Vorpothki hewed at her the way a woodsman hews at a tree. And she stood and cried out no more than a tree would have cried out, even as her head was broken with the force of the hewing. And only on the tenth stroke did she sink against her bonds and die. And Vorpothki was greatly fatigued, and leaned upon his iron sword as on a staff, and honored her strength with the saying that he had never before needed even eight strokes to kill a prisoner before, even in the bloody month of the three purges. — Albomanthy Rutter, The Bandits of Quatterly A creatur e stay s aliv e a s lon g a s its spirit is closel y connecte d t o its bod y an d mind . Ordinarily , th e strengt h o f th e connectio n is proportiona l t o th e siz e o f th e body : a smal l bod y hold s lik e a smal l piec e o f tape , a larg e on e hold s lik e a larg e piece . Spirits hav e troubl e holdin g o n t o damage d bodies; deat h occurs whe n t h e spirit ca n n o longe r hol d o n a t all. Practic e help s mos t skills. A s a spirit gets practic e holdin g o n t o a n injure d body , it gets bette r a t holdin g o n t o th e body . So , experience d warriors wh o hav e bee n injure d repeatedl y ar e ver y har d t o kill; their spirits ar e experts a t holdin g o n t o their bod ­ ies. The y laug h a t wound s whic h woul d kill less experience d people . Repeatedly-flogge d criminals an d patients wh o hav e undergon e man y surgerie s ar e similarl y tough . Sometime s noble s endur e dail y flogging s t o ensur e tha t the y ar e hard y enoug h t o surviv e assassinatio n attempts. Smal l injurie s aren't a significan t problem : they'r e painfu l bu t n o t incapacitating . Ver y fe w injurie s o n th e Worl d Tre e ar e instantl y fata l b y their ver y nature . Suc h awfu l injurie s a s hav ­ i n g one's hea d cu t off wil l probabl y kill th e victi m fro m th e dam ­ a g e - bu t a sufficientl y stron g spirit coul d surviv e an d still us e t h e hea d t o cast spells fo r som e seconds. Fe w Worl d Tre e crea ­ ture s wil l di e immediatel y if yo u sta b the m onc e throug h th e heart . Th e spirit wil l kee p th e wounde d heart beatin g an d kee p t h e bod y moving , fo r a fe w moment s a t least. Th e onl y instantly, automaticall y fata l injurie s ar e thos e whic h destro y th e brai n (wher e th e min d an d bod y are attached), o r th e entir e bod y (wher e spirit an d bod y ar e attached) , o r nonphysica l injarie s whic h seve r th e connectio n betwee n min d an d spirit. Whe n th e bod y is seriousl y injured , th e spirit ha s t o us e all its strengt h t o sta y attached ; th e injure d creatur e is incapacitate d a n d unconsciou s bu t still alive . Healin g th e bod y a t this poin t wil l restor e th e bod y enoug h for th e spirit t o hol d it comfortably , a n d th e creatur e wil l live . Healin g a n incapacitate d perso n ca n restor e the m t o consciousness, thoug h they'l l b e shak y for a while . Healin g a just-kille d perso n ca n restor e the m a s wel l - b u t this must b e don e withi n a fe w seconds. I n th e last tw o cen ­ turies, prime s hav e com e t o rel y o n boun d healin g spells whic h hea l the m a s soo n a s the y ar e struc k down . Death and Resurrection I've gotten killed once. Mikkle and Brups had caught up with me on the Street of the Olive Crushers in Ovirucci. I was holding them off OK, but then this hired Khtsoyis guy - Gonometz - teleports over my head and starts pounding away. Ouch. The city guards came running, but Brups stuck his sword into me and Mikkle set me on fire before he ran away. The guard decided to heal me right then instead of chasing Mikkle, which I really appreciate or else I wouldn't be telling this story. I met Gonometz in the Blue Glass Balls two days later. Good guy. I hired him myself. That doesn't count the times that I've been saved by bound healing spells. That's a dozen or two. I didn't keep track. -- Sanssasplash the Slippery, Orren adventurer Wit h grievou s injuries, th e spirit canno t hold ; th e thre e parts o f t h e creatur e separate , an d th e creatur e dies. Afte r death , th e min d flop s aroun d lik e a n intangibl e jellyfish . Isolate d mind s a r e eve n mor e helpless tha n isolate d spirits; the y don' t hav e an y will , s o the y wouldn' t us e abilitie s eve n if the y ha d them . Eventually , ove r a perio d o f months, th e min d collapse s upo n itself an d the n slowl y disintegrates. T h e spirit ha s a somewha t bette r fat e afte r death . Th e spirit wants t o reattac h itself t o th e bod y an d mind . It operate s wit h wil l bu t n o intellect ; it relie s o n instincts supplie d b y th e cre ­ ators. It flutters aroun d th e body , tryin g t o ge t bac k i n b y forc e o f will , whic h doesn' t work . Afte r a fe w minutes, it give s up , a n d wander s bac k desponden t t o th e creato r go d wh o mad e its species, who m it regard s a s a paren t an d comforter. Ther e it waits fo r a whil e i n th e Worl d Tree's meage r versio n o f a n afterlife. 1 6 Eventually , th e creato r deit y wil l recycl e it, reincarnatin g it a s th e spirit for a ne w body . Accanax s afterlife is open to scrying; it is simply a large but unadorned pocket universe with a sparse population of sleeping spirits. One wizard bodily visited Virid's afterlife, which she described as "a peapod, whorled and convoluted; an incandescent splendor of spirits sleeping in piles in each twist and convuncule."


This doesn' t mak e muc h differenc e t o mos t people . Som e childre n hav e live d before , som e hav e not . Onl y a grea t wizar d coul d tel l whic h ar e which , muc h less d o anythin g wit h th e knowledge . Ver y fe w peopl e hav e an y memorie s o r connectio n wit h their prio r lives, a s their mind s wer e left behind . Th e knowledg e is perhap s a littl e comfortin g t o peopl e wh o fac e death , bu t no t very . Ther e ar e occasiona l cults o r wizard s wh o clai m t o giv e peopl e mor e favorabl e treatmen t i n th e nex t life , o r t o kee p min d an d spiri t together. Healin g a long-dea d bod y make s it suitabl e for th e spirit again , thoug h no t alive . A spel l ca n hel p th e spirit an d min d regai n their hol d o n th e body , an d thu s brin g th e perso n bac k t o life . A goo d heale r ca n d o this reliabl y whil e th e spirit is still flutterin g aroun d tryin g t o ge t bac k int o th e body . A powerfu l wizar d ca n attemp t it whe n th e spirit is i n th e afterlife : draggin g th e spirit back , remindin g it someho w whic h bod y it use d t o liv e in, cram ­ min g it bac k in . Ther e migh t b e a fe w doze n wizard s capabl e a n d arrogan t enoug h t o attemp t this^ if the y succee d hal f th e tim e the y ar e doin g well . Whe n the y fail, the y fail spectacularly : reincarnatin g a kin g wit h his ow n min d bu t th e spirit o f a mush ­ room . Whe n the spirit ha s bee n reincarnated , resurrectio n is nearl y impossible : th e wizar d mus t find wher e o n th e whol e Worl d Tre e th e spirit ha s bee n reincarnated , kill th e ne w body , gra b th e spirit, an d stuff it int o th e ol d body . Th e discorporat e min d mus t b e reconstructe d an d attache d t o it too , whic h is n o easier. This fea t ha s actuall y bee n don e once , eigh t hundre d years ago . It w a s no t wort h th e price . Mentado r an d Spirido r spells ca n b e use d t o attac h th e min d t o t h e spiri t an d hop e t o b e reincarnate d wit h memor y intact. I n theory , it shoul d wor k properly . Ther e ar e n o record s o f it work ­ ing , thoug h - bu t ther e ar e occasiona l infants bo m wit h vast magica l powe r an d a n infant's usua l commo n sens e an d cal m rationa l personality . N o suc h chilthe n hav e bee n know n t o surviv e t o ag e three , an d their familie s los e a fe w othe r member s a s well . BIRTH, AGING, AND DEATH Chilthe n nee d spirits t o b e alive , spirits attache d t o their bod ­ i e s b y a n ac t o f th e species' creato r god . Chilthe n ar e generall y b o m o r hatche d alive ; the y ge t spirits sometim e i n th e last mont h s o befor e birth . Sleet h ar e th e mai n prim e exception , gettin g spirits a t birth ; perhap s the y woul d scratc h their mothe r to o badl y fro m insid e if the y go t spirits sooner. Ove r th e nex t fe w years, chilthe n lea m an d grow . Al l 7+1 2 majo r god s visi t them , quic k shar p insubstantia l impersona l visits, touchin g th e chilthen's spirits, givin g th e childre n th e con ­ nection s whic h le t the m us e th e magica l arts. Th e connection s start ou t fairl y tenuous; eve n so , b y ag e five o r six , chilthe n ca n u s e magic . Brigh t childre n discove r spontaneou s magi c b y themselves, and all childre n pic k it u p quickl y from their friend s o r family . Chil d mortalit y is high . Som e 15 % o f prim e childre n di e befor e th e ag e o f ten , an d anothe r 5 % di e b y ag e twenty . Magi c is the mai n singl e caus e o f chil d death : th e child's ow n spells goin g dangerousl y awry , o r spells cast b y othe r childre n wit h fata l consequences. Recently , chil d mortalit y i n rich familie s h a s starte d t o decreas e a s parents bu y boun d healin g o r protec ­ tio n spells fo r their chilthen . Chilthe n matur e i n abou t th e sam e amoun t o f tim e the y d o terrestrially : adolescenc e starts a t ag e eightee n o r so . Adolescenc e drag s o n longe r tha n it doe s terrestrially ; it's mor e o r less ove r at thirt y Worl d Tree . Mos t Worl d Tre e specie s liv e abou t a hundre d Worl d Tre e years, givin g the m lifespan s comparabl e t o humans . Th e elderl y usuall y di e o f "natura l causes" : som e vita l orga n o f bod y o r spirit givin g out , a spirit's yearnin g fo r rest , a n undeniabl e request b y th e creato r god . Som e specie s ag e a littl e differently : Slee t h a r e adolescen t a t ag e ten , bu t liv e abou t te n years less tha n the others; Rassime l an d Gormoro r ten d liv e abou t twent y years longe r tha n th e others. Non e o f this applie s t o Z i Ri , wh o ar e adolescen t a t ag e te n o r eleven , finished wit h adolescenc e afte r a tempestuou s year, an d d o no t ag e afte r that. Ther e ar e a t least a doze n o f th e first-generatio n Zi Ri alive . Magi c ca n chang e this natura l orde r o f events. Majo r wizard s m a y us e longevit y an d rejuvenatio n spells t o prolon g th e their lives. The y ar e amon g th e hardest spells around : the y requir e man y magica l arts an d a grea t dea l o f power . Eve n then , the y wor k bette r o n th e caste r hersel f tha n o n he r friends. DISEASE "We suffer terribly, Vehriman!" cried the cyarr, ambassador to the primes. "The bones of our warriors become soft as taffy, the bones of our children stretch like bamboo, our matriarchs writhe in convulsions. Sorrow and fear walk the streets of Cyanthaxela, hand in bloody hand!" "I think I understand, Sir Pyangtyan. My sister had a fever once. She was hallucinating for a day and a half, 'til we figured out what was going on and got a healer." — Otilka Massad, The War With The Cvarr T h e Worl d Tre e ha s onl y a modest collectio n o f diseases. Mos t o f th e god s didn' t thin k the y wer e wort h creating . Mircannis, perhap s a s a n exercise , invente d fou r contagiou s disease s for primes: on e eac h fo r Orren , Rassimel , Herethroy , an d Cani . Th e disease s ar e in Mircannis' usua l gentl e style : th e vic ­ tim s ar e unaccountabl y sleep y for a week , the n fall int o a dee p slee p an d elegantl y wast e awa y i n abou t tw o weeks . Thoug h thos e disease s ar e fata l unless healed , well-know n magi c (Healo c Corpado r 20 ) ca n cur e the m completel y wit h n o chanc e o f failure . Onl y rarel y doe s anyon e di e o f them . Gnar n an d Accana x amuse d eac h othe r makin g a hypochon ­ driac's nightmar e o f awfu l disease s fo r animals an d non-primes, b u t non e for primes. Th e re d gnowle s take s tw o hours t o g o fro m a slightl y itch y throa t t o vast suppuratin g lesions, an d anothe r wee k befor e unconsciousness an d death . Th e thewk s make s the victim's bone s flexibl e an d elongated , an d cause s convulsio n whic h eventuall y ti e th e victi m int o knots. Others ar e less pleasant . Scaw n an d othe r mino r monsters frequentl y com e t o citie s beggin g for hel p against outbreak s o f th e diseases. Ther e ar e a collectio n o f maladies, lesse r an d greater, whic h afflic t all th e specie s (prim e o r not) mor e o r less equally . Rando m loos e fleck s o f Corpado r magi c sometime s brea k off o f spells an d g o driftin g around ; if yo u touc h one , it wil l attac h itself t o yo u an d mak e yo u ill. Suc h thing s ar e usuall y a s ba d a s warts o r cold s terrestrially . The y hav e a grea t variet y o f effects, fro m fur-loss, headache , o r nause a t o rapi d growt h o f claw s (a n inc h o r mor e in a day) , sickl y flickerin g lights withi n th e eye ­ balls, o r th e creatio n o f ants withi n th e ears. The y last som e dl 2 days, givin g yo u Troubl e d 8 an d makin g yo u fee l awful . Curin g the m require s Healo c Corpado r spells o f complexit y 15-30 , and/o r nonmagica l Medicin e skill. Whe n healin g spells wor k


(eve n assiste d b y medicines) , the y ar e almost instant . Whe n th e spells ar e no t available , th e docto r ma y us e medicine s alone : Wits + Medicin e + suitabl e pharmacopoei a modifie r + s2 0 >= (5xTrouble ) t o reduc e th e Troubl e b y d 6 (a t on e poin t pe r hour) . NATURA L LIFE AN D DEAT H "It's gott a happe n sordetime. " - Twage Peersmackett, Khtsoyis philosopher and warrior Recovery from Wounds Most peopl e recove r from wound s in time . A n injure d perso n is allowe d t o roll Patient's Stamin a + Doctor's Medicin e + s2 0 >= 15 eac h da y a t dawn . If th e roll is successful , th e patien t recov ­ ers d 3 lif e points. Khtsoyis d o no t recove r naturall y fro m wounds. Mos t peopl e augmen t their natura l healin g wit h healin g spells: Hea l Once , whic h heals a respectabl e amoun t an d ca n b e cast onc e pe r patien t pe r day , and/o r Healin g Slee p whic h heals somewha t mor e damag e overnigh t an d ca n b e use d i n conjunc ­ tion wit h Hea l Once . Recovery from Injuries You never quite forget the day that the duke cuts your hand off. Even if you would kind of like to. -- Sir Bloodslash, Herethroy knight Injuries, broke n bone s an d pierce d eye s such , hea l ver y slow ­ ly withou t magi c - mor e slowl y tha n fo r human s i n mos t cases. A broke n bon e tha t ha s bee n se t properl y recovers a t on e poin t of Troubl e pe r month . Wound s t o fles h recove r on e Troubl e pe r t w o weeks . Som e injurie s canno t hea l a t all o n their own , suc h as damage d eyes. T h e usua l magica l healin g spells mus t b e applie d fairl y quick ­ ly: withi n Stamin a + s 6 days. (O n a botch , the y mus t b e applie d immediately) . If the y ar e no t use d i n time , the y wil l no t wor k a t all. Mor e advance d version s (typicall y 10-2 0 complexit y high ­ er, an d requirin g substantia l skill i n Medicine ) wil l b e required . Aging Mos t creature s o n th e Worl d Tre e ge t weake r a s the y ge t older. (Zi Ri , for on e species, d o not). A t ag e 50 , an d eac h dl O Worl d Tre e years afterwards, yo u migh t los e points o f attributes. Pic k the tw o attribute s yo u ar e usin g th e most . Rol l a d20 : Aging d20 roll Result 1 Roll twice, take both rolls 2 -1 Charisma, and reroll. 3 -1 on a physical attribute, and reroll 4-7 -1 on a physical attribute 8-10 -1 on a mental attribute 11-19 nothing 20 +1 on a mental attribute T h e physica l attribute s ar e Strength , Stamina , Dexterity , Agility , Perception , an d Charisma . Th e menta l ar e Faith , Memory , Wits, Will , an d Charisma . Y o u neve r los e mor e tha n on e poin t o f a give n attribute , n o matte r wha t th e dic e say . (Yo u ma y los e points o f severa l differe n t attributes, bu t onl y on e fro m each.) If yo u roll a loss i n on e o f th e tw o attribute s yo u picked , yo u hav e a 50 % chanc e o f avoidin g th e loss. Ther e ar e spells, Susteno c Corpado r o r Mentador , whic h slo w o r sto p the ba d effects o f aging . Th e simplest is Preserv e th e Keennes s o f th e Agin g Nos e (S u C o 25) , whic h mus t b e cast ever y mornin g a t daw n fo r th e entir e d l 0 yea r perio d (o r th e yea r startin g a t th e 49t h birthday) ; if th e regime n is followe d proper ­ ly, ther e is n o chanc e o f losin g Perception . Th e spel l Strengt h o f t h e Ancien t Wizar d (S u C o M e 40) , use d i n th e sam e dail y reg ­ imen , prevents all agin g rolls - beneficia l a s wel l a s harmful . Thos e wh o can , prefe r t o mak e thes e a s magi c items. Anti-agin g spells whic h ca n b e cast o n othe r peopl e ar e quit e difficult, a s ar e device s whic h ca n wor k o n mor e tha n on e person . Also , longevit y spells canno t b e boan d effectively . Not e tha t agin g alon e is no t fatal, an d ca n b e beneficial . Natural Death The gods were kind to Zanarska and Kraniet. Eighty-four happy years after the events we have herein related, the two lovers simply dropped dead as they walked by the side of Lake Laicrane, holding hands. — Tyh Thubien Mnorryn, The Romance of Zanarska and Kraniet Mos t peopl e wh o don' t di e i n childhoo d di e natura l deaths. Natara l deat h ca n happe n a t an y time , fo r a variet y o f reasons. Sometime s yo u wil l hav e som e warnin g tha t you r lif e is i n dan ­ ger. Sometime s yo u wil l not . Sometime s yo u wil l b e abl e t o d o somethin g abou t it. Sometime s yo u wil l not . Z i Ri , o f coarse , don' t di e natura l deaths. Sorcerers o f an y specie s ca n dela y o r preven t their ow n natura l deaths.


T h e first approac h o f natura l deat h come s at Worl d Tre e ag e (5d2 0 + 50), whic h ca n rang e fro m 5 5 t o 150 . Subtrac t 10 for Sleeth ; ad d 2 0 for Rassime l an d Gormoror ; an d ignor e this sec ­ tio n completel y for Z i Ri . Ordinaril y this numbe r is a secre t fro m th e player. T h e commo n cause s o f deat h are : Natural Death (16 roll Cause of Death 1 Spirit yearns for creator god 2 Organ Failure 3 Wasting away 4 Just Fall Dead 5 Horrible Decline 6 Senility or Madness Whe n th e prospectiv e caus e is determined , th e gamemaste r tells th e playe r wha t happens. Th e playe r ma y b e abl e t o respond , eithe r postponin g th e caus e o r stoppin g it entirely . If it is stoppe d entirely , roll anothe r "approac h o f natura l death " age , ignorin g rolls whic h hav e alread y passed . Deat h b y natura l cause s is ver y har d t o reverse . Spells lik e Spirit Tether, designe d fo r deat h b y violence , ar e rarel y helpful : the y migh t brin g th e victi m bac k for a short time , bu t the y d o nothin g t o th e underlyin g doom . SPIRIT YEARNING You r spirit wil l ge t bore d o r tire d o f you r curren t life , o r sim ­ p l y eage r t o se e the creato r again , an d wis h t o retur n t o th e cre ­ ato r god . Yo u wil l fee l this wa y for som e s20x(s20+Will ) days, a n d the n die : usuall y a peacefu l deat h i n sleep ; sometime s a clea n suicide . There's no t muc h yo u ca n d o abou t it, sinc e yo u reall y d o wan t t o retur n t o you r creator. Ther e ar e man y thing s tha t yo u ca n try, bu t th e actuaria l statistic s ar e no t encouraging : som e 40 % o f approache s ad d a fe w mor e month s o f life ; an d onl y 10 % succee d i n drivin g off th e yearning . ORGAN FAILURE Som e importan t part o f you r bod y slow s o r stops. Yo u suffe r s 6 attacks, whic h ar e dlO O day s apart . Th e last o f th e attack s is fatal. Healin g magi c o r medicin e ca n help , thoug h th e spells ar e ver y specifi c (Hea l th e Failin g Can i Lung ) an d hav e complexit y aroun d 40 . The y typicall y hav e a ((P+Medicine)/2) % chanc e o f curin g th e proble m completely ; (P+Medicine) % chanc e o f addin g ((P+Medicine)xsl2 ) {no botch dice} day s t o th e tim e betwee n attacks; an d (P+Medicine) % chanc e o f addin g s 6 mor e nonfata l attacks. [Rol l all thre e chances, tak e all whic h apply ; recor d th e number s rolled . Multipl e casts ma x - keepin g th e sam e percentil e rolls. If th e docto r almost manage d t o cur e you , s h e ca n tr y again.] WASTING AWAY Y o u ge t increasingl y feebl e until yo u die . Eac h year, yo u los e d 4 levels from you r Lif e Base . Whe n yo u ar e dow n t o zer o o r negativ e Lif e Base , yo u ar e dead . Stron g Susteno c Corpado r magi c (complexit y 50 , powe r >= you r curren t age ) ca n preven t t h e loss i n a give n year. JUST FALL DEAD Y o u just fall ove r dea d for n o obviou s reason . Perhap s you r creato r go d wante d yo u back . Ther e is a 50 % chanc e tha t yo u g e t som e kin d o f ome n s2 0 day s i n advance . Usuall y th e ome n is onl y understandabl e i n hindsight . Eve n if yo u d o understan d it, there's nothin g yo u ca n do , unless you'r e almost finished wit h tha t immortalit y enchantment . HORRIBLE DECLINE You r bod y an d min d slowl y collapse . Yo u los e on e poin t from o n e randoml y chose n attribut e ever y d 6 days. Whe n on e reach ­ e s -13 , yo u die . Ther e ar e te n Susteno c spells whic h preven t loss for eac h attribute ; their complexitie s rang e from 3 0 t o 70 , a n d the y must b e cast b y th e patien t eac h mornin g an d evenin g t o b e effectiv e durin g tha t day . A fe w sorcerers hav e manage d t o surviv e fo r decade s wit h this regimen . SENILITY OR MADNESS You r min d goes. Yo u usuall y don' t notic e a thing . Peopl e aroun d yo u start findin g yo u a bit od d for dl O years, the n distinctl y od d for dl O years, the n utterl y senil e o r mad . (Afte r th e first dl O years, th e gamemaste r take s over.) If yo u ar e unlucky , y o u migh t liv e for decade s longer. Susteno c Mentado r Spirido r spells ca n hel p here . There's a complexity-4 0 spel l tha t double s thos e dl O rolls. Trul y impressiv e Healo c Mentado r Spirido r ca n eve n brin g abou t recovery . LONGEVITY AND IMMORTALITY When Duke Dursus came to his hundredth birthday, he came to fear the claws of death at his throat. He sent word to the wizards of the Hellestew Academy, offering amber and steel and graces. But immortality for a duke could not be bought at Hellestew, not even for the wealth of a city, for there was none to be sold. He armed heroes and sent them to seek the gods. Kvarse his patron turned her face from him, sending him words of comfort which consoled him not. Awful "Here" sent him laughter which curdled his dreams. Cryptic Iraz Halix sent him an obsidian mirror in which he saw himself with many other faces, which a wandering prophet revealed to be himself in his past and future lives. At length the ancient wizard Llezcaryg came to him in a seashell chariot drawn by geese mantled in fire. We do not know the price; but when Dursus heard it stated, his fur lost all color and became as clear as glass. [... ] At length the talisman was done, and Duke Dursus began the second quarter of his life. — Moika oa Kantele. The Life of Duke Dursus Ther e is nothin g wron g o r unnatura l wit h immortality ; it's simp l y har d t o achieve . It's best no t t o wai t until you'r e abou t t o die . Susteno c Corpado r 2 5 spells ca n gra b yo u a fe w (P/3 ) mor e years o f life, if cast in advance . Multipl e casting s ar e littl e bette r tha n one . Bette r spells an d rituals wor k better. Enchanters ca n mak e talisman s o f immortality : a Susteno c Rulo c Healo c Corpado r Spirido r Mentado r effect, o f complexit y 4 0 for a talisma n tha t c a n onl y b e use d b y th e enchanter, o r 8 0 fo r on e tha t ca n b e use d b y on e particula r othe r person . Removin g a talisma n o f immor ­ talit y eve n for a n instan t ca n b e fatal. Unfortunately , immortalit y an d longevit y magic s d o nothin g to sto p aging , s o you'l l nee d t o d o tha t a s well .


There's more than one way to roast a fish. Of course, one's the easy obvious one. Creoc Pyrador - fre - fish - lunch. But suppose you don't want to make any smoke for your greedy sister to see? Suppose you're a great Mutoc mage but a little bit shaky with the Creoc? Suppose I ask that on an exam and you think it's a trick question? Supppse, gods forbid, that your fish is fireproof? Magic Theory can tell you how to do things when the easy obvious way doesn't work. I, personally, can think of thirty-seven ways of doing it, and only about half of them are dead stupid. — Professor Zacharias "Slippery Zack" Zartanopolis, Sovance Magic Academy Magi c is the cornerston e o f prim e civilization , the wa y tha t scienc e is th e cornerston e o f 21st centur y terrestria l civilization . Magic , mingle d completel y wit h prim e labo r an d technolog y a n d everythin g els e tha t works, plow s th e fields, protects citie s from monsters, assists i n art an d cookin g an d wor k an d play . Wit h this muc h magi c i n th e world , ther e is a grea t dea l o f variet y i n usin g it, from th e simplest form s tha t ever y prim e use s f o r mundan e purpose s t o th e gran d extreme s o f enchantmen t an d ritua l magi c tha t fe w prime s ca n achieve . Th e rules reflec t this. Maste r th e basi c form s o f patter n an d spontaneou s magic , an d perhap s lear n enoug h abou t boun d magi c t o bu y a fe w boun d spells, an d you'r e righ t ther e wit h 80 % o f all primes. Th e remainin g 20 % ar e professiona l mages , wh o sometime s nee d t o achiev e high-powe r spellcasts o r inven t a complicate d specialpurpos e bit o f healin g magi c o r enchan t a cloa k t o she d lightnin g lik e it doe s water ; suc h characters wil l nee d th e full complexit y a n d powe r o f th e magi c rules. FUNDAMENTAL S Arts Magi c o n th e Worl d Tre e come s in 7+1 2 flavors: th e Arts. Th e seve n ar e th e Verbs, th e twelv e ar e th e Nouns. Verb s tell wha t t h e spel l does, creatin g o r destroyin g o r changing . Noun s describ e wha t th e spel l work s on , plants o r mind s o r illusion s o r magi c itself. Eac h spel l ha s a t least on e Ver b an d a t least on e Noun ; man y hav e severa l o f each . T h e Worl d Tre e name s o f th e Arts ar e modifie d go d names : the a rt o f creatio n is "Viridoc" , tha t o f wate r an d liqui d is "Harnipsundor" . This is unwield y i n play . Th e Arts hav e no exac t translation s i n English . W e translat e t o word s whic h kee p t h e flavo r o f th e origina l bu t shoul d b e recognizable . Creoc (Cr ) Creatin g things. Usuall y create d objects ar e tran ­ sient , vanishin g in hours o r day s unless th e art o f Susteno c is als o used . Dest roc (De ) Destruction ; directl y injuring , breaking , carving , o r cuttin g things. Healoc (HI) Healing , repairing , fixing, an d restorin g t o prior, original , an d natura l states. Th e best wa y t o und o most spells. Kennoc (Ke ) Understandin g an d detectin g things. Slightl y unreliable : Kenno c give s th e wron g answe r abou t 5 % o f th e time . M u t o c (Mu ) Changin g things: changin g substanc e (perso n to stone), o r natur e (perso n t o animal ) o r shap e (sculptin g a tree); expansio n an d diminution . Ru l o c (Ru ) Control , especiall y makin g thing s mov e aroun d a n d manipulatin g them . S u st eno c (Su ) Maintainin g an d preserving . Use d t o mak e spells last longer, o r b e permanent , a s wel l a s t o mak e materials mor e enduring . Airador (Ai) Air, sound , scent , gasses, an d weathe r and weathe r phenomen a - includin g lightnin g an d its smalle r sib ­ lings. A q u ado r (Aq ) Wate r in all its forms, an d liquid s o f all kinds. Corpador (Co ) Flesh , bodies, bone , leather, wool , ivory , wax, etc. . A ver y importan t Art . D u r u d o r (Du ) Har d things: ston e an d metal , plu s cla y and


sand , potter y an d glass. Cla y an d san d ar e reasonabl y eas y t o manipulate , thoug h no t a s eas y a s th e plan t o r anima l materials. Ston e an d meta l ar e difficult t o wor k with . Herbador (Hr ) Plants an d plan t material : wood , paper, amber , plant-fibe r cloth . It als o include s soil. A ver y importan t art o n a worl d mad e o f wood . Illusidor (II) Images, illusions, scrying , light , sound , scent , a nd othe r sensations. Considere d somewha t disreputable . Locado r (Lo ) Place : covers teleportation , pocke t universes, som e scrying , an d othe r exotica . Use d t o mak e spells long - range . Considere d haught y an d academic . Ther e ar e fe w eas y Locado r spells. Magiador (Ma ) Magic : counterspells, defense s against magic , wards, detectin g an d analyzin g magics. Mentador (Me ) Minds , memories , thoughts. Generall y con ­ sidere d evi l b y primes. Pyrador (Py ) Fire , light , heat , cold . It ha s man y uses, mostl y violent. Th e mos t destructiv e Noun . Spiridor (Sp ) Spirits: ghosts, elementals, demons , gods, intelligent spells. Considere d academic ; ther e ar e fe w eas y Spirido r spells. Tempador (Te ) Time : covers hast e an d slow , examinin g th e past, tim e travel (whic h is quit e rare), an d othe r exotica . Considere d academic ; ther e ar e fe w eas y Tempado r spells. T h e arts tr y t o b e a s broa d a s possible . Aquado r covers liqui d and water, Airado r covers air an d air phenomena , an d Durudo r covers metal . Mercur y is a liqui d metal ; it falls unde r bot h Aquado r an d Durudor . Mist an d rai n ar e air phenomen a intimatel y involvin g water ; the y fall unde r bot h Airado r an d Aquador. A rai n o f mercur y ( a ver y har d thin g t o accomplish ) woul d fall unde r all thre e arts. However , it is easie r t o d o some ­ thing b y involvin g all th e relevan t Arts: it is easie r t o mak e a rai n with bot h Airado r an d Aquado r tha n wit h just one , an d far easier to mak e a rai n o f mercur y wit h all thre e Noun s tha n onl y one . Conversely , there ar e usuall y man y way s t o d o something . Suppos e tha t you'v e just ha d a Fir e Flowe r spel l cast o n you ; you'r e smolderin g an d smoking , an d soo n yo u wil l b e o n fire. You coul d protec t yoursel f i n a numbe r o f ways. Th e most obvi ­ o u s is t o tr y t o destro y th e fire itself: Destro c Pyrador. Yo u coul d als o attac k th e spel l tha t is makin g th e fire, wit h Destro c Magiador. Yo u coul d drow n th e fire wit h a Creo c Aquado r spel l - o r yo u coul d jum p int o a pond , o r (wit h a Rulo c Aquado r spell) mak e it jum p ont o you . If there's a cu p o f wate r rathe r tha n a pond , yo u coul d us e Muto c Aquado r spel l t o enlarg e it. Yo u coul d mak e a win d wit h Creo c Airado r o r Rulo c Airado r an d tr y to blo w the fire out . Yo u coul d creat e a thic k blanke t t o smothe r it, Creo c Herbado r fo r cotto n o r Creo c Corpado r for wool ; o r us e a Rulo c spel l t o us e a n existin g blanket . Yo u coul d tr y t o mak e t h e fire harmless, shrinkin g o r coolin g it, wit h Mu t o c Pyrador. Y o u coul d tr y t o gra b th e fire and toss it a t th e lou t who cast it a t yo u wit h Rulo c Pyrador . Ho w wel l an y o f these works depend s o n man y things, includin g th e strengt h o f the magics involve d an d pur e luck ; bu t an y o f them ha s a chanc e o f saving you r hide . Spell Complexity and Power "If Promanxy gets here soon, he'll take control of your hand for a second. You'd toss your sword off the edge of the world there, and then your position gets a whole lot worse. If he doesn't, well, I don't have his skill, but I have enough cley left to hammer you to a puddle of crushed bones. Which is to say, your position is alread y a whole lot worse." — Strabmiraz the Adventurer, trying to intimidate the kidnapper Ghornasus. Spell-casting s are measare d b y tw o numbers : Complex it y an d Power. Complexit y describe s ho w tricky th e spel l is. Powe r describe s the forc e behin d th e spell . A spel l tha t worke d lik e a batterin g ra m woul d nee d hig h power , bu t woul d b e simple . A spel l tha t worke d lik e a lockpic k woul d hav e hig h complexity , b u t wouldn' t nee d muc h power . Eithe r on e ca n hel p yo u pass a locke d door. Powe r is abbreviate d "P " i n spel l descriptions. A n amateu r mag e wil l reliabl y ge t Power s o f 10-30 ; a professiona l wil l ge t 30-5 0 i n he r area s o f expertise . Complexit y is a propert y o f spells befor e casting : Fir e Flowe r is a simpl e spell , complexit y 5 , n o matte r who's castin g it o r wha t powe r th e castin g has. Complexity- 5 spells (ofte n calle d cantrips) ar e simpl e enoug h fo r mos t peopl e t o use ; the y d o a singl e simpl e thing . Complexity-1 0 is gettin g professional . A goo d startin g mag e adventure r wil l hav e on e o r tw o complexity - 2 0 spells. Complexitie s are alway s multiple s o f 5 . Th e mor e elaborat e o r trick y o r contrar y t o th e wil l o f the relevan t god s a n effec t is, th e mor e comple x th e spel l for it. Complexit y is abbre ­ viate d "cplx " . T h e powe r o f a spel l generall y depend s o n th e skill o f its caster: a Fir e Flowe r spel l cast b y a novic e a t Creo c Pyrado r won' t d o a s muc h damag e a s th e sam e spel l cast b y a fire wizard . Powe r ca n influenc e ho w lon g a spel l lasts, ho w muc h wor k o r damag e it does, ho w effectivel y it gets throug h its victims' Magi c Resistance , an d s o on . A typica l amateu r wil l cast spells a t Powe r aroun d 10-30 . A professiona l mag e shoul d ge t Powe r i n th e rang e 20-4 0 o r mor e - an d wil l hav e option s for increasi n g th e Powe r a t som e cost . A goo d adventure r mag e wil l prob ­ abl y hav e 30-5 0 fo r he r best spells. Cley None sing hymns to cley, but oh! to be without it. — Mage's saying Cle y ar e th e currenc y o f magic . Th e ordinar y wa y t o cast a spel l require s th e caste r t o spen d on e cle y - regardless o f eithe r Powe r o r Complexity . A cle y is a psychic , non-physica l object , perceptibl e t o its owner's magi c sens e a s a ke y endin g i n a spra y o f possibilities. Cle y are indivisible : ther e is n o suc h thin g a s hal f a cley . Eac h perso n gets a modes t suppl y o f cle y eac h day , typicall y a t dawn , a n d ther e are technique s availabl e for gettin g mor e a t need . DAILY CLLY Here at dawn, gone by noontime, that's the way of the spellthrift's cley.


IIere at dawn, all still here at next-dawn, that's the way of the spellmiser's cley. — Dubu Whingie, A Roll-Call of Fools Y o u start eac h da y wit h a tota l o f Fait h + Cle y Bas e + d 6 cley . Y o u recove r you r cle y a t a fixed tim e eac h day : first a n instan t o f weaknes s a s th e leftovers o f you r previou s day's cle y flo w ou t o f you , an d the n a quic k rus h o f powe r a s today's flow s in . This doe s re-rol l you r cle y supply ; i n general , yo u win d u p wit h a differen t numbe r o f cle y o n successiv e days. Mos t peopl e recove r cle y a t daw n o r noon ; mor e nocturna l peopl e recove r it a t nightfall, an d man y monsters an d evi l peopl e recove r it a t midnight . TRANSFERRING CLEV "Vumachs Cardrance divorced Zalaun Cardrance, mother of both his sons, for the reason that she gave a great many cley to the sorcerer Gurze for the warding of the Cardrance's house against fire. Zalaun, Cardrance no more, returned to her parents' mansion in Barency, tail drooping in shame. We trust Vumachs will marry a decent pefson next time." — from The Daily Banner, a Treverre broadsheet newspaper Y o u ma y giv e someon e els e cley . Th e transfe r require s clos e physica l contact . A n embrac e an d a kiss ar e traditional an d mos t effective ; th e god s evidentl y designe d th e process a s a gift betwee n clos e friends. Adventurin g companion s ar e embar ­ rasse d t o shar e cley ; askin g fo r it o r offerin g is tantamoun t t o makin g a rathe r crud e pass. Peopl e wh o sell cle y ar e regarde d a s prostitute s ar e terrestrially : it's disreputabl e an d somewha t disgusting . Eac h fou r cle y yo u spen d give s you r partne r d3 , an d take s abou t a minut e t o transfer. Fo r eac h se t o f cle y transferred, roll a botc h die . Typica l accidents involv e accidenta l spellcasting , o r t h e recipien t gettin g a cram p preventin g he r fro m receivin g an y mor e cle y tha t day . OVERSPENDING CLEV If yo u hav e n o cle y left, yo u canno t d o anythin g tha t require s cle y a t all an d tha t is that . Yo u ca n still us e kind s o f magi c tha t doe s no t requir e an y cley : boun d spells, most magi c items, graces, an d s o on . Similarly , yo u canno t us e an y magica l techniqu e tha t is guarantee d t o requir e mor e cle y tha n yo u hav e left. Fo r example , spellbindin g require s tw o cle y (on e t o cast th e spell, anothe r t o cag e it), s o yo u canno t d o it if yo u hav e onl y on e cle y left. Spontaneou s magi c use s randoml y variabl e amount s o f cley . Y o u do nee d th e minimu m cle y - on e cley , fo r th e 1-3 cost o f a spontaneou s spel l - bu t yo u can us e th e techniqu e eve n if yo u don' t hav e th e maximu m cost . It's usuall y a ba d idea . If yo u spen d mor e cle y tha n yo u have , yo u ri p ou t som e o f th e sub ­ stanc e o f you r mageriu m t o us e i n plac e o f th e missin g cley . This inflicts a n agonizin g injur y upo n you , d 6 damag e pe r extr a cley , an d yo u wil l b e unabl e t o us e th e arts o f th e spel l yo u cast for d 6 days. RECOVERING CLEV - MEDITATION "I went into spellbinding 'cause I thought it would be the laziest job. Ten minutes' work in the morning, maybe, then you're out of cley and haven't a thing to bind 'til tomorrow. <sigh> Then I got married to a couple of riverbums, lazier'n me. Three adults, two children and one more on the way, and every lozen coming to the house comes carried up by my pocket! Now I spend three or four hours every day meditating, trying to scrape a few more cley up for just one more spell to sell. That's what you get, being the most responsible Orren in the family. — Troutfast, Orren spellbinder T h e commo n wa y t o recove r cle y i n mid-da y is b y spendin g fifteen minute s o f quie t meditatio n an d prayer. Th e first cle y recovere d in a da y is reasonabl y easy ; bu t the y ge t harder. A Meditation+Faith+s2 0 >= 20+2 N o r bette r restore s a singl e cley , wher e N is th e numbe r o f points yo u hav e regaine d today . Gettin g bac k th e first cle y require s a rol l o f 20+ , th e secon d require s 22+ , th e thir d 24+ , an d s o on . Faile d Meditatio n rolls don' t increas e th e threshold , bu t d o wast e time . A botc h mean s tha t yo u canno t ge t mor e cle y b y meditatin g tha t day . You're expecting a fight at nightfall, and want all the cley you can get. Spend an hour meditating. Roll Faith + Meditation + s20 once for every 15 minutes you meditate. The first roll is 14, which gives nothing. The second is 21 (which is > 20), giving you a cley. The third roll is 21 (less than 22 - the threshold went up by 2 when you got your first cley), giving nothing. The fourth roll is 27 (which is > 22), giving you a second cley. Y o u ma y meditat e t o gai n cla y i n excess o f you r day's supply . Man y mage s spen d a n hou r o r tw o meditatin g eac h morning , especiall y o n day s whe n the y hav e a poo r suppl y o f cley . CLEV OVERCHARGE Occasionall y yo u ma y acquir e mor e cle y tha n you r day's allowance . Ther e is n o trouble unti l yo u excee d th e maximu m amoun t tha t yo u coul d roll : tha t is, whe n yo u hav e Fait h + Cla y Bas e + 7 cley , o r more . If yo u hav e a littl e to o muc h cley , yo u fee l manic ; yo u ma y occasionall y hav e t o mak e Wil l + Wits + s 2 0 >= 15 rolls t o avoi d doin g stupid , excite d thing s wit h th e


excess cley . Large r overcharge s (mor e tha n si x cle y extra ) ofte n win d u p gettin g spen t a s subconsciou s spellcasts, an d ar e ver y dangerous. OffLkiNG s or CLLV Y o u ca n aqcep t voluntar y offering s o f cle y from a crowd , whe n the y ar e i n a heightene d emotiona l stat e (e.g., afte r a con ­ cert o r religiou s service). Eac h perso n i n th e crow d offers on e cley. Fo r eac h cle y offered , roll a d20 . O n a roll o f 20 , yo u ge t tha t cley . O n th e averag e yo u wil l ge t 5 % o f th e cle y offered . This is considere d a bit sleazy , bu t no t a s disgustin g a s transferrin g cle y directl y t o strangers. Magic Theory "Why do we have to learn this stuff? Can't we just graft a few pattern spells and cast 'em?" — Wandible Morescotta, Orren student at Hellestew Magical Academy "You certainly can! You can even do that and be a good mage. But we'd have to expel you from Hellestew. Here, we only teach people to be grea t mages." — Ritianne Manna, Orren professor at Hellestew STYLES O F MAGIC Ther e ar e severa l basi c form s o f magi c available . Everyon e h a s use d spontaneou s magi c sinc e childhood , an d everyon e ha s som e patter n spells. Mos t peopl e wil l bu y an d us e boun d spells, b u t no t bin d them . Th e othe r kind s o f magi c ar e rare . Pattern magic : Castin g carefull y constructe d spells, stron g a n d powerfu l an d inflexible , ver y effectiv e for their fixed func ­ tions. Everyon e use s patter n magic , from th e housewif e wh o ha s a bough t a fe w cantrip s a t th e neighborhoo d spell-sho p t o th e grea t wizar d castin g world-shatterin g eldritc h sorceries. Usin g grea t pattern1 spells require s expertis e a t their Noun s o r Verbs, b u t no t necessaril y both . Castin g a patter n spel l take s on e cley . Spontaneous magic : A child's first magic : improvisin g spells o n th e spu r o f th e moment . Th e spells ar e fairl y simpl e bu t ca n b e quit e powerful , wit h th e chanc y uncertai n forc e o f inspira ­ tion . Onl y simple , low-complexit y spells ca n b e improvised , sav e b y experts i n all th e Noun s an d Verb s involved . Spontin g a spel l take s 1 -3 cley . Bound magic : spells attache d t o objects, se t t o g o off unde r precisely-specifie d circumstance , an d pai d fo r i n advance . Usin g a boun d spel l take s n o cley , an d ma y no t eve n requir e you r consciou s attention . Boun d magi c is th e opposit e o f spon ­ taneou s magic ; it's extremel y inflexible . Yo u ca n ge t boun d spells t o d o importan t thing s (e.g., hea l yo u whe n you'r e wound ­ e d ) an d yo u ca n sav e you r cle y for flexibility . Bindin g spells take s substantia l skill; usin g the m take s n o skill a t all. Boun d magi c is a fairly recen t invention , just unde r tw o hundre d years old . Spellweaving: Spells improvise d ove r a perio d o f hours. Ver y comple x (bu t ver y weak ) effects ca n b e wove n this way . Spellweavin g require s a specialize d skill an d a lo t o f equipmen t to d o well . Mos t citie s hav e a spellweave r o r two . Ritual Magic: Pattern spells tha t tak e a lon g tim e t o cast bu t hav e a greate r scop e tha n ordinar y spells. Ritua l magi c is ver y poten t - bu t most ritua l spells ar e ver y difficult. Mos t citie s hav e a ritua l mag e o r two . Enchantments: Th e craft o f makin g magi c items. Mos t craftspeopl e ca n perfor m som e degre e o f enchantments i n their craft; grea t mage s ca n d o more . Pattern , spontaneous, bound , an d wove n spells ar e ultimatel y t h e sam e thing . An y effec t tha t ca n b e achieve d wit h on e method , a sufficientl y skillfu l an d properl y equippe d wizar d coul d cast wit h anothe r - thoug h it migh t b e to o costl y t o con ­ sider. Ritua l magi c an d enchantmen t g o beyon d th e limits o f everyda y magic . Pattern Magic I know, I know, young sir, I have only the simplest of spells, and you can do them all yourself with a flick of your magic without spending the afternoon working to learn it or the lozens to buy it. But just think, young sir, of yourself on the battlefield. The sorcerer flings fire-wasps at you! Quick! You douse them in mage-water! Splash! Sizzle! Fizzle! Dash! Three cley on a nice strong spell right there! Next she calls up a jagged green bone knife to hew at you! Quick! You send it spinning and blundering to chop the daisies! Another mighty improvisation! Another three cley! Then she grabs your left arm and starts it strangling you! Quick! You whistle off three angled spells to protect yourself. Nine more cley gone! Now she curses you to leap and bound about with your eyes screwed close! Quick! Another counterspell! But wait! No more cley! You'll be leaping off cliffs and bounding into trees 'til tomorrow morning, and regretting each minute of the day that you didn't buy some nice safe dependable cheap pattern spells from old Drogo. -- Drogo Moopra, spellseller Patter n magi c is goo d commo n magic . Parte m spells ar e eas y t o acquir e an d eas y t o cast . Yo u don' t hav e t o b e a bi g sorcere r t o d o somethin g usefu l wit h patter n magic , th e wa y yo u d o wit h spellbindin g an d spellweavin g an d ritua l an d enchantment . An d patter n spells ar e nic e an d reliable , unlik e spontaneou s magic , a n d you contro l ho w muc h cle y the y use . Physically , castin g a patter n spel l usuall y look s lik e mutterin g a fe w word s an d makin g a fe w gestures. Th e word s an d gesture s a r e neithe r meaningfu l no r necessary , thoug h the y d o mak e casti n g a bi t easie r fo r novices. Mos t peopl e eithe r just sa y th e nam e o f th e spel l ("Fir e Flower!" ) o r sa y th e arts ("Creo c Pyrador!") . Thos e wit h a sens e o f dram a ca n us e whol e phrase s ("Virid , Lor d o f Creation , hea r m y plea ! Flokin , Lor d o f Fire , hearke n unt o me!") . H o w wel l yo u ca n us e a spel l depend s o n you r skill a t th e spell's Noun s an d Verbs; whe n ther e ar e severa l Noun s an d Verbs, yo u us e th e lowest Nou n an d lowest Verb . Th e basi c quantit y is Memor y + Nou n + Verb ; bot h maximu m complexit y a n d powe r ar e determine d b y it. Ther e is neve r an y rol l require d t o se e if yo u ca n cast a patter n spell : if you r Memor y + Nou n + Ver b is th e spell's complexit y o r higher, the n yo u can ; otherwise , y o u cannot . Th e s2 0 rol l for Powe r is require d i n stress situa ­ tions, eve n if th e spell's Powe r doesn' t matter ; it is use d t o determin e if th e spel l botches. Pattern Magi c Max . Complexit y Memor y + Worst Nou n + Worst Ver b Powe r Memor y + Worst Nou n + Worst Ver b + d2 0 Cle y 1 Botc h Dic e n o t necessaril y


For example, consider Azliet casting Manicurist's Lament to grow her claws to weapons. It has arts Mutoc Sustenoc Corpador and complexity 10. Her Memory = +3, her Corpador skill is 14, her Mutoc skill is 11, and her Sustenoc is 0. (Note that she can cast the spell despite having zero skill in Sustenoc.) In the table above, her Noun is 14, and her Verb is the lowest of Mutoc and Sustenoc, which is 0. Her casting total, Memory+Noun+Verb, is 17. She can cast the spell, since the casting total is bigger than the spell's complexity of 10. The spell will have power 17+d20, which is 18-37. In stressful circumstances, the die will be a s20, so the power might go much higher or the spell might botch. The power determines how long the spell will last. GETTING AND GRAFTING PATTERN *S PELLS I come in a box, I look like the sky, You work for me for an afternoon, I work for you forever after, What am I? (Answer: a boxed spell) — traditional riddle Patter n spells ar e psychi c limb s o t you r body . Whe n yo u ge t a ne w spell , yo u mus t graft it o n t o you r psych e befor e yo u ca n cast it. A n ungrafte d patter n spel l is a mold , a spac e int o whic h a properly-shape d branc h ca n grow . Patter n spells ar e a s permanentl y attache d t o th e caste r a s an y othe r limb : the y ca n b e hacke d off, bu t s o ca n fingers. The y appea r a s sid e branche s o n t h e magerium . Graftin g a spel l take s numbe r o f cle y equa l t o th e spell's com ­ plexity , an d th e sam e numbe r o f hours. A complexity- 5 spel l take s five cle y an d five hours. This ca n b e sprea d ou t ove r man y day s if necessary . Anyon e ca n graft an y spell . Using the spel l take s th e righ t amoun t o f skill . Whe n yo u bu y a spel l t o graft, it is a smal l woode n bo x full o f intangibl e sparks. Yo u ca n tell th e arts o f the spel l b y a n eas y Magi c Analysis roll; th e exac t functio n o f th e spel l is a muc h harde r roll. It is wis e t o bu y you r spells fro m a truste d vendor . A n y decen t cit y wil l hav e hal f a doze n spel l shops. Mos t com ­ plexity- 5 spells, cantrips, wil l b e availabl e - excep t perhap s for Mentado r spells, whic h ar e considere d evil. Usefu l complexity - 10 spells ar e almost a s eas y t o get. Ther e wil l b e a scan t selec ­ tio n o f complexity-1 5 spells, an d a fe w 20's an d 25's, bu t mos t advance d magi c wil l onl y b e availabl e b y specia l orde r an d ma y tak e week s o r month s t o get . Peopl e wh o trust eac h othe r an d students in magica l academie s frequentl y trade spells around , thoug h the y hav e t o cop y th e spells fo r eac h othe r t o leam . Wizard s ar e not goo d peopl e to bu y spells from ; the y ar e no t willin g t o spen d th e tediou s tim e t o cop y th e spells. F o r typica l price s o f boxe d spells, se e pag e 60 . VARIATIONS ON PATTERN MAGIC "There's a world of difference between the way I use Fire Flower and the way you use Fire Flower. I make the spell do what 1 want. You just spend cley and scorch things." — Trithomernicas Pyroglistes, Zi Rifire mage A goo d patter n mag e ca n tun e he r spells i n severa l ways , t o sav e cle y o r increas e o r reduc e power . Advance d Patter n Magic : Quie t Casti n g Ordinaril y a mag e wil l sa y eithe r th e nam e o r th e arts o f a spel l a s sh e casts it. If th e caste r want s t o cast silently , sh e ca n - bu t s h e incurs a penalt y o f on e botc h di e o n th e Powe r roll, an d (for spontaneou s magic ) all th e Complexit y rolls a s well . Adva n c e d Patter n Magic : Feather-Casti n g Shwn the crawling Feather Mage, Who feebly casts, her cley to save, Who takes good coin for flimsy spell, That honest mages cast full well. - Dubu Whingie, Cautionary Verses Feathe r castin g is the art o f flickin g a cle y across a grafte d patter n spell , and , wit h luc k an d skill, castin g th e spel l withou t usin g th e cley . If th e attemp t to feathe r cast fails, th e spel l is migh t no t cast b e a t all (usin g n o cley), o r cast a s if it wer e a n ordinar y patter n spel l (fo r full Power , usin g on e cley) . If the attemp t t o feathe r cast succeeds, th e spel l is cast a t a quarte r o f t h e usua l Power , usin g n o cley . Feathe r castin g is a n attemp t t o chea t th e god s o f the cle y that is rightfull y du e the m for castin g th e spell . It's a mino r crim e against natura l law . Prime s generall y thin k o f it th e wa y American s thin k o f speeding : mostly-decen t peopl e d o it regu ­ larl y an d conside r there's n o har m done . Th e god s thin k o f it th e w a y that th e highwa y polic e think s o f speeding : the y ca n ge t jus ­ tifiabl y annoye d an d ma y penaliz e you , bu t no t ever y time .


Feathe r castin g is a goo d skill fo r th e cley-impoverished , an d for cley-misers. (Bu t yo u nee d a t least on e cle y t o flick across t h e spell , s o yo u canno t feather-cast spells if yo u hav e n o cley.) It is rarel y wis e i n urgen t situations, a s th e spel l migh t no t g o off. Feathe r castin g involve s tw o rolls. N o matte r ho w goo d yo u a r e a t it, there's a 50 % chanc e it won' t wor k o n th e first try ; there is a success di e (dlO ) in additio n t o th e skill roll. If th e success d i e rolls 1, th e spel l wil l eithe r g o off a t full powe r an d cost a cley , o r the attemp t a t feathe r castin g ma y botch . If th e success d i e is 2-5 , th e attemp t a t feathe r castin g simpl y fails, usin g n o cley. If th e success di e is 6-10 , g o o n t o th e skil l roll : Wits + Feathe r Castin g + s2 0 >= 5 +Spell's Complexity . If this roll succeeds, th e spell is cast fo r n o cley , bu t one-quarte r Power . If th e skill roll fails, th e spel l ha s a 20 % chanc e o f bein g cast ordinarily , and a n 8 0 % chanc e o f no t bein g cast . (Us e the success di e rol l fo r this if yo u like : 6 for cast , 7-1 0 for no t cast.) Note : Feathe r castin g frequentl y fails t o d o anything . Th e mag e ma y tr y again . However , eac h consecutiv e failur e t o feath ­ er cast give s anothe r botc h die , makin g repeate d tries risky. Feathe r castin g botche s ar e frequentl y benig n compare d t o spel l botches, bu t occasionall y ge t viciou s if a go d gets annoyed . Optiona l Rule : If th e skill roll succeed s b y 30+ , th e spel l is cast a t full powe r for n o cley . Feathe r Castin g (o f patter n spells) Success d l O Wits+Feathe r Casting+s2 0 >=10+Complexity Effec t Cle y Powe r 1 n o rol l ordinar y / botc h 1 full 2 - 5 n o rol l n o cast 0 non e 6-1 0 y e s feathe r 0 quarte r 6 n o ordinar y 1 full 7-1 0 no n o cast 0 non e Fressis, a Rassimel mage with the "Cley Dependent"flaw, really hates running out of cley. He has Wits of +2, and a skill of 6 in Feather Casting. One day he is down to two cley at quarter to noon, and has been cornered in an alley by some burning-headed serpents. He decides to try to teleport through the wall and make his escape. He is more afraid of spending most of a day without cley than of getting burned and poisoned, so he decides to feather-cast the Change Places spell (Mu Lo 10). First he rolls the success die: a 5. The spell isn't cast at all, leaving him stuck there. One of the snakes bites him but doesn't kill him, and then he gets to try again. On the second try, he rolls an 8 on the success die. It's in the range 6-10, so he can go on with the feather-cast. He must roll Wits+Feather Casting + s20 > 5+cplx, which is to say, 2+6+s20 >5+10. He rolls 9, which is good enough. He makes the reduced Power roll. Had he spent cley, he would have had an impressive Power=64. Feather-casting reduces the Power to a quarter, that is, 16. Fressis teleports 16 feet away, behind the wall; his tail and cley are both saved. Advance d Patter n Magic : Hamme r Castin g Hamme r castin g is th e art o f crammin g a fe w extr a cle y int o a grafte d patter n spell , instea d o f th e usua l on e cley , an d gettin g a b it o f extr a power . Hamme r castin g is easie r tha n feathe r casting . I n spontaneou s magic , th e mag e wil l spen d 1-3 cley , bu t ha s littl e contro l ove r ho w man y cle y ar e spent . Patter n magi c ordinaril y use s just on e cley ; hamme r castin g allow s the mag e t o us e mor e cle y i n a controlle d fashion . Hamme r castin g doe s no t requir e a roll . If 5xHamme r Castin g is a t least th e spell's Complexity , yo u ca n us e tw o cley . Fo r example , if yo u hav e Hamme r Castin g = 1, yo u ca n cast a com ­ plexity- 5 Fir e Flowe r wit h tw o cley . Highe r skill levels le t yo u pou r mor e cle y int o the spell ; if yo u hav e Hamme r Casting 5 -10 , y o u ca n dum p any numbe r o f cle y yo u lik e int o the Fir e Flower . Hamme r Castin g (o f patter n spells) If complexit y is belo w o r equa l t o ... ...yo u ca n us e 5xHamme r Castin g 2 cley 3xHamme r Castin g 3 cley Hamme r Castin g 4 cley (l/2)xHamme r Castin g a n y numbe r o f cley A s wit h spontaneou s magic , eac h extr a cle y yo u spen d give s a n extr a s2 0 o n Power . Th e extr a s20's ordinaril y hav e on e botc h d i e (n o matte r ho w stressfu l th e situation ) A commo n botc h for t h e extr a Powe r dic e is tha t th e spel l is cast twic e i n quic k suc ­ cession , wit h on e cle y each , a t the sam e target , ofte n wit h the effects maxin g eve n if the spel l usuall y adds. The Khtsoyis mage Crands is fighting an akkamagga, and is having a great deal of trouble getting through the akkamagga's high innate magic resistance. He decides to hammer-cast his next spell: Dark Trance (De Ru Me 20). His Hammer Casting skill is 8. He could put up to three cley into the hammer cast (3x8=24^20, but lx8=8<20). He chooses to put three cley in, giving him 3s20 instead of the usual ls20 dieroll for Power. He rolls 38 on the 3s20, which is enough to swamp the akkamagga's resistance and leave her standing motionless as Crands sets fire to her house. Crands hopes he will not need those cley to heal himself later on that day.


Advanced Pa t t e rn Magic : Red u ced-Powe r Casting "Remember, now, zar-ball is a sport, not a battle. You can use any spells you like, but you've got to cast 'em weaker'n water unless they're on yourself or your teammates. That's by Ketherian rules. If you're ever playing under Durbershantz rules, every spell gotta be that weak, even on your own team." — Coach Murber Wiccolast It is sometime s usefu l t o hav e a low-powe r spell . Whe n yo u cast a patter n spel l i n th e ordinar y fashion , yo u ma y choos e t o lowe r its power . This is ver y simple : choos e a penalt y for th e powe r befor e yo u cast th e spell . Som e car e is required : if th e spell's powe r is reduce d t o 0 o r below , th e spel l doe s no t g o off (an d yo u still spen d th e cle y for it). Advanced Pa tt ern Magic : Despera t e Casting I got into the professor racket in a bit of a roundabout way. Back in my youth, I was Slippery lack, swordsman and Destroc mage and all-around wild otter adventurer. One day my team took on something just a bit too bigfdr us. After it pulled off my left arm and started on my right, I threw every cley I had into one huge Destroc Corpador slicing spell. I hurt it as much as it hurt me, with that cast... but I haven't been able to use Destroc since then. So I started working out ways to do the same kinds of things with Mutoc, and that got me into advanced magic theory, and that got me into teaching. — Professor Zartanopolis, teaching magic theory at the Sovance Magical Academy If yo u ar e i n terribl e trouble, an d on e stron g patter n spel l migh t sav e th e day , yo u ca n tr y desperat e castin g it. Desperat e castin g involve s grabbin g a s muc h cle y a s yo u ca n and crammin g the m a ll int o th e spell . It usuall y eats som e 50-80 % o f you r cley . Th e desperate-cast spel l wil l have , a t th e minimum , a n extr a s2 0 Powe r pe r cle y used . It migh t als o hav e somethin g extra : dou ­ b l e Power , o r quic k effec t (fo r a spel l tha t usuall y builds), o r just goe s off (fo r a spel l tha t yo u hav e grafte d bu t canno t cast). Desperat e castin g almost alway s leave s yo u wit h a permanen t magica l injury ; e.g., if yo u desperate-cast a Rulo c Herbado r spell, yo u migh t ge t luck y an d acquir e a permanen t - 5 antiKnac k i n Rulo c - o r yo u migh t win d u p unabl e t o us e Rulo c again , o r dead , o r worse . Desperat e castin g is th e magica l equivalen t o f gnawin g off you r le g t o ge t ou t o f a trap : it hap ­ pen s mor e ofte n i n fiction tha n rea l life . Spontaneous Magic "Mommy, mommy! Look! I just casted an eel in my bed!" "That's very nice, dear. Be sure to share it with your sister. She's not old enough to cast spells herself." Spontaneou s magi c is th e art o f improvisin g a spel l tha t doe s just wha t yo u wan t i n th e circumstances, invente d i n seconds. Y o u ban g cle y o n th e branche s o f you r magerium , an d the n thro w it a t th e subjec t o f th e spell . Spontaneou s magi c is th e first kin d o f magi c tha t childre n leam . It's intuitivel y natura l for primes; smar t childre n ca n figur e it ou t befor e their parents teac h them , muc h t o their parents' distress. Seriou s mage s usu ­ all y conside r spontaneou s magi c childish : it's no t a precis e too l lik e th e othe r magica l forms. However , spontaneou s magi c doe s ten d t o b e stronge r tha n th e others, wit h th e unreliabl e strengt h o f inspiration . Th e physica l action s for spontaneou s magi c ar e t h e sam e a s for patter n magi c - bu t tryin g t o cast a spontaneou s spel l an d d o anythin g els e is a ver y har d Wits+Concentratio n roll, a t least 30 . t ryin g a spontaneou s spel l is easy . Succeedin g is no t s o easy. Wit h a touc h o f skill o r luck , yo u ca n spon t complexity- 5 spells. If you'r e goo d a t all th e arts involved , yo u shoul d b e abl e to spon t complexity-1 0 spells mos t o f th e time . If you'r e a firstrat e sorcere r an d a bi t lucky , yo u ca n spon t complexity- 1 5 effects i n you r are a o f expertise . Spontaneou s spells ar e ver y specific . The y ar e no t ver y com ­ plicate d - yo u inven t the m i n a fe w seconds, s o yo u don' t hav e tim e t o d o anythin g fancy . However , sinc e the y ar e s o specific , the y ca n b e fairl y strong : the y don' t hav e an y weaknesse s tha t com e from flexibility . Y o u ma y attemp t t o spon t a spel l tha t yo u hav e a s a patter n spell . Ther e ar e eve n goo d reason s t o d o so : if yo u ar e stron g wit h th e Spontaneou s Forc e skill, a successfu l spon t wil l b e stronge r tha n a patter n spel l coul d be . Knowin g th e patter n spell doesn' t hel p wit h doin g th e spont , eve n if it's exactl y th e sam e spel l description ; if yo u wer e doin g it th e wa y tha t th e patter n spel l works, yo u couldn' t d o an y bette r tha n t o cast th e patter n spell . Here's th e recip e for castin g a spontaneou s spel l i n play . 1. Explai n wha t you'r e tryin g t o d o t o th e gamemaster . 2 . (Optional ) Chec k complexity . Mak e a Wits + Magi c Theor y + s2 0 >= 2 0 roll t o b e tol d wha t t h e complexit y is. A t this poin t yo u ma y choos e no t t o cast the spel l (an d thereb y los e you r actio n this round , bu t no t spen d cley ) o r tr y t o d o somethin g simple r (bu t ge t tw o mor e botc h dic e fo r changin g you r mind) . 3 . (Optional ) Pla n you r spell , takin g a fe w minute s t o thin k in exchang e fo r a + 5 bonu s o n th e complexit y rolls; se e below . 4 . Roll for usin g cley: th e spel l wil l tak e d 3 cley . (O r see belo w for way s t o contro l th e amount. ) : 5. Complexity Rolls. Rol l t o se e if yo u manage d t o d o the - spel l a t all. Fo r each art i n th e spell , rol l (Wits + art + s2 0 >=j 2xComplexity) . Spontin g work s best if yo u ar e goo d a t all the ] arts involved . Thes e s20's hav e a numbe r o f botc h dic e equa l to; t h e numbe r o f arts in th e spont . i 6 . Powe r Roll. Rol l Wits + Nou n + Ver b + Spontaneou s Forc e + (#cley)s20 . So , th e mor e cle y tha t you r spel l took , th e mor e powerfu l it wil l be . Thes e dic e ar e stress dice , bu t ordinaril y hav e n o botc h dice . Improvisin g magi c is alway s stressful. Th e greatest wizar d migh t fall flat; th e untraine d chil d migh t d o somethin g amazing . I n gam e terms, th e rolls abou t complexit y ar e stress rolls. If all th e complexit y rolls succeed , th e spel l goe s off. If the y all fail, nothin g happens, an d th e cle y is wasted . If som e suc ­ cee d and som e fail, somethin g happens, bu t no t necessaril y wha t y o u intended . Fo r example , a partially-successfu l attemp t to spon t Levitat e (R u C o 10 ) migh t rais e yo u a bit off th e groun d b u t no t giv e yo u an y mobility . Sometime s th e partia l effec t wil l b e goo d enough ; sometime s it wil l b e wors e tha n nothing . Spontaneous Magic Cle y d 3 Complexit y Rol l F o r eac h art rolhWits + Ar t + s20>= 2xCpl x Powe r Rol l Wits + Nou n + Ver b + Spon t Forc e + (#Cley)s2 0 (no botch dice} Botc h Dic e O n e pe r art o n Complexit y rolls; non e o n Powe r rolls


Rrengra has tried to blast an akkamagga warrior with fire, but her ordinary power of about 35 isn't high enough to get through his very high magic resistance of 30. She tries a spontaneous spell, a high-penetration (and thus complexity 10) variant of the Fire Flower designed especially for her opponent. Rrengra has Wits = +2, Creoc — 9, Pyrador = I 5, and Spontaneous Force = 8. She rolls a d3 for how many cley she will use. She is hoping to use three, as that will give her the most power, but she only rolls 2. She must roll against complexity for each art. For Creoc, she rolls Wits + Creoc + s20 = 2+9+s20 = ll+s20 vs. (2xComplexity) = 2x10 = 20. She rolls 10 on s20, barely succeeding with a total of 21. For Pyrador, she must roll Wits + Pyrador + s20 = 2+13+s20 = 15+s20 > (2xComplexity) = 20. She rolls a 35 on the s20, succeeding magnificently with a total of 50. So, the spell works. The spell's power is Wits + Creoc + Pyrador + Spontaneous Force + 2s20; the spell gets two s20's on power from the two cley spent casting it. She rolls 2+9+13+8+2s20 = 32+2s20 = 58. The akkamagga will be hard-pressed to resist that spell. VARIATIONS ON SPONTANEOUS .MAGIC We was trapped at the bottom of the pit, with them big logs all over on top of us, and we couldn't get out. So I thinks me like this. "Them logs is just some stuff, Wingle old girl, and if it's just some stuff then it's just some stuff as can get destroyed good and proper." So I thought me for a while, then I thought me for another while, and then I thought me for a longer 'nother while, and I came up with this nice tidy little Destroc Herbador magic that chewed up them logs good and proper. And up we floats, free as the dashitzie. — Wingle Snockweary, Khtsoyis warrior A s wit h patter n magic , ther e ar e som e way s o f tunin g sponta ­ neou s magi c fo r bette r effect. Advanced Spontaneous Magic : Planning Y o u ca n spen d a minut e calculatin g you r intende d effect. If y o u ca n com e u p wit h a goo d pla n (roll Wits + Magi c Theor y + s 2 0 >= 20) , ad d + 5 t o eac h o f you r complexit y rolls if yo u cast the spontaneou s spel l immediatel y afterwards. If yo u can' t com e u p wit h a goo d plan , yo u ca n kee p trying ; mak e th e sam e roll ever y minut e until it work s o r yo u giv e up . N o amoun t o f plannin g c a n giv e mor e tha n th e + 5 bonus. Yo u ca n tr y t o kee p th e pla n in min d afte r yo u devis e it: mak e a Memor y + Magi c Theor y + s 2 0 >= 2 0 roll a t th e en d o f eac h minut e t o han g o n t o it i n th e followin g minute . Doin g th e plannin g is no t magica l an d take s n o cley. Plannin g a spontaneou s spel l require s tim e fo r clea r thought , an d is rarel y possibl e i n battle . Advanced Spontaneous Magic : Controlling Numbe r of Cley Used Y o u ca n exert som e contro l ove r th e numbe r o f cle y you r spontaneou s magi c uses, ' bu t neve r perfectly . Makin g th e attemp t require s a n extr a actio n t o cast th e spell . Rol l Wil l + Spontaneou s Forc e + s20 . If you r tota l is hig h enough , yo u ma y roll severa l dic e for th e numbe r o f cle y used , an d tak e you r pic k o f th e number s yo u roll . Controlling Cley in Spontaneous Magic Will+SpontForce+s2 0 Dic e belo w 2 0 o n e d 3 20-3 4 t w o d3's o r on e d 4 35-4 9 thre e d3's o r tw o d4's o r on e d 6 5 0 + four d3's o r thre e d4's o r tw o d6's Fressis needs to clean up some milk from when he startled the kitchen staff, so he improvises a Destroc Corpador Aquador spell to get rid of it. He hates being low on cley, so he tries to use as few as possible. He spends an extra action, and rolls Will + Spontaneous Force + s20 = 28. He gets to roll two d3's for the number of cley he spends. He rolls a 2 and a 3. He chooses to spend 2 cley to perform the spell. Later, he is being scolded by an irate blacksmith. She is strong and tough and harsh-spoken and has broken his collarbone, and he wants to express his displeasure about her quite strongly. He takes an extra action to improvise a spell, and rolls Will + Spontaneous Force + s20 = 37. He decides to roll a d6 for cley, and rolls a 5. His spell costs \five cley, and gets 5s20 on power. The blacksmith will not be pleased. Spontaneous Magi c and Mundan e Skills If yo u ar e goo d a t som e mundan e skill, yo u ar e goo d a t spon ­ taneou s magi c tha t use s tha t skill. Fo r example , if yo u hav e a hig h Searc h skill, yo u ca n us e it t o hel p improvis e a spel l t o find somethin g tha t is lost. Usin g mandan e skills for spontaneou s magi c is imprecis e an d uncertai n (an d highl y subjec t t o th e gamemaster's judgment) . Yo u ma y onl y us e mundan e skills wit h spontaneou s magi c this way , no t othe r kind s o f magic . Ther e ar e tw o way s t o us e mundan e skills i n magic . • Add To Power : Yo u ma y ad d the mundan e skill level , o r som e fractio n o f it, t o th e Powe r o f you r spontaneou s cast . This take s n o preparation . • Add To Complexity: Yo u ma y ad d th e mundan e skill level , o r som e fractio n o f it, t o th e Complexit y rolls o f a planned spontaneou s cast . A healer is trying to staunch a bleeding wound of a warrior in combat. He can't get there with a bandage, and he doesn't have a suitable pattern spell. The gamemaster judges this to be perfect use of a mundane skill - the spell is doing just what the healer would do if he were close enough - so she lets him add his entire Medicine skill to the Power of the spell. A mage with a Weaving skill of 10 is trying to tie a tight net of vines over a fallen wand, with a Ruloc Herbador spell. The player argues that the spell is actually weaving the vines. The gamemaster reasons that the motions are superficially similar to weaving, but the materials and goals are different, and decides to give the character onethird of the skill: a bonus of 3 on the Power. The same weaver-mage decides to weave a hammock out of vines with another Ruloc Herbador spell, and prepares the spell. The gamemaster allows the mage the full bonus on Complexity: +10 for the weaving skill, and +5 for the planned spont.


Advanced Spontaneous Magic : Desperat e Casting If you'r e i n rea l trouble , yo u ca n tr y grabbin g a handfu l o f cle y (50-80 % o f you r cley ) an d spontin g a spell . This ca n giv e yo u ver y powerfu l spells, usuall y 4s2 0 extr a Powe r plu s th e usua l s 2 0 pe r cley . Desperat e castin g migh t o r migh t no t hel p wit h complexit y , bu t a despera t e cast wil l alway s d o something. It is likel y to giv e yo u a permanen t magica l injury , a s wit h desperat e parte m casting . Optional: Spontaneous Magi c and Practice Repeatedl y spontin g th e sam e effec t doe s teac h yo u a littl e - painfull y littl e - abou t ho w t o d o tha t effect. A t th e gamemas - ter's option , if yo u spon t th e exac t sam e spel l a hundre d times, y o u ma y get a +1 bonu s o n t h e Complexi t y rolls. If yo u spon t it te n thousan d times, yo u ma y ge t a + 2 bonus. Thes e bonuse s g o awa y o r tar n int o penaltie s if yo u tr y spontin g eve n sligh t variation s o n tha t effect. N o amoun t o f spontaneou s magi c wil l giv e yo u a patter n spell : patter n spells ar e physicall y differen t objects. A t best , it migh t giv e a bonu s toward s inventin g a-patter n spell. Bound Magic "I'm gonna save your life five times before you leave my shop, young hero. First here's this bone ring, it'll heal you alive when you're a bleeding heap on the ground. Second here's this arrow, shoots with the cheating archery spell on it. Third here's this acorn; break it for a bit of extra protection against magics. Fourth here's this bone bead; toss it a little bit away and you teleport right there. Fifth I'll stick a spell on your sword to set it blazing first time you tell it to. "Do it all yourself? Sure and you can, young hero, but that's five cley fewer you won't have when you really need 'em. It's lozens you're spending now for cley when the crab-tigers come, young hero, and that's the best deal you'll ever get." — Handrabank Roo, spellbinder Boun d spells ar e patter n spells, cast i n advance , cage d wit h cley , waitin g for som e predetermine d cir- < cumstance s unde r whic h they wil l g o of f USING BOUND MAGIC Mos t prime s bu y boun d spells, o r ge t t h e m a s gifts fro m friend s an d fello w adven - t arers. Th e followin g rules o f t hum b ar e enoug h f o r mos t customers. • Yo u ma y ow n onl y a limit e d numbe r o f boun d spells a t on e time ; tha t numbe r is equa l t o you r Cle y Base . A warrio r wit h Cle y Bas e = 4 migh t choos e t o carr y Hea l th e Awfu l Woun d an d Pretens e o f Healt h to sav e his life , Toughe n the Fles h fo r extr a armor , an d Stron g Arm for a bi t o f extr a strength . • Boun d spells don' t tak e cle y to g o off. The y ar e usuall y buil t t o b e se t off wit h just a wor d o r som e simpl e action . • Boun d spells ca n onl y b e use d i n restricte d way s - they'r e ver y useful , bu t the y d o tak e cleverness. It's no t lik e havin g a pocke t full o f spells yo u ca n cast for free . • Mos t o f th e details abou t ho w th e boun d spel l work s must b e decide d whe n th e spel l is bound , wel l befor e it goe s off. S o boun d spells ar e no t ver y flexible . • Boun d defense spells ca n usuall y b e se t off wit h a word , whic h th e gamemaste r wil l ofte n allo w yo u t o d o off initiative . This is a rea l lifesaver. • Boun d attack spells whic h yo u contro l usuall y requir e a n actio n to se t off. The y ar e usuall y a poo r choice . • Boun d healing spells don' t wor k a s wel l a s if a liv e heale r h a d cast them . Despit e this, ever y adventure r shoul d carr y them : Hea l th e Awfu l Woun d an d Pretens e o f Healt h a t least. • Whe n a boun d spel l goe s off, it behave s a s if it ha d just bee n cast . Boun d spells tha t nee d t o buil d start buildin g whe n the y g o off. It doesn' t sav e an y time . SPELLBINDING FOR SPELLBINDERS Patter n spells ma y b e boun d int o objects - wands , rings, nuts, bones. Onl y on e spel l ca n b e boun d int o a n object ; if th e objec t is magica l o r livin g o r eve n unde r a prio r spell , it canno t hav e a boun d spel l attache d t o it. Th e spel l stay s in th e object , watching . Unde r som e specifie d conditions, it goe s off. Fo r example , most adve n turers carr y boun d healin g spells, se t t o g o off whe n the y ar e struc k down . Y o u ma y ow n a limite d numbe r o f boun d spells, tha t numbe r bein g equa l t o you r Cle y Base . This is owning , n o t carrying : thing s a t you r hom e a thousan d mile s awa y count , an d somethin g " someon e jus t snuc k int o you r pocke t doe s not . If yo u excee d this number , non e o f t h e spells wil l operate ; if y o u excee d it fo r mor e tha n a fe w minutes, all o f th e boun d spells wil l start to deca y an d som e ma y g o off eve n if their condition s ar e n o t satisfied . Ownershi p is a matte r o f intention , a s determine d b y th e gamemaster , no t la w o r arrangement ; most kind s o f cheatin g wil l no t work . Ever y boun d spel l mus t b e owne d b y someon e (livin g o r recentl y dead ) a t all times, o r it wil l evaporate . It is possibl e tha t severa l peo ­ p l e wil l eac h ow n th e sam e boun d spell . Peopl e usuall y carr y boun d spells tha t the y canno t cast. Ther e ar e n o limitation s o n wha t kin d o f boun d spells a n individua l ca n own . Ownin g a spel l feels rathe r lik e th e spel l is tie d b y a lon g threa d t o th e magerium . Yo u ar e awar e o f ho w man y boun d spells yo u own , a n d their arts. Boun d spells ar e ver y stupid . It woul d b e nic e t o hav e a boun d spel l tha t fire-blasts th e nex t enem y wh o attack s yo u - bu t boun d spells aren' t smar t enoug h t o d o that. Spellbinders ca n some ­ time s snea k a bit o f intelligenc e int o them , bu t most boun d spells a r e mad e t o g o off i n on e o f th e followin g ways : 1. Whe n th e spell's owne r speak s a comman d phrase . F.g, a bea d tha t casts a defens e spel l o n th e owne r whe n th e owne r say s "Harru ! Defense! " (Spells triggere d this wa y ough t t o start wit h a nonsens e word , lik e "Harru! " s o tha t they'r e harde r t o se t off


by mistake . Bu t if yo u forge t th e nonsens e word , yo u can' t us e the spell.) 2. Whe n somethin g happen s t o th e owner. E.g., a healin g spel l that is cast whe n th e owne r is rendere d unconscious. 3 . Whe n th e spell's owne r doe s somethin g specific . F.g, a swor d tha t ha s Flamin g Swor d boun d o n it, t o b e cast whe n it is drawn . Or, a n arro w tha t ha s Fir e Flowe r boun d t o it, t o b e cast on th e perso n wh o is hi t b y th e arrow . 4 . Tw o o r thre e o f th e above . E.g., a healin g spel l tha t is cast on th e owne r eithe r whe n h e say s "Harru ! Heal! " o r whe n h e is rendere d unconscious. Boun d spells ar e usuall y cast o n eithe r th e owne r (a s 1 an d 2 above), th e ite m the y ar e boun d o n (flamin g swor d example) , o r on th e targe t o f tha t ite m (arro w example) . You r Spellbindin g skil l influence s th e complexit y o f spells you ca n bind ; a professiona l spellbinde r (wit h skill leve l abou t 10) ca n bin d roughl y th e sam e spells sh e ca n cast a s patter n magic . Boun d spells ten d t o b e weake r tha n freshly-cast patter n spells tha t d o th e sam e thing . Bindin g a spel l take s a minut e o r so, an d tw o cley . Bindin g a spel l feels lik e castin g the spel l wit h o n e cley , int o a cag e mad e ou t o f th e othe r cley . Peopl e - includin g th e best wizard s o f th e Worl d Tre e - hav e bee n tryin g t o find th e techniqu e fo r bindin g spontaneou s spells, or ritual magic , o r anything bu t orthnarily-cast patter n spells. If anyon e ha s foun d ou t ho w t o d o it, th e new s hasn' t spread . Mage s withou t trainin g i n spellbindin g (tha t is, withou t a skill of a t least 1) canno t bin d spells a t all. Spellbinding Complexit y Limi t Wil l + Spellbindin g + Nou n + Verb>= Complexit y + 10 Powe r 1 / 2 (Will+Spellbinding+Noun+Verb+d20 ) Cle y 2 Orziman oa Thlauxis, master-spellbinder, has Will=+4, Spellbinding = 15, Sustenoc = 9, Corpador = Locador = 12. He is just barely able to bind Wizard's Double Armor (Su Co Lo 30), having 4+15+9+12 = 40> 30+10. His Power is >A(4+15+9+12+d20) = '/2(40+U) = 25</i, rounded to 26. Ther e ar e tw o form s o f binding : ordinar y binding , an d bindin g wit h reasoning . Th e differenc e is i n th e triggerin g conditions. ORDINARY SPELLBINDING Wit h ordinar y spellbinding , th e spel l waits for som e simpl e conditio n t o b e satisfied . Th e spel l ha s mediocr e sense s (sight , hearing , magi c sense , an d smel l wit h a Perceptio n o f -3), an d little judgment . It ha s n o memory ; it canno t eve n count . It ha s n o specia l power s o r senses. Th e conditio n ca n b e abou t twent y o r twenty-fiv e word s long , wit h a t mos t tw o conjunction s ("and"s, "or"s, etc.). A classi c exampl e is a rin g wit h a healin g spel l boun d t o it, wit h conditio n "G o off whe n th e weare r o f th e rin g is incapacitated , o r speak s th e word s 'Ring , hea l me'" . This spel l migh t g o off b y mistake , e.g. if th e weare r is playin g dead . SPELLBINDING WITH REASONING Bindin g wit h reasonin g is a bi t smarter. Th e conditio n ca n b e twic e a s complicated . Th e boun d spel l ca n count . Mor e impor ­ tantly , th e boun d spel l wil l hav e som e judgment . Fo r example , a spel l coul d b e tol d t o g o off five minute s afte r all part y member s a r e ou t o f sight . Ordinar y bindin g coul d no t understan d "part y members " - a t best it coul d remembe r th e list o f part y member s tol d t o it a t th e tim e th e spel l wa s bound , an d they' d coun t against th e 20-2 5 word s - no r coul d it coun t five minutes. An d it certainl y wouldn' t tak e it upo n itself t o no t g o off if th e part y show s u p agai n whe n th e spel l is abou t t o g o off. Binding s wit h reasonin g are abou t a s likel y t o d o the righ t thin g a s a devote d bu t extremel y stupi d person . Ordinar y spellbindin g is mor e lik e a n extremel y stupi d compute r program. 1 7 Bindin g wit h reasonin g require s thre e cle y instea d o f two . Th e complexit y o f th e spel l is limite d b y you r (Wits+Spiridor ) tota l a s wel l a s b y th e usua l constraints. I f yo u hav e Wits+Spiridor=10 , yo u ca n bin d complexity-1 0 spells wit h rea ­ soning . Spellbinding with reasoning Cle y 3 Max . Complexit y Usua l limit, an d als o limite d b y Wits+Spirido r LIMITATIONS or BOUND SPELLS T h e boun d spel l ha s al l th e limitation s o f the patter n spel l tha t w a s bound , excep t tha t th e boun d spell's owne r is considere d th e caste r o f the spell . Fo r example , Levitat e onl y levitate s th e spell's caster. A boun d Levitat e spel l ca n onl y levitat e th e boun d spell's owne r - no t th e caste r o f th e boun d spell , unless sh e is als o th e owner . A l l th e decision s tha t are ordinaril y mad e whe n a patter n spel l is cast mus t b e mad e whe n th e boun d spel l is bound . Fo r exam ­ ple , whe n a teleport spel l is cast , th e caste r decide s wher e t o tele ­ port to , usuall y i n term s lik e "twent y fee t straigh t ahead" . Whe n a teleport spel l is bound , th e caste r mus t choos e its destinatio n i n just th e sam e terms. Decision s tha t ar e mad e afte r th e spel l is cast d o no t hav e t o b e (an d canno t be ) mad e whe n the spel l is bound . Fo r example , a levitatingj>erso n ca n decid e whe n t o g o u p an d down , whethe r the Levitatio n wa s cast immediatel y o r fro m a boun d spell . T h e subjec t o f th e spel l mus t b e describe d i n th e simplest o f terms. Th e easiest subjects are th e peopl e wh o ar e touchin g th e ite m holdin g the spell . Ordinar y binding s canno t understan d phrase s lik e "nearest person" ; th e best tha t ca n b e don e is tell the m whic h directio n t o cast th e spel l (e.g., "i n th e directio n tha t t h e stic k is pointing" ) an d hav e th e use r mak e a targetin g roll, Perceptio n + Finesse . Spells boun d wit h reasonin g ca n under ­ stan d "nearest person" . Simpl e binding s canno t count , no r measur e time : the y mus t g o o ff immediatel y whe n their condition s ar e satisfied . The y canno t b e se t t o g o off five second s afte r yo u shou t "Boom!" . Spells boun d wit h reasonin g ca n coun t an d measur e time , i n a dimwit - t e d way . Settin g off a boun d spel l i n a wa y tha t need s extr a directio n require s an action . (Se e th e "Flame s Engul f Thee " exampl e below) . Settin g off a boun d spel l tha t onl y require s word s doe s n o t requir e a n action . ' 7 Binding with reasoning is not nearly as good as mindful effects, which do exactly what you want. But making a binding mindful about when it goes off is another bit of magic that has not yet been accomplished. You can bind a mindful spell as easily as a nonmindful one, but the spell isn't mindful until it goes off and so the mindfulness doesn't help in the binding.


Spellbinders ca n onl y bin d patter n spells tha t the y hav e grafte d . Exper t spellbinders migh t b e abl e t o bin d spells tha t the y canno t cast a s patter n spells. Mos t power-relate d advantages, suc h a s Emergenc y Spell , canno t b e use d wit h boun d spells. Knack s d o apply , a s d o th e advantage s whic h explicitl y mentio n boun d spells. Boun d spells tak e effec t n o faste r tha n patter n ones. Boun d spells tha t buil d start t o buil d a t th e instan t th e boun d spel l goe s off, just a s th e spel l woul d if yo u cast it a t tha t instant . (Whe n peopl e sa y tha t "boun d magi c is fast" , the y mea n tha t yo u ca n g e t th e boun d spel l t o b e cast quickly . A boun d Levitat e spel l c a n catc h yo u befor e yo u hi t th e poisone d spikes. Bu t a boun d Fir e Flowe r still ha s t o build.) SOME EXAMPLES or SPELLBINDING (ordinary binding) A Heal Once put on a ring, with condition "When the ring's wearer is either incapacitated by wounds, or speaks the phrase 'Heal Me O Ring', cast the spell upon him". The pattern spell's effect ordinarily varies with the caster's Medicine score. In this case, the caster cannot see the wounds (they hadn't happened when the spell was bound) and so the spell cannot take advantage of the caster's Medicine skill. (ordinary binding) A Fire Flower spell on a sword, with condition "When the owner says 'Explode! Explode!', cast the spell upon the next person the sword's blade touches other than the owner. "As with any other use of Fire Flower, the victim will start to smolder when the sword hits, and not actually take the fire damage until the spell takes effect; see page 185. This condition is simple enough so that the spell may be triggered in the same action that the attack is made. (ordinary binding) A Fire Flower spell cast on a stick, with condition "When the owner says 'Flames Engulf Thee!', cast the spell on the person that the stick is pointing at." Pointing the wand takes an action. Also, the owner has to make a targeting roll: Perception + Finesse + s20 against some gamemaster-set threshold, perhaps 5 if the victim is right in front of the owner and 20 if he's a long way away. If the roll fails, the spell can't tell who the owner intended to blast, and it fails with no effect. If it botches, it hits the wrong person. (binding with reasoning) A Fire Flower spell cast on a pebble, with condition "When the owner throws the pebble, east the spell at the nearest unfriendly person." This can be done with a reasoning binding, but not an ordinary one: reasoning is required for both "nearest" and "unfriendly". The bound spell might make a mistake, especially about who is unfriendly. Still, this is better than the bound spell requiring pointing, since no Perception + Finesse roll is required. Also the bound spell probably will be smart enough not to go off if you drop it. The pebble will take one action to throw. (ordinary binding, better with reasoning) A Change Places on a bracelet with a charm, with condition "When the owner throws the charm, teleport her to the place the charm falls". This can be done without a reasoning binding, but it is likely to go off if the owner drops the bracelet. If it is done with a reasoning binding, it will only go off when it is thrown. Note that the spell will fail completely if the owner throws the charm further than the Change Places can teleport. (impossible) A Change Places on a ring, with condition "When the owner says 'Save me O Ring!', teleport him to safety." The concept of "safety" is too nebulous for a bound Change Places, even with reasoning binding. You'd need a smarter version of the spell do this: there's nothing that the binding can do to help. (ordinary binding; better with reasoning) A Ward Against A Spell on a ring, set to go off when the wearer makes a magic resistance roll. This is reasonable, and helpful. Ordinarily this spell will have a trigger word, which the wearer will shout when he uses it. With reasoning, it can be a bit more flexible about when to go off. (ordinary binding: two spells with same trigger) A pair of bound spells, Eyes in the Fog and Coils of Fog, set to go off when the owner says "Hide me in Fog!". This is a nice combination, as the two spells will be cast immediately. (Some mages take this concept to extremes, carrying a package of six or seven bound defensive spells to use at the start of a battle. They can get a great deal of defense instantly - or waste a great deal instantly, if they use it at the wrong time.)


Spellweaving "Smoke, to start with, " hissed Strydat Myr Magus. "Smoke from seven things, I should think; that's a good number. Muniatic incense, of course, and turtlebar. Pine smoke is oily and would darken glass nicely. Keshogga smoke which Shax Shay Shaz despises. Syalanip smoke to please Gnarn, and the smoke of a live fat wudgeon for Gnarn and oiliness both. Tesquite smoke would be good, but tesquite don't grow around here, so perhaps we'll make do with birdbud. Unless you can find me some tesquite, of course; but I daresay you'll be seeking out something more obscure by the time we're finished planning this bit of silliness." — Laha Barsuada, The Tower of Glass and Other Stories Spellweavin g is the art o f castin g spells wit h th e hel p o f sym ­ bols an d physica l components , herbs, tools, symbols, chants, incense , an d a thousan d othe r things. A goo d spellweave r ca n develo p ver y comple x spells, thoug h the y canno t b e ver y strong . Spellweavin g is most usefu l for thing s lik e fixin g unusua l prob ­ lems, suc h a s havin g one's hea d turne d backward s b y a spell . T h e mai n componen t o f a wove n spell's Complexit y is th e "Spellweav e Quality" , whic h tells ho w successfu l th e spel l was. T h e mor e appropriat e an d well-balance d th e symbols an d phys ­ ical components , th e bette r (viz. mor e complex ) th e wove n spell . T h e siz e o f this numbe r is fairl y subjective . A t th e best , it is a s larg e a s th e caster's Spellweavin g skill. Unde r ordinar y circum ­ stances, Spellweav e Qualit y wil l b e positiv e - mos t spellweavers ca n find a t least on e o r tw o appropriat e components , writin g th e righ t gods' name s an d seals o n pape r if nothin g else . In disastrou s situations, Spellweav e Qualit y ca n b e negativ e - childre n running aroun d th e laboratory , earthquakes, opposin g wizard s sneakil y interfering . Mage s withou t a skill o f a t least 1 i n spellweavin g canno t weav e spells. Th e stress di e fo r complexit y ha s a t least on e botc h di e pe r art o f th e spell . Spellweavin g Complexit y (3/4 ) x (Wits + Wil l + Nou n + Verb ) + Spellweav e Qualit y + s 6 Powe r 5(* ) Cle y 6 Castin g Tim e a few hours, no t countin g preparatio n (*) Wove n spells hav e Powe r 5 , regardless o f th e caster's skills. Ther e ar e fe w way s t o increas e th e Power . Th e easiest is to us e a grac e o r glor y o f th e appropriat e gods, wit h eac h on e givin g s2 0 extr a Power . Spellweavers ar e alway s hungr y for grace s an d glories. Not e tha t th e lo w powe r o f wove n spells mean s tha t the y ar e eas y t o dispe l an d resist. Wove n spells ar e mediocr e weapons . For example, suppose that Ravide'sTread and hands have been turned backwards by a nendrai's magic: an effect with complexity 30 and power 80. A brute-force Healoc Corpador counterspell, trying to batter down the power against power, would be fairly challenging: like trying to batter down a castle door with a hammer. The alternative is to try to unravel the nendrai's spell: effectively doing a special-purpose counterspell that matches complexity against complexity: like trying to open the door with a lockpick. The gamemaster decides that a well-tuned Healoc Corpador effect of complexity 35 and power 5 could repair it. (For a lower-powered effect a lower complexity might work, down to complexity 25 if the nendrai's power were only 20. These judgments are subjective. They are also very sensitive to circumstances: an attempt to do something that seems very similar might require complexity 25 or 45.) The village spellweaver comes to the same conclusion with fifteen minutes of thinking and a Magic Theory + Wits+d20 > 20 roll. She mixes up a potion to fix the problem. The potion requires a variety of ingredients, including a powder made from an alarix's spiral horn that has been straightened out, and several healing herbs which grow straight. The gamemaster decides that this is a fairly straightforward effect. The special ingredients can be ordered if the spellweaver doesn't have them on hand - Ravide can walk backwards for a few extra days if need be. The spellweaver gets her maximum Spellweave Quality, equal to her remarkable Spellweaving skill of 16. She has Wits + Will + Healoc + Corpador = 3+3+10+12 = 28. The s6 rolls a 4. So, the complexity of the weave is ((3/4)x28) + 16 + 4 = 41, which easily repairs Ravide. He owes an impressive amount for the cure. Ritual Magic "Trust not the darksome Karcist Mage, Whose crabbed eyes on crabbed page Discern the vile ancient lore Of necromantic days of yore ..." — Dubu Whingie, Cautionary Verses Ritua l magi c is patter n magi c take n t o a n extreme . I n on e light, it is a techniqu e fo r castin g patter n spells - i n circum ­ stance s an d way s tha t encourag e the god s t o ac t a s if th e karcist (th e ritua l mage ) wer e vastl y mor e powerfu l tha n sh e actuall y is, perhap s eve n mor e powerfu l tha n an y prim e ca n be . I n anothe r light, it is th e castin g o f regula r patter n spells, bu t spells wit h extraordinaril y precis e requirements t o b e effective . I n a thir d light , it is th e workin g o f a spel l to o larg e t o b e a patter n spell , b y castin g it i n man y parts an d assemblin g the m int o a whol e throug h th e us e o f carefu l rituals. Ritua l magi c is inflexible , eve n mor e s o tha n patter n magic . It shun s th e attentio n o f th e gods, o r the y shu n it. Ther e is mor e o f t h e divin e in a child's creatio n o f a suga r bun , o r a carpenter's plane-spell , tha n a ritua l mage's ceremon y t o incinerat e a cit y o r rais e th e dead . Perhap s th e god s conside r it a misus e allowe d b y t h e rules o f magic , o r a n ac t o f foolis h pride , o r a pett y wa y t o achiev e end s tha t coul d b e achieve d magnificentl y instead . T h e stereotypica l karcist is th e youn g solitar y wizar d workin g fa r beyon d he r powers . Sh e spend s wear y hours studyin g rituals, memorizin g an d carefull y followin g all their inan e details.


T h e ba t mus t b e female , mus t no t hav e a singl e whit e hair, mus t b e fe d onl y o n wasp s for th e da y before . Th e needl e mus t b e copper, smelte d fro m th e leave s o f tree s o n a nigh t whe n th e Hollo w Moo n wa s open , neve r use d before , an d mus t pierc e th e bat's live r throug h o n th e first stroke . Then , whe n nothin g remain s andone an d the hou r is right , th e ritua l itself: hours o f carefu l labo r an d spellcasting , t o achiev e a n en d a s tortuou s a s t h e ritua l itself. Tha t stereotyp e is a s fals e a s any . Mos t karcists ar e reputabl e professiona l sorcerers, no t craze d wizards. A fire mag e migh t b e abl e t o permanentl y fireproof a building : a n eas y ritua l spell, b u t a ver y har d patter n spell . A grea t heale r migh t b e abl e t o rais e the dead : a har d an d unreliabl e ritua l t o b e sure , bu t muc h wors e wit h patter n magic . A Corpado r mag e migh t b e abl e t o ensur e tha t a n as-yet-unbo m chil d wil l b e a purebred , eve n if his parents ar e differen t breeds: a servic e that occasiona l Can i noble s wil l pa y handsomel y for. Ther e ar e ver y fe w peopl e wh o d o ritual magi c a s their primar y job , o r eve n their primar y interest ; bu t th e fe w wh o invest th e tim e an d expens e fo r training , ritual spells, preparation , an d performanc e sometime s fee l tha t it wa s worthwhile . Ritua l spells com e i n tw o parts: a patter n spel l (o r a cluste r o f several), an d a boo k o f instructions. Th e spell(s) mus t b e grafte d , a s for a n ordinar y patter n spell . The y canno t b e cast a t all withou t followin g th e instructions. If th e instruction s ar e followe d precisely , th e ritual wil l work . If not , it wil l fail. Eve n a singl e botc h o n th e castin g roll indicate s complet e failure , o r worse . Ritua l magi c depend s heavil y o n th e Ritua l Magi c skill. Fro m t h e "Max . Complexity " formula , mage s wit h a Ritua l Magi c skill o f less tha n thre e can' t perfor m eve n th e simplest ritual . Ritua l spells requir e man y cley , muc h time , an d generall y a grea t dea l o f material . Th e spel l description s list thes e things. T h e "Cost " is th e typica l cost o f th e materials fo r th e ritual. No t all o f the m ar e consumed : yo u wil l nee d t o replac e th e headdress o f owl's feathers an d curcaxi x berries, bu t no t th e silver-blade d knif e wit h you r nam e writte n fort y time s i n a ro w o n th e blade . F o r simplicity , assum e tha t a thir d o f th e cost is consumable s tha t must b e use d u p i n preparatio n befor e th e ritua l starts, a thir d is consumable s use d durin g th e ritua l itself, an d th e last thir d is nonconsumable s tha t yo u nee d onl y bu y once . T h e rituals requir e a certai n amoun t o f preparation . Ritua l preparation s usuall y tak e onl y a n hou r o r s o a day , bu t mus t b e don e a t th e righ t time . Yo u hav e t o se t th e coppe r dis h o f pea s a n d entrails t o dr y o n th e woode n tabl e a t th e instan t tha t th e Hollo w Moo n gape s widest , whic h happen s o n th e averag e onc e ever y thre e days. Th e "Preparation " tim e give s th e typica l tim e tha t preparation s must b e starte d i n advance . Fo r extr a realism , a d d (2d6-7)xl0 % - whic h wil l giv e a numbe r fro m -50 % t o +50 % - t o th e state d time . Som e preparation s ar e stable. Afte r th e pea s an d entrails ar e perfectl y dry, yo u ca n pu t the m i n a ja r an d us e the m wheneve r y o u like . Others ar e unstable. Onc e th e all-whit e mous e ha s bee n fe d th e righ t numbe r o f scarabs, yo u ha d bette r start th e ritu a l i n th e nex t da y o r two , befor e yo u hav e t o eithe r fee d th e mous e agai n (an d rende r it ritually unsuitable ) o r le t it die . Fo r simplicity , assum e tha t unstabl e preparation s mus t b e use d with ­ in d 6 days. Som e preparation s are multiple: yo u ca n dr y foa r dishe s o f pea s an d entrails a t on e time , a s easil y a s one . Others ar e single: y o u ca n onl y hol d on e gold-painte d melo n i n you r [upper] left han d a t dawn . Fo r simplicity , assum e tha t yo u ca n prepar e fo r d 4 use s o f a multipl e ritua l a t on e time , an d yo u ca n kee p aroun d a s man y preparation s a s desired ; bu t remembe r tha t yo u mus t p a y for eac h preparatio n whe n it is done . Yo u ca n onl y hav e a singl e preparatio n fo r a singl e ritua l a t an y give n time . (If it is singl e an d stable , yo u ma y kee p tha t on e preparatio n fo r a s lon g a s yo u need. ) Finally , w e giv e on e representativ e ritua l elemen t for eac h ritual . Whe n ther e is a gam e consequence , w e mentio n it: man y Destro c Corpado r rituals damag e th e caste r a s well . Fo r th e rest , it is simpl y a bi t o f characterization . W e list onl y a fe w rituals in th e spel l list. Ther e ar e man y oth ­ ers. Ordinar y spel l sellers d o no t dea l i n ritua l spells (excep t fo r occasiona l sellers nea r magi c academies, wh o ca n sometime s b e persuade d t o acquir e th e simple r an d mor e harmless rituals). Gettin g rituals usuall y require s knowin g (o r robbing ) th e righ t people . Ritua l Magi c Max . Complexit y Worst o f 2x(Ritua l Magi c Skill) an d Memor y + Nou n + Ver b Powe r Wits + Ritua l Magi c + Nou n + Ver b + s2 0 Castin g Tim e Som e hours; se e ritual . Cle y Several ; se e ritua l Cost High ; se e ritua l


SPELLS Timing of Spells He attacked me with a Fire Flower. Your Honor. But I jumped in the irrigation canal, and cast Armor Turning Pyrador. and cast Toughen Against Pyrador. and covered myself with mud. So my fur wasn't singed when the guards found me. That doesn't change the fact that he attacked me with an injurious blazing fiery spell and deserves to be beaten with a meech switch in the main square. — Mr. Yabblewet Urfunkster, accusing Mr. Mabrador Strappie of assaulting him Mos t spells tak e effec t afte r a short delay . This mean s tha t th e victims o f spells generall y ge t a chanc e t o avoi d th e effects, b y counterspells o r mundan e means. Spells eithe r buil d o r ar e fast . Spells tha t buil d tak e a littl e whil e to start. Fo r example , th e Fir e Flowe r spel l create s a clou d o f fire aroun d th e victim . Whe n th e spel l is cast , th e victi m starts t o smolder ; a s th e spel l builds, littl e flame s start lickin g a t th e victim . This doe s n o actu ­ al damage , thoug h it look s alarming ; a cleve r victi m wil l realiz e his dange r a t this point , an d a cleve r an d fast victi m wil l d o somethin g abou t it. Spells tak e effec t fairl y suddenl y afte r a fe w second s o f building : i n a n instant , th e littl e flame s hav e turne d to a larg e clou d o f fire, engulfin g an d incineratin g th e victim . Spells tha t buil d all hav e th e followin g orde r o f events: [Tharsax has a 2 initiative; Azliet has a 4]. [On 2], Tharsax tosses a Fire Flower (Cr Py 5) at Azliet. [Tharsax s player draws a 5 for his next initiative, and a Jack initiative for the spell.] The spell starts building; Azliet starts to smolder. [On 4], Azliet notices that she's smoldering. A glance and a Magic Analysis roll (Perception + Magic Analysis + s20, total of 18) reveals that there is a moderate-power Creoc Pyrador spell on her. She casts Toughen Against Pyrador (Su Py Co 5), which will help her resist the fire attack and protect her somewhat from its damage - and protect her for a few more actions as well. [Toughen is a fast spell, as most defensive spells are. It takes effect immediately. Azliet draws initiative 7 for herself. The Toughen doesn't need an initiative.] [On 5] Tharsax notices Azliet's defensive spell - Azliet said the name when she cast the spell, as most people do - and casts Hard-Flung Spell (Ru Su Ma 5), which will make the Fire Flower harder to resist. [Hard-Flung Spell is also fast. Tharsax draws initiative King for himself] [On 7] Azliet quickly examines Tharsax's latest spell with Magic Analysis, determines that it's a Ruloc Sustenoc Magiador spell, guesses with a quick Magic Theory roll that it's probably something to try to pound through her Toughen. She briefly considers casting another defensive spell, but a Fire Flower isn't that bad, she decides to get aggressive instead. She casts a Pounding Bone (Ru [Cr] Co 20), which will beat Tharsax with a heavy bone club. [She draws initiative King for herself, and 9 for the Pounding Bone.] [On 7, in response to Azliet] Tharsax doesn't have an initiative, and so he can't do much. He sees the harbinger oj the building Pounding Bone, a ghostly bone club materializing in front of him, and shouts the nonsense word "Murguun "! This is his trigger for a bound Armor Turning Corpador (Ru Su Co 5) spell, which he carries on one of the buttons on his vest. The Armor is fast, and takes effect immediately. He could not have cast a spell at this point, not having initiative. [On 9] The Pounding Bone takes effect, and starts beating Tharsax. Tharsax's defensive spell doesn't help enough - bound spells are often weak - and Tharsax takes a painful wallop. [Azliet draws another initiative for the club; it gets a Queen.] [On Jack] The Fire Flower finally goes off. Azliet gets a Magic Resistance roll, adding a bonus from her Toughen and a penalty from Tharsax's Hard-Flung, [etc.] Magic Resistance A s w e hav e seen , mos t spells tak e a littl e whil e t o affec t you , a n d a variet y o f counterspells o r othe r trick s ca n protec t yo u fro m them befor e the y tak e effect. However , whe n the y start t o tak e effect, yo u hav e onl y on e defense : you r Magi c Resistance . Typically , yo u mus t rol l (Magi c Resistanc e + s2 0 >= Spell's Power ) t o defen d yourself. An y amatea r mag e ca n cast spells o f powe r 2 0 easily . Yoa r Magi c Resistanc e isn't likel y t o b e muc h bigge r tha n 10-15 ; this give s yo u poo r chance s eve n against amateurs. If you'r e lucky , you'v e take n suitabl e precautions: castin g a Aler t t o Pyrado r spel l if you'r e fightin g a fire mage , o r a Magi c cast T h e spel l is cast ; it appears i n the world , an d starts to build . Th e victi m generall y notice s that th e spel l hit him. Th e spel l is give n a n initiative . build s T h e spel l is startin g to wor k bu t ha s no t don e its mai n inten t yet. A harbinge r o f th e spell's effects comes, ofte n the spell's effec t i n (harmless) diminishe d for m Counterspells an d othe r defense s ar e possibl e whil e th e spel l is building . Th e spel l build s until its initiativ e comes. take s effect O n the spell's initiative , it take s effect. Takin g effec t is fast whe n it happens. It's to o lat e for counterspells o r othe r defenses. Th e victi m ha s onl y the last defense , h is Magi c Resistance . (An d boun d spells se t to g o off o n magi c resistanc e rolls, an d othe r fast automati c allies. Fast spells ar e cast , build , an d tak e effec t almost instantly . The y ca n b e cast betwee n th e tim e tha t a slowe r spel l hits an d the tim e it take s effect.


Resistanc e o f Iro n spel l t o enhanc e you r Magi c Resistanc e in general . Thes e wil l all help . Eve n if yo u haven't , yo u ca n still defen d yoursel f a bi t more , spendin g cle y t o boost you r Magi c Resistance . Eac h cle y yo u spen d add s s2 0 fno botch dice} t o you r Magi c Resistanc e for t h e rest o f th e action . (Yo u must spen d this cle y all a t once , befor e yo u mak e you r Magi c Resistanc e roll). Th e extr a dic e d o n o t botch ; spendin g cle y neve r hurts you r chance s o f resistin g t h e spell . Botche s typicall y mea n tha t th e spel l hi t you , an d perhap s tha t it hit yo u unusuall y hard . Unconsciou s peopl e still ge t Magi c Resistanc e rolls. The y canno t us e extr a cley , o r othe r device s tha t requir e consciou s effort. Prodathnak oa Viper is trying to hold Odine the baker up at swordpoint. Odine is not cooperating; she declares that she will blast Prodathnak with fire until he leaves her alone. Odine is not particularly good at fire magic (Memory + Creoc + Pyrador = 8, not much more than is needed to cast it), but she does have Fire Flower grafted. Her first Fire Flower has Power=8+s20 = 15: not an exceptional cast. Prodathnak's Magic Resistance is a respectable 11; he gets this response frequently. His Magic Resistance roll is ll+s20 = 13; the spell strikes him at full [force, hurting him as badly as a sword would. Odine's second Fire Flower is only slightly better than the first: Power = 8+s20 = 17. Prodathnak takes no chances this time: he uses a cley to give himself an extra s20 on his Magic Resistance roll. This time his roll is 11 +2s20 = 28. He resists the spell, taking only half damage. After this, he casts Armor Turning Pyrador on himself. This fast spell contributes P/5 to Magic Resistance (+6, in this case) for the next few actions. The third Fire Flower has Power = 18. Prodathnak's Magic Resistance roll is 11 +6+s20 = 24 without using an extra cley; again he takes only half damage. He laughs fiendishly and menaces Odine again, though his scorched appearance doesn't help. Special Topics on Magic Resistance Noticing Magi c Resistance Rolls Mos t o f th e time , yo u notic e whe n yo u mak e a magi c resistanc e roll. There's a n instan t wher e yo u fee l th e spel l hit you , a n d yo u decid e t o whethe r t o us e cle y o r not . A t that time , if n o t before , yo u wil l kno w tha t yo u hav e bee n touche d b y a spell . Som e spells don' t wor k this way , especiall y som e Illusido r an d Mentado r s pells. Unnoticed Spells Som e spells, especiall y Illusido r spells, ar e covere d in illusio n a n d har d t o notice . If yo u don' t notic e th e spell , yo u can' t us e cle y o r othe r voluntar y defenses. Yo u hav e onl y you r ow n Magi c Resistanc e an d automati c defense s t o hel p you . Fo r example , Scen t o f Perplexin g Lust change s th e subject's scent , b u t th e subjec t doe s no t notic e it. Forgotten Spells Som e spells trick th e subjec t int o forgettin g tha t the y hav e hit. F o r example , Ne w Memor y give s its victi m a ne w memory ; it woul d b e muc h less usefu l if the victi m kne w tha t h e ha d bee n h it b y a spell . S o th e spel l covers its tracks. I n this case , th e subjec t does realiz e tha t th e spel l hit him , an d is allowe d t o us e cle y o r othe r consciou s defenses. However , afte r the y ar e used , h e forgets abou t th e spell . T h e characte r ma y late r realiz e tha t h e mus t hav e bee n hit b y a spell . If ther e ar e clue s (cle y missing , boun d spells used) , th e characte r ma y mak e a Memor y + s2 0 >= 10 roll t o consciousl y realiz e tha t h e wa s hit b y a spell . If th e tota l is ove r 20 , h e eve n realize s roughl y whe n it happened . If ther e ar e n o clues, remem ­ berin g is harder: Memor y + s2 0 >= 2 0 t o realize , >= 3 0 t o remem ­ b e r when . Spells Requiring Concentration; Mindful Spells Man y spells requir e intelligen t guidance . Illusion s tha t mov e nee d t o b e tol d ho w t o move , fligh t spells nee d t o b e tol d wher e t o fly, an d s o on . Ther e ar e tw o way s t o manag e this. First, yo u ma y provid e guidanc e t o you r ow n spells, b y con ­ centratin g o n them . An y mag e is capabl e o f this. It's har d to d o anythin g els e whil e you'r e concentratin g o n a spell . If yo u wan t t o try, yo u wil l hav e t o mak e a Will+Concentration+s2 0 roll, against a threshol d se t b y th e gamemaster : e.g., walkin g is a 20 , castin g anothe r spell is a 25 , dodgin g o r gettin g hi t i n battl e is a 3 0 . Fe w peopl e ar e capabl e o f concentratin g o n tw o spells at once . Som e spells don' t requir e constan t concentration : on e action's concentratio n ever y fe w action s suffices. Thes e spells hav e duratio n "Attend" . T h e secon d choic e is harde r bu t mor e effective . Man y spells m a y b e cast wit h Spiridor, creatin g a smal l spirit, impressin g you r goals an d intention s o n it, an d havin g it concentrat e o n th e spel l an d manag e it a s yo u would . Spells cast this wa y ar e calle d mindful, bot h becaus e the y hav e a min d supportin g the m an d the y pa y attentio n t o you r wishes. Mindfu l spells don' t requir e y o u t o concentrate . The y d o wha t yo u want . They'r e a s cleve r a n d creativ e a s yo u are . The y ar e directe d b y players, no t b y characters o r th e gamemaster . Arcane Connections Strundlegrahx crowed, "A tuft from her tail! We have her now, maties!" — Laha Barsuada, The Tower of Glass and Other Stories Mos t spells wor k a t fairl y short range : dozen s o f feet, o r less. Occasionall y yo u ma y wis h t o tal k t o you r frien d o n anothe r world-branch , o r blast a n enem y wit h fire a t a grea t distance . This ca n onl y b e don e if yo u hav e a n arcane connection t o th e intende d targe t o f you r spell : a n objec t intimatel y associate d wit h him . Th e best arcan e connection s ar e bits o f his body : e.g., she d thr, drop s o f blood , cla w clippings. Second-best ar e objects tha t h e ha s carrie d fo r a lon g time : e.g., his favorit e dagger, o r a scra p from his boot , o r his signatur e o n a contract . I n a pinch , yo u ca n t r y t o us e mor e distan t connections: e.g., a cop y o f a boo k tha t h e wrote , o r a footprin t in mud , o r a n imag e o f hi m in a scryin g pool ; suc h inferio r connection s ar e likel y t o b e mor e troubl e tha n the y ar e worth . Eve n wit h arcan e connections, spel l rang e is usuall y limited . F e w spells ca n g o furthe r tha n their Powe r miles, althoug h a n extremel y goo d arcan e connectio n migh t doubl e that. Arcan e connection s ar e fragile . Th e highest-qualit y arcan e connection s (bod y parts) hav e a 20 % chanc e o f breakin g afte r the y ar e used , whic h goe s u p t o 60 % if the y ar e use d twic e i n on e day . Tha t is, th e first us e o f a goo d arcan e connectio n i n a da y will work , bu t ther e is a 20 % chanc e tha t th e connectio n wil l n o


longe r b e a n arcan e connectio n afte r that. T h e second-best qualit y arcan e connection s hav e a 70 % chanc e o f breakin g afte r the y ar e used , whic h goe s u p t o 90 % if t h e connectio n is use d twic e i n on e week . Belo w that , arcan e connection s hav e a 99 % chanc e o f break ­ i n g afte r the y ar e used . Low-qualit y connection s ar e subjec t t o a variet y o f problems, suc h a s th e spel l havin g lo w penetratio n o r power, o r targetin g th e wron g perso n (e.g., th e tailo r wh o mad e the clothing , o r th e caste r herself). Ther e is n o simpl e wa y t o cheat ; e.g., if a cloa k is divide d i n half, usin g eithe r hal f wil l us e u p th e arcan e connection . Havin g th e entir e contents o f you r victim's bedroo m wil l proba ­ b ly giv e yo u tw o o r thre e arcan e connection s for th e objects, plu s anothe r on e o r tw o fo r bod y parts if yo u ca n find she d fur a n d clippe d claws. Othe r circumstance s ma y interven e a s well ; afte r someon e ha s bee n hit wit h fou r o r five long-rang e spells, it ma y happe n tha t n o arcan e connection s t o hi m wil l wor k for a fe w hours. Ther e ar e spells whic h interfer e wit h arcan e connection s i n variou s ways. Th e natur e an d limitation s o f arcan e connection s ar e somewha t o f a myster y t o all bu t th e best scholars o f magi c the ­ ory. Ther e ar e way s t o economiz e o n arcan e connections, suc h a s Buil d the Arcan e Bridge . Al l th e alternative s hav e limitation s a n d weaknesses: workin g a t a n immens e rang e is neve r a s eas y a s workin g nearby . Cooperative Casting of Spells "M'lord Battlehound! Seven sorcerers from Tobramata are uniting their powers against us! What shall we do?" "We shall thank Reluu that we do not have to face them all acting individually." — Overheard before the Battle of the Razzanne Mage s ca n cooperat e o n castin g spells. It's neve r ver y efficient: tw o mage s workin g togethe r ar e perhap s twent y o r fort y percen t mor e effectiv e tha n on e workin g alone . Sometime s tha t twent y o r fort y percen t ca n mea n th e differenc e betwee n success a n d failure . Cooperativ e castin g work s best for spellweaving . CO-CASTING A PATTERN SPELL Severa l mage s ma y cooperat e o n castin g a patter n spell . Th e mage s arrang e themselve s i n a line , sid e b y sid e an d almost touching , an d the y cast th e spel l i n unison . Eac h mag e spend s a cley . Th e resultin g spel l is calculate d wit h th e mos t favorabl e numbers : tha t is, th e highest Memory , th e highest Nou n o f an y caster, th e highest Verb , th e highest Knac k i n eac h Nou n an d Verb , an d th e highest di e roll(s). Lowe r rolls ar e ignore d - excep t for botches. Co-castin g is mos t valuabl e whe n on e mag e is goo d a t eac h o f t h e spell's arts, bu t non e ar e goo d a t all o f them. Fo r example , if Azlie t ha s Memor y +2 , Kenno c 10 an d Pyrado r 0, an d Rrengr a h a s Memor y +3 , Kenno c 2 an d Pyrado r 12, th e tw o coul d coop ­ erativel y cast a complexity-2 5 Kenno c Pyrado r spel l tha t neithe r o n e coul d cast unassisted . O f course , bot h o f the m woul d hav e t o hav e grafte d the spell . CO-CASTING A SPONTANEOUS SPELL Severa l mages , standin g nea r eac h other, ma y cooperat e o n castin g a spontaneou s spell . Eac h on e invents parts o f th e spell , a n d the y all toss the m i n together. Eac h caste r must mak e he r complexit y rolls a t a - 5 penalty . Th e spel l work s if eac h caste r succeed s i n castin g it. If anyon e gets a partia l success, th e spon ­ taneou s spel l wil l b e partiall y successful . T h e Powe r o f th e resultin g spel l is calculate d harmonically : th e powe r o f th e strongest individua l mage's cast, plu s hal f th e powe r o f th e second-strongest , plu s a thir d o f th e powe r o f th e third-strongest , an d s o on . CO-BINDING A SPELL Ther e is n o know n wa y fo r spellbinders t o cooperate . CO-WEAVING A SPELL Severa l spellweavers ca n cooperate . A s for co-cast patter n spells, this give s th e best attribute , skill number , an d di e roll o f a n y participatin g mage . Th e spellweavers must hav e a minimu m Spellweavin g skill leve l a t least a s bi g a s th e numbe r o f spellweavers, s o a gran d spellweavin g part y o f fifteen weaver s woul d requir e experts wit h skil l 15+ . Eac h spellweave r spend s th e full cle y cost for th e spellweave , bu t the y shar e th e materia l setu p a n d rituals. This work s quit e well , a s it allow s mage s t o tak e advantag e o f divers e strengths. COOPERATIVE RITUAL .MAGIC Severa l ritua l mage s ca n cooperate . A s for co-cast patter n spells, this give s th e best attributes, skills, an d dierolls o f an y participatin g mage . However , eac h ritua l mag e mus t hav e enoug h Ritua l Magi c skill t o cast th e spell : tha t is, a t least hal f t h e spell's complexity . Repeated Casting There's only so tough you can make your hide, no matter how good you are with Sustenoc and Corpador. I recommend Thick Distance Armor, makes each attack on you have to go further to get to you. Protects you just nicely. And it works so different from Sustenoc Corpador that both spells do their job on you just fine. — Tathandra Marzanna, guard mage of Ovirucci I n man y cases, whe n yo u repeatedl y cast a spel l a t th e sam e target , yo u ge t th e best o f th e effects o f th e multipl e casts, no t th e sum . W e ofte n emphasiz e this b y th e phrase , "maxes, no t adds" , b u t tha t phras e is th e default . Fo r example , there's littl e poin t t o castin g Thic k Distanc e Armo r repeatedly : th e first castin g make s t h e armor, an d late r casting s just d o th e sam e tha t th e first on e did . If yo u wan t mor e protection , us e a spel l tha t protects yo u i n a differen t way . Thic k Distanc e Armo r is a Susteno c Locado r spell whic h protects yo u b y makin g it har d for thing s t o mov e


throug h spac e t o hit you . Tast e o f Invulnerabilit y is a goo d com ­ plement ; it protects yo u b y makin g yo u tougher. Bot h spells a d d t o you r Soak , bu t the y d o s o i n unrelate d way s an d s o bot h wil l protec t you . Ther e is som e poin t t o re-castin g Hea l Once , if th e first cast didn' t wor k ver y well . Yo u ge t th e best o f all th e parameters; e.g., a spel l wit h variabl e effec t an d duratio n wil l ge t th e best o f t h e tw o effects an d th e best o f th e tw o durations, eve n if the y com e fro m differen t spells. This is compute d a t th e tim e th e sec ­ o n d spel l is cast ; the duratio n o f th e first is its remaining , no t original , duration . So , yo u ma y als o re-cast a wea k versio n o f a stron g bu t short-live d spel l t o mak e th e stron g spel l last a bit longer. This guidelin e ha s exceptions, especiall y fo r attac k spells. Blastin g someon e wit h tw o Fir e Flowers doe s twic e th e damag e o f on e Fir e Flower . (Though , if tw o Fir e Flowers tak e effec t a t t h e sam e time , onl y th e strongest doe s damage. ) Eve n this ma y reac h its limit: sometime s Viri d o r Floki n wil l decid e tha t a doze n Fir e Flowers is enoug h for on e victim . It is somewha t tricky t o tell ho w tw o o r mor e spells wil l wor k togethe r (o r ho w multipl e casting s o f a singl e spel l wil l work) . Figurin g it ou t is a matte r o f magi c theory: roll Wits + Magi c Theor y + s20 , wit h a 2 0 require d fo r th e easiest questions. Th e answe r is quit e sensitive ; castin g th e sam e spells togethe r agai n migh t hav e the m interac t differently . Copying Pattern Spells This is the most boring job I've ever had. I don't care how good the pay is. I quit. — Feriamoon, Rassimel ex-spell copyist Anyon e wh o ha s grafte d a spel l ca n mak e copie s for othe r peopl e t o acquire . (Ther e is n o know n bette r wa y t o giv e some ­ o n e els e a spell.) Cantrip s ar e fairl y eas y t o copy ; mor e advance d spells ca n tak e quit e a while . Th e rar e wizard s wh o inven t powerfu l spells an d sell the m emplo y peopl e a s copyists; generall y peopl e withou t th e magica l powe r necessar y t o cast t h e spells the y ar e copying . Copyin g a spel l is a tirin g an d borin g job . Th e copyist sits i n fron t o f th e box , an d laboriousl y matche s som e cle y to a bi t o f t h e spell , compresse s it int o a spark , an d puts it i n th e bo x in th e right place . It's rathe r lik e makin g a plasticin e cast o f a bone , terrestrially . Th e spel l i n the bo x is reall y a mol d for th e spell , a negativ e imag e o f it. Copyin g a spel l take s hal f th e spell's complexit y day s o f fulltim e work , an d require s th e spell's complexit y i n cle y eac h day . S o , copyin g a complexity-2 0 spel l take s 10 day s an d 2 0 cle y eac h day . On e o f th e mor e distastefu l job s o f sorcerer's appren ­ tice s is providin g cle y t o spel l copyists. A recently-grafte d spel l is no t suitabl e for copyin g (thoug h it is suitabl e fo r castin g - castin g is gentle r an d mor e natura l tha n copying) . A spel l caano t b e copie d for dlOO - 5xWil l day s afte r t h e graft is complete . Ther e is n o know n wa y t o cop y a boxe d spel l withou t graftin g it first. Copyin g spells is a skille d art. It require s Finess e + Magi c Analysis + Concentratio n >= spell's complexity . Transcribing spells (for grafting) Tim e (1/2 Complexity ) day s Cle y Complexit y pe r da y Wai t dlOO-5xWil l day s afte r graftin g Max . Complexit y Finess e + Magi c Analysis +Concentratio n Magic Analysis The Zi Ri spoke, fire dripping from zir tongue. "Young Rassimel, I perceive that you have the makings of a mighty wizard. I shall train you. What's your name?" — Laha Barsuada, The Tower of Glass and Other Stories T h e traine d magi c sens e is a powerfu l investigativ e organ , lik e a well-traine d Can i nose . It ca n b e use d t o understan d a grea t man y thing s abou t magic . Ther e is on e majo r limitation : th e magi c sens e must b e use d intentionall y sav e b y th e mos t sensitive ; players mus t usuall y declar e tha t their characters ar e usin g it. Onl y th e mos t powerfu l magic s wil l b e obviou s t o someon e n o t intentionall y usin g magi c sense , in muc h th e sam e wa y tha t onl y a brigh t ligh t wil l b e obviou s t o someon e whos e eye s ar e closed . RANGE or .MAGIC SENSE T h e magi c sens e work s best b y touch , bu t ca n wor k a t a mod ­ erat e distance . Range of Magi c Sens e Rang e Acuity Penalt y Touc h Full + 5 (Perceptio n + Magi c Analysis) inche s Decen t + 2 (Perceptio n + Magi c Analysis) feet Lous y 0 10x(Perceptio n + Magi c Analysis) feet Poo r - 5 100x(Perceptio n + Magi c Analysis) feet Terrible - 2 0 NOTICING A SPELL BEING CAST Anyon e wh o choose s t o us e magi c sens e wil l notic e tha t a spel l is bein g cast. Casua l observers, no t activel y usin g magi c sense , usuall y d o no t notic e whe n spells ar e cast . (Most peopl e perfor m som e stylize d actio n whe n the y cast spells, whic h migh t alert casua l observers. Peopl e wh o don' t d o o r sa y anythin g probabl y won' t alert them. ) FINDING A SPELL'S CASTER It is possible , thoug h hard , t o figure ou t wher e a spell's caste r is just b y watchin g th e spel l a s it is cast . This require s a Perceptio n + Magi c Analysis + s2 0 >= 3 5 roll. If th e spel l ha s som e physica l effec t - a bal l o f fire tha t th e caste r tosse s b y han d - it wil l b e muc h easie r t o find th e caste r b y regula r sigh t o r scent . DETECTING ACTIVE MAGIC Magi c is a bit harde r t o se e afte r th e spel l ha s bee n cast . If yo u weren' t lookin g initially , yo u mus t rol l Perceptio n + Magi c Analysis + s2 0 >= 10 t o se e a buildin g o r activ e spell . DETECTING ILLUSIONS Illusio n spells ar e harde r t o detec t b y magi c sense : the thresh ­ o l d is th e spell's Power . A moderatel y competen t illusionist ca n


fool almost everyone . Man y illusio n spells wil l simpl y appea r real; others ma y appea r t o b e magical , bu t wit h differen t an d sensibl e kind s o f magic . Illusion s ar e best detecte d b y physica l clues. DETECTING BOUND MAGIC Detectin g th e presenc e o f boun d spells quickl y o n a n objec t require s a Perceptio n + Magi c Analysis + s2 0 >= 15 roll. This give s n o details o f th e boun d spell . Detectin g th e presenc e o f boun d spells in a n are a is harder ; e.g., running alon g a corrido r keepin g a n ey e ou t for boun d spells ha s a threshol d o f 35 . DETECTING LNCHANTMENTS It is usuall y trivia l t o sens e tha t powerfu l magi c item s ar e mag ­ ical. ( A fe w hav e mino r sid e enchantments tha t hid e their magic.) Mino r magi c item s aren' t a s intensel y magical ; the y requir e Perceptio n + Magi c Analysis + s2 0 rolls, wit h threshol d usuall y aroun d 15 . Detectin g th e enchantmen t wil l giv e yo u som e ide a ho w pow ­ erful it is, an d wha t arts it uses. Magi c Analysis canno t tell yo u wha t th e ite m doe s o r ho w t o us e it; that's a matte r for th e muc h mor e arcan e Enchantmen t skill. UNDERSTANDING SPELLS Y o u ma y us e Magi c Analysis t o tr y t o figure ou t wha t a n activ e or buildin g spel l does, an d ho w stron g it is. Yo u lear n th e approximat e power . Fo r example , o n a roll o f 15 , yo u migh t lea m tha t it is a Creo c spel l o f powe r abou t 40 ; it certainl y ha s a Nou n (o r several), an d it migh t hav e othe r Verbs, an d its Powe r is somewher e betwee n 3 1 an d 50 . Analysis o f a boun d spel l is harder : subtrac t 5. Magi c Analysis o f Spells Roll Conten t Powe r Roundin g < 10 n o clu e n o clu e 10-1 9 Lear n on e Nou n o r Ver b multipl e o f 2 0 20-2 9 Lear n Noun(s) an d Verb(s) multipl e o f 10 30-4 4 Approximat e inten t o f spel l multipl e o f 5 4 5 + Clea r descriptio n o f the spell . exac t INSPECT A MAGERIUM Y o u can , wit h a full minute's staring , inspec t someone's mageriu m an d ge t a goo d ide a o f their magica l skill. This is considere d rud e an d intrusive , rathe r lik e squeezin g their mus ­ cles o r genitals t o se e ho w suitabl e the y ar e fo r othe r activities. Peopl e ca n disguis e their magerium s wit h illusions. A Perceptio n + Magi c Analysis + s2 0 roll o f 15 wil l giv e yo u u sens e o f ho w powerfu l the perso n is a s a mage , o n a scal e o f "magicall y crippled" , "ordinar y person" , "sorcerer" , an d "wiz ­ ard" . A scor e o f 2 0 wil l tell yo u som e blatantly-obviou s things: their strongest an d weakest arts, an d ho w man y dozen s o f patter n spells the y have . Yo u ca n als o tell whethe r o r no t th e perso n is prime , b y th e shap e o f th e branche s o f their magerium . A scor e o f 2 5 wil l giv e mor e detaile d information , suc h a s skill levels i n arts an d Magi c Resistanc e t o th e nearest multipl e o f 5, a n d wha t magica l knack s th e perso n has. Yo u ma y als o tell if a Gormoro r ha s broke n his wor d o f honor. A scor e o f 3 0 wil l le t yo u se e ver y fine details: yo u ca n coun t t h e numbe r o f Corpado r spells the perso n has, an d determin e t h e complexit y o f th e best one . Yo u ma y als o se e ephemera , suc h a s th e numbe r o f cle y th e perso n ha s t o th e nearest multi ­ p l e o f 5. A scor e o f 4 0 wil l le t yo u tell wha t a spel l tha t th e perso n ha s grafte d does, withou t th e perso n castin g it. READING A BOXED SPELL If yo u hav e a boxe d (ungrafted ) spell , yo u ca n tr y t o analyz e it a n d se e wha t it does. This is a goo d ide a if yo u don' t trust th e dealer. Yo u ca n tel l the arts o n a Perceptio n + Magi c Analysis + s2 0 roll o f 5+ , an d the complexit y o n a 10+ . O n a 15+ , yo u g e t a vagu e ide a o f th e spell's intent ; o n a 20+ , a vagu e descrip ­ tio n o f th e spell ; an d o n a 25+ , a full descriptio n o f th e spell . TELLING WHAT NOUN SOMETHING IS Y o u ma y star e a t somethin g an d attemp t t o tell wha t Nou n it is mad e of. Th e gamemaste r wil l rol l Perceptio n + Magi c Analysis + s20 . O n a 40+ , yo u lea m all th e Nouns . O n a 30-39 , yo u lea m o n e Noun . O n a 20-29 , yo u ge t n o information . If th e rol l is less tha n 20 , o r a botch , yo u are tol d a randomly-chose n Nou n tha t m a y o r ma y no t b e present . ADVANCE D MAGIC Some Topics in Magic Theory Magi c theor y is a hug e an d complicate d discipline . I n this sec ­ tion , w e describ e a fe w thing s whic h mos t prime s lea m i n grad e school . There's muc h more , o f coarse . Advance d topic s wil l frequentl y upse t familia r parts o f earl y magi c theory . This is lik e terrestria l physics. Ther e are som e facts i n naiv e physic s (movin g objects eventuall y com e t o rest) whic h ar e upse t b y Newtonia n physic s (i n th e absenc e o f externa l forces, movin g objects follo w straigh t line s forever), an d th e Newtonia n physic s is upse t b y relativit y (thos e line s aren't reall y straight). Al l thre e facts ar e correct , an d th e advance d physic s explain s wh y th e mor e elementar y physic s see m correct , bu t you r world-vie w change s drasticall y a s yo u lea m mor e physics. Wha t we'r e givin g her e is th e equivalen t o f a bi t o f Newtonia n physics. It supersede s wha t you'v e learne d elsewher e i n this book , bu t everythin g you'v e learne d is still mostl y true . Th e thing s i n this chapte r ar e als o true , excep t unde r unusua l situa ­ tions. T H E FIRST LA W O r MAGIC Magi c is ultimatel y o n a persona l relationshi p betwee n yo u (th e caster) an d th e gods. Th e god s ar e less capriciou s tha n som e worlds' gods, bu t the y ar e people. Sometime s careless, sometime s playful , sometime s bitchy , sometime s unaccountabl y annoye d wit h you , sometime s happy , sometime s distant , some ­ time s anythin g else . S o magi c is uncertain . Yo u ultimatel y hav e n o guarante e abou t a n y o f it. It migh t g o awa y tomorrow , o r b e fre e for everyone , o r onl y wor k i n temples, o r anythin g els e at all. There's ultimatel y n o wa y fo r mortals t o predic t wha t migh t happe n wit h it, o r influenc e it a t all. T o mak e thing s worse , th e whol e worl d is magic : create d b y magic , sustaine d b y magic , ruled b y magic . S o yo u hav e n o guarante e abou t a n yth i n g . That's th e bi t o f the lectur e tha t wake s th e puppie s up . Th e w a y thing s hav e worke d s o fa r isn't a s ba d a s that. Th e god s are


reasonabl y consistent , an d cooperat e wit h eac h othe r fairl y wel l - an d the y sho w ever y sig n o f continuin g t o kee p thing s rough ­ l y th e wa y the y ar e int o th e indefinit e future . O f course , th e details d o wobbl e around . Sometime s a mag e forgets tha t Levitat e onl y levitate s th e caster, an d casts it o n someon e else , an d Kvars e is nic e an d lets th e mag e ge t awa y wit h it. Sometime s Floki n goe s t o slee p for a fe w weeks , an d all t h e fire spells i n th e worl d d o a bi t less damag e tha n the y di d before . Sometime s "Here " gets annoye d tha t someon e h e doesn't lik e ha s bee n teleportin g ou t o f dange r to o much , an d a n ordinaril y fast spel l work s slowl y once . Sometime s Hressh-Hu u is nic e an d lets a n aspirin g Airado r mag e tr y ou t som e complexi - ty-2 0 spells tha t sh e doesn' t quit e hav e th e Memor y + Nou n + Ver b tota l t o cast . Th e Nou n God s ar e usuall y responsibl e fo r spells workin g i n unusua l ways ; th e creato r god s ar e usuall y smarter, an d see m t o prefe r mor e subtl e way s o f interferin g in morta l affairs. Characters canno t hop e t o predic t everythin g tha t magi c wil l d o , o r eve n understan d wh y it di d everythin g tha t it ha s done . A Magi c Theor y expert wil l d o a goo d jo b - bu t onl y th e god s ca n possibl y d o it perfectly , an d the n onl y if all o f the m mee t t o discuss the matte r i n advanc e an d d o wha t the y decide d t o do . Unusua l occurrence s ar e unusual , bu t nothin g is impossibl e an d nothin g is inexplicable . Spell-casting and Divine At t e nti o n Kvarse scowled. "How many of your own breaths do you pay close attention to? How many beats of your heart do you measure with sand-clock and sound-spell? How many wags of your tail do you plan and scheme in advance? No more do I contemplate the actions and pervulsions of your spells." — H. Dorthin Markie, Tales of Monsters and Gods Simpl e magi c is cast throug h routin e negotiatio n wit h th e gods. O n the whol e the y pa y littl e attentio n t o wha t mortals d o wit h their magic : less attentio n tha n mortals pa y t o breathing , accordin g t o Kvarse . Eve n whe n th e morta l is workin g directl y f o r th e god , th e go d usuall y doesn' t pa y attention , a s an y o f th e knights o f Kvars e wh o die d whe n thei r Corpado r spells botche d migh t testify. Th e god s d o not e th e spells i n som e ways : onc e Lenhirri k tol d Tsemnomide s tha t Tsemnomide s ha d cast t w o thousand , eigh t hundred , < a n d thirt y Herbado r spells, fou r hundre d an d eleve n o f whic h wer e feather-cast , an d thirtee n o f whic h wer e cast i n Tsemnomides ' prio r an d short life . Theologian s hav e postulate d armie s an d hierarchie s o f celestia l bookkeeper s fro m this remark . Advance d magi c - spellweav ­ i n g an d enchantmen t - work s b y non-routin e negotiatio n wit h th e gods. A spellweav e o r enchantmen t is a ceremon y designe d t o catc h th e god's persona l atte n tio n an d ge t a n unusua l favor. Ther e ar e certainl y routin e aspects t o this - th e paymen t o f cle y for magica l effects, th e invocatio n o f th e god s throug h th e magica l arts. Bu t th e gods' respons e is partiall y determine d b y ho w intereste d the y ar e i n th e ceremony . Ceremonie s consist o f thre e elements: (1 ) attractin g th e gods' attention ; (2 ) earnin g th e gods' goo d will ; (3 ) compromisin g betwee n th e god s involved . Attractin g a god's attentio n is th e eas y part . Tuggin g o n th e connection s wit h th e go d is a goo d start. On e continue s b y callin g th e gods' names , chantin g their hymns , displayin g their symbols, an d s o on . Earnin g their goo d wil l is no t s o easy . There's som e basi c goo d wil l fro m the for m o f th e ceremony , th e closeness betwee n th e g o d an d th e celebran t (a s measure d b y th e celebrant's art), an d s o o n . T o mak e th e spel l mos t effective , th e ceremon y shoul d pleas e th e god : offers their favorit e treats, sin g an d dance , declai m origina l poetry , an d otherwis e entertai n th e god . Th e god s d o no t com e visibl y i n person , bu t see m t o enjo y th e sacrifices anyway . Ther e ar e vast book s abou t eac h god's tastes: Floki n ca n ofte n b e intereste d i n a mous e bein g torture d t o deat h b y fire - though it is less intereste d if it ha s hunte d recently , o r if someon e ha s don e a simila r ceremon y recently . Sacrifice s (destroyin g somethin g o f valu e t o th e caster) ar e sometime s effective : the y carr y th e message , "Se e ho w muc h this enchantmen t mean s t o me , tha t I wil l bu m m y favorit e rug i n you r name! " Th e god s tak e sacrifice s a s plea s fo r sympathy : worthwhil e whe n th e god s ar e i n sympatheti c moods . God s rarel y respon d wel l t o promises. Yo u migh t ge t som e advantag e wit h Kvars e (bu t non e wit h Lenhirri k o r Reluu ) fro m havin g mad e a larg e donatio n t o th e Healers' Guild , bu t yo u won' t ge t on e from promisin g one . Ceremonie s wor k best whe n th e symbols i n th e ceremon y ar e directl y relate d t o th e desire d effect. If yo u pleas e Floki n wit h torture d mic e an d song s o f hunting , Floki n wil l b e mor e intereste d i n givin g yo u flamin g weapon s tha n tools t o hea l burns. T h e hardest part o f designin g advance d magi c is makin g th e ritua l pleas e all th e relevan t god s an d no t offen d an y o f them . Floki n enjoy s watchin g mic e bein g torture d b y fire, bu t Kvars e despise s it. S o shoul d it b e a part o f th e enchantmen t fo r a Pyrado r Corpado r weapon ? Ther e ar e te n thousand book s abou t h o w t o d o this. Non e o f the m is an y good . T h e god s neve r appea r i n perso n in thes e ceremonies, no r d o the y sa y anythin g directly . Th e ceremon y eithe r works, o r doe s not , o r goe s awry . Th e god s d o no t explai n wha t the y did , no r justif y it, no r apologize , no r eve n laugh . DETAILS or THE ARTS I can't tell you for sure what your Fire Flower is gonna do 'til you've cast it. Maybe not even then. — Flokin, god of fire T h e Noun s o f Corpado r an d Herbado r ar e extremel y useful . Mos t objects ar e on e o r th e other, s o mos t thing s tha t yo u wan t don e us e on e o r th e other. Aquador , Airador, Pyrador , an d Durudo r cove r mos t o f th e rest o f th e materia l in th e universe , s o ordinar y peopl e ofte n lear n som e abou t thos e Noun s a s well . T h e Verb s Creoc , Destro c Mutoc , Ruloc , an d Healo c ar e gener ­ all y useful , an d mos t peopl e kno w on e o r tw o o f the m - fre ­ quentl y startin g wit h their god-connectio n verb , sinc e it's th e easiest . T h e Noun s Magiador , Spiridor, Locador , an d Tempador , an d t h e Verb s Kenno c an d Susteno c ar e considere d t o b e advance d magic , suitabl e mainl y for peopl e wh o wan t t o b e seriou s wiz ­ ards. Commo n peopl e rarel y stud y them ; it's puttin g o n airs, pre ­ tendin g t o b e a wizard . Mentado r an d Illusido r ar e considere d


potentiall y crimina l - rathe r lik e lock-pickin g an d knowledg e abou t compute r securit y o r makin g explosive s terrestriall y - an d adventurers ma y prefe r no t t o boast abou t expertis e a t them . Pyrado r an d Kenno c ar e unreliabl e arts - Pyrado r becaus e fire is dangerou s o n a worl d o f wood , Kenno c becaus e Pararenenz u doesn' t manag e it properl y an d it regularl y fails - an d usin g the m regularl y is considere d a bit risky . Creoc Creo c spells ordinaril y creat e temporar y things, thing s tha t vanis h soone r o r later: soone r fo r bolts o f fire, late r fo r commo n materia l objects. Mak e a flower wit h Creo c Herbador , an d it wil l fad e an d vanis h i n a fe w hours. Usin g Susteno c a s wel l a s Creo c make s man y o f thes e thing s permanent . Youn g Herethro y children , wit h their innat e gift wit h Creoc , creat e cookie s t o eat. This is harmless. Whe n th e cookie s fade , t h e childre n find tha t the y ar e a s hungr y a s if the y hadn' t eate n t h e cookie s i n th e first plac e - bu t the y don' t hav e bits o f their fles h vanishing . Olde r childre n ofte n thin k tha t they'l l gro w u p t o b e mage s specializin g i n Creoc , Sustenoc , an d Herbador , an d mak e a s man y lozen s a s the y want . Thes e plan s ar e rarel y fulfilled ; b y t h e tim e th e chil d grow s up , sh e ha s bette r thing s t o d o wit h a cle y tha n tur n it directl y int o a lozen . Smith s d o indee d us e Creoc , Sustenoc , an d Durudo r t o creat e metal : a high-complex ­ i t y spel l is require d t o mak e a singl e ounc e o f metal , s o meta l is expensive . Attac k spells base d i n Creo c generall y wor k b y creatin g some ­ thin g dangerous, fire o r missile s o r vine s o r whatever , wher e it c a n hurt a n enemy . If th e substanc e is create d nea r th e enem y - Creo c Pyrado r t o se t th e enem y o n fire - th e enemy's Magi c Resistanc e migh t blun t o r cance l the attack . If th e substanc e is create d fa r awa y - Creo c Herbado r t o mak e a n arrow , an d Rulo c t o hur l it - Magi c Resistanc e ofte n won' t apply , bu t th e caste r must ai m th e attac k (requirin g som e kin d o f Attac k roll) o r it wil l miss. Destroc Destro c is th e art o f destruction : wounding , cutting , carving , breaking , aging , poisoning , an d annihilating . Spells tha t involv e thes e things, directl y o r indirectly , frequentl y requir e Destroc . A l l spells tha t creat e poiso n ar e Destro c a s wel l a s Creoc . Destructio n is usuall y real . It's eas y t o woun d someon e wit h a Destro c Corpado r spell ; it's muc h harde r t o mak e a Destro c Corpado r spel l t o caus e a woun d tha t wil l g o awa y i n a fe w hours. Destroyin g thing s wit h Destro c is serious. If somethin g ha s bee n annihilated , it ca n b e reconstructe d b y a sufficientl y grea t Healo c spel l - bu t destroyin g is usuall y easie r tha n recreating . Destro c ha s thre e apparen t opposites: Creoc , Healoc , an d Sustenoc . Ther e ar e usefu l spells combinin g Destro c wit h eac h o f its opposites. A Creo c Destro c Herbado r Spirido r spel l ca n creat e a bridg e ove r a chas m tha t wil l vanis h whe n you r foe s se t foot o n it (Spirido r is use d t o mak e tha t decision) . A Healo c Destro c Corpado r spel l ca n cur e a growin g sickness, suc h a s a cancer; o r ope n a temporar y woun d suc h a s a surgeo n migh t use . A Destro c Susteno c Magiado r spel l ca n shiel d against magi c for a while , wherea s withou t Susteno c it woul d onl y protec t fro m o n e spell . There's a t least on e usefu l spel l combinin g all four: T h e Infinit e Grenade . Healoc Healo c covers healing , repairing , restoration , retur n t o natural , prio r o r origina l states. Th e ver y existenc e o f a Healo c metho d h a s grea t philosophica l consequence : it mean s everythin g ha s a "natura l state. " Ther e is a righ t wa y for thing s t o be . It's easie r for thing s t o b e i n their natura l states, o r t o retur n the m t o there . Healin g non-living , non-magica l thing s is fairl y straightforward . Healin g livin g thing s is a trick y matter. Th e spel l t o hea l a woun d properl y is th e Healo c Corpado r 3 5 spel l Hea l Truly . Hea l Trul y doe s true healing: eac h tim e it is cast , it ha s its full effect. It is outsid e \ t h e reac h o f mos t healers, s o ther e ar e dozen s o f limite d bu t easie r healin g spells, whic h onl y wor k i n specifi c circumstance s o r i n specia l ways . It's eas y t o desig n ver y specifi c healin g spells tha t hea l recen t injurie s fro m specifi c agents. Th e Remed y spells d o this: Remed y f o r Pyrado r heals just-cause d burns. Recen t deat h is no t a majo r proble m if th e Hea l th e Awfu l Woun d spel l is available . Olde r wound s ar e harde r t o hea l b y spells. Th e complexity-1 0 spel l Hea l Onc e heals a s muc h a s th e complexity-3 5 Hea l Truly . b u t it onl y doe s overlapping healing. If yo u receiv e severa l Hea l Onc e spells i n th e sam e day , yo u wil l onl y b e heale d b y th e best o f them . Th e complexity-1 5 Healin g Slee p spel l is reasonabl y effective , bu t require s a full night's sleep . Prime s ofte n us e temporar y healin g spells, suc h a s Pretens e o f Health . Thes e ar e usefu l i n fights, becaus e the y cur e a grea t dea l mor e tha n rea l healin g spells, an d ar e somewha t cumulativ e wit h eac h othe r an d wit h Hea l Once . It is commo n enoug h for a war ­ rio r t o leav e a fight havin g takin g fata l damage , bu t bein g unhurt . Th e damag e return s afte r som e time , usuall y man y hours afte r th e fight. Wound s tha t hav e bee n temporaril y heale d ar e calle d hidden wounds. Hidde n wound s ar e heale d now , bu t the y wil l retur n later. Mos t healin g spells cast o n yo u whil e yo u hav e hidde n wound s wil l hea l visibl e wound s first, the n hidde n ones. Fo r example , if yo u hav e 3 0 lif e points a t full health , tak e 18 dam ­ age , an d the n 12 points o f temporar y healing , yo u hav e 30 - 18+12=2 4 lif e points left, an d 12 points o f hidde n wounds . If y o u ar e the n give n 15 points o f tru e healing , 6 o f the 15 points wil l tak e car e o f you r visibl e wounds , leavin g yo u wit h n o visib l e wound s a t 3 0 lif e points. Th e 15-6= 9 points o f healin g whic h wer e no t use d o n visibl e damag e appl y t o th e hidde n wounds , reducin g the m fro m 12 t o 3 . So , if yo u kno w tha t yo u wil l b e dea d a s soo n a s th e temporar y healin g spells wea r off, ge t t o th e best heale r yo u ca n find a s quickl y a s possible . Temporar y healin g spells fad e gradually . Typicall y s 6 points o f damag e com e bac k ever y s2 0 minute s a s th e spel l fades. Yo u wil l wan t a heale r keepin g a n ey e o n yo u whil e yo u hav e tem ­ porar y wounds , an d yo u wil l wan t t o ge t tru e healin g a s soo n a s possible . I n th e mos t extrem e case s - someon e wh o ha s take n severa l time s fata l damag e - the patien t ma y wel l di e whe n th e temporar y healin g wear s off, doctors o r n o doctors.


Specifi c kind s o f injurie s requir e specifi c healin g spells. A hamstringin g require s Restrin g th e Le g (H I C o 20 ) o r th e equiv ­ alent . Thes e spells repair physica l problem s wit h th e patient's body . The y d o no t restor e lif e points, no r d o the y interfer e wit h healin g spells tha t restor e lif e points. Healo c spells hav e a grea t man y use s beyon d simpl y healin g people . Man y goo d counterspells are Healoc . Ther e is eve n a rathe r pervers e Healo c Corpado r spel l whic h undoe s healin g spells b y restorin g once-wounde d bodie s t o their forme r wound ­ e d condition . Kennoc Kenno c spells ar e th e domai n o f Pararenenzu , wh o doe s no t ten d his domai n ver y well . Abou t on e Kenno c spel l i n twent y doesn' t wor k quit e right, an d abou t on e i n fou r hundre d give s wildl y wron g answers. (I n game , th e gamemaste r rolls tw o d20's. I f th e first is a 1, the n the spel l wil l misbehave . If bot h a r e l's, the n it misbehave s wildly.) A typica l mino r misbehav ­ i o r is, if on e casts Ai n I Observed ? t o tell if someon e is watch ­ i n g o r scryin g her. If it doesn' t wor k quit e right , it migh t alert h e r tha t sh e is lookin g a t herself, o r tha t a squirre l is lookin g a t h e r - idiocie s tha t Kenno c spells avoi d whe n the y wor k proper ­ ly. A typica l majo r misbehavio r migh t b e t o alert he r tha t on e o f h e r friend s is scryin g her, whe n i n fac t h e is not . Kenno c spells ten d t o err i n th e alarmin g direction , makin g th e situatio n loo k wors e tha n it is. Repeatin g a Kenno c spel l tha t Pararenenz u go t wron g doesn' t help . Th e secon d cast wil l g o wron g i n th e sam e wa y th e first did . Ther e are som e rathe r impressiv e Kenno c spells. Ther e ar e advance d spells whic h giv e th e caste r th e full knowledg e o f something : everyon e wh o wa s eve r a t th e curren t spo t (an d whe n the y arrive d an d left), o r eve n name s an d birthday s o f everyon e w h o ha s eve r live d o n th e Worl d Tree . Th e forme r spell , Wh o W a s Here ? (K e L o 50) , is know n t o a fe w wizards. Th e latte r spell , Th e Complet e Censu s (K e L o 150), is describe d a s a n exampl e i n on e o f Shaliun's magi c theor y books; probabl y nobod y ha s spen t th e tim e t o actuall y develo p o r cast it. Thes e spells ar e saf e t o us e (excep t th e usua l troubl e wit h Kennoc) . The y essentiall y giv e yo u som e o f Pararenenzu's thoughts o r memories , copie d directl y int o you r mind . Th e informatio n feels lik e a memory , a s if yo u ha d learne d it perfectl y in school . Yo u ma y as k question s abou t the knowledg e an d expec t t o figure ou t the answers ver y fast. E.g., if yo u kno w th e name s o f everyon e eve r born , it wouldn' t tak e mor e tha n a minut e t o coun t ho w man y Herethro y name d "Redstripe " hav e bee n bom . Mutoc Muto c covers transformations: changin g shape , changin g sub ­ stance , changin g properties. It's a ver y flexibl e art. Yo u ca n effectivel y destro y somethin g b y changin g it int o air o r water ; y o u ca n effectivel y creat e somethin g b y turnin g a lea f int o it. Muto c Locado r ca n b e use d t o mov e things, changin g their places. Smal l change s ar e easie r tha n larg e ones. Low-complexit y Muto c spells ca n reshap e thing s i n simpl e ways : bendin g a stick , openin g a hol e i n a wall , makin g a boo t large r o r smaller. Muto c Susteno c is ofte n use d t o mak e thing s stronger. Intermediat e one s chang e substanc e withi n a Noun : turnin g o n e kin d o f woo d int o another, a perso n int o a bird . The y ca n als o chang e th e propertie s o f objects: makin g woo d soft o r wate r hard . T h e hardest Muto c spells ar e thos e whic h chang e fro m on e Nou n t o another, o r mak e othe r preposterou s changes: turnin g a perso n int o stone , o r a flame , o r a pocke t universe ; makin g a flam e cold , o r a ston e weightless. Ruloc Rulo c is th e art o f contro l an d command . Fo r mos t Nouns , it is mainl y use d t o mov e things: pickin g thing s u p an d tossin g them , o r holdin g the m i n place , o r eve n tele - portin g the m around . Rulo c Mentado r controls mind s i n th e ordinar y sense . Rulo c Corpado r ca n contro l a body's physica l actions: liftin g th e sub ­ jec t int o th e air, o r compellin g hi m t o strik e his friend . Spells tha t animat e objects usuall y start wit h Rulo c Spirido r - no t becaus e the y contro l spirits, bu t becaus e the y us e spirits whic h animat e an d contro l th e object . Rulo c spells ar e ofte n use d t o d o somethin g pre ­ cise : loo p a rop e aroun d a vase , toss th e pi e int o t h e nendrai's left eye , se w a n invisibl y fine seam . Suc h precisio n generall y calls for a Finess e skill roll, base d o n Perceptio n o r Wits. Sustenoc Susteno c spells preserv e things, mak e the m stronge r o r last longer. Th e most commo n us e o f Susteno c is t o mak e Creo c spells permanent : Creo c Susteno c Durudo r spells t o mak e rea l meta l objects. T h e art ha s use s b y itself o r i n othe r combination s a s well . It c a n harde n materials; spells t o mak e woo d a s stron g a s it ca n b e a r e Muto c Susteno c Herbador . It ca n preserv e ephemera l things: Save d Glimps e preserve s th e imag e o f th e curren t scene , rathe r lik e a photograph , an d Susteno c Tempado r ca n mak e tim e mor e endurin g an d thu s pass mor e slowly . Airador Airado r covers air an d air phenomena : weather , vapors, soun d (eve n soun d i n water) , an d s o on . Ai r is everywhere , an d s o Airado r spells ca n b e widel y applicable . Ai r mage s manipulat e weather ; ever y cit y ha s on e o r two . Airado r spells frequentl y hav e broa d area s o f effect, bu t ar e weak . Th e simplest area - attac k spells ar e Airador. Airado r is well-suite d fo r spells o f communication . It is obvi ­ ousl y importan t in speec h - bu t Airador-base d spells to , say,


sen d letters fa r awa y o n the wind s ar e easie r tha n th e correspon ­ din g spells i n othe r Nouns . Lightnin g is a n Airado r phenomenon . It look s lik e terrestria l lightning , quic k an d brigh t an d hot , bu t it is no t conducte d b y metal . It is a favorit e attac k for m o f air mages ; lightnin g spells a r e almost a s dangerou s a s fire spells, thoug h the y ar e consider ­ abl y mor e complex . Aquador Aquado r covers wate r i n all its forms, an d all liquids. Wate r is heavy , ye t flexible; it is eas y enoug h t o animat e o r contro l larg e amounts o f water, givin g stron g if no t terribl y precis e effects. It is a fairl y ordinar y magica l art, wit h fe w surprise s o r caveats. Wate r mage s ar e commo n enough , workin g i n matters o f irriga ­ tion , keepin g rivers navigabl e an d canals clean , fixin g plumbin g problems, an d s o on . Wate r is a n unusua l specialt y fo r adven ­ turers, becaus e th e best wate r spells requir e havin g wate r aroun d t o wor k on . Merklundum , th e Aquado r god , is largel y asleep . A s a conse ­ quence , advance d Aquado r magi c (spellweavin g an d enchant ­ ments) is ofte n uninspirin g o r insipid . Corpador Corpado r is a ver y broa d art, coverin g bodie s an d bod y parts: livin g an d dea d flesh, bone , hom , leather, woole n cloth , an d s o o n . Mos t peopl e hav e bodies. Leather, bone , an d ho m ar e commo n materials. Corpado r materials ar e eas y t o affec t wit h magic , a s if life cooperate s wit h magic . Corpado r mage s ar e alway s i n demand . Man y people , no t just seriou s mages , lea m som e Corpado r becaus e it is s o useful . Ther e ar e a grea t man y Corpado r spells whic h strengthe n war ­ riors i n variou s ways : Shinin g Splendo r o f Strengt h whic h add s a substantia l amoun t t o S.'s strength . Mos t peopl e ca n tolerat e o n e suc h spel l pe r da y safely . Castin g suc h spells mor e tha n onc e o r twic e i n on e da y ca n resul t i n temporar y o r permanen t crippling , o r wors e things. Th e risk s ca n b e reduce d if differen t kind s o f spells ar e used : e.g., it's bette r t o b e mad e large r onc e a n d stronge r onc e tha n large r twice , bu t it's still no t safe . Durudor Durudo r covers har d things: stone , metal , gems , pottery , glass, salt. Durudo r materials ar e naturall y resistan t t o magic : it take s a moderatel y comple x spel l (5-2 0 complexit y higher ) t o d o t o ston e wha t a simpl e spel l ca n d o t o woo d o r bone , an d eve n then t h e spel l doesn' t wor k a s well . Durudo r materials ar e scarc e o n t h e Worl d Tree . So , Durudo r mage s (smiths) ar e specialists. The y creat e their ow n meta l o r stone , wor k it wit h spells an d tools, an d sell it for ver y hig h prices. Smithcraft is unusua l i n tha t th e full Smithin g skil l is ofte n use d i n spells, unlik e mos t othe r craft magic . Objects tha t ar e partiall y Durudo r shar e i n Durudor's magi c resistance ; the y requir e Durudo r a s a n art, an d ofte n ar e mor e complex . A spel l t o destro y th e woode n shaft o f a metal-tippe d spea r mus t includ e Durudo r a s a n art, eve n thoug h th e spel l is n o t tryin g t o influenc e th e meta l ti p itself. Th e god s trea t th e spea r a s a singl e thin g whic h is bot h Durudo r an d Herbador , rathe r tha n a bi t o f Durudo r stuc k o n th e en d o f som e Herbado r b u t otherwis e separat e fro m it. (Durudo r is th e onl y Nou n whic h behave s this way ; a bone-tippe d spea r ca n b e destroye d b y a Destro c Herbado r spel l wit h n o Corpador. ) Herbador Herbado r is muc h lik e Corpador : a broa d art coverin g plants, trees, wood , plant-base d cloth , amber , paper, an d s o on . Soi l is Herbado r mate ­ rial, a s it is mainl y humus . Herbado r materials are th e mos t commo n o n th e Worl d Tree . It is ver y eas y t o creat e Herbado r materials, an d especiall y trees; echoe s o f Virid's powe r tha t gre w th e Worl d Tre e itself still linge r an d reinforc e suc h niag - ics. Herbado r mage s ar e calle d upo n t o d o te n thousan d tasks, fro m quickl y finishing carpentr y projects t o growin g impenetrabl e bramble-walls around citie s i n emergencies. Herbado r is a s popula r a n art a s Corpador . T h e woo d o f th e Worl d Tre e itself is quit e difficul t t o manipulate , eve n wit h Herbado r magic ' Specia l spells ar e necessary , usuall y o f complexit y 20-5 0 highe r tha n th e equivalen t fo r ordinar y wood . Illusidor Illusido r is th e art o f images. Th e mai n use s ar e illusion s (Creo c Illusido r for makin g image s o f ne w things, Muto c Illusido r for makin g thing s see m different), invisibilit y (Destro c Illusido r make s thing s imperceptible ) an d scryin g (Kenno c Illusido r for tellin g wha t thing s loo k lik e somewher e else). Susteno c Illusido r provide s th e Worl d Tre e equivalen t t o pho ­ tography . Illusido r als o include s ligh t an d sound , sharin g the m wit h Pyrado r an d Airado r respectively . Seriou s illusio n spells generall y includ e all th e senses, u p t o t h e caster's limi t o f sensitivity . This ca n b e a problem : Herethro y illusion s rarel y foo l Can i wh o hav e a chanc e t o smel l them . (Can i an d Sleet h ge t their smellin g bonu s o n their chanc e t o realiz e th e illusio n is fake.) Castin g th e illusio n wit h Mentado r wil l remov e this proble m - a s wil l a carefu l choic e o f illusion , o r havin g somethin g wit h th e righ t scent , o r eve n a bit o f attentio n t o th e win d direction . Illusio n spells generall y includ e sight , sound , an d smell , bu t they are usuall y intangible . The y canno t affec t matte r directly ; i n particular, the y canno t caus e damage . O n th e othe r hand , the y produc e rea l images: rea l light , rea l sound , rea l smell . If yo u ar e confronte d wit h a n illusion , yo u ma y wis h t o disbe ­ liev e it. Sinc e th e imag e confrontin g yo u is a rea l image , disbe ­ lievin g it is just a s eas y an d effectiv e a s disbelievin g a movi e terrestrially . Neithe r th e imag e no r the movi e represents a rea l object , s o disbelievin g the m is th e right thing t o do . Bu t bot h ar e rea l ligh t an d sound ; yo u wil l se e an d hea r the m n o matte r whethe r yo u believ e the m o r not , just lik e an y othe r ligh t an d sound . T h e opposit e peri l occurs no w an d then. Sometime s a wizar d wil l creat e somethin g rea l and its victim s wil l guess tha t it's a n illusion , disbeliev e it, an d ignor e it. Th e creatio n ma y wel l tak e advantag e o f their disbelief. If th e illusio n is particularl y activ e (e.g., trie s t o fight an d talk),


the illusion's victim s ma y b e allowe d perceptio n rolls t o notic e somethin g unusua l abou t it, eve n if the y don' t guess. Th e typic a l roll is, (Victim's Alertness + Perceptio n + Wits + s20) vs. (Caster's Wits + P/5 + Finess e + Situatio n Modifier) . If th e vic ­ t i m succeed s a t this roll, h e wil l kno w tha t somethin g is strang e abou t th e illusion , bu t no t necessaril y tha t it is a n illusion . Illusion s ca n b e detecte d b y magi c sense , lik e othe r magic . However , most illusio n spells ar e har d to detec t - and , unlik e othe r spells, stronge r illusion s appea r less magica l tha n weake r ones. T h e best illusion s d o includ e feel. If yo u stan d i n a high-qual ­ i t y illusor y fire, yo u wil l fee l you r fur ignit e an d you r ski n char. However , illusion s hav e n o physica l substance . Yo u won' t reall y hav e bee n incinerate d - and , unless th e illusio n is particularl y good , if yo u inspec t yoursel f yo u won' t eve n loo k o r fee l incin ­ erated . (I n play , th e playe r is tol d tha t th e characte r is injured , b u t th e gamemaste r remember s tha t th e injurie s ar e no t real , an d reveals tha t informatio n whe n th e characte r checks, o r is wound ­ e d again , o r som e such.) 4 Veilin g spells ofte n bloc k Kenno c person-findin g o r scryin g spells, usuall y addin g P/ 2 t o Magi c Resistanc e rolls, o r allowin g Magi c Resistanc e rolls if ther e ordinaril y is none . Locador Locado r concern s places: place s tha t currentl y exist , insid e th e Worl d Tre e univers e o r outside , an d place s that ar e bein g create d . Locado r is a goo d wa y t o teleport : Muto c Locado r t o chang e something's place , o r ( a littl e harder ) Rulo c Locado r t o contro l something's place . It's possibl e t o teleport withou t usin g Locador , bu t tha t require s usin g all th e arts o f th e thing s bein g teleported . It ca n b e don e mor e easil y wit h Locado r alone . Teleportatio n is generall y safe . If yo u attemp t t o teleport int o a soli d object , th e spel l wil l eithe r fail, o r teleport yo u t o nea r th e objec t instead . Teleportin g int o wate r wil l generall y pu t yo u safel y i n th e water, rathe r tha n minglin g you r substanc e wit h th e wate r o r filling you r lung s wit h water. Yo u can , o f course , choos e t o teleport int o a dangerou s place . However , teleportatio n spells hav e short ranges. Th e easiest one s teleport onl y a fe w feet: ver y useful , t o b e sure , bu t no t for travel . Th e best spells an d enchantments teleport a fe w ten s o f miles, an d requir e a n arcane connectio n t o the plac e bein g tele - porte d t o whic h the y teleport . Locado r spells ar e als o use d t o mak e pocke t universes: smal l world s loosel y attache d t o th e mai n realit y o f th e Worl d Tree . The y ar e goo d for storin g things, hiding , buildin g home s wher e salespeopl e canno t peste r you . Onl y a fe w wizard s ar e stron g enoug h t o creat e full-fledge d universes. Mos t Locado r mage s mak e universe s whic h ar e empt y miniature s o f th e Worl d Tre e universe : empt y an d spherical , wit h gravit y whic h pulls th e sam e wa y tha t Worl d Tre e gravit y pulls. Th e edge s o f a create d univers e fee l lik e eggshell . Pocke t universe s ar e righ t nex t t o th e Worl d Tre e universe . Jum p t o a pocke t universe , wal k five feet, an d jum p back , an d you'v e gon e five fee t i n th e sam e directio n i n this universe . Returnin g t o the Worl d Tre e univers e a s saf e a s teleporting , an d work s th e sam e way ; it ca n b e blocke d b y teleport blocks. Magiador Magiado r is th e art concerne d wit h magi c itself, an d magica l objects lik e cle y an d magi c resistance . Magiado r spells affec t othe r spells: strengthenin g o r weakenin g them , slowin g the m down , confusin g mindfu l spells, delayin g boun d spells, an d th e like . Magiado r work s i n its ow n ways ; it break s pattern s tha t all t h e othe r arts follow . Mos t peopl e conside r Magiado r a specialist's art. Ther e ar e a grea t man y ver y technica l Magiado r spells, mainl y for manipulatin g othe r spells; w e list onl y a few. Magiador-base d counterspells ca n b e use d t o dispe l an y spell ; eg- Dispe l Magic . The y d o no t wor k ver y well : th e powe r o f t h e Dispe l must b e a t least fou r time s a s grea t a s th e powe r o f t h e spel l bein g broken , whic h mean s that a majo r wizar d woul d b e hard-presse d t o dispe l a child's spell . (Dispe l Magi c isn't worthless. Ther e ar e way s o f weakenin g spells - an d som e spells, e.g. wove n ones, alway s hav e ver y lo w powe r an d ar e thu s eas y t o dispel.) Eve n Th e Suprem e Counterspel l is onl y marginall y mor e effective . Specifi c counterspells - invokin g th e arts o f th e spel l bein g dispelled , usuall y wit h Healo c o r Destroc , and ofte n wit h Magiado r a s wel l - wor k better, bu t undoin g a spel l is alway s muc h harde r than doin g it i n th e first place . Magiado r ha s on e disappointin g limitation : it is impossibl e t o creat e cley . This is on e o f th e fe w thing s tha t Worl d Tre e magi c canno t do , eve n i n principle . Stealin g cle y is possible , o f course . Mentador Mentado r concern s minds: thoughts, experiences, memories , intellects, intentions, personalities. It is th e scariest art o f all, t o t h e prim e i n th e stree t - eve n thoug h th e prim e i n th e stree t ha s a Mentado r art himself. It ca n b e use d for all kind s o f horribl e things, twistin g you r emotion s an d erasin g you r memorie s an d controllin g yo u in way s yo u don' t realize . Gormoro r particularly fea r it, becaus e Mentado r spells ca n compe l the m t o brea k their word s o f honor , an d thereby stai n the m fo r life . Mentado r mage s ar e ofte n lynche d o r assassinate d for th e mos t mino r transgressions. Ther e ar e plent y o f innocuou s Mentado r spells: sendin g tele ­ pathi c messages, o r detectin g th e presenc e o f mind s withou t actuall y readin g them , o r enhancin g memory . Man y peopl e regar d eve n these spells a s morall y suspect . U s e o f Mentado r magi c upo n oneself, o r upo n cooperatin g people , is ofte n lega l an d generall y unwise . Fo r example , spells whic h giv e S. som e o f C.'s skill (viz., spells whic h gran t S. expe ­ rienc e points) ar e possibl e - whe n C. ha s mor e skill tha n S., a t least - bu t ten d t o imprin t S. wit h som e o f C.'s personality , ofte n t o th e poin t o f madness . Nonmagica l mean s o f doin g th e sam e


thin g (viz. , teaching ) ar e preferred . Pyrador Pyrado r covers fire an d ligh t an d temperature . It is a destruc ­ tiv e art anywhere , an d nowher e mor e s o tha n o n a worl d mad e o f wood , in a civilizatio n whic h build s mainl y wit h wood . Pyrado r magi c is th e mos t dam ­ agin g magic , o f a give n Powe r o r Complexity . Nonetheless , it's easie r t o kill someon e b y choppin g the m wit h a swor d tha n blastin g them wit h fire spells, give n equivalen t levels o f skill. Pyrado r mage s hav e a reputatio n fo r uncontrolle d violence . Citie s ar e sometime s war y abou t hirin g the m a s guards: the y migh t bu m th e cit y dow n i n th e process o f drivin g off enemies. Ol d Pyrado r mage s (wh o ar e rare r tha n olde r mage s o f othe r specializations) ofte n wor k extinguishin g fires. Armo r typicall y protects against th e first o f a serie s o f Pyrado r attacks. Afte r that , it is to o ho t t o d o muc h goo d unti l it cools down . (Th e realit y is mor e complicated , bu t this rule is goo d enoug h an d keep s bookkeepin g t o a minimum. ) Gnar n an d Floki n ar e allies, an d bot h enjo y fighting. Thus, Muto c Pyrado r spells ar e th e mos t destructiv e comba t spells o n t h e Worl d Tree . A s they requir e a n existin g fire t o modify , the y tak e som e planning . Aggressiv e mage s prefe r Creo c Pyrador, whic h is almost a s goo d an d muc h mor e convenient . Spiridor Spirido r is th e art o f spirits, o f disembodie d wills and inten ­ tions. It is a subtl e art. Ther e are fe w pur e Spirido r spells: disembodie d spirits ar e almost unheard-of. Th e mai n us e fo r Spirido r is a s a componen t o f othe r spells, especiall y spells whic h creat e o r contro l things. It make s th e creatio n mindful 1 8 - creatin g a smal l spirit whos e personalit y an d goals ar e a n imag e o f th e caster's t o contro l th e spell , s o tha t th e spel l doe s just wha t t h e caste r want s withou t requirin g th e caster's concentration . (Spirido r alon e is usuall y enoug h fo r mos t suc h spells; Creo c is rarel y required.) Mindfu l spells ar e livin g beings: the y hav e a bod y (th e spel l o r t h e materia l it creates), a spirit (fro m th e Spiridor) , an d a min d (generate d b y joinin g a spiri t t o a body) . They'r e no t ver y alive , though . Mos t ar e temporary , livin g onl y a fe w moments , an d closel y linke d t o th e caster; the y don' t hav e tim e o r freedo m to evolv e a n independen t existence . If a mindfu l spel l someho w manage s t o liv e for a fe w weeks , it wil l usuall y start gettin g quirk y - obedien t an d mindful , bu t eccentric . Th e longe r it lives, t h e mor e o f its ow n personalit y it gets - an d th e mor e bizarr e an d insane . Mindfu l spells hav e lif e points, lik e all livin g things. Th e con ­ nectio n betwee n spel l an d spirit is proportiona l t o th e spell's power : th e mindfu l spell typicall y ha s life points proportiona l t o t h e powe r o f th e cast . The World Tree word is literally translated as "spirited"; we translate it as "mindful" because the spell is mindful of the caster's wishes. "Spirited" suggests a certain measure of disobedience. Mindfu l spells ar e frequentl y quit e difficult. Simple r variants o f them , still quit e useful , ar e livin g bu t no t mindful . Spells lik e Whispe r Falcon . Angr v •Dragon , an d Crue l Ic e Fair v creat e stron g bu t ill-controlle d elementals. Thes e elementals hav e quirk s o f personality . Mos t o f them wil l fight othe r elementals o n sight , ignorin g th e caster's orders o r their ow n persona l safe ­ ty. Unlik e th e mindfu l spells, th e livin g non-mindfu l spells can ­ n o t ofte n b e use d t o conjur e a portabl e army . Mos t elemental-creatin g spells hav e short range , indicatin g tha t th e elementa l mus t b e create d clos e t o th e caster. Th e ele ­ menta l ca n leav e th e spell's rang e if desired . Tempador Tempado r is perhap s th e hardest o f th e arts, an d perhap s th e least usefu l t o th e novice . Ther e ar e almost n o Tempado r cantrip s beyon d Wha t Tim e Is It ? Ther e ar e spells whic h manipulat e th e flow o f time . Talkin g abou t thes e spells is a bit confusing : w e distinguis h persona l tim e (whic h th e subjects o f time-alterin g spells experience ) fro m worl d tim e (whic h the rest o f th e worl d experiences) . Creo c Tempado r create s ne w time ; Quic k Instan t give s th e subjec t a n extr a action , o n to p o f th e ordinar y one . Tw o action s o f persona l tim e pass in on e actio n o f worl d time ; it is a s if the subjec t wer e movin g twic e a s fast fo r tha t action . Mor e power ­ ful spells giv e mor e extr a time : Extr a Slee p I n Th e Mornin g ca n giv e si x persona l hours i n fou r world-hours. This extr a tim e is goo d for man y things, studyin g an d sleepin g an d whatnot . However , mos t matters tha t g o onc e pe r da y g o b y worl d time , n o t persona l time . Creo c Tempado r canno t spee d u p th e tim e a t whic h cle y is refreshed , no r one-a-da y effects, no r th e day s whic h matte r for th e eas y healin g spells. T h e ordinar y wa y t o slo w tim e dow n is actuall y Susteno c Tempador : Slo w Instan t make s th e victim's nex t actio n tak e tw o world-tim e actions. A s wit h Creo c Tempador , dail y events are measure d b y world-time ; slowin g someone's persona l tim e dow n wil l no t chang e th e rat e a t whic h the y ge t cle y back . Muto c Tempado r spells le t yo u red o recen t events. Th e sim ­ plest (whic h aren' t ver y simple ) le t yo u chang e a wor d yo u just said ; mor e poten t one s le t yo u repla y a n entir e action . This mod ­ ifies persona l tim e bu t no t world-time , an d th e undon e events still hav e som e measur e o f reality . Fo r example , cle y spen t du r i n g the undon e actio n is still spent . Peopl e still remembe r w k happene d durin g th e undon e action , a s a kin d o f ghostl y halfmemor y - "Gee , for a minut e ther e I though t I go t beheaded. " Meddlin g wit h th e flo w o f tim e is alway s dangerou s an d uncertain . Eve n experts i n magi c theor y an d natara l philosoph y can't predic t wha t wil l happen . Spells frequentl y don' t wor k th e sam e wa y twice ; perhap s it depend s o n whic h o f Kaimiri's assistants manage s th e spell . Kenno c Tempado r allow s divination . Scryin g th e past is straightforwar d bu t difficult. Foretellin g th e futur e is tricky , eve n harder, an d neve r reliable . SPEL L FAILUR E Spells ar e reasonabl y reliable , bu t d o fail occasionally . Kenno c spells fail 5 % o f th e tim e through n o fault o f th e mage's. A spontaneou s spel l migh t be beyon d th e cast er 's skill . Anyon e c a n botc h a spel l i n a stressfu l situation . Sometime s a spel l will t r y t o d o somethin g beyon d its natura l limits - a teleport spel l tha t trie s t o g o fifty feet, bu t ha s onl y enoug h powe r for forty. Man y spells ca n b e resisted .


Mos t o f the time , spel l failure s ar e benign . Th e Kenno c spel l wil l giv e obviousl y foolis h information , bu t war n yo u tha t it failed . Th e teleport spel l wil l eithe r leav e yo u wher e yo u were , o r teleport yo u t o a saf e plac e a t th e limi t o f its range . Spontaneou s magi c migh t d o par t o f wha t wa s intended , ofte n in a saf e way . Thes e failure s rarel y cost mor e tha n cle y an d time . Occasiona l failure s ar e disastrous. Onc e i n a while , a Kenno c spel l wil l li e wildly . A botche d spel l ca n d o somethin g awful . Thes e ca n b e quit e unpleasan t indeed . THE . LIMIT S or MAGI C "I didn't know anyone could do that!" — Fressis, on encountering an offworld mage "I didn't know anyone could do that!" — The offworld mage, on encountering Fressis Worl d Tre e magi c is extensiv e an d potent . Ther e ar e fe w effects tha t it canno t produc e i n principle , thoug h ther e migh t n o t b e anyon e wh o ca n cast th e relevan t spells. Th e followin g thing s ar e no t achievabl e b y curren t Worl d Tre e magica l tech ­ nology . Som e o f the m ma y tur n ou t t o b e impossible . • Creatin g cley . • Givin g a prim e divin e status. (Th e concep t barel y make s sens e - woul d th e prim e displac e on e o f th e 7+1 2 gods ? Creat e a ne w Nou n o r Verb? ) • Forc e on e o f th e 7+1 2 god s t o d o anything . Gettin g perfectl y reliabl e information . (Pararenenz u seem s unwillin g t o provid e it) • Manipulat e knack s i n magica l arts, an d simila r things. ( A knac k i n Airado r seem s t o b e som e favorabl e attentio n b y Hressh-Huu , an d th e god s canno t b e compelled. ) • Rende r somethin g absolutel y immun e t o a Verb . Fo r exam ­ ple , nothin g ca n b e destroye d beyon d th e abilit y o f Healo c to repair, o r sustaine d beyon d th e abilit y o f Destro c t o destroy . Ther e seem s t o b e n o uppe r limi t o n ho w muc h Magi c Resistanc e ca n b e boosted , though . Well-travele d Worl d Tre e wizard s hav e encountere d othe r discipline s o f magic , an d learne d them ; a fe w hav e eve n becom e quit e poten t a t them . Ther e ar e a numbe r o f kind s o f thing s tha t off-tre e magi c ca n d o easil y tha t Worl d Tre e magi c mus t d o differently , an d ofte n no t nearl y a s well . • Nam e magic . I n som e worlds, entitie s hav e "tru e names" , a n d knowin g a n entity's tru e nam e give s a certai n influenc e ove r t h e entity . Fe w if an y Worl d Tre e entitie s hav e tru e names . Prime s ar e no t eve n capabl e o f havin g them ; the y hav e mageri - u m s instead . • Wishes. A fe w wizard s fro m othe r realm s hav e a singl e spell that ca n d o almost anythin g - usuall y a t som e terribl e cost , an d usuall y th e spel l obey s th e caster's word s rathe r tha n his intent . This spel l woul d requir e a grea t dea l o f ever y Nou n an d Verb , a n d woul d b e a horribl e tangle d mess . Worl d Tre e mage s must mak e d o wit h mor e specifi c magic . • Conceptua l magic . Man y kind s o f concepts d o no t fall unde r a n y art o f Worl d Tre e magic , an d s o Worl d Tre e mage s canno t directl y manipulat e them . Fo r example , Goo d an d Evi l ar e no t cosmi c principle s o f th e Worl d Tree , s o there is n o wa y for a Worl d Tre e spel l t o tell if someon e is Goo d o r Evil . Kenno c Mentado r Spirido r spells ca n tell if, say , th e caste r woul d con ­ side r th e subjec t t o b e goo d o r evi l - bu t differen t casters coul d g e t opposit e answers usin g tha t spell , becaus e the y hav e oppo ­ sit e opinions. (Som e objects tha t ar e purel y conceptua l i n othe r world s ar e materia l o n Worl d Tre e - a Worl d Tre e spel l ca n manipulat e a n entir e wind , a floc k o f birds, a whol e river, a n entir e road . If a Nou n Go d choose s t o acknowledg e a concept , then magi c ca n u s e it.) • Languag e magic . Language s d o no t fit an y o f th e Worl d Tre e arts easil y - the y aren' t thing s i n their ow n right . Translatio n fro m on e languag e t o anothe r b y spel l is challenging . Spoke n word s ar e Airador, concepts ar e Mentador , the mark s tha t ar e writte n word s ar e som e physica l Noun ; Spirido r is ofte n require d t o ti e everythin g together. Worl d Tre e magi c sometime s work s mor e effectivel y offworld , o r i n th e presenc e o f offworl d mages , tha n o n the Worl d Tre e itself. Th e god s hav e chose n on e balanc e o f powe r for th e Worl d Tre e itself, bu t for differen t world s the y choos e a leve l o f powe r whic h make s th e Worl d Tre e an d its mage s loo k good . SPEL L DURATIO N I created my tower by magic, beam by beam, shingle by shingle. It took me two years. 1 would have it no other way. Few wizards there are who can touch its walls with magic. — Thlazhtreen Urhiir Rixaon, Zi Ri wizard Ther e ar e tw o dimen ­ sion s t o a spell's duration . A spell's effec t ca n be physical o r magical, an d temporary o r permanent. Physica l effects exist with ­ o u t magi c t o sustai n them ; creatin g a woode n bow l o r t h e illusio n o f a ca t is phys ­ ical . Magica l effects requir e magi c t o maintai n them ; levitatin g th e bow l is magical . Temporar y effects exist for a while , a n d the n g o awa y b y them ­ selves: if yo u creat e tha t bow l i n th e easiest way , it wil l last for onl y a fe w hours. Permanen t effects don' t g o awa y b y themselves: woundin g someon e is usuall y a permanen t effect, an d th e woun d wil l last unti l it heals o r is healed . A l l fou r combination s ar e common . Mos t Creo c an d man y Muto c spells hav e temporar y physica l effects. Create d objects typicall y exist for a fe w hours, the m becom e mist y an d insub ­ stantia l an d vanis h awa y ove r th e cours e o f a fe w minutes. Changin g someone's shap e is usuall y temporar y bu t physical . F o r example , if yo u us e a spel l t o giv e you r Can i warrio r a poo ­ dle's feature s a s a disguise , ther e is n o magi c hangin g abou t hi m t o giv e hi m away . H e reall y ha s a poodle's feature s until th e spel l is over. Temporar y effects last for a time , th e spell's duration , an d the n fade . The y usuall y fad e gradually , becomin g insubstantia l ove r a fe w minutes. Mos t temporar y physica l spells ca n b e mad e permanen t (an d still physical ) if yo u cast the m wit h Sustenoc ; sometime s tha t make s th e spel l mor e complex . Objects create d wit h Creo c an d Susteno c (o r an y othe r kin d o f permanen t phys ­ ica l effect) ar e a s rea l a s objects tha t hav e existe d sinc e the beginnin g o f th e world . Mos t Healo c an d Destro c spells ar e naturall y permanen t withou t us e o f Sustenoc .


Mos t effects tha t kee p somethin g happenin g ar e magical , eithe r temporar y o r permanent . Levitatio n is a goo d example : there's a spel l keepin g th e objec t i n th e air. If yo u ge t ri d o f th e spell, th e objec t wil l fall down . Simpl e magica l effects fre ­ quentl y requir e som e kin d o f attention , o r the y g o awa y o n their own : concentration , o r Spirido r t o le t the m concentrat e o n them ­ selves. Mor e comple x magica l effects don' t nee d this kin d o f attention . T h e matte r is actuall y mor e subtle . A spel l migh t hav e a physical effec t o n on e castin g an d a magica l effec t o n another, dependin g o n ho w the god s perfor m it. On e tim e Kvars e migh t handl e th e disguise-as-poodl e spell , physicall y changin g th e warrior's features; th e next , Gnar n migh t handl e it, keepin g a whiske r o f he r attentio n o n th e warrio r t o maintai n th e transformation . Th e best tha t magi c theor y ca n d o is estimat e th e like ­ lihoo d o f whic h it wil l be . T h e effects o f spells ar e stronge r tha n ordinar y reality : harde r to change , b y eithe r mundan e o r magica l means . Obviously , magica l effects hav e a spel l aroun d whic h maintain s them . Physica l effects hav e n o spell , bu t the y ar e mor e intensel y rea l tha n their mundan e counterparts. A woode n bow l create d o r sculpte d b y a spel l is a bowl , an d hold s o n t o tha t identit y wit h t h e strengt h o f th e spel l tha t create d it. A mundan e woode n bow l wa s a piec e o f woo d before , the n part o f a tree , the n som e soil an d a seed , an d s o o n back . Havin g bee n man y things, it doe s no t hol d o n t o on e identit y ver y strongly . In gam e terms, th e effects o f powerfu l spells ar e mor e endur - ingl y rea l tha n th e effects o f weake r ones: they'r e harde r t o und o or chang e wit h magic . Ordinar y objects ar e usuall y weake r tha n the effects o f wea k spells: it's a simpl e matte r t o dispos e o f a n ordinar y fo g o r stench , a harde r matte r t o dispos e o f on e create d by magic . I n numbers , th e powe r o f th e spel l tells ho w endurin g its effects are . Attempts t o chang e o r damag e th e effec t onl y wor k if the y ar e powerfu l enoug h - an d frequentl y "powerfu l enough " require s thre e o r fou r time s th e powe r o f th e origina l spell, fo r change s directl y opposin g th e inten t o f th e origina l spell. Mos t mundan e objects ar e no t ver y enduring , a s if the y wer e mad e b y spells o f powe r 0-2 . (Som e mundan e thing s wil l tur n out t o b e muc h mor e powerful , o f course : th e occasiona l tree whos e woo d is lik e it wa s mad e b y a spel l o f powe r 80 . Suc h thing s ar e eas y t o wor k b y physica l means , bu t har d b y magica l ones.) Magica l effects ca n d o mor e tha n physica l ones: bowl s that levitat e o n their ow n withou t a n activ e spel l ar e ver y rare , eve n o n Worl d Tree . Tha t make s magica l effects easie r t o detec t (th e magi c ca n b e see n b y magi c sense) , an d easie r t o dispe l o r mod ­ ify (e.g., b y Destro c Magiado r alon e - whic h is har d - o r i n com ­ binatio n wit h th e effect's Noun) . QUANTU M MAGI C It takes five cley to learn it, so let's call it a five. If we ever make a spell that takes one cley to learn, we can call that a one. — Attributed to Shaliun Certai n aspects o f magi c ar e quanta l - tha t is, the y com e i n indivisibl e units. Cle y is th e first quantu m bi t o f magic : there's n o wa y t o split cley . T h e complexitie s o f spells ar e als o quantal : ther e ar e spells an d effects o f complexit y 5 an d 10, bu t no t 7 an d 11 . W e us e "5 " an d "10 " for th e name s o f th e complexitie s becaus e that's ho w characters refe r t o them : th e actua l Worl d Tre e ter m is a "5-cle y spell " o r a "10-cle y spell" , referrin g t o the numbe r o f cle y require d t o graft th e spell . But , if somethin g canno t b e don e b y a complexity- 5 effect, it wil l requir e complexit y 10 o r higher. Advance d magi c theor y ca n find mor e structur e i n complexi ­ ties. Ther e ar e som e thing s that ar e ver y eas y t o d o wit h a com ­ plexity- 5 spell , an d som e tha t requir e th e full complexity . Bot h wil l b e complexity- 5 spells; there's nothin g lowe r tha n that . So , t h e spells t o creat e a toothpic k an d t o creat e a spea r ar e bot h complexit y 5 , a s ar e th e spells t o ligh t a candl e an d t o se t some ­ o n e o n fire. However , it is possibl e t o mak e paire d spells: a singl e patter n spel l tha t ha s th e effec t o f tw o simple r spells cast a t once . Th e complexit y o f a paire d spel l is usuall y 5 o r 1 0 highe r tha n th e s u m o f the complexitie s o f the spells themselves. If th e spells a r e ver y eas y t o d o fo r their complexity , th e paire d spel l wil l b e o n th e eas y side : th e paire d spel l t o creat e a toothpic k an d a ligh t a candl e is complexit y 15 . If th e spells us e the full complexity , t h e paire d spel l is harder : th e spel l t o creat e a spea r an d se t someon e o n fire is complexit y 20 . T h e Powe r o f spells is no t quantal . It's perfectl y possibl e t o hav e a spel l o f Powe r 17.8234 . W e don' t bothe r wit h this in th e gamin g syste m - th e fraction s aren't that importan t - bu t it hap ­ pen s all th e tim e i n reality . Creating New Spells "This one ain't your ordinary Fire Flower, and it ain't your ordinary Bone Dart. It's kinda a mix of the two. 'Course that makes it harder t'learn 'n t'cast, but it's a pretty durn good spell." — Moogrum per Orcxney, itinerant spell seller A n y seriou s mag e wil l eventuall y wan t a spel l tha t isn't readil y available : eithe r a standar d on e that can' t b e found , o r a ne w o n e t o d o somethin g tha t ha s neve r bee n don e before . Spontaneou s magi c an d spellweavin g ar e goo d enoug h for som e things, bu t mage s ma y attemp t t o inven t ne w patter n spells. Wizard s inven t spells endlessly . Ther e ar e an y numbe r o f variation s an d modification s tha t the y migh t want . It's lik e wood ­ workin g tools. Usuall y a carpente r wil l just us e a n ordinar y screwdriver, o r a hexago n o r Phillips-head . Sometimes , there's n o t enoug h space , s o she'll us e a screwdrive r wit h a shorte r


blade . Occasionall y spac e is reall y tight , an d she'll us e som e kin d o f sideway s screwdriver, o r somethin g eve n mor e unusual . Spells are mor e comple x tha n screwdrivers, an d hav e corre ­ spondingl y mor e variations. Th e variation s o n eve n somethin g a s routin e a s Fir e Flowe r ar e onl y limite d b y th e mages ' imag ­ ination . Once , th e Rassime l fire-mage Melanth e Pyrogliste s mad e a catalo g o f Fir e Flowers: tw o hundre d an d eightee n variations, an d eac h on e ha d a mag e wh o wa s gla d t o kno w it an d claime d t o hav e wo n a fight wit h it. 1 9 W e don' t list all th e variation s i n th e mai n spel l list. Instead , w e list som e o f th e majo r scheme s for makin g variations. Mos t sensibl e variation s o f most commo n spells hav e bee n invente d somewhere . Man y wil l b e a s readil y availabl e a s th e originals w e list i n th e spel l list. Players ma y pic k varian t spells durin g characte r creation . Muc h o f th e time , th e followin g guideline s add . Extr a damag e add s +2 0 o n complexity , a s doe s a typica l are a effect; s o a spel l whic h doe s extr a damag e t o a n area*will probabl y hav e a com ­ plexit y 4 0 highe r tha n th e basi c spell . However , ther e ar e excep ­ tions: abou t 30 % o f two-enhancemen t combination s ar e harde r tha n th e su m o f th e individua l enhancements, an d a s man y a s 9 0 % o f thre e an d mor e enhancements. Fo r example , "mindful " a n d "permanent " ar e eas y alone , bu t th e combinatio n is extreme ­ l y tricky . Th e gamemaste r ha s th e final sa y abou t whic h combi ­ nation s ar e tricky ; Magi c Theor y wil l hel p characters figure it out . Mos t o f th e spells i n th e standar d spel l list hav e bee n aroun d for severa l hunthe d years, o r longer. Dozen s o f wizard s hav e worke d o n them . It's unlikel y tha t there's an y wa y t o improv e the m significantl y i n general : you'r e no t goin g t o inven t a com ­ plexity- 5 Creo c Pyrado r spel l tha t is mor e effectiv e tha n Fir e Flowe r an d doe s essentiall y th e sam e thing . Gamemaster s shoul d judg e propose d spells o n tw o grounds: magi c theory , an d gam e balance . If a spel l ha s a n effec t tha t is har d t o achiev e o n magic-theoreti c grounds, it shoul d b e ver y complex , eve n if th e spel l is s o useless a s t o hav e n o effec t o n gam e balance . It is no t appreciabl y easie r t o d o 1/100 o f a poin t o f tru e healin g tha n cast th e full Hea l Trul y spell . Indeed , it ma y b e harde r t o explai n t o Mircannis and Kvars e wh y yo u wan t th e useless versio n instea d o f th e usefu l one . Similarly , a spel l t o sen d a fe w word s t o someon e across a n arcan e connectio n is n o easie r tha n Toast th e Snea k Thief, whic h blasts the m wit h fire across th e connection . If a spel l seem s unbalancin g t o th e game , it shoul d b e difficult eve n if it seem s eas y b y th e naiv e magi c theor y describe d i n this book . RIGH T RESTRICTIO N Spells wit h th e righ t restriction s o n the m ar e 5-1 5 complexit y easie r tha n th e mor e genera l spells. Fo r example , Fir e Kitte n ( M u S u P y S p 20 ) is a relativel y simpl e spel l becaus e Floki n favors cats. A Fir e Beast spel l wit h a n identica l effec t excep t tha t it coul d mak e an y sort o f smal l anima l (wit h exactl y th e sam e statistics) woul d b e complexit y 25 . Restriction s whic h are no t the right one s gai n nothin g a t all. A Fir e Pupp y spell , makin g a pupp y wit h th e sam e statistic s a s a ' 0 Pyroglistes managed to acquire all but three of them, and reluctantly admitted that the plain Fire Flower spell was the best for beginners. She prefers her own Secret Fire Garden. which is almost impossible to notice as it builds. But she later she abandoned it once she learned enough Tempador to cast Swift Fire Flower at the same strength. fire kitten , is n o simple r tha n a Fir e Beast . Th e fac t tha t Fir e Pupp y an d Fir e Kitte n ar e identica l in gam e mechanic s an d essentiall y all Worl d Tre e use s make s n o difference . Floki n like s kitten s bette r tha n puppies, s o it grants th e Fir e Kitte n spel l specia l treatment . T h e wron g restrictio n migh t eve n mak e matters worse : Fir e Bunn y woul d b e complexit y 30 , despit e bein g n o differen t i n a n y substantia l wa y fro m Fir e Kitte n - actuall y harde r tha n th e Fir e Beast spel l (whic h coul d creat e a fire bunn y if C . wanted) , becaus e th e Fir e Bunn y displease s th e go d an d Fir e Beast doe s not . Mos t topic s d o no t hav e an y righ t restriction . Kvars e an d Mircannis hea l all peopl e th e sam e way . MINDFU L SPELL S Makin g a spel l mindfu l require s Spiridor, an d ofte n 0-1 0 extr a Complexity . PERMANENC E Creatio n spells tha t mak e ordinar y kind s o f thing s ca n mak e rea l thing s wit h Sustenoc . Makin g mor e unusua l thing s perma ­ nen t require s Susteno c an d usuall y 5-1 5 extr a complexity . Not e tha t makin g a spel l bot h mindfu l an d permanen t is considerabl y harde r tha n doin g eithe r one : usuall y +3 0 complexit y + Susteno c + Spiridor. Permanen t mindfu l spells ar e trul y livin g things, a n d mus t b e mad e carefully . STATISTI C IMPROVEMENT S Makin g a spell's rang e on e plac e longe r (touc h t o short range , o r mediu m t o long , o r makin g it wor k throug h a n arcan e con ­ nection ) usuall y is + 5 complexity . Goin g beyon d lon g rang e withou t a n arcan e connectio n is quit e hard , +20-6 0 complexity . Increasin g th e duratio n b y on e plac e (action s t o minutes, o r hours t o days) is usuall y +5-1 0 complexity . Makin g a n instan ­ taneou s spel l last mor e tha n a n instan t is hard . Increasin g a spel l fro m single-targe t t o are a is usuall y abou t + 15-2 5 complexit y - thoug h Airado r is easier. Increasin g th e are a o f a n area-affectin g spel l is simple ; ever y + 5 complexit y wil l increas e it somewhat . Makin g a buil d spel l fast is ver y hard : +2 0 complexit y an d Tempador . Havin g a spel l hit tw o targets (whic h mus t b e reasonabl y clos e together) is abou t +10 . Havin g it hit P/ 5 targets is +1 5 t o +25 , a n d eithe r require s Spiridor, o r havin g th e targets t o b e clos e together. Havin g it targe t everyon e i n spel l rang e tha t th e caste r desire s is +1 5 t o +45 , an d definitel y require s Spiridor. (Multipl e targetin g is preferabl e t o are a effect. A n area-effec t fireball throw n int o a battl e wil l bu m everyone , frien d an d foe . A multipl e targe t Fir e Flowe r wil l bu m foe s an d leav e friend s unhurt. ) EXTR A DAMAG E Makin g a spel l d o significan t extr a damag e is usuall y har d an d usuall y disappointing . +2 0 complexit y mean s th e differenc e betwee n Fir e Flowe r (C r P y 5 ) an d Bi g Boo m (C r P y 25). Typica l attac k spells hav e a damag e abou t P/5 . Goo d one s (e.g., mos t Pyrado r spells) ar e a bit better: P/5+s6 . Extr a damag e usu ­ all y boosts this t o P/ 3 o r P/3+s6 . IMPROVE D EFFEC T Improvin g a n effec t b y a littl e bit usuall y add s 5 t o th e com -


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