Revision as of 17:22, 20 January 2015 by Rafferty (talk | contribs)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)

Look see, it's editable ... Titles Winter 377
{{CaptionedImage|file=TheCullach.jpg|align=right|caption=The Marchers carved out a kingdom for themselves.|title=The Cullach of Mitwold.|width=600}}
This photo is currently awaiting attribtion before i put it back on the Marches history page.

This is Andy Raff's page for doing things with links and the like. He can't believe he didn't think of it earlier.

I suggest you move along, there's nothing to see here :)

How to make a fur hat

Ritual Templates

Template:Season Duration; Template:Day Duration; Template:Year Duration; Template:Ten Minute Power; Template:Coven Bond; Template:Ritual Substitution; Template:Magnitude Reduction; Template:Curse; Template:Regio; Template:Area Aura; Template:Warding an Area; Template:Target Resource; Template:Target Character; Template:Target Group Template:Fortification; Template:Target Object; Template:Ward Duration Template:Senate Motion Template:Army Strength Ritual Template:Remote Targeting

Template:Responsibilities Expectation

377YE Autumn Equinox Senate Session

Dealing with Curses

Curse Removal
All the World in a Grain of Sand (Mag 30?) Transmogrification of the Soul's Echo (Mag 60)
Unfettered Anarchy (Mag 10) Transmogrification of the Soul's Echo (Mag 60)
Curse of Gangrenous Flesh (Mag 50) Distill the Serpent's Stone (Mag 70)
Curse of Decrepitude (Mag 50) Distill the Serpent's Stone (Mag 70)
Gnawing, Endless Hunger (Mag 20) "powerful rituals that remove hunger"
Dreamscape of the Endless Hunt (Mag 30) "powerful rituals that remove fear"
Wither the Seed (Mag 150) "a powerful ritual to restore fertility of around mag 200"
Like Water Through Your Fingers (Mag 30) "a powerful ritual to correct the vagaries of fate and chance"
Removal Effects
Transmogrification of the Soul's Echo (Mag 60)?) All the World in a Grain of Sand (Mag 30?), Unfettered Anarchy (Mag 10)
Distill the Serpent's Stone (Mag 70) Curse of Decrepitude (Mag 50), Curse of Gangrenous Flesh (Mag 50)

Spell List

Create Bond

  • Cost: 1 Mana

You may bond a willing target to a suitable item or group. Other than potions and herbs, most magical items can only be used if the user is bonded to the item. You may also break such a bond if the target or the item is present. Bands and some items can be bonded to multiple people. A single use of this spell will be enough to bond any number of people to such a target, though they still need to be unbonded separately.

Detect Magic

  • Cost: 1 Mana

Discern the level and realm of an enchantment that a single target close enough to touch is under. You can also use this spell to discern the level and realm of a ritual that is being cast if you are close enough to hear the words of the ritual.

The spell can also be performed on a magic item to determine it's basic abilities. When used in this way it does not reveal the presence of any additional qualities such as the presence of a curse, hallow or hidden roleplaying effect. It will also detect any enchantments on the item.

Detect Magic can also be used to interact with the Sentinel Gate, the powerful teleportation portal that stands in Anvil to attempt to discern specific conjunctions that allow access to distant locations.

Detect Magic can be specifically cast to determine if a target has an Arcane Mark, and whether than arcane mark is the same as that borne by the caster. When cast for this specific purpose, it does not discover any other information about enchantments on the target. This use of detect magic is closely tied to the Right of Challenge of the members of the Conclave orders.

A referee is required to cast this spell. Some enchantments can conceal information from detect magic, but the presence of the enchantment itself is always detected by this spell. There are no enchantments that will cause detect magic to give false information.

Operate Portal

  • Cost: 1 Mana

You may open a portal to another location, or trace to where a portal was last opened to go to. Magicians can use portals to travel to the Hall of Worlds or to access hidden places called 'chambers' connected to certain regio. The spell is also used to open the Sentinel Gate, the powerful teleportation portal that stands in Anvil.

There is also a portal in the Anvil regio that leads to the Hall of Worlds. A magician wishing to use this portal pays the standard cost of one mana the first time they use it in a weekend; for the rest of the event they may then cast it without needing to spend additional mana.

Additional Regular Spells

A magician who wants to cast one of these spells must learn each one separately with the Extra Spell skill.

Heal

  • Cost: 1 Mana

This spell completely restores all lost hits. It does not affect a limb that has been affected by a CLEAVE or IMPALE call.

Mend

  • Cost: 1 Mana

This spell repairs an item, such as a weapon or shield that has been broken using the SHATTER call.

Night Pouch

  • Cost: 1 Mana

This spell enchants a suitable bag or pouch so that it cannot be opened by anyone except the caster. The contents of the bag cannot be accessed by anyone but the caster without ritual magic or a special ability. The spell lasts until time out. At time out, the contents of an unopened night pouch is lost.

Any player who has access to this spell may carry a small pouch or small bag; the spell will not affect a bag more than 18” deep or 6” wide. PD will issue every character who has this spell with a night pouch ribbon. When you cast this spell you should fasten your pouch with this ribbon.

Purify

  • Cost: 1 Mana

If the target is affected by VENOM or WEAKNESS, then this effect is removed. This spell cannot cure more powerful poisons or curses.

Restore Limb

  • Cost: 1 Mana

You may restore a limb ruined with the CLEAVE call or IMPALE call.

Voice for the Dead

  • Cost: 2 Mana

You enable a corpse that is still being phys rep’d to speak. The target must have died in the last 10 minutes. This spell lasts five minutes.

Template:Offensive Spells A wand may be between 8” and 18”, a rod may be between 18” and 42” and a staff may be between 42” and 84”. You can only use a staff if you have the Battle Mage skill.

Additional Offensive Spells

There are no basic offensive spells; a magician who wants to cast one must learn each one separately with the Extra Spell skill.

Empower

  • Cost: 2 Mana

You may allow the target to make a single heroic call based on the weapon that they are using within 10 seconds. They may call STRIKEDOWN if they are wielding a pole weapon, SHATTER if they are wielding a great weapon or CLEAVE if they are wielding a one handed weapon or a one handed spear. The target cannot use an implement to delivered an empowered blow.

Entangle

  • Cost: 1 Mana

The target cannot move their feet for 10 seconds.

Paralysis

  • Cost: 2 Mana

Neither you or the target can move or take any action other than speech for 10 seconds.

Repel

  • Cost: 1 Mana

The target is subject to the REPEL call, they must move away from you for 10 seconds at a brisk walking pace or faster.

Swift Heal

  • Cost: 2 Mana

This spell completely restores all lost hits. It does not affect a limb that has been affected by a CLEAVE or IMPALE call.

Venom

  • Cost: 1 Mana

You and the target are both poisoned, suffering the effects of the VENOM call. Venom lasts until cured.

Weakness

  • Cost: 1 Mana

You and the target are affected by the WEAKNESS call. Neither can cast any spells, use magic items or use hero points. Weakness lasts until cured.