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Earth Aspect only, requires Life spell from memory

In document Alliance LARP Rulebook (Page 137-146)

High Magic Points Prerequisites

Rebirth 5 Earth Aspect only, requires Life spell from memory

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Elemental Augmentation

This skill is only available to those with the Formal Magic (celestial) skill. Those with only Formal Magic (earth) cannot purchase this skill even if they have evocation spells.

Each time this ability is selected, the caster chooses one of their battle magic spells from the evocation Effect Group that has already been memorized for that Logistics period.

This augmentation changes the verbal re- quired to deliver this single spell, which can now be delivered as “Elemental: <spell name>.” An Elementally Augmented spell which is Spell Stored is later a normal “Activate <spell>”. This will follows all effects and deliveries rules. The augmented spell must be declared at Logistics and marked appropriately on the spell tag.

The Augmentation will persist up to five days until used or otherwise expended, so long as the caster does not swap out the Augmented spell from their spell selections.

This ability may be purchased once for ev- ery 9th level spell slot a caster can memorize.

Note that this is for one spell only for each time it is purchased. A caster who has memo- rized five Flame Bolts and buys this skill once for a Flame Bolt does not have the power to cast all of the Flame Bolts in this manner.

Elemental Burst

This High Magic ability allows a formal caster to use and create a single packet attack in one of the four elements (stone, ice, light- ning, or flame).

For every purchase of this ability the ce- lestial caster gets 25 points of damage into his ‘burst pool’. The caster may pull from this dam- age pool to throw elemental damage with the following incant, “X elemental <element>”. Each elemental packet may have its element, and damage number chosen at the time of use, with the following restrictions.

Element types are limited to Flame, Ice, Lightning, and Stone.

The damage number must be a multiple of 5 (5, 10, 15, 20, etc.), and may not exceed ten times the number of 9th level spells the caster is capable of memorizing.

You may augment an Elemental Burst from the ritual by the same name with damage from your pool up to your maximum value for a single attack.

The “burst pool” also has the following effects when it is at or above the following val- ues:

100: +1 Damage on all wands 200: +2 damage on all wands

300: +3 Damage on all wands

+3 is the maximum.

A celestial caster must have the ability to cast four 9th level spells before being able to use this High Magic ability.

Foresight

When this ability is chosen, it allows a caster to re-roll one backlash on a failed ritual attempt for each time this skill is purchased. Multiple purchases of Foresight may be used all at once (and the final result taken) or split up as desired.

You must have at least four levels in For- mal Magic of one aspect in order to purchase this ability.

Formal Link

Each time this High Magic ability is cho- sen, it adds one additional formal caster level to another ritual caster of the appropriate school (Earth or Celestial) in helping to assist in the casting of their rituals. (When Formal Link is not chosen, a caster trying to assist another char- acter performing a formal ritual only provides just one level of their formal casting ability to the primary ritual caster.)

Bonus levels added through Formal Link are cumalative and last throughout the dura- tion of the purchase.

Healer’s Resolve

This High Magic ability grants a caster the ability to heal either living or unliving targets by touch-cast. For every purchase of this abil- ity the earth caster gets 15 points of healing into her “healing pool.” The caster may pull from this pool to affect targets by touchcast only, choosing one of the following incants: “X Magic Healing” or “X Magic Chaos.” Each use may have its type and amount (in a multiples of 5) chosen at the time of use. The amount may not exceed 5 times the number of 9th level spells the caster is capable of memorizing.

Note that since it uses the Magic quali- fier, this ability may be used even when under a Silence effect.

Magic Augmentation

Each time this ability is selected, the caster chooses one of their battle magic spells already memorized that Logistics period. This augmen- tation changes the verbal required to deliver this single spell. This spell can now be delivered as “Magic: <spell name>” and follows all effects and deliveries rules. The augmented spell must be declared at Logistics and marked appropri- ately on the spell tag. The Augmentation will persist up to five days until used or otherwise expended, so long as the caster does not swap out the Augmented spell from their spell selec- tions.

This ability may be purchased once for every 9th level spell slot a caster can memo- rize.

Oak of the Arcane

Oak of the Arcane allows a celestial caster to use elemental energies in a similar fashion in which they do with wands, but instead with a staff. The caster must be proficient in the use of the staff skill for this ability to be used.

When Oak of the Arcane is chosen, the caster must choose an element which the packet attacks can channel (stone, lightning, ice or flame). Base damage for Oak of the Arcane is one plus an additional one for every 9th level spell slot a caster can cast from memory.

The number of packets available for use with Oak of the Arcane is shared with the total number of packets the celestial caster has avail- able when using wands under the wand rules.

Having a staff shattered, lost or stolen does not end the Oak of the Arcane effect. A caster would need to find or purchase another staff to continue to use this High Magic ability.

Rebirth

This provides a personal Life spell for the caster in extreme emergencies. An earth caster sets aside a Life spell from his or her memory at Logistics. This Life spell can no longer be used except for use with the Rebirth skill and must be stapled to the Rebirth tag.

A Rebirth will automatically activate the

Life spell on the caster as if it had been touch- cast and accepted during their death count at 4 minutes 59 seconds. However, the caster always has the option to resurrect as normal and forgo using this High Magic ability in order to save it for a later time.

If a Rebirth is used while Engulfed, your death count may be reset. If a Rebirth is used while under the effects of a Create Undead, the

Life spell is wasted.

The proper call for using rebirth is “Acti- vate Rebirth.”

Ritual Manipulation

In order to use this ability, you must have ritual scroll you wish to manipulate, all reagents required to cast it, the catalyst (if required), and the appropriate amount of formal levels.

Each time this ability is taken, the caster will receive one tag with the name of the ritual to be manipulated, the specific manipulation, the name of the caster, and the expiration date of the effect (which is the end of the event). This tag must be handed to the ritual marshal along with all other requirements for casting the ritual when it is cast. The prerequisite for each type of manipulation must be met indi- vidually on a scroll to caster basis.

The types of manipulations and their pre- requisites are listed below and are arranged according to the number of levels needed of Formal Magic above the ritual to be cast.

Casters’ Mark: This allows the caster to add a small sigil or rune on the target of the ritual. This can be no larger than 3" on a side. This Mark will remain as long as the ritual with this ability remains on the item, and cannot be removed from the item while any rituals of this batch remain.

This ability may only be taken once. Plot must approve the design of the sigil to be placed on the Item.

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The caster must have five levels of For-

mal Magic from the appropriate school above the difficulty of the ritual to be cast.

Improved Chance: This will add 1% suc- cess chance to the ritual being cast. This ability can only be used five times per ritual and never for a greater chance than 95%.

This is accomplished by rolling either two ten-sided die (with one representing the “ten” column and one representing the “ones” col- umn) or rolling one die twice – first for the tens digit then again for the ones digit.

The caster must have five levels of For- mal Magic from the appropriate school above the difficulty of the ritual to be cast.

Insert Component: This allows the caster to substitute one component for a different one listed on the Ritual scroll. The caster needs to have at least one each of the components listed on the scroll; this allows for “additional re- agents” for higher casting.

The caster must have five levels of For- mal Magic from the appropriate school above the difficulty of the ritual to be cast.

Lore Answer: This ability allows the caster to enter a note on the magic item tag which dic- tates what information, if any, the caster of a Lore ritual will receive.

For each purchase of this ability, the caster may stipulate one “answer” which will be the first answer the caster of the Lore Ritual will receive from Plot. It is up to the discretion of Plot how much, if anything, the caster of the Lore ritual will receive beyond this answer.

The caster must have five levels of For- mal Magic from the appropriate school above the difficulty of the ritual to be cast.

Second Chance: This allows the caster to make a second die roll if the first fails. For ev- ery purchase of this manipulation, the caster gains a 10% chance to avoid failing the ritual (up to a maximum of 50%).

This can only be used once per ritual. Points for this must be allocated prior to casting the ritual.

The caster must have five levels of For- mal Magic from the appropriate school above the difficulty of the ritual to be cast.

Conservative Casting: This allows the use of one less component. This ability cannot be combined with any other skill that allows a re- duction in component cost and may only be purchased once.

All components as specified on the scroll must be present at the time of casting. After the ritual has been successfully cast, the caster may choose and retain the component(s) which were not consumed due to this Ritual Manipulation.

For example: Belethevis wants to cast a Spirit Link which requires 4 reagents: a True- silver, a Wand, a Penna, and a Heartstone. He

uses a point of High Magic for Ritual Manipu- lation: Conservative Casting on the ritual. When he casts it, he has all four reagents as specified on the scroll to begin the casting. Once the ritual is complete, he decides to not have the Heartstone consumed.

The caster must have ten levels of Formal Magic from the appropriate school above the difficulty of the ritual to be cast.

Disguised Casting: this ability renders a ritual so that observers and creatures in the area are not informed they “feel magic all around them” thus preventing the magical emanations which would alert creatures to the presence of the ritual caster. In addition, anyone studying the ritual is unable to determine if the ritual is Earth, Celestial or Necromantic in nature.

The caster must have ten levels of Formal Magic from the appropriate school above the difficulty of the ritual to be cast.

Quicken Casting: This will reduce cast- ing time by 20% with a maximum time reduc- tion of 80% (with four purchases). The target of this ritual may refuse to allow the time re- duction to work. This ability will not work with any ritual which is listed as “unavoidable” such as Obliterate, Divestiture, or Banish to Other Plane.

The caster must have ten levels of Formal Magic from the appropriate school above the difficulty of the ritual to be cast.

Spark of Empowerment: With this, a caster can “supercharge” the ritual they are casting, granting a greater effect for twenty-four hours

or until the next Logistics Period, whichever is shorter. This cannot be extended by any means. After this period, these items return to their base ritual stats as the magic settles down.

The exact nature of how a ritual is more effective is up to the local Plot team. The more impressive role-playing and ritual casting per- formed, the greater the Empowerments.

This ability cannot be stacked with other Empowerment abilities.

The caster must have ten levels of Formal Magic from the appropriate school above the difficulty of the ritual to be cast.

Choose Flaw: The caster may choose to add a flaw to the item from one of the follow- ing flaws. The caster may purchase this manipu- lation multiple times to add more flaws on items.

• Limit the item’s use to a specific race or prohibit a specific race from using this item

• Require a specific Build Skill to use or requiring the user not have a specific Build Skill • Require a certain action, phrase or ges- ture before, during or after activating

• Require the item be worn or held or manipulated in a certain way

• The item will only function under spe- cific conditions (such as time of day or in spe- cific weather)

• The bearer of the item takes half dam- age from <stone, lightning, ice, or flame> while taking double damage from <stone, lightning, ice, or flame>. (Note: this can never affect

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healing).

If contradictory flaws exist, the item is ren- dered unusable. Flaws are applied to an item, not to specific rituals. Thus, so long as an item retains any rituals (and thus a Magic Item tag), all flaws on that item remain.

The caster must have fifteen levels of For- mal Magic from the appropriate school above the difficulty of the ritual to be cast.

Note: Flaws do not apply if a player does not know about them, however, any communi- cation about the item’s powers (such as Identi- fication or handing an item off from one per- son to another) must include an OOG commu- nication detailing the flaws.

For example: Terin picks up an unidenti- fied item. He doesn’t know the flaws or ben- efits yet. Later he goes and gets it Identified. At this time, he’s given the tag and the flaw is told to him (“You take double damage from Flame”). Terin then sells the item to Ena, tell- ing Ena only about the benefits in-game (“Look, this does a Purify twice a day!”), but when he hands over the tag he also is required to tell Ena OOG about the flaw.

The intent of this clarification is that play- ers with knowledge of any powers of the item should also (even if only OOG) be informed of the flaws of the item.

Obvious Power: This allows the caster to create an item which has a flaw added to it where anyone who inspects the item is able to iden- tify the Aspect of the magic (Earth, Celestial or Necromantic) without the need for a Greater Celestial Circle of Power or a Lore ritual.

If an Obfuscate ritual exists on an item or is added to the item at any later time while this ritual is still active, this ability will be removed. The caster must have fifteen levels of For- mal Magic from the appropriate school above the difficulty of the ritual to be cast.

Terminate Ritual: This ability allows the caster to voluntarily end the ritual casting with no ill effects. At any time during the ritual, the caster may activate the ability, ending the cast- ing and retaining possession of all the ritual components and scrolls as if the ritual had not been started.

The caster must have twenty levels of For- mal Magic from the appropriate school above the difficulty of the ritual to be cast.

Touch of Empowerment: This allows the caster to “supercharge” the ritual they are cast- ing, granting a greater effect for a maximum of five days, which cannot be extended by any means. After the five day duration, these items return to their base ritual stats as the magic settles down.

The exact nature of how a ritual is more

effective is up to the local Plot team. The more impressive role-playing and ritual casting per- formed, the greater the Empowerments.

This ability cannot be stacked with other Empowerment abilities.

The caster must have twenty levels of For- mal Magic from the appropriate school above the difficulty of the ritual to be cast.

True Conservation: This allows the caster to use two less components. All components as specified on the scroll must be present at the time of casting. After the ritual has been suc- cessfully cast, the caster may choose and retain the component(s) which were not consumed due to this Ritual Manipulation.

For example: Belthivis wants to cast a Spirit Link which requires four reagents: a Truesilver, a Wand, a Penna, and a Heartstone. He uses a point of High Magic for Ritual Ma- nipulation: Conservative Casting on the ritual.

When he casts it, he must have all four reagents as specified on the scroll to begin the casting (as per the rulebook). However, after he suc- cessfully casts it, he can pick one reagent of his choice which is not consumed in the casting.

This can only be purchased once and can- not be combined with any other skill that al- lows a reduction in component cost.

The caster must have twenty-five levels of Formal Magic from the appropriate school above the difficulty of the ritual to be cast.

Alternate Component: The caster may add one additional “base component” to the scroll, allowing them to gather resources easier.

For example, Belthivis has a scroll requir- ing three components: Wand, Pyrotis and Jet- sam. With this skill, he can now add Feyander to the list. He needs twenty-four components total for the ritual, so now he can mix and match from these four reagents as long as there is at least one each of the Wand, Pyrotis and Jetsam listed on the scroll.

The caster must have thirty levels of For- mal Magic from the appropriate school above the difficulty of the ritual to be cast.

True Empowerment: This allows the caster to “supercharge” the ritual they are casting,

In document Alliance LARP Rulebook (Page 137-146)