Creation Rules

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Here is where we will post our Creation Specific rules ROCK ON!
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=<B>Hero Rules</B>=
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===<B>Sorcery and Hedge Magic</B>===
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Wizards magic run off of an end reserve, each school has a different Knowledge Skill(KS) must have a Professional Skill (PS) sorceror. All wizards must have a 5pt talent called “The Gift”. Spells will divide real cost by 5. Most spells involve some combination of gestures/foci/verbal components. Different fields of magic will have different effects on magic, some will increase end, some will increase end cost. Some will make certain spells easier or harder to cast and there may even be magic dead lands.
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===<B>Rune Casting</B>===
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Runes are represented as Knowledge skills (KS). Every word or phrase is it’s own KS. Scholar effects the cost. The Caster will have a Professional Skill (PS) of their preferred craft(s) and the Runecaster PS. A Runecaster must invest experience points to inscribe the Runes. This will based on the real cost of the power divided by 3 or 5, I haven’t decided yet. These can be the character’s own E.P.s or some rare substances can substitute as well examples:
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*Salamander fire gland: 4 eps
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*Stirge’s egg shell: 2 eps
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*Dragon’s blood: 7 eps/drop
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===<B>Priests</B>===
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Gifts are usually bought as powers that are used by uttering a prayer. They will most often have charges so as to only be used so many times a day. The cost of the power is divided by 3. They usually far fewer options then wizards but are often inordinately powerful. Some truly devout followers may even earn favors from their patrons. 1-10 pt favors. These are often the most powerful abilities they have access to. Coroths resurrection was partially a result of the debt Nora owed his wife, a Sister of Nor.
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===<B>Druids</B>===
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Druids system is still in development, expect them to be a middle ground between wizards and priests.

Revision as of 05:19, 11 August 2006

Contents

Hero Rules

Sorcery and Hedge Magic

Wizards magic run off of an end reserve, each school has a different Knowledge Skill(KS) must have a Professional Skill (PS) sorceror. All wizards must have a 5pt talent called “The Gift”. Spells will divide real cost by 5. Most spells involve some combination of gestures/foci/verbal components. Different fields of magic will have different effects on magic, some will increase end, some will increase end cost. Some will make certain spells easier or harder to cast and there may even be magic dead lands.

Rune Casting

Runes are represented as Knowledge skills (KS). Every word or phrase is it’s own KS. Scholar effects the cost. The Caster will have a Professional Skill (PS) of their preferred craft(s) and the Runecaster PS. A Runecaster must invest experience points to inscribe the Runes. This will based on the real cost of the power divided by 3 or 5, I haven’t decided yet. These can be the character’s own E.P.s or some rare substances can substitute as well examples:

  • Salamander fire gland: 4 eps
  • Stirge’s egg shell: 2 eps
  • Dragon’s blood: 7 eps/drop

Priests

Gifts are usually bought as powers that are used by uttering a prayer. They will most often have charges so as to only be used so many times a day. The cost of the power is divided by 3. They usually far fewer options then wizards but are often inordinately powerful. Some truly devout followers may even earn favors from their patrons. 1-10 pt favors. These are often the most powerful abilities they have access to. Coroths resurrection was partially a result of the debt Nora owed his wife, a Sister of Nor.

Druids

Druids system is still in development, expect them to be a middle ground between wizards and priests.

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