2004 Rule Changes

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Greater Enchantment (Q-1)

Duration: Special
Experience Multiple: 125
Base Chance: 80% + 1% / Rank
Target: Entity
Cast Time: 1 hour
Material: Black Myrrh (optional)
Material Cost: 200sp per oz used

Effects: The ritual takes 1 hour and requires that the Adept first draw a Pentacle within which they and the target(s) must remain during the entire ritual. The Adept may burn black myrrh during the ritual to enhance the effects. The target of this ritual will be either blessed or cursed (Adept’s choice) with an increase or decrease in the target’s Base Chance of doing anything or suffering any good or ill fortune by plus or minus 1 + 1 / Rank.

The ritual will affect the target’s fortune in one or more of the following areas:

  • Resistance – Magic Resistance, Fear, Fright & Awe Checks.
  • Magic – Talent, Spell and Ritual Base Chances.
  • Combat – Weapon Strike Chances and Stun Recovery.
  • Skills and Statistic Checks – Skill Base Chances and General Statistic Checks (e.g. 1xPC or 4xAG).

The default duration is until the next end-of-season High Holiday. This will enhance one of the above areas.

Or the adept may cast an alternate form of the ritual that will affect 5 targets for 1 day (plus 1 day OR 1 target per 4 full ranks). This will enhance two of the above areas.

To increase the number of areas affected, the Adept may burn (1 oz x Ritual Rank) Black myrrh per additional area.

If the ritual is used to curse, the curse is minor.


The Investment Ritual (Ver 1.2)

Experience Multiple: 300
Base Chance: MA + 3% / Rank
Target: Object
Cast Time: Special

Effects: This ritual allows an Adept to store a spell that they know in an object or scroll.

Creation of Invested Items

The object to be invested will often be in a form appropriate to the spell that it is to contain (e.g. Spell of Opening invested into a set of lock picks, or Spell of Enchanting Armour into a set of armour), and of a size appropriate to the rank and style of that spell. Please note that a staff engraved with the symbols of the Adept’s college is always considered to be appropriate. The item must weigh at least one ounce.

An Investment Ritual may not be performed on an object that still carries charges of invested spells, or a shaped item, or anything made of cold iron. The adept may invest any spell that they know at any rank up to their rank in the spell. The time taken to perform the ritual is (Rank of spell - Rank of Investment ritual) Days per item, Minimum of 1 day. In this time the adept may invest up to Rank/2 (min 1) charges, or they may decrease the charges and save 1 day per reduced charge (min 1 day still applies). They may never store more than rank/2 charges in an invested item.

As a ritual that takes an extended period of time, the rules in §7.2 apply. The cost of materials used in creating an invested item is [spell Rank (minimum 1) x charges x EM of spell / 2] silver pennies. These ingredients are consumed progressively during the ritual, with the last snatch of incense being burned as the success (or otherwise) of the investment is determined.

The Adept may elect to spend more than this base cost to increase the chance of the success of the ritual of investment. For every 200 extra silver pennies spent on materials the base chance of success with this ritual is increased by 1%.

If the Investment ritual backfires, then it is as though the spell being invested has backfired.

Creation of Invested Scrolls

Alternatively, the Adept may instead opt to prepare a scroll (in a language in which they have a minimum of Rank 8 literacy). This takes one day per scroll, and costs only half the usual sum to create. A scroll may only ever hold one charge, and weighs only two ounces - however a scroll case sufficient to protect it from the elements will weigh much more.

Triggering

The Base Chance to successfully trigger an invested spell is the cast chance of the spell at the moment the adept completes the investment ritual, including all college bonuses, MA, magic, and environmental conditions. Dice roll modifiers are applied at the moment of triggering, not investing.

The effects of a triggered spell are as if the caster were standing there casting the spell, the triggering entity is not considered to be the caster.

A spell contained in an invested item functions as any pulse-cast spell, with the usual chance of double and treble effect, and of backfire. Any sentient entity may trigger an invested item, if it is physically possible for them to do so, and if they have been taught how to trigger it. The adept who created the item, and any adept who has divinated it, know how to trigger it. Teaching someone how to trigger an item takes 15 minutes.

Triggering always involves speech or a specific motion to target the item, which may be perceived by a sufficiently alert observer. An invested item always takes a full five seconds to trigger.

Triggering a prepared scroll takes a full ten seconds and may only be done by someone literate in the language in which the scroll is written. The scroll must be read aloud without interruption. No teaching is required to trigger a scroll.

Any item or scroll loses a charge when it is triggered regardless of whether or not the triggering is successful.

Limitations A Namer casting the appropriate counterspell may drain an invested item of all magic, refer to Namer T2 for details.

If an entity carries more than one hundred charges of invested spells, these will trigger randomly until under this limit.


Weaponsmith: Shields

UNDER 50 Weaponsmith (Ver 1.0)

50.2 Benefits

ADD

9. Make and maintain shields.

TO THE PARAGRAPH A Weapon may be manufactured at any Rank up to the weaponsmith's Rank.

1. The time required is (10 ? (Effective Rank + DM)) hours, with a minimum of 10 hours.

2. The cost is 80% of the Base Cost as shown in the weapons table ? (effective Rank + 1 + DM increase) silver pennies.

ADD the sentence

For every rank that a Weaponsmith has beyond the effective rank of the weapon, they reduce the time required, as given above, by 5% For example, A Rank 8 weaponsmith churns out a Rank-0 weapon in only 6 hours; or produce a +1 Damage sword, no BC modifier, in 54 hours, not 60.


Geas

Remove the exceptions that allow it to be ranked to 50 and change the rank of Full Geas to 15 instead of 50. i.e.

6.3 Spells REMOVE "(except Geas)"

11.2 Spells Geas Effects: 2nd para REMOVE "There is no limit to the Rank of a geas."

Full geas REPLACE "A being with Rank greater than 50"

WITH

"A being with Rank greater than 15"


Mind College: Undetectability

Removed from the Mind College.

Necrosis

(Correction) The following has gone missing from the v1.1 Necrosis write-up:

Note that only living entities will be affected by this spell.

End Probation

Remove the Probation tags from Binder, Namer, Mind, and Fire.

Typos

History of Version 1.5

May 26, 2004 College Magic: The Investment Ritual (Ver 1.2). New Version of the E&E Ritual of Greater Enchantment. Geas changed to max rank 20 and Full Geas at rank 15. Mind College spell of Undetectability removed. Add Shields to Weaponsmith. Necromancy spell of Necrosis: limitation of only affecting living restored. Remove Probation tags from the colleges of Binder, Namer, Mind, and Fire.


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