Shathetarga decides to learn two intentions, Flight and Domination. He knows one spell for each. These will be the Flying, and Command. Flying is a spell of the totem Risindall and the level of success is split between duration and effect. The effect will allow the recipient to gain the magical condition Flying based on Shathetarga's MP and purchased as if it were a basic MP power. Command is a spell of the totem Rialar and is split between duration and effect. The effect is the magical condition Controlled by Shathetarga, based on his MP and purchased as if it were a basic magical power.
The basic ritual magic tools required are an Anandar Feather for the Risindall, and a Broom for the Rialar. To make the feather into a ritual tool he uses his Basic Ritual Magic power of 2 modified by his Magical Senses of 2, his IN of 4, and his Ring of the Red Wizard (granting +10) for a total of 18. He rolls a 2, getting a 16 result, further modified by the GM by -6 for difficulty in making magical tools, for an end result of 10. This is made into basic power HP of 5, giving the feather a +5 modifier for each step in the ritual after consecration. The Broom will be made in a similar way, he uses his Basic Ritual Magic power of 2, modifier by his power of Magical Senses of 4, his IN of 4, and the Ring of the Red Wizard of +10 for a total of 18, less 6 is 12. His roll is 6 for a result of 6, thus his Broom adds a +3 to each step after consecration.
For Magical Senses he invents the special to be able to see the presence of magical power as an aura, including any being with an MP higher than 0. His Magical Senses (from chapter nine) thus reads: He can sense the use of powers and the presence of higher powers. He can also see the presence of magical power as an aura, including any being with an MP higher than 0.
Teknephira decides to learn two intentions, Illusion and Battle. She also knows one spell for each intention. The spells she chooses are Visual Illusion and Enhance Allies. The Visual Illusion is a spell of the totem Risha creating a visible illusion that seems real, the level of success is split between the duration and the effect; the effect is a number of HP in the basic magical condition Believe Illusion based on Teknephira's MP and purchased as if a basic MP power—all who witness the illusion must defend against the effect or gain the condition. Enhance Allies is a spell of the totem Riangap that creates a favorable modifier for one or more allies, the level of success split between duration, the number of recipients, and the effect; the effect is a number of HP in the basic magical condition Combat Enhancement based on Teknephira's MP and purchased as if it were a basic magical power—all recipients will gain the enhancement as a favorable modifier in any aspect of a combat situation.
The basic ritual magic tools required are a mincrebar handled hair brush for the Risha, and a Borigonian Bow for the Riangap. To make the hair brush into a ritual tool she uses her Basic Ritual Magic power of 6 modified by her Craft (Metalworking) of 2 and her Craft (Woodworking) of 6, for a total of 14. She rolls a 3, getting an 11 result, further modified by the GM by -6 for difficulty in making magical tools, for an end result of 5. This is made into basic power HP of 2, giving the hairbrush a +2 modifier for each step in the ritual after consecration. The Borigonian Bow will be made in a similar way, she uses her Basic Ritual Magic power of 6, modifier by her skill in the Borigonian Bow of 2, and her Power of 6, for a total of 14, less 6 is 8. Her roll is 3 for a result of 5, thus her Borigonian Bow adds a +2 to each step after consecration.
Dance Ceremony is the power to cast spells through a ten minute dance. When this power is first purchased you know how to perform one spell within a magical intention. She gains the intentions of wounds and the spell Heal Wounds.
Heal Wound allows her to magically heal wounds of anyone she touches. The result reduces any wound effects by creating extreme HP equivalents for reducing bleeding, then internal damage, then other effects, and lastly pain.
For Fasting she chooses the listed special of ignoring hunger when not fasting. Her Fasting now reads: This is the ability to fast for days, living on only water and a culturally acceptable form of bread or similar substance. For each day that you fast after the first day you will gain a +1 modifier to the final success of the fast. At the end of the fast a Fasting roll is made, either Endurance or PF must be used as a modifier (or some similar skill). The level of success is split between duration and effect. The effect is a favorable modifier for all spells or other uses of power for the duration. She also can ignore hunger when not fasting.
For Magical Senses she gains the special to see magical auras of those things possessing magical powers, and the ability to identify magical effects that you perceive when using Knowledge of Magic as a modifier. Her Magical Senses now reads: She can sense the use of powers and the presence of higher powers. She can also see magical auras. She can identify magical effects when modifying this with Knowledge of Magic.
For Power she gains the special increase power detriment recovery rate by one per day. Her Power thus reads: This is the ability to gather the astral light to perform a working. This can be used with Imagination to produce any magical effect, though at significant detriments. She can also increase her power detriment recovery rate by one per day.
Faermiallan has Gestures of Power. He gains the intentions of pain, health, and psychic enhancement. He learns the spells Gesture of Pain, Gesture to Remove Pain, Gesture of Health, and Gesture to Enhance Psychic Powers. The Gesture of Pain is split between effect, range to the target, and duration. The effect is converted into extreme power HP and afflicts the target with Pain. The Gesture to Remove Pain is split between effect, range to the target, and duration. The effect is converted into extreme power HP and reduces the level of Pain in the target. The Gesture of Health is split between effect, range, and duration. The effect is converted to extreme power HP and becomes the mystical condition Health (e), based on his MP. The Gesture to Enhance Psychic Powers is split between effect, duration, and range. The effect is converted to the appropriate level of power HP for the power, possessed by the recipient, being enhanced.
For Imagination he gains the special Clairvoyance. His Imagination now reads: This power allows the magician to fix their intention firmly in mind. This can be used with Power to produce any magical effect, though at significant detriments. Through this power he can also use Clairvoyance, the power to perceive things not within normal perceptions.
For Magical Senses he gains the special to see magical auras of those things possessing magical powers, and the ability to identify magical effects that you perceive when using Knowledge of Magic as a modifier. His Magical Senses now reads: He can sense the use of powers and the presence of higher powers. He can also see magical auras. He can identify magical effects when modifying this with Knowledge of Magic.
For Power he chooses the special to increase his power detriment recovery rate by one per day, and then again due to a multiple of 5. His Power thus reads: This is the ability to gather the astral light to perform a working. This can be used with Imagination to produce any magical effect, though at significant detriments. He also increases his power detriment recovery rate by two.
Ritual to Know the Future is an hour long low magic ritual. The result is split between the effect and how far into the future you are looking. The effect is made into difficult power HP and becomes the number of times the character will know something before it happens.
Ritual to Know the Past is an hour long low magic ritual. The result is split between the effect and how far into the past you are looking. The effect is made into difficult power HP and becomes the number of facts the character will know about the past.
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