Additional Rules Revised for Mistworld, etc. Dance Magic See RQIII spirit magic; RQII battle magic. Dance magic is magic conjured by use of physical exertion, a patterned activity and the channeling of magic points (mp). The general format is as follows: Roll skill (generally as a d100% test). Dance at 1 fatigue point per melee round for d3 melee rounds per point of spell. When final melee round finished, expend mps equal to the points of the spell. Each melee round thereafter may cast the spell again for one m.p. Example. Harrick has a dance skill of 65% and knows the healing 3 dance. He begins to dance and continues until he is able to make a successful d100% roll against his dance skill (one attempt per melee round). He then dances for 3d3 melee rounds. At the end of the last melee round he expends three magic points (mps). Healing 3 is successfully cast on one target. Next melee round (mr) he expends one magic point and Healing 3 is success- fully cast on a second target. Harrick may continue until he runs out of fatigue, magic points or persons to cast Healing 3 upon. Smith Magic Cf RQIII Sorcery, World of Wonder Magic. Smith magic is magic cast into things for later discharge. It generally requires a properly hearthed forge (the term forge covering the entire smithing area). The format is as follows: Make a successful smithing skill roll for the type of item worked on. (Note that a properly hearthed forge may reduce the test to a d50%, d20% or d10% trial.) Then make a successful ceremony and a successful enchantment roll. Note the time taken. Successfully roll for the casting of the sorcery spell (including intensity). The smithed item will then contain the spell which it will discharge by contact. (Smiths generally are limited to smithing items for which smith skills are listed.) E.g. an arrowhead might be forged by a smith and also have Venom (at intensity 5) in it. When it hit its first target, the Venom spell would also be discharged into the target. If requisite points are expended (usually POW, but CON, STR, etc. may also be used), by the Smith or by another willing par- ticipant (who must make a ceremony roll at the end of the smith- ing for the transfer to take place -- otherwise no points are lost and no transfer occurs), then the item will discharge the spell, to the level of intensity equal to points sacrificed, each time contact is made. E.g. a sword might have Venom 6 cast on it by the Smith and the prospective owner might sacrifice 4 points of POW and 2 points of CON so that the sword would discharge a Venom 6 spell into each person or thing it hits every time it hits. The POW of the first contact (for POW v. POW determination) is the POW of the Smith. For later discharges (e.g. for those made permanent) it is the POW of the person wielding the item. Note that even beneficial spells must succeed with a POW v. POW attack when enchanted in this form. Also note that in a properly hearthed forge the air and the earth are "forged/smithed items" for the purpose of imbuing spells. (I.e. the Smith on her home ground can cast spells as fast and in more or less the same manner as a RQIII sorcerer). Spells may have their intensity increased by being reforged. (Thus a sword at Venom 6 could be reforged to Venom 9 for the time, cost and 3 requisite points). Clerical Chant Magic This form of magic requires chanting and a properly endowed staff cut from wood of the world tree or equivalent material. The character chants the basic plain chant while holding the staff and desiring the result. This skill takes FREE INT equal to the level of effect, but no particular training, skill or FREE INT for any individual effect. To successfully use chant magic one must make a chanting skill roll and then continue the chant for 1d2 melee rounds for each level of effect desired. At the end of the chant, magic points equal to the level of effect must be expended. Level of effect is limited by the square root of the points of power bound into the staff and by requiring a staff attuned to the cleric. (Note that such staves are virtually impossible to destroy and will be drawn through shadow to the cleric to whom they are bound). Effects: Cure Xd(2*X) points (1d2, 2d4, 3d6, 4d8, 5d10, 6d12). The range for the effect is touch. A Cure spell heals damage to the body at a rate limited by the CON of the person or animal being healed per melee round. Thus with 16 points of cure and a CON of 12, 12 points would heal in the first melee round and 4 points in the second. The same cure with a CON of 4 would result in 4 points per melee round for three melee rounds. Reduce Undead XdX points to dX undead. The range for this effect is Xmeters*POW in staff. (Thus a level 3 effect with 12 points in staff, would have range 36 meters). No POW v. POW struggle occurs. The effect is automatic. A Reduce spell reduces the POW of the targeting undead by the points noted. If the POW (capacity POW, not generative POW) is < 0, the undead creature(s) is destroyed. If the POW is 0, the undead creature is stunned (for the duration of the attention of the chanter +XdX melee rounds after the attention is lifted). If the POW is > 0, the Undead must make a successful POW v. POW roll (using the reduced POW vs the caster's POW) or be routed until out of range. They may not enter into range until the attention of the chanter shifts if they lose the struggle. If they win, then the chant has no effect (beyond reducing effective POW). Bless +X (or X*5%) for XdX melee rounds for dX individuals blessed to attack/parry or any two related opposed skills (e.g. scan/search or climb/jump). Protect +X to POW and to Armor for XdX melee rounds to XdX persons protected. May be sustained once begun by the chanter continuing to chant and concentrating. Trait Add 2X to the trait for any trait contests involving the trait over the next X hours, X to the trait for any trait con- tests over the next X days. Also allows an attempt to improve/change the trait. Each Saint/Angel/Hero has five related traits and one virtue that can be affected by this chant. Virtue/Attribute +X*X (or X*5%) to the singular virtue, or the singular attribute/characteristic or the singular skill attributed to the patron. Lasts while the chant is maintained. Affects one per- son. Purify X*X SIZ points of tainted food and/or water and/or other materials. Cure Disease X = (1) none; (2) mild; (3) acute; (4) serious; (5) termi- nal; (6) incurable. Regenerate: X-1 = pts regenerated in a season. Costs person being cured X-3 in pts from POW/CON (50/50). Thus with X = 6, a loss to the body of 6 permanent hit points of body mass (e.g. an arm and a foot) could be regenerated in a season. POW would be reduced by 2 and CON by 1.