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.