The Borderlands - A Mythic Basic Game
The Borderlands - A Mythic Basic Game
THE Player’s
Guide to a
BORDERLANDS Mythic
system
setting
Table of Contents
Introduction to the Borderlands .......................................................... 1
Heroes: Combining the Mythic and Mundane .................................... 2
Character Origin: Select a People, Describe a Place, Choose a
Word ................................................................................................. 3
Peoples: Kith and Kin ................................................................... 3
Place: Where the Story Began ..................................................... 5
Words: Describing the Character ................................................ 7
Character System: Levels, Ranks, and Points .................................. 9
Levels: Gaining and Tracking Experience ..................................... 9
Classes: Gaining ranks as a Fighter, Magic-user, or Thief .......... 10
Alignments: Gaining Ranks in Chaos, Evil, Good, and Law ........ 11
Attributes: Encumbrance, Hit Points, and Hero Points ............. 12
Character Knowledge: Odds and Ends .......................................... 13
Languages: Communication by Letter or Speech ...................... 13
Basic Lore: Common Knowledge ............................................... 14
Core Skills: Getting Along with Others ...................................... 15
Mundane Matters .............................................................................. 17
Base System .................................................................................... 17
Base System: Initiative ............................................................... 17
Base System: Conflict Actions .................................................... 18
Base System: Objectives and Progress ...................................... 18
Base System: Saving Throws ...................................................... 19
Conflict: Combat ............................................................................ 19
Combat System: Hit Points and Armor ...................................... 20
2
At the borders of the mundane world, and interwoven with it, are
“mythic” lands. In these places good and evil, chaos and law are not
just abstract moral concepts but living forces personified in beatific
or monstrous forms. Places where the mythic lands intrude into the
mundane are called “Borderlands”. Mortals who serve one or more
of these mythic forces gain an “alignment” which comes with both
powers and obligations.
This game starts in one such “Keep”, a mostly forgotten relic of the
past in the unnamed County. It may, in time, expand outward from
there.
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Dwarves stand between 4ft and 5ft. tall with dark hair of varying
shades. They weigh between 180 and 220 lbs but are rarely
overweight – instead their bones and flesh are extremely heavy and
dense, making it impossible for them to swim or float.
All dwarves gain either brave or solid in addition to any other word
they may have. Dwarves also possess Stone Sense, which prevents
them from being lost underground.
Elves: thin and fey, individual elves appear in times of strife and
turmoil. Each awakens from dreams alone, with limited memories of
their lives before. They set out with whatever is at hand to meet the
destiny life has set before them.
Elves stand between 5ft and 6ft tall with hair of various pale shades
including white, blonde, lavender, and green. Many have almost
luminescent eyes. They weigh between 100 and 130 lbs
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All elves gain the word fey in addition to their base word. Elves also
have “Star-sight”, which allows them to treat starlight as normal
illumination.
Halflings: short and stout, the “little folk” are masters of living well.
The lands they tend provide bountiful harvests and rarely suffer from
catastrophic setbacks. They live in extended, settled families who
rarely leave their “shire” – grants of land given to the halflings for
their service to the High Kings of old.
Halflings stand between 3ft and 4ft tall with olive to bronze-tanned
skin and brown hair. They weigh between 60 and 80 lbs.
All halflings gain the word handy in addition to their base word.
Halflings are naturally resistant to mythic effects and may roll 2d10
rather than 1d10 for their saving throws against them.
Humans: are the primary race in the Known World. Dwarves refer to
them as a “heady brew”, a mix of all of the traits one might expect
from the world’s people. Although short-lived (many see no more
than sixty winters), their drive and diversity allow them to thrive.
Humans stand between 5ft and 7ft tall with skin ranging from ebony
to ivory and hair of blonde, brown, black, or red. Their builds vary
widely, leading to a range of weight between 100 and 250 lbs.
All humans start with two words of their choice at the start of the
game rather than just one. Humans are also Lucky, and add the
result of their hero point when they use it to re-roll a failed check
rather than replacing the roll with the original result.
The Awakening (People – elf): the character awoke under the green
leaves, far away from others. She slowly gathered her wits and
wandered into the settled lands. Her memories of her past are
fragments and dreams, but the future seems clear enough. There are
monsters that need slaying and lands crying out for a hero.
could not contain his dreams, though, and so the character has set
out for a grand adventure.
Having a word adds +1 to rolls tagged with that word. For example, a
character attempting a 1d10 (brave, solid) action would roll 1d10 if
neither word described him, 1d10+1 if he had one, and 1d10+2 if he
had both.
Big: the character is larger than average for his people and can
therefore carry more.
Each time the character gains a level he can increase one of the core
classes or one of the alignments by one (1) rank. The character does
not have to allocate his rank immediately, though withholding the
rank offers no benefits.
Every five character levels (5th, 10th, etc), the character may gain one
word, select an adverb or synonym of a word he already has, or add
10
The fighter core class focuses on mundane combat in all its variety of
forms. Each rank of fighter increases the character’s hit points by +6
and gives him access to one fighter talents (or “proficiency”). A
character who starts with a rank in fighter at 1st level gains the
“mighty” bonus talent.
talent (or “trick”). A character who starts with a rank in thief at 1st
level gains the “quick” bonus talent.
Characters who align with chaos tap into growth and inspiration on a
mythic scale. They gain insights which other minds cannot grasp but
find themselves bound by limited reality at every turn. These limits
can in time drive them mad. Each rank given to chaos increases the
character’s inspiration and luck but also makes him more vulnerable
to law. Chaos is most often represented by the faery, spirits whose
spontaneous actions may serve good or ill. Those aligned with chaos
are sometimes called chaotics. A character who starts with a rank in
chaos at 1st level gains “changeling” bonus talent.
Characters who align with evil draw on infernal powers for their own
benefit. They cling to the ideal that might makes right and that their
desires take precedence over all others. Each rank of evil grants the
character greater power and prosperity but also expand his
obligations to other evil powers; from their point of view he is just
another minion who must serve his betters. Evil is represented by
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the devils who tempt mortals and the demons who feed on their
souls. Those aligned with evil are sometimes called infernals. A
character who starts with a rank in evil at 1st level gains the
“predator” bonus talent.
Characters who align with good touch upon the primal light which
illuminates the worlds. This touch illuminates their spirits, protecting
them from evil and granting them strength. Each rank placed into
good grants the character additional powers associated with the light
but also makes him visible to the other mythic forces. Good is most
often represented by the guardians, spirits of the virtues who stand
watch over the boarders between worlds. Those aligned with good
are sometimes called goodmen. A character who starts with a rank
in good at 1st level gains the “virtue” bonus talent.
Characters who align with law become part of the natural order of
things. This position gives them authority over things seen and
unseen but also limits their actions. Each rank placed into law gives
the character additional authorities but places a geas on him as well.
Law is most often represented by ghosts, the spirits of mortals who
were placed in positions to watch over the past, present, and future.
Those aligned with law are sometimes called the “orderly”, a term
which implies both behavior and obligation. A character who starts
with a rank in law at 1st level gains the “persistence” bonus talent.
strong can carry 15; one who is both can carry 20. See the section on
equipment for more details.
Each character also has 1 “hero point” which he can use each session.
A hero point can be spent to re-roll any one d10, taking the higher of
the two results. A human adds his second roll to his first due to his
racial “Lucky” characteristic.
Most of the mythic races speak both a racial language and a tongue
shared with those with whom they share an alignment. The chaotic
tongue is called Faery; the evil tongue is “Black Speech”, the good
tongue is “Angelic”, and the lawful tongue is “Noblis”. Characters
can learn to read, speak, or write these languages by selecting the
Linguist talent in the magic-user class.
Everyone knows about the High King on his Opal Throne in far-away
Kingsport. Wondrous tales of that fabled city say it rivals even the
highest heavens for splendor and the deepest hells for its corruption.
Local kings and their minions are but lesser figures in the great
passion play.
Everyone knows that sometimes a man might walk out his door and
find himself far from the fields that he knows. In such places dragons
are real, orcs and goblins common, and angels speak to mortal men.
Such things happen. It is only when the travel happens in the other
direction, when the mythic joins with the mundane, that things get
complicated.
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Everyone knows that when the Borderlands open up the guilds and
mercenary companies, soldiers and freeloaders, take notice. The
most honored of these organizations are the Adventurers Guilds of
the various cities who hold charter from the High Kings hand for
paying bounties and organizing expeditions. The next most
important are the various mercenary companies who make good
money off of contracts with the Guilds or local nobles.
Everyone knows that gods and devils, faery and ghosts are all as real
as the ferrets who tear out chicken’s hearts. Many worship them or
serve them in societies both open (e.g., the Inquisition or the
Sanctuary) and occult (e.g. the Black Brotherhood).
The law can be tricky, but in general property rights are honored and
violence frowned upon. Murder and theft are treated harshly when
discovered by the local watch; even more harshly by the Inquisition
should they take an interest. Failure to pay debts can end with a
prison sentence.
No one, not even an elf, lives entirely on his own. Most people work
together in a community to provide one another with enough
security to get through a year. A character knows how to read marks
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Mundane Matters
Characters engage in a variety of conflicts including combat,
exploration, and journey. These conflicts consume resources; when
the characters are out of resources they should return to the keep for
resupply.
All of these conflicts are resolved using the same base system and
equipment rules. The base system involves roll 1d10 each round to
determine how successful the character’s action was with a roll of 6
or higher indicating success. Equipment and talents provide the
characters with resources and actions they can take.
Base System
The base system is used to determine success or failure in conflicts or
in situations where there is some uncertainty of outcome. Conflicts
are divided into sequences (combat: rounds, explore: turns, journey:
phases), with the player’s descriptions and talents determining the
order of action.
Once declared, the player rolls his d10 and adds any appropriate
modifiers. If the result is 6 or higher, the action succeeded and
applies its effects.
The character with the highest initiative goes first, then the next
highest, then the next, and so on down until the end of the order.
Once each character has acted the round/turn ends.
If two characters have the same initiative, the character with the
most words relevant to the type of conflict at hand goes first. The
faster character may choose to defer his action until after an allies if
he so chooses.
Conflict: Combat
Combat conflicts involve one or more characters facing a
combination of threats and other characters who wish to do them
harm. A combat is successfully resolved when all objectives are met;
all threats and combatants are removed; or all of the characters fall.
order they are used but must be declared before anyone else
at that point acts.
Use Equipment: Based on equipment
Use Talent: Based on talent
Conflict: Exploration
Exploration conflicts occur when the characters spend focused time
investigating a specific area for clues, secrets, or treasure. Discovery
objectives generally involve finding what is hidden and its threats
include alarms, natural hazards, and traps which might spring on the
unwary.
Conflict: Journey
Journey conflicts involve the characters travelling from a place that
they know to a location they have not yet been. The process is
greatly aided by maps and greatly complicated by entry into the
borderlands or other fields far from those we know. Generally each
character contributes towards a journey conflict and they make 1
progress if any of them succeed in the round. A threat may be
generated by any failure.
Each day of travel requires each character to use one ration. Normal
rations last for 10 days, while iron rations remain edible until eaten.
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Conflict: Freeform
Conflicts not involving combat, discovery, or exploration are handled
as “freeform” conflicts. These kinds of conflicts might involve
gathering information, researching in a library, or running across
rooftops.
The base unit of coin under the High Kings is the “silver penny”. One
silver penny divides into 5 copper pennies. 10 silver pennies combine
into an electrum penny, and 10 electrum into a single gold sovereign.
1 copper penny will buy a simple meal and a jack of ale. Three
pennies will feed a person for a day with a pence or two left over to
rent a floor for the night.
Some items are particularly heavy and therefore count as more than
one item. Two-handed weapons and lanterns generally count as 2
items. Light armor counts as 3 items. Medium armor counts as 6
items, while Heavy armor counts as 9.
Some items come in stacks. Each stack is treated as one item. For
example, arrows come in stacks of 10. One arrow, five arrows, and
ten arrows are all counted as 1 item. 15 or 20 arrows counts as 2
items, and so on.
A horse or mule can carry 30 items but will require handling during
exploration, consumes rations, and may be adversely impacted by
combat or threats encountered along the road.
Axe (big, strong): axes are a big man’s weapon. Long-hafted axes
wielded in two hands do 2d10 damage, count as 2 carried items, and
apply a bleeding effect to those struck. The target must make a
saving throw or take an additional 1d4 damage each round before
they take an action. Shorter axes do 1d10 damage and can be
thrown.
Mace (brave, big): a sharp blow from this metal club can injure
armored foes. A mace deals 1d10 damage and applies an injured
effect to the target. The target must make a save or suffer -1 to all
rolls until he does so or the combat ends.
Sling (handy, keen): the “shepherd’s bow” launches rocks and heavy
metal slugs almost as far as a bow can shoot. A slug deals 1d10+3
damage and 10 of them count as 1 carried item. A sling can be used
without slugs, dealing 1d10 damage at range.
Shorter spears deal 1d10 damage and may have the same effect in
the hands of a skilled fighter.
The hit points from armor do not return after an evening’s rest.
Instead armor must be repaired by a skilled smith, leatherworker, or
armorer before it becomes useful again.
Heavy (king’s chain, plate and chain, scale and chain): heavy armors
sacrifice mobility and carrying capacity for safety. They are most
commonly worn on the battlefield. Heavy armors provide +30 hit
points and count as 9 carried items.
Shield (sharp, solid): a shield gives the character the chance to block
an attack. Rather than attacking, the shield wielder may use his
action to block, causing one attack targeting him to do 1d less
damage.
Light sources include: candles, lanterns (and oil), and torches. Some
magic-users or characters with alignments can conjure light as well.
Lantern Oil: can be burned in a lamp to provide light. Four (4) rounds
of oil counts as 1 carried item.
Normal rations provide enough nourishment for one day per stack of
2 carried. They will generally begin to spoil seven to ten days after
being purchased.
Five (5) reagents count as 1 carried item. Generally a spell costs one
(1) reagent to cast and a ritual costs a number of reagents equal to its
circle.
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A 1st level fighter gains a total of +6 hit points, 1 fighter talent (called
a proficiency), and the special talent “Mighty”, which allows him to
add the bonus from a weapon’s words to his damage with that
weapon’s total damage when he hits an opponent.
A 1st level thief gains a total of +4 hit points, 1 thief talent (called a
trick), and a special talent “Quick” which allows him to take a trick
action as a “free” action once per round at a -4 penalty.
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Each time a character gains a rank in the fighter core class he may
select one of the following proficiencies. Proficiencies which grant a
bonus can be taken multiple times.
Archer: the fighter gains +1 to hit and damage with a bow, crossbow,
and sling.
Dwarf Trained: the fighter gains+1 to hit and damage with hammer
and mace; and +1 to block with a shield.
Elf Trained: the fighter gains+1 to hit and damage with bow, dagger,
and sword.
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Knight: the fighter gains +1 to hit and damage with bow, spear, and
sword.
Militia: the fighter gains +1 to hit with bow and spear, and +1 to
block.
Shieldman: the fighter can use a shield’s block action once per round
in addition to his normal action and gains +1 to block per rank. Each
time he selects this talent, increase the number of blocks by +1.
Soldier: the fighter gains +1 to hit and damage with mace and spear;
and +1 to block with a shield. This proficiency may be selected
multiple times.
Every rank a magic-user may select one of the arts described below.
The rules for selecting magic-user arts are described in the arts
themselves, as they vary from art to art.
This art only effects casting from one school but may be selected
multiple times.
Linguist: the magic-user’s studies give him a good ear for languages.
He knows how to read, write, and speak one additional language
each time he selects this art.
Sage (Educated, Sharp): the magic-user has studied lore from many
cultures. Each time he selects this talent, he may select one area of
lore from: ancient, celestial, chaotic, heavenly, infernal, orderly, or
occult. Making a sage action allows the character to make progress
towards objectives related to the appropriate area of knowledge.
Student: the magic-user gains +2 spells of his choice from any school
of magic he has access to.
in the thief class, the more adept he becomes at the “tricks of the
trade” which make him so effective.
Every rank a character invests in the thief core class gives him access
to one of the tricks below. Thief “tricks” may be selected multiple
times. Each time after the first a trick is selected the thief gains a +1
bonus to that action.
Case (Handy, Wise): the thief replaces the standard search action in
discovery with “case”, the application of knowledge and intuition to
discover things others would like to leave hidden.
Climb (Graceful, Strong): the thief makes two (2) progress rather
than one (1) when he successfully attempts to climb over or around
an obstacle.
Flirt (Charming, Comely): the thief targets one person, focusing their
attention on him until the target makes a saving throw (solid, tricky).
Palm (Sharp, Tricky): the thief can take a “palm” action to hide an
unsecured small object (something that could fit into his hand) on his
person with others noticing.
Pick Purse (Sharp, Sneaky): the thief can slip one small object or
2d10 coins from an unaware target’s purse into his own. On a
failure, the target becomes aware of what the thief attempted to do.
Some characters, particularly paranoid fighters, may also get a saving
throw.
Pick Lock (Handy, Tricky): the thief can use wire and cleverness to
open even the most stubborn lock given enough time. Each time the
thief succeeds he advances 1 action towards opening a locked
container or door. Each time he takes an action, he may also spring
any associated traps.
Sneak (Keen, Sneaky): the thief can avoid detection by hostile eyes.
On a successful sneak, the thief is no longer a target for opposed
characters in the encounter until he is spotted or reveals himself by
taking an action.
Trap (Handy, Sharp): the thief can either disarm or set a trap.
Disarming a trap may require multiple rolls; failure will cause the trap
to spring. Setting a trap deals 1d10 damage per round taken, with a
maximum d10 equal to the thief’s bonus with this trick.
Tumble (Graceful, Keen): the thief can tumble and roll away from
danger. If he springs a trap, he may use his tumble action in place of
his saving throw.
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Mythic Abilities
Some characters choose to align themselves with one or more of the
mythic powers rather than advance in the core classes. This
alignment brings with it both power and peril.
A 1st level character who takes a rank in chaos gains one chaos gift
and the bonus talent “changeling” which allows him to use his hero
point to cause another character to re-roll a roll. The target must
take the lower or higher of the two rolls depending on the
changeling’s whim.
A 1st level character who takes a rank in evil gains one evil gift and
the bonus talent “predator”. Predator gives the character +1 to any
action which targets an opponent he successfully affected with an
action at least once during this scene.
A 1st level character who takes a rank in good gains one good gift and
the bonus talent “virtue”. Virtue gives the character +1 to any saving
throw he may attempt. As the character’s action for the round he
may choose to share this bonus with the rest of his party.
A 1st level character who takes a rank in law gains one lawful gift and
the bonus talent “persistence”. Persistence gives the character a +1
bonus to any roll when he failed in that same action or saving throw
on the previous round.
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Bounty (Fey, Handy): the chaotic has a green thumb and can gather
1 ration from a wilderness environment per day without using an
action. Each additional time this ability is selected the chaotic
gains+1 ration.
Freedom (Fey, Sneaky): the chaotic may use freedom in place of any
saving throw. If this ability is selected multiple times the chaotic
gains+1 to the roll for each additional selection.
Regrowth (Fey, Solid): the chaotic can channel the wild into himself
or another person with a touch. This surge of strength heals 1d10 hit
points of damage, +1d10 for every time after the first this ability is
selected.
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Wild Fire (Fey, Wise): the chaotic can call forth a burst of prismatic
flame which burns mythic beings. A target without an alignment
takes no damage. An aligned target takes 1d10 damage directly to
hit points, ignoring armor. If this ability is selected a second time, the
wildfire leaps from target to target, striking one new aligned target at
random each round until one makes a saving throw (keen, solid).
Each additional time after the second adds +1 target to the leaping
effect.
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Each time the character accepts an infernal gift he goes deeper into
debt. This debt may be called upon at any time, either by one of the
lords of evil or by another mortal to meet the conditions of his gift.
Grants which are taken more than once add their total rank to the
associated word.
Balefire (Brave, Wise): the infernal calls up fire from the hells. On a
successful roll, he gains a number of d10 of damage equal to the total
number of times he selected this ability to allocate among all targets
in visual range. Balefire can provide illumination but deals 1 hit point
of damage to the character each round the character calls it for this
purpose.
Grant of Claims: the character gains the word, Envy, which can be
substituted or added to keen (giving +2 to keen actions if the
character has both). The infernal powers will send either a mortal
minion or an imp to assure the character of his rights and suggest
ways to secure them once per day.
Grant of Fury: the character gains the word, Wrathful, which can be
substituted or added to brave (giving +2 to brave actions if the
character has both). The infernal powers will send a mortal minion (if
possible) or a minor demon to assist the character in battle no more
than once per day.
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Grant of Pleasure: the character gains the word, Lustful, which can
be substituted or added to friendly (giving +2 to friendly actions if the
character has both). The infernal powers will send a mortal minion
or succubus to engage with the character for no more than one hour
per day.
Grant of Plenty: the character gains the word, Glutton, which can be
substituted or added to kind (giving +2 to kind actions if the character
has both). The infernal powers will send either a mortal minion or a
minor demon with food and drink for the character (but not anyone
else) once per day.
Grant of Service: the character gains the word, Slothful, which can be
substituted or added to handy (giving +2 to handy actions if the
character has both). The infernal powers will send a mortal minion
or minor demon to perform a simple task on the character’s behalf
no more than once per day.
Grant of Wealth: the character gains the word, Greedy, which can be
substituted or added to educated (giving +2 to educated actions if
the character has both). The infernal powers will deliver 2d10 copper
pennies to the character every day via a mortal minion or an infernal
gift. Each time the character selects this gift he gains an additional
+1d10.
The powers gained by aligning with the mythic good reflect this ethos
of self-sacrifice and individual service.
Abjure (Solid, Wise): the goodman can target one mythic being of a
type he can affect within visual range with this action. If the action is
successful, that target must make a saving throw (brave, solid) or flee
the area until he does so. The each time the goodman selects this
ability he may select one mythic alignment (chaotic, evil, or lawful).
Each time he selects this ability after the first, the goodman may
instead choose to add an additional target to his abjuration.
Holy Blade: the goodman’s weapons blaze with pure white fire. This
flame deals +1 damage to any being which has an alignment. This
ability may be selected multiple times and does not provide
illumination.
Lay on Hands (Kind, Wise): the goodman gains the ability to heal
others (but not himself) with a touch. On a successful roll this ability
heals 1d10 hit points, +3 for each time the ability is selected after the
first.
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Sacrifice (Gentle, Wise): the goodman may make a saving throw for
another character using this action. If he fails, he takes the effect he
was saving against onto himself.
Smite (Brave, Wise): the goodman can channel holy fire to strike his
foes. On a successful roll, the goodman’s target takes 1d10 damage
for each time the goodman selected this ability. Infernal targets take
½ (rounded down) of this damage directly to hit points, bypassing
armor.
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Those who align themselves with Order must abstain from breaking
these ancient laws or find themselves outcast. Each rank the
character gains in Law, he takes on a new geas or taboo, an action or
thing which he either is obligated to perform or must avoid at all
costs. Failure to comply with his restrictions causes the character to
lose access to his lawful abilities for until dawn the next day.
The abilities of law may be selected multiple times. Each time after
the first the orderly chooses this ability he may increase the number
of targets he can affect by +1 or give himself a +1 to the action’s roll.
orderly can affect, but it takes the place of the orderly’s normal
action.
A magic user can cast one spell per round at the base cost of 1
reagent and making a d10 roll. Rituals take a number of rounds equal
to the spell’s circle and consume an equal amount of reagents but do
not require a d10 roll to succeed. A ritual spell takes effect in the
round after the magic-user completes it.
Rods serve as ritual reagents which are not consumed for spells of a
particular school. For example, an arcane rod can act as a ritual
reagent for all arcane school spells but not for elemental or
summoning spells.
Wands contain both spell and reagent but are consumed when used.
A magic-user can use a wand to cast the spell within the wand. Each
time he does so, the wand reduces by 1 “charge”. Wands are
typically found with between 2 and 20 (2d10) charges and cannot be
recharged.
Schools of Magic
All magic-users start with access to the Arcane school, the basis of
magical theory and practice. Other schools are available via talents
learned as the magic-user increases his class rank and include:
Celestial: calls down the light of the stars to provide aid and support
to the magic-user and his companions. These spells provide a variety
of subtle effects and are commonly associated with elfin magic-users.
The primary word for celestial magic is fey.
his choice. This ability lasts for 1 turn + 1 turn per reagent invested in
the spell at the time of its casting.