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Spells & Magic - Orbis Terrarum RPG

Spells & Magic - Orbis Terrarum RPG

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magical item he once made a temporary version of, his<br />

research time and expense is reduced to its minimum valuesee<br />

Chapter 7.) Mficers gain a +lo% bonus to their chance to<br />

successfully enchant items.<br />

In addition, artificers have a 20% chance at 1st level to<br />

identify the general purpose and function of any magical<br />

item simply by examining it for one full turn. This is similar<br />

to the bards ability, but is based on the artificer's ability to<br />

analyze the construction and enchantments on the item, not<br />

the item's historical significance. This chance increases by<br />

5% per level, so a 5th-level artificer can identify items with a<br />

40% chance of success.<br />

While artificers are fairly weak at first, once they Each<br />

middle levels they can quickly become some of the most useful<br />

and powerfd wizards in the game. The DM should always<br />

consider the artificer's proposed item research and construction<br />

very carefully; any item that the DM feels is too powerful<br />

or out-of-character can be disallowed. In particular, items with<br />

nbmrpfion or negation powers should be considered very carefully-these<br />

can be very unbalancing in a game.<br />

Geometer: Like the alchemist, the geometer was intre<br />

duced in PLAYER'S OPTION: Skills b Powers. Geometers seek to<br />

control magical forces by creating symbols and diagrams of<br />

mystical significance. The tools of the geometer's trade range<br />

from runes drawn on paper or carved in stone to free-floating<br />

constructs of energy woven by the somatic gestuies of a spell.<br />

Naturally, geometers excel in the caskg of any spell that<br />

involves the drawing of a rune, mark, or diagram. In order to<br />

choose this specialty, a wizard must have an Intelligence<br />

(Intelligence/Reason) of 15 or better and a Wisdom WISdom/Intuition)<br />

of 14 or higher. The spells used by the school<br />

of geometry are described in Appendix 3 of this book.<br />

Geometers gain the usual advantages for specialization,<br />

Chmter 1<br />

22<br />

but like the alchemist, they gain no modifiers to their saving<br />

throws and inflict no saving throw penalties on their tar-<br />

gets. Beginning at 4th level, a geometer may create scrolls<br />

by committing a spell he knows to paper. He can cast the<br />

spell from the scroll at some later time simply by reading<br />

the scroll, which requires one full round; once read, the<br />

scroll is consumed and the spell expended. The geometer<br />

may not have more than one spell-scroll per character level<br />

prepared at any given time, so a 6th-level geometer may<br />

have as many as six scrolls ready<br />

Transcribing a spell to a scroll requires one full day per<br />

spell level; a 5th-level spell requires five days of uninter-<br />

rupted work. The materials cost 100 gp per spell level, and<br />

the wizard needs a suitable laboratory or library to work in.<br />

Only spells of the school of geometry can be transcribed to<br />

scrolls, but a geometer can engage in spell research to find a<br />

diagram for spells outside the school of geometry. In any<br />

event, a geometer must succeed in a learn spells check to<br />

see if he is successful in scribing the scroll.<br />

Geometers may also attempt to create various forms of<br />

protection scrolls, begimhg at 7th level. The geometer must<br />

first research the scmll's diagram through normal spell<br />

research. To figure out how much time and money should be<br />

spent on mearching a particular profection scroll, take a look<br />

at its experience point value. Basically, a scroll's effective spell<br />

level is determined by dividmg the experience point value by<br />

500 and then adding 2 (i.e., Level = xF/500 + 2) For example,<br />

if a scroll is worth 500 W, it is considered a 3rd-level spell<br />

(SO0 divided by 500 equals 1; 1 plus 2 equals 3). The research<br />

time is two weeks per effective level, at a cast of 1,000 gp per<br />

level; the geometer must pass a leam spells check to success-<br />

fully research the diagram. Once the geometer knows the dia-<br />

gram, he can produce one scroll by investing in 3d6 x 100 gp

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