The Kingdom of Littonia - Vaults of Pandius
The Kingdom of Littonia - Vaults of Pandius
The Kingdom of Littonia - Vaults of Pandius
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AMBER MAGIC<br />
Quality Save Modifier<br />
Average 0<br />
Fairly<br />
Good<br />
+1<br />
Good +2<br />
Very Good +4<br />
In addition, if they are <strong>of</strong> higher level<br />
than the attacking caster, target amber<br />
mages receive an additional +1 bonus to<br />
their saving throw for every three levels<br />
<strong>of</strong> seniority they possess, up to a<br />
maximum <strong>of</strong> +6. Likewise, there is a<br />
penalty <strong>of</strong> -1 for every three levels <strong>of</strong><br />
seniority the caster possesses over the<br />
target mage, up to a maximum <strong>of</strong> -6.<br />
This spell may also be directed at<br />
magic users, who must make a saving<br />
throw vs. Spells, as above, to retain<br />
access to their spells. However, due to<br />
the differences between amber and<br />
conventional magic, magic users<br />
automatically receive a +2 bonus to their<br />
saving throw, plus an additional +1 for<br />
every two levels <strong>of</strong> seniority, up to a<br />
maximum <strong>of</strong> +9. If the attacking amber<br />
mage is <strong>of</strong> higher level than the magic<br />
user, the latter’s saving throw receives a<br />
penalty <strong>of</strong> -1 for every two levels’<br />
difference, up to a maximum <strong>of</strong> -9.<br />
Regardless <strong>of</strong> the bonuses that might be<br />
applied, a natural roll <strong>of</strong> 1 or 2 is always<br />
a failure.<br />
Spell Capture<br />
Level: 8<br />
Range: 120 feet<br />
Duration: Special<br />
Effect: Allows caster to reflect a spell<br />
This spell allows the amber mage to<br />
intercept any spell cast within 120 feet<br />
and subsequently redirect it in another<br />
direction. <strong>The</strong> spell is cast on the spell<br />
focus before combat; lasting for one<br />
round per level <strong>of</strong> the caster until it<br />
intercepts a spell, after which a spell may<br />
be held for one round per caster level.<br />
<strong>The</strong> captured spell may be released at any<br />
time during that period. If the spell is not<br />
discharged within that period, there is a<br />
cumulative 5% chance per overage round<br />
that it will ruin the spell focus.<br />
When reflected back, the caster may<br />
send it back to the original caster or in<br />
any other direction. <strong>The</strong> range, damage,<br />
and effect <strong>of</strong> the spell are unchanged.<br />
Transmute Sap to Amber*<br />
Level: 8<br />
Range: 60 feet<br />
Duration: Permanent<br />
Effect: Transmutes sap into amber<br />
This spell can transform up to one cup<br />
(roughly 0.25 liters), per level <strong>of</strong> caster,<br />
<strong>of</strong> tree sap into 0.5 pounds (roughly 0.22<br />
kilograms, or 5 cn.) <strong>of</strong> average quality<br />
amber. <strong>The</strong> transformation is permanent,<br />
and cannot be dispelled.<br />
<strong>The</strong> reversed version <strong>of</strong> this spell,<br />
transmute amber to sap, does the reverse,<br />
although the quality <strong>of</strong> the amber has no<br />
bearing on the tree sap produced.<br />
Amber Stasis<br />
Level: 9<br />
Range: Touch<br />
Duration: Special<br />
Effect: Places person or animal touched<br />
into stasis<br />
This spell requires six pieces <strong>of</strong> amber<br />
<strong>of</strong> very good quality. <strong>The</strong> caster touches<br />
the spell’s intended target, who is then<br />
encased in a fine amber mist in one<br />
round. <strong>The</strong> target then enters a state <strong>of</strong><br />
suspended animation until the spell is<br />
either dispelled by an amber mage <strong>of</strong><br />
equal or higher level, a predetermined<br />
period <strong>of</strong> time elapses, or a set <strong>of</strong><br />
conditions is met. For the latter two<br />
options to be possible, the caster must<br />
state clearly during casting how long the<br />
target is to be in stasis, or what<br />
conditions must be satisfied for release.<br />
<strong>The</strong> DM should pay close attention to<br />
how these conditions are worded, as the<br />
spell will interpret them literally.<br />
While in stasis, the target does not age,<br />
suffer illness or injury, or otherwise<br />
deteriorate. Likewise, they are immune<br />
to all mental attacks, and cannot be<br />
scryed. A creature in stasis cannot<br />
receive magical healing until they emerge<br />
from stasis.<br />
<strong>The</strong> intended target <strong>of</strong> the spell may try<br />
to resist it by making a successful saving<br />
throw vs. Spells.<br />
13<br />
Create Amber<br />
Level: 9<br />
Range: 0 feet (caster only)<br />
Duration: Permanent<br />
Effect: Creates a quantity <strong>of</strong> amber<br />
This spell allows the caster to tap into<br />
the life force <strong>of</strong> the land itself, and<br />
extract a small measure <strong>of</strong> it for the<br />
purposes <strong>of</strong> creating amber. Because the<br />
caster is playing with the laws <strong>of</strong> nature<br />
by fashioning amber in this manner –<br />
rather than transmuting sap into amber,<br />
or collecting it – a portion <strong>of</strong> his or her<br />
life force must be sacrificed in return for<br />
the spell to succeed.<br />
Quality Quantity Sacrifice<br />
Very Poor 0.5 cn. or less 10%<br />
Poor 0.6-1 cn. 20%<br />
Fairly Poor 2-5 cn. 30%<br />
Average 6-8 cn. 35%<br />
Fairly<br />
9-10 cn. 40%<br />
Good<br />
Good 11-15 cn. 45%<br />
Very Good 16-20 cn. 50%<br />
To calculate the total sacrifice,<br />
determine the desired quality and<br />
quantity <strong>of</strong> the amber and consult the<br />
table above. <strong>The</strong> percentages sacrificed<br />
are cumulative and are based upon the<br />
caster’s maximum, uninjured hit point<br />
total. For example, a caster with 60 hit<br />
points wishing to create one pound (10<br />
cn.) <strong>of</strong> average quality amber must<br />
sacrifice 40% + 35% = 75% <strong>of</strong> his or her<br />
maximum hit points, or 45hp. If the<br />
caster’s total sacrifice equals 100%, the<br />
casting <strong>of</strong> this spell will leave a fully<br />
healthy caster with one hit point.<br />
<strong>The</strong> sacrifice is paid by the caster<br />
before the amber comes into being.<br />
Death can result from this sacrifice if the<br />
caster is already injured. In the above<br />
example, if the caster had already<br />
suffered 20 points <strong>of</strong> damage, he would<br />
die as result <strong>of</strong> producing the amber.<br />
Hit points lost in this way cannot be<br />
healed magically; the caster must rest. In<br />
addition, the caster will be unable to cast<br />
any spells until fully healed.