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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.

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