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	<id>http://d6gaming.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=JOJOFMLJOJO</id>
	<title>Amar RPG - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="http://d6gaming.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=JOJOFMLJOJO"/>
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	<updated>2026-08-19T21:58:13Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.34.0</generator>
	<entry>
		<id>http://d6gaming.org/index.php?title=Origo&amp;diff=2188</id>
		<title>Origo</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Origo&amp;diff=2188"/>
		<updated>2019-09-05T12:03:55Z</updated>

		<summary type="html">&lt;p&gt;JOJOFMLJOJO: Created page with &amp;quot;{{ infobox | abovestyle  = background:#0e5a2c; color:white | above       = Origo | label1      = Age | data1       = more then 500 | label2      = Move | data2       = 300 (fl...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ infobox&lt;br /&gt;
| abovestyle  = background:#0e5a2c; color:white&lt;br /&gt;
| above       = Origo&lt;br /&gt;
| label1      = Age&lt;br /&gt;
| data1       = more then 500&lt;br /&gt;
| label2      = Move&lt;br /&gt;
| data2       = 300 (flying) 120 (walking)&lt;br /&gt;
| label3      = Size&lt;br /&gt;
| data3       = 30&lt;br /&gt;
| label4      = Strength&lt;br /&gt;
| data4       = 70&lt;br /&gt;
| label5      = Endurance&lt;br /&gt;
| data5       = 25&lt;br /&gt;
| label6      = Coordination&lt;br /&gt;
| data6       = 20&lt;br /&gt;
| label7      = Awareness&lt;br /&gt;
| data7       = 15&lt;br /&gt;
| label8      = Learning&lt;br /&gt;
| data8       = 15&lt;br /&gt;
| label9      = Magical Aptitude&lt;br /&gt;
| data9       = 30&lt;br /&gt;
| label10     = Armor Points&lt;br /&gt;
| data10      = 15&lt;br /&gt;
| label11     = Weapon&lt;br /&gt;
| data11      = Unarmed&lt;br /&gt;
| label12     = Ini/Off/Def/Dam&lt;br /&gt;
| data12      = -&lt;br /&gt;
| label13     = Weapon2&lt;br /&gt;
| data13      = Fier Breath&lt;br /&gt;
| label14     = Ini/Off/Def/Dam&lt;br /&gt;
| data14      = -&lt;br /&gt;
| label15     = Dodge&lt;br /&gt;
| data15      = -&lt;br /&gt;
| label16     = Hide&lt;br /&gt;
| data16      = -&lt;br /&gt;
| label17     = Move Quietly&lt;br /&gt;
| data17      = -&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Origo Weight 4600, Height 5m, and a wingspan of 15m&lt;br /&gt;
&lt;br /&gt;
Origo is never satisfied with what he has and always cravs more&lt;br /&gt;
&lt;br /&gt;
Origo is always wering a nekles and is mising a toe on his left side&lt;/div&gt;</summary>
		<author><name>JOJOFMLJOJO</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=JOJOFMLJOJO&amp;diff=2187</id>
		<title>JOJOFMLJOJO</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=JOJOFMLJOJO&amp;diff=2187"/>
		<updated>2019-09-05T11:31:58Z</updated>

		<summary type="html">&lt;p&gt;JOJOFMLJOJO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;don't &lt;br /&gt;
&lt;br /&gt;
my secret character ingrediens&lt;br /&gt;
 &lt;br /&gt;
[[star magic]]&lt;br /&gt;
 &lt;br /&gt;
[[Arius]]&lt;br /&gt;
 &lt;br /&gt;
[[Origo]]&lt;/div&gt;</summary>
		<author><name>JOJOFMLJOJO</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Category:Magic_Magick&amp;diff=2025</id>
		<title>Category:Magic Magick</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Category:Magic_Magick&amp;diff=2025"/>
		<updated>2019-02-06T19:38:55Z</updated>

		<summary type="html">&lt;p&gt;JOJOFMLJOJO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are the Magic Magick spells of the Amar RPG.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Spell'''	|| '''A/P''' || '''Resist''' || '''Casting Time''' || '''DR''' || '''Duration''' || '''Range''' || '''Weight''' || '''Area of Effect'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Assemble Weapon]]	    || A   || N || 1 round  || 7  || 1 minute || Touch    || 0.5 kg   || 1 O*                         &lt;br /&gt;
|-&lt;br /&gt;
| [[Bug Shield]]			|| P   || N || 1 round  || 8  || 2 hours  || Self     || 	   || Self                         &lt;br /&gt;
|-&lt;br /&gt;
| [[clone item]]			|| a   || N || 1 min.  || 11  || 1 day  || 100m     || 150/level	   ||                          &lt;br /&gt;
|-&lt;br /&gt;
| [[Delay]]                 || P   || N || 1 round  || 0  || 1 round  || As spell ||       || 1 spell*                     &lt;br /&gt;
|-&lt;br /&gt;
| [[Detect Magic]]          || A   || Y || 1 round  || 6  || 1 round  || Touch    ||       || 1 creature*                  &lt;br /&gt;
|-&lt;br /&gt;
| [[Dispel Magic]]          || P   || N || 1 round  || 3  || 1 round  || 5m       ||       || 1 spell* or 1 C* or area     &lt;br /&gt;
|-&lt;br /&gt;
| [[Enchant Item]]          || P   || Y || 12 hours || 8  || Perm.    || Touch    ||  5 kg || 1 O* and 1 spell        &lt;br /&gt;
|-&lt;br /&gt;
| [[Enchant Weapon]]        || P   || Y || 1 round  || 11 || 2 rounds || Touch    ||  3 kg || 1 weapon*                                             &lt;br /&gt;
|-&lt;br /&gt;
| [[Identify Magic]]        || —   || Y || 10 minutes  || (Special) || Instant. || 1m       ||       || 1 O*, 1 C* or 1 spelled area*&lt;br /&gt;
|-&lt;br /&gt;
| [[Memorize]]              || P   || N || 1 round  || 6  || 1 week   || Self     ||       || Self                         &lt;br /&gt;
|-&lt;br /&gt;
| [[Passify]]               || P   || N || As spell || 0  || 1 round  || —        ||       || 1 spell*                     &lt;br /&gt;
|-&lt;br /&gt;
| [[Permanency]]            || P   || N || 12 hours || 5  || Special  || Touch    ||       || 1 spell*                     &lt;br /&gt;
|-&lt;br /&gt;
| [[Protection from Magic]] || P   || Y || 1 min.   || 11 || 1 min.   || Touch    ||       || 1 creature*                  &lt;br /&gt;
|-&lt;br /&gt;
| [[Rain Shield]]           || P   || N || 1 round  || 6  || 10 min.  || Self     ||       || ½ m radius                   &lt;br /&gt;
|-&lt;br /&gt;
| [[Recall]]                || A/P || N || 1 round  || 6  || 10 min.  || Self     ||       || Self                         &lt;br /&gt;
|-&lt;br /&gt;
| [[Sharpness]]             || P   || Y || 1 round  || 11 || 2 rounds || Touch    ||  3 kg || 1 weapon*    &lt;br /&gt;
|-&lt;br /&gt;
| [[Wall of Force]]         || P   || N || 1 round  || 13 || 1 round  || 5m       ||       || ½ m r “wall”                          &lt;br /&gt;
|-&lt;br /&gt;
| [[Warding]]               || P   || N || 10 min.  || 0  || 1 day    || Touch    ||       || 1 O* or 1 m r                &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>JOJOFMLJOJO</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Detect_Magic&amp;diff=2013</id>
		<title>Detect Magic</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Detect_Magic&amp;diff=2013"/>
		<updated>2019-02-06T19:17:07Z</updated>

		<summary type="html">&lt;p&gt;JOJOFMLJOJO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ infobox&lt;br /&gt;
| abovestyle  = background:#7d4733; color:white&lt;br /&gt;
| above       = Detect Magic&lt;br /&gt;
| label1      = Path(s)&lt;br /&gt;
| data1       = Magic, Perception&lt;br /&gt;
| label2      = A/P?&lt;br /&gt;
| data2       = A&lt;br /&gt;
| label3      = Resist?&lt;br /&gt;
| data3       = Y&lt;br /&gt;
| label4      = Casting Time&lt;br /&gt;
| data4       = 1 round&lt;br /&gt;
| label5      = DR&lt;br /&gt;
| data5       = 6&lt;br /&gt;
| label6      = Duration&lt;br /&gt;
| data6       = 1 round&lt;br /&gt;
| label7      = Range&lt;br /&gt;
| data7       = Touch&lt;br /&gt;
| label8      = Weight&lt;br /&gt;
| data8       = N/A&lt;br /&gt;
| label9      = Area of Effect&lt;br /&gt;
| data9       = 1 creature*&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Increases the MA by 3 per level for the purpose of detecting magic only.&lt;br /&gt;
&lt;br /&gt;
Back: [[Magick]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Spells]]&lt;br /&gt;
[[Category:Magic Magick]]&lt;br /&gt;
[[Category:Perception Magick]]&lt;/div&gt;</summary>
		<author><name>JOJOFMLJOJO</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Category:Magic_Magick&amp;diff=2012</id>
		<title>Category:Magic Magick</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Category:Magic_Magick&amp;diff=2012"/>
		<updated>2019-02-06T19:16:52Z</updated>

		<summary type="html">&lt;p&gt;JOJOFMLJOJO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are the Magic Magick spells of the Amar RPG.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Spell'''	|| '''A/P''' || '''Resist''' || '''Casting Time''' || '''DR''' || '''Duration''' || '''Range''' || '''Weight''' || '''Area of Effect'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Assemble Weapon]]	    || A   || N || 1 round  || 7  || 1 minute || Touch    || 0.5 kg   || 1 O*                         &lt;br /&gt;
|-&lt;br /&gt;
| [[Bug Shield]]			|| P   || N || 1 round  || 8  || 2 hours  || Self     || 	   || Self                         &lt;br /&gt;
|-&lt;br /&gt;
| [[Delay]]                 || P   || N || 1 round  || 0  || 1 round  || As spell ||       || 1 spell*                     &lt;br /&gt;
|-&lt;br /&gt;
| [[Detect Magic]]          || A   || Y || 1 round  || 6  || 1 round  || Touch    ||       || 1 creature*                  &lt;br /&gt;
|-&lt;br /&gt;
| [[Dispel Magic]]          || P   || N || 1 round  || 3  || 1 round  || 5m       ||       || 1 spell* or 1 C* or area     &lt;br /&gt;
|-&lt;br /&gt;
| [[Enchant Item]]          || P   || Y || 12 hours || 8  || Perm.    || Touch    ||  5 kg || 1 O* and 1 spell        &lt;br /&gt;
|-&lt;br /&gt;
| [[Enchant Weapon]]        || P   || Y || 1 round  || 11 || 2 rounds || Touch    ||  3 kg || 1 weapon*                                             &lt;br /&gt;
|-&lt;br /&gt;
| [[Identify Magic]]        || —   || Y || 10 minutes  || (Special) || Instant. || 1m       ||       || 1 O*, 1 C* or 1 spelled area*&lt;br /&gt;
|-&lt;br /&gt;
| [[Memorize]]              || P   || N || 1 round  || 6  || 1 week   || Self     ||       || Self                         &lt;br /&gt;
|-&lt;br /&gt;
| [[Passify]]               || P   || N || As spell || 0  || 1 round  || —        ||       || 1 spell*                     &lt;br /&gt;
|-&lt;br /&gt;
| [[Permanency]]            || P   || N || 12 hours || 5  || Special  || Touch    ||       || 1 spell*                     &lt;br /&gt;
|-&lt;br /&gt;
| [[Protection from Magic]] || P   || Y || 1 min.   || 11 || 1 min.   || Touch    ||       || 1 creature*                  &lt;br /&gt;
|-&lt;br /&gt;
| [[Rain Shield]]           || P   || N || 1 round  || 6  || 10 min.  || Self     ||       || ½ m radius                   &lt;br /&gt;
|-&lt;br /&gt;
| [[Recall]]                || A/P || N || 1 round  || 6  || 10 min.  || Self     ||       || Self                         &lt;br /&gt;
|-&lt;br /&gt;
| [[Sharpness]]             || P   || Y || 1 round  || 11 || 2 rounds || Touch    ||  3 kg || 1 weapon*    &lt;br /&gt;
|-&lt;br /&gt;
| [[Wall of Force]]         || P   || N || 1 round  || 13 || 1 round  || 5m       ||       || ½ m r “wall”                          &lt;br /&gt;
|-&lt;br /&gt;
| [[Warding]]               || P   || N || 10 min.  || 0  || 1 day    || Touch    ||       || 1 O* or 1 m r                &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>JOJOFMLJOJO</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Magick&amp;diff=2011</id>
		<title>Magick</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Magick&amp;diff=2011"/>
		<updated>2019-02-06T19:14:07Z</updated>

		<summary type="html">&lt;p&gt;JOJOFMLJOJO: /* Natural Magick Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Magick is probably the most important element in fantasy. It is covered in this chapter down to the very spells like controlling fire and cursing to the various magick items.&lt;br /&gt;
&lt;br /&gt;
== The Magick Skills ==&lt;br /&gt;
&lt;br /&gt;
Magick is divided into three categories: spell magick, ritual magick and alchemy.  &lt;br /&gt;
&lt;br /&gt;
Spell magick is all the spells done by sheer exercise of will. This is the true wizard pointing at the dragon and shooting forth a bolt of lightning. Spell magick is powered by the magical aptitude.&lt;br /&gt;
&lt;br /&gt;
Ritual magick is based on ritual magick lore. It deals with the forces in nature itself and the ways of manipulating them. Here we have the standard witchcraft with time consuming rituals with loads of props needed.&lt;br /&gt;
&lt;br /&gt;
Alchemy is the domain of the alchemist, a sort of chemist-magician.&lt;br /&gt;
&lt;br /&gt;
In the magick tables you will find specifications on all the magick spells and items. Further descriptions are found in the text.&lt;br /&gt;
&lt;br /&gt;
== Detecting Magick ==&lt;br /&gt;
To detect magick, make an MA roll (MA+O6) to get higher or equal to the DR of the magick you try to detect. Such a roll does not reveal the type of magick.&lt;br /&gt;
&lt;br /&gt;
== Commercial Use of Magick ==&lt;br /&gt;
&lt;br /&gt;
Setting up shop and dealing in spells or magick items like they were normal goods, or teaching spells to anyone who pays for it, will at the very least result in being frozen out by any respectable magician, who will refuse to have anything to do with you. Quite likely some magician will do something more drastic to put an end to it.&lt;br /&gt;
&lt;br /&gt;
== True Name ==&lt;br /&gt;
&lt;br /&gt;
Some spells require the true name of the target. Your true name is the name given at birth.&lt;br /&gt;
&lt;br /&gt;
== Divine Miracles ==&lt;br /&gt;
&lt;br /&gt;
=== Cult Standing ===&lt;br /&gt;
&lt;br /&gt;
In certain cults the members may also receive magick in the form of miracles from their god. Members (initiates and above) of such cults have a certain cult standing. This indicates how much their god appreciates them. This cult standing increases or decreases according to the actions of the individual cult member.&lt;br /&gt;
&lt;br /&gt;
The GM should see the table below for ideas about the amount to gain or loose from different actions. The GM should never tell a player what his character’s cult standing is. If a character gets too far below 0 in cult standing, the GM should include adverse effects.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Change of Cult Standing&lt;br /&gt;
|-&lt;br /&gt;
|'''Change'''	|| '''Activity'''&lt;br /&gt;
|-&lt;br /&gt;
| +3 || Fantastic deed              &lt;br /&gt;
|-&lt;br /&gt;
| +2 || Great deed                  &lt;br /&gt;
|-&lt;br /&gt;
| +1 || Very good deed              &lt;br /&gt;
|-&lt;br /&gt;
| +1 || One year of spotless worship&lt;br /&gt;
|-&lt;br /&gt;
| -1 || Minor offense               &lt;br /&gt;
|-&lt;br /&gt;
| -2 || Offence                     &lt;br /&gt;
|-&lt;br /&gt;
| -3 || Grave offence               &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Initiation Requirements ===&lt;br /&gt;
&lt;br /&gt;
This varies with the cult, but usually includes having been a lay member for one year, an initiation act appropriate for the cult and often relevant skill requirements, etc. An initiate will often have access to cult training.&lt;br /&gt;
&lt;br /&gt;
=== Priesthood Requirements ===&lt;br /&gt;
&lt;br /&gt;
This varies with the cult, but usually includes having been an initiate for at least five years, having a cult standing of at least 10, a priesthood act appropriate to the cult and often relevant skill requirements, etc.&lt;br /&gt;
&lt;br /&gt;
=== Divine Intervention ===&lt;br /&gt;
&lt;br /&gt;
If you pray for divine intervention, your cult standing + d must match the difficulty rating of the miracle as determined by the GM. If it is critical an initiate gets +5 and a priest +10 on the roll. The difficulty rating should follow the difficulty ratings for spell magick, less if it lies directly within the domain of the god (i.e. asking Ikalio, the sun god, for light), more if it is not appropriate (i.e.  asking Ikalio for water). A priest loses the number of points indicated in the table below whether or not the miracle is granted. An initiate loses the same if it is granted, but double if not. Note that Enchant Item, Permanency and Resurrection cost twice as much cult standing as normal. A failed resurrection also reduces the magical aptitude of the supplicant by 3.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Divine Intervention Cost&lt;br /&gt;
|-&lt;br /&gt;
|'''Cost'''	|| '''Total DR'''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1–4  &lt;br /&gt;
|-&lt;br /&gt;
| 2 || 5–9  &lt;br /&gt;
|-&lt;br /&gt;
| 3 || 10–14&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 15–19&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 20–24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Spell Magick ==&lt;br /&gt;
&lt;br /&gt;
To successfully cast a spell, roll the dice adding your path lore. The total must equal or exceed the DR + Spell Level. The character states what level of the spell he or she intends to cast (up to the trained level).&lt;br /&gt;
&lt;br /&gt;
Ususally you would only cast one spell per combat round (6 seconds). If you choose to cast two spells in a round, you get -5 on each roll for success. To cast three spells, you get -10, etc (-5 to all rolls per extra spell cast per round, just like with attacking penalties for attick several times with a weapon per round). &lt;br /&gt;
&lt;br /&gt;
If you cast a spell, you cannot do anything else that round. The spell takes effect at the end of the round. If more than one person is casting a spell, the spell of the caster with the highest awareness roll takes effect first, etc.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise noted, all spells require that you see or touch the target(s).  If applicable, the effect of a spell also includes items carried by the target unless otherwise noted.&lt;br /&gt;
&lt;br /&gt;
The symbolic value of items used to cast spells on or with may make it easier or more difficult to cast a spell. It may subtract as much as 2 from the DR or add as much as 5. I.e. it is easier to cast light on a perfect diamond than on a piece of charcoal. All such adjustments are at the GM’s discretion. The DR given for the spell should be used for most occasions.&lt;br /&gt;
&lt;br /&gt;
=== Resisting Spells ===&lt;br /&gt;
&lt;br /&gt;
If the spell can be resisted and is supposed to affect an unwilling target, add the magick defense of the target to the DR. The Magick Defense (MD) equals 1 per full 3 in current Magical Aptitude Endurance.&lt;br /&gt;
&lt;br /&gt;
You automatically resist spells when you are unaware of the spell. An unconscious target does not resist.&lt;br /&gt;
&lt;br /&gt;
=== Spending Magical Aptitude ===&lt;br /&gt;
&lt;br /&gt;
Whenever you cast a spell, you loose 1 in magical aptitude, even if the spell fails.&lt;br /&gt;
&lt;br /&gt;
With negative magical aptitude the caster is dead.&lt;br /&gt;
&lt;br /&gt;
=== Spell Levels ===&lt;br /&gt;
&lt;br /&gt;
The strength of a spell is determined by the spell level. The effect, duration, range and area of effect all increase with the spell level. In the spell table you will find the duration, range and area of effect per spell level. The DR is also given. A character will learn spell levels by a mentor or self research.&lt;br /&gt;
&lt;br /&gt;
You may not learn spells if you have a magical aptitude of 0.&lt;br /&gt;
&lt;br /&gt;
=== Magic Control ===&lt;br /&gt;
&lt;br /&gt;
If two or more magicians try to control the same object(s) or area, the one with the highest spell level succeeds.&lt;br /&gt;
&lt;br /&gt;
=== Active/Passive ===&lt;br /&gt;
&lt;br /&gt;
During the casting time, the spell caster may not do anything but concentrate on casting the spell. If the spell is active, he must concentrate fully on the spell throughout the duration as well, or the spell is cancelled. If the spell is passive he is free to do anything after the casting time is completed. The duration is exclusive of the casting time.&lt;br /&gt;
&lt;br /&gt;
=== Effect per Spell Level ===&lt;br /&gt;
&lt;br /&gt;
Unless otherwise noted the area, range and weight is multiplied by the spell level, and the duration increases one step on the table below per level above one.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Duration of Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1  round   || 3   days   &lt;br /&gt;
|-&lt;br /&gt;
| 2  rounds  || 1   week  &lt;br /&gt;
|-&lt;br /&gt;
| 5  rounds  || 2   weeks &lt;br /&gt;
|-&lt;br /&gt;
| 1  minute  || 1   month &lt;br /&gt;
|-&lt;br /&gt;
| 2  minutes || 2   months&lt;br /&gt;
|-&lt;br /&gt;
| 5  minutes || 6   months&lt;br /&gt;
|-&lt;br /&gt;
| 10 minutes || 1   year  &lt;br /&gt;
|-&lt;br /&gt;
| 30 minutes || 2   years &lt;br /&gt;
|-&lt;br /&gt;
| 1  hour    || 5   years &lt;br /&gt;
|-&lt;br /&gt;
| 2  hours   || 10  years &lt;br /&gt;
|-&lt;br /&gt;
| 6  hours   || 20  years &lt;br /&gt;
|-&lt;br /&gt;
| 12 hours   || 50  years &lt;br /&gt;
|-&lt;br /&gt;
| 1  day     || 100 years &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Detecting Illusions ===&lt;br /&gt;
&lt;br /&gt;
An awareness roll exceeding the total (DR+level) of the spell will penetrate the illusion. If the roll equals the total the character will notice that something is strange. If the character is suspicious he will get +3 on his roll.&lt;br /&gt;
&lt;br /&gt;
=== Abilities of Disembodied Spirits ===&lt;br /&gt;
&lt;br /&gt;
Disembodied spirits have the ability to cast the “spells” listed in the table below in addition to any spells they may have learned the normal way. The duration of these “spells” is a number of minutes equal to the caster’s current MA, and they are cast using the current MA + d.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Abilities of Disembodied Spirits&lt;br /&gt;
|-&lt;br /&gt;
|'''DR'''	|| '''“Spell”'''&lt;br /&gt;
|-&lt;br /&gt;
| 7  || Knock                   &lt;br /&gt;
|-&lt;br /&gt;
| 9  || Whisper                 &lt;br /&gt;
|-&lt;br /&gt;
| 11 || Be visible (transparent)&lt;br /&gt;
|-&lt;br /&gt;
| 13 || Talk                    &lt;br /&gt;
|-&lt;br /&gt;
| 15 || Be visible (opaque)     &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Vocal and Somatic Components ===&lt;br /&gt;
&lt;br /&gt;
Spells normally contain vocal and somatic components. These components are not absolutely necessary to cast the spell, but it is harder if you don’t use them. The penalties are as follows: -1 for moderating a component, -2 for discreet usage and -3 for not using it. These penalties are per component and cumulative, i.e. moderate somatic and no vocal equals -4.&lt;br /&gt;
&lt;br /&gt;
=== “Seeing” Mana ===&lt;br /&gt;
&lt;br /&gt;
If the sum of your current magical aptitude and the magical aptitude or mana of a creature, magick item, special place, spell, etc. equals or exceeds 30, you are able to “see” the approximate mana level. If you are actively looking for the mana you only need a total of 20. This only works if you have at least 1 in magical aptitude. A magick item has a mana equal to half the DR of the spell used to create it. A spell has a mana equal to half its DR.&lt;br /&gt;
&lt;br /&gt;
=== Recovery of Magical Aptitude ===&lt;br /&gt;
&lt;br /&gt;
You recover your magical aptitude after a good nights sleep. A short/uneasy sleep may give a partial recovery.&lt;br /&gt;
&lt;br /&gt;
=== Touch Spells ===&lt;br /&gt;
&lt;br /&gt;
To cast a spell with a range of “touch” on an unwilling opponent, you must make a successful unarmed attack on him the following round. You get a +3 modifier on this.&lt;br /&gt;
&lt;br /&gt;
=== Magick Criticals ===&lt;br /&gt;
&lt;br /&gt;
A magick critical occurs when you roll a double 6 when casting a spell. When rolling on the critical table, add the current MA to the dice roll. If the critical is not applicable, pick the one below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Magick Criticals&lt;br /&gt;
|-&lt;br /&gt;
|'''DR'''	|| '''Description'''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Add 1 to a spell cast next round                              &lt;br /&gt;
|-                                                                 &lt;br /&gt;
| 2 || Add 1 to spells cast next minute                            &lt;br /&gt;
|-                                                                 &lt;br /&gt;
| 3 || MA not spended for casting the spell                        &lt;br /&gt;
|-                                                                 &lt;br /&gt;
| 4 || Add D to spell cast next round                              &lt;br /&gt;
|-                                                                 &lt;br /&gt;
| 5 || Add D to spells cast next minute                            &lt;br /&gt;
|-                                                                 &lt;br /&gt;
| 6 || Active spell becomes passive for the duration of the spell  &lt;br /&gt;
|-                                                                 &lt;br /&gt;
| 7 || Duration is one level higher                                &lt;br /&gt;
|-                                                                 &lt;br /&gt;
| 8 || Area of effect and weight is one level greater              &lt;br /&gt;
|-                                                                 &lt;br /&gt;
| 9 || Effect is one spell level higher                            &lt;br /&gt;
|-                                                                  &lt;br /&gt;
| 10 || Spell warps into another similar spell                      &lt;br /&gt;
|-                                                                  &lt;br /&gt;
| 11 || Effect is D spell levels higher                             &lt;br /&gt;
|-                                                                  &lt;br /&gt;
| 12 || Spell warps into another similar, but better spell          &lt;br /&gt;
|-                                                                  &lt;br /&gt;
| 13 || Disregard the targets MD                                    &lt;br /&gt;
|-                                                                  &lt;br /&gt;
| 14 || Double all spell level effects                              &lt;br /&gt;
|-                                                                  &lt;br /&gt;
| 15 || Effect is D spell levels higher and disregard the targets MD&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Magick Fumbles ===&lt;br /&gt;
&lt;br /&gt;
A magick fumble occurs when you roll a double 1 when casting a spell. When rolling on the fumble table, add the current MA to the dice roll. If the fumble is not applicable, pick the one above.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Magick Fumbles&lt;br /&gt;
|-&lt;br /&gt;
|'''DR'''	|| '''Description'''&lt;br /&gt;
|-&lt;br /&gt;
| 15+ || No effect.&lt;br /&gt;
|-&lt;br /&gt;
| 14 || Unpleasant feeling, -2 next round.&lt;br /&gt;
|-&lt;br /&gt;
| 13 || Sneezing next round (as stunned).&lt;br /&gt;
|-&lt;br /&gt;
| 12 || Thirsty (dehydrated), -2 until you drink d liters.&lt;br /&gt;
|-&lt;br /&gt;
| 11 || Dizzy – fall and let go what you have in your hands.&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Amnesia – can not cast spells for d hours.&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Confused for d minutes.&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Everybody within 10 meters become hostile towards you.&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Unconscious for d minutes.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Affects wrong target in the worst possible way.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || d+3 in damage.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Affects self (unless supposed to).&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Sleepless for d days due to pain, -4 in skills.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Unconscious for d hours and loose 1 in MA permanently.&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Coma for d days and loose 1 in MA permanently.&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Dead.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
&lt;br /&gt;
There are several categories of spells: Basic categories and categories devoted to specific Gods. The list below contains the basic categories. Each is a link to the page listing all the spells in that category. Click on the spell names in the table on a spell category page to see the description for each spell.&lt;br /&gt;
&lt;br /&gt;
The abbreviations used in the tables are:&lt;br /&gt;
;A/P&lt;br /&gt;
: '''A''' means the spell is active, '''P''' means the spell is passive, '''A/P''' means the spell may be active or passive depending on circumstances as described under the spell.&lt;br /&gt;
;Duration&lt;br /&gt;
: '''Instant.''' = Instantaneous, '''Perm.''' = Permanent.&lt;br /&gt;
;Area of Effect&lt;br /&gt;
: An asterisk (*) after the area of effect means that the area of effect does not increase with the spell level.  '''C''' = Creature, '''O''' = Object, '''r''' = radius.&lt;br /&gt;
&lt;br /&gt;
=== Basic spell categories ===&lt;br /&gt;
* [[:Category:Air Magick| Air Magick]]&lt;br /&gt;
* [[:Category:Black Magick| Black Magick]]&lt;br /&gt;
* [[:Category:Earth Magick| Earth Magick]]&lt;br /&gt;
* [[:Category:Fire Magick| Fire Magick]]&lt;br /&gt;
* [[:Category:Life Magick| Life Magick]]&lt;br /&gt;
* [[:Category:Magic Magick| Magic Magick]]&lt;br /&gt;
* [[:Category:Perception Magick| Perception Magick]]&lt;br /&gt;
* [[:Category:Protection Magick| Protection Magick]]&lt;br /&gt;
* [[:Category:Summoning Magick| Summoning Magick]]&lt;br /&gt;
* [[:Category:Water Magick| Water Magick]]&lt;br /&gt;
&lt;br /&gt;
=== Advanced spell categories ===&lt;br /&gt;
&lt;br /&gt;
'''The advanced spells are very rare and normally not taught at Academia Magicka.'''&lt;br /&gt;
When learning an advanced spell lore, the basic spell lores can increase the starting level of the advanced spell lore, depending on the level of the basic spell lore. &lt;br /&gt;
&lt;br /&gt;
* [[:Category: Heat Magick| Heat Magick]]&lt;br /&gt;
* [[:Category: Ice Magick| Ice Magick]]&lt;br /&gt;
* [[:Category: Lava Magick| Lava Magick]]&lt;br /&gt;
* [[:Category: Lunar Magick| Lunar Magick]]&lt;br /&gt;
* [[:Category: Poison Magick| Poison Magick]]&lt;br /&gt;
* [[:Category: Swamp Magick| Swamp Magick]]&lt;br /&gt;
&lt;br /&gt;
=== God spell categories ===&lt;br /&gt;
* [[:Category: Cal Amae Magick| Cal Amae Magick]]&lt;br /&gt;
* [[:Category: Elesi Magick| Elesi Magick]]&lt;br /&gt;
* [[:Category: Anashina Magick| Anashina Magick]]&lt;br /&gt;
* [[:Category: Gwendyll Magick| Gwendyll Magick]]&lt;br /&gt;
* [[:Category: MacGillan Magick| MacGillan Magick]]&lt;br /&gt;
* [[:Category: Juba Magick| Juba Magick]]&lt;br /&gt;
* [[:Category: Taroc Magick| Taroc Magick]]&lt;br /&gt;
* [[:Category: Man Peggon Magick| Man Peggon Magick]]&lt;br /&gt;
* [[:Category: Maleko Magick| Maleko Magick]]&lt;br /&gt;
* [[:Category: FalMunir Magick| FalMunir Magick]]&lt;br /&gt;
* [[:Category: Moltan Magick| Moltan Magick]]&lt;br /&gt;
* [[:Category: Kraagh Magick| Kraagh Magick]]&lt;br /&gt;
* [[:Category: Mestronorpha Magick| Mestronorpha Magick]]&lt;br /&gt;
&lt;br /&gt;
=== Forbidden spells ===&lt;br /&gt;
&amp;quot;Forbidden spells&amp;quot; are spells that has been banished from Amar and are not taught at Academia Magicka. If an character is seen using a forbidden spell&lt;br /&gt;
or knows forbidden spells, the character will be reported to the kingdom and will be punished with jail until further actions are taken.&lt;br /&gt;
&lt;br /&gt;
The player can find forbidden spells in old books and via old items. The player can also find forbidden spells in [[The Forbidden Library]] created by [[Antonio The Magician]] or by trading with the [[Raven Demon]]. There are rumors about the ghost of Antonio, the chaos wizard who concocted most of these spells, still residing in Giellor and using forbidden spells to transfer his soul into new bodies to make him immortal. Who knows?&lt;br /&gt;
&lt;br /&gt;
The forbidden spells are used in a different way, after a player has successfully prepared the spell (exceeding the DR of the spell with a dice throw) the player must throw a dice and if the player gets ''1, 2 or 3'' the spell will fail and count as a ''fumble''.&lt;br /&gt;
If the player gets ''4, 5 or 6'' on the dice the spell will work and count as ''critical''.&lt;br /&gt;
&lt;br /&gt;
==== List of forbidden Spells ====&lt;br /&gt;
&lt;br /&gt;
* [[:Category: Forbidden Spells|Forbidden Spells]]&lt;br /&gt;
&lt;br /&gt;
==== The Spell Searchers ====&lt;br /&gt;
&lt;br /&gt;
There are some who quest for forbidden spells. Such a wizards is usually human and known as a [[Spell Searcher]].&lt;br /&gt;
&lt;br /&gt;
== Ritual Magick ==&lt;br /&gt;
&lt;br /&gt;
To successfully perform a ritual, roll the dice adding the ritual magick lore. The total must equal or exceed the DR of the ritual to be effective.&lt;br /&gt;
&lt;br /&gt;
There are no spell levels for ritual magick. All rituals have a set of ingredients and along with a given formula produce a certain effect.&lt;br /&gt;
&lt;br /&gt;
Rituals usually include a lot of special ingredients mixed in a very special way. This is followed up by poems, strange words or even songs or dances. The ingredients and gestures needed is described under each ritual.&lt;br /&gt;
&lt;br /&gt;
=== Ingredients ===&lt;br /&gt;
&lt;br /&gt;
The ingredients listed under each ritual are only suggestions and should be further specified by the GM. The ingredients such as the herbs could be fresh or dried at the GM’s discretion.&lt;br /&gt;
&lt;br /&gt;
The sequence the ingredients are put in is left for the GM to decide as well as any other body motions or words needed to succeed with the magick. Those ingredients marked with an asterisk are reusable.&lt;br /&gt;
&lt;br /&gt;
=== Having the Written Formula ===&lt;br /&gt;
&lt;br /&gt;
Having the written ritual formula to go by will lower the difficulty rating by 3.&lt;br /&gt;
&lt;br /&gt;
=== Rituals ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Rituals&lt;br /&gt;
|-&lt;br /&gt;
|'''Ritual''' || '''Casting time''' || '''DR''' || '''Resist''' || '''Duration''' || '''Range''' || '''Area'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Blind Curse]]      || 10 min. || 8  || Yes || 1 month || 1 km   || 1 creat. &lt;br /&gt;
|-&lt;br /&gt;
| [[Catch Fire]]       || 1 round || 6  || No  || Instant || 10 m   || 1 object &lt;br /&gt;
|-&lt;br /&gt;
| [[Curse of Fairies]] || 10 min. || 8  || Yes || 1 month || 100 km || 1 creat. &lt;br /&gt;
|-&lt;br /&gt;
| [[Eyes of Tekali]]   || 10 min. || 12 || No  || 1 round || 1 km   || Self     &lt;br /&gt;
|-&lt;br /&gt;
| [[Flames of Life]]   || 1 round || 6  || Yes || Instant || 10 m   || 10 liters&lt;br /&gt;
|-&lt;br /&gt;
| [[Nightfall]]        || 1 min.  || 8  || No  || 10 min. || None   || 3 m r &lt;br /&gt;
|-&lt;br /&gt;
| [[unequally buffing]]        || 1 hour  || 11  || No  || Instant  || None   ||  1 object&lt;br /&gt;
|-&lt;br /&gt;
| [[Raven Of Darkness]]|| 5 min.  || 11  || No  || Instant || 1 m    || 1 m r   &lt;br /&gt;
|-&lt;br /&gt;
| [[Snake Eyes]]       || 1 round || 6  || Yes || 1 min.  || 10 m   || 1 creat. &lt;br /&gt;
|-&lt;br /&gt;
| [[Tekali’s Torch]]   || 1 round || 8  || No  || 10 min. || 10 m   || 1 object &lt;br /&gt;
|-&lt;br /&gt;
| [[Volani’s Cure]]    || 1 round || 8  || No  || 1 week  || Touch  || 1 creat. &lt;br /&gt;
|-&lt;br /&gt;
| [[Witch Curse]]      || 30 min. || 10 || Yes || Instant || 100 m  || 1 creat. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Alchemy ==&lt;br /&gt;
&lt;br /&gt;
To successfully make a potion or amulet, roll the dice adding the alchemy lore. The total must equal or exceed the DR of the potion or amulet to be effective.&lt;br /&gt;
&lt;br /&gt;
Potions or amulets usually include a lot of special ingredients mixed in a very special way. This is followed up by poems, strange words or even songs or dances.&lt;br /&gt;
&lt;br /&gt;
The ingredients and gestures needed is described under each potion or amulet.&lt;br /&gt;
&lt;br /&gt;
=== Ingredients ===&lt;br /&gt;
&lt;br /&gt;
The ingredients listed under each potion or amulet are only suggestions and should be further specified by the GM.&lt;br /&gt;
&lt;br /&gt;
The ingredients such as the herbs could be fresh or dried at the GM’s discretion.&lt;br /&gt;
&lt;br /&gt;
The sequence the ingredients are put in is left for the GM to decide as well as any other body motions or words needed to succeed with the magick. Those ingredients marked with an asterisk are reusable.&lt;br /&gt;
&lt;br /&gt;
=== Having the Written Formula ===&lt;br /&gt;
&lt;br /&gt;
Having the written formula for the potion or amulet to go by will lower the difficulty rating by 3.&lt;br /&gt;
&lt;br /&gt;
=== Natural Magick Items ===&lt;br /&gt;
&lt;br /&gt;
Magick items can be created in several ways. The spell path of [[:Category:Magic Magick| Magic Magick]] has a spell called  [[Permanency]] that is used to forge magick items. Natural Magick is another way to achieve the same.&lt;br /&gt;
&lt;br /&gt;
==== Potions ====&lt;br /&gt;
&lt;br /&gt;
Potions usually take about one hour to make and the effect will last for of one hour. The skill of Natural Magick is used to create potions.&lt;br /&gt;
&lt;br /&gt;
In the potions and amulets table, you will find a column labeled Duration. The time given in this column is approximately how long the potion will keep and still have the described effect(s) if it is kept in a sealed container. After this time period, the potions will deteriorate in effect. How long it will take for a potion to become totally useless will vary a lot, but generally it will be about twice the durability.&lt;br /&gt;
&lt;br /&gt;
Some potions will have weird effects after the durability has expired, and quite a few will turn poisonous to some degree, although seldom deadly.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Potions&lt;br /&gt;
|-&lt;br /&gt;
|'''Potion'''	|| '''DR''' || '''Duration'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Bear Potion]]	         || 10 || 1 y. &lt;br /&gt;
|-&lt;br /&gt;
| [[Cat’s Eye Potion]]           || 8  || 1 y. &lt;br /&gt;
|-&lt;br /&gt;
| [[Diver’s Delight Potion]]     || 12 || 1 y. &lt;br /&gt;
|-&lt;br /&gt;
| [[Panther Potion]]             || 10 || 1 y. &lt;br /&gt;
|-&lt;br /&gt;
| [[Potion of Battle Frenzy]]    || 12 || 1 y. &lt;br /&gt;
|-&lt;br /&gt;
| [[Potion of Detection]]        || 10 || 1 y. &lt;br /&gt;
|-&lt;br /&gt;
| [[Potion of Healing]]          || 10 || 1 m. &lt;br /&gt;
|-&lt;br /&gt;
| [[Potion of Seeing the Truth]] || 10 || 1 y. &lt;br /&gt;
|-&lt;br /&gt;
| [[Potion of Shivering]]        || 6  || 10 y.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Natural Magick Items ====&lt;br /&gt;
&lt;br /&gt;
Natural Magick Items usually take about one week to make. The skill of Natural Magick is used to forge these items.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Natural Magick Items&lt;br /&gt;
|-&lt;br /&gt;
|'''Item'''	|| '''DR''' || '''Duration'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Spirit Protection]]	    || 8 || Perm.&lt;br /&gt;
|-&lt;br /&gt;
| [[Taran’s True Seeing]]   || 8 || Perm.&lt;br /&gt;
|-&lt;br /&gt;
| [[Crystal of Magic Power Storing]]   || 12 || Perm.&lt;br /&gt;
|-&lt;br /&gt;
| [[Crystal of Spell Storing]]   || 15 || Perm.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Magic Items ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Natural Magick Items&lt;br /&gt;
|-&lt;br /&gt;
|'''Item'''	|| '''Short description'''&lt;br /&gt;
|-&lt;br /&gt;
| [[XYZ]]	    || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Next: [[Movement and Weather]]&lt;/div&gt;</summary>
		<author><name>JOJOFMLJOJO</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Magick&amp;diff=2010</id>
		<title>Magick</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Magick&amp;diff=2010"/>
		<updated>2019-02-06T19:12:28Z</updated>

		<summary type="html">&lt;p&gt;JOJOFMLJOJO: /* Magick Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Magick is probably the most important element in fantasy. It is covered in this chapter down to the very spells like controlling fire and cursing to the various magick items.&lt;br /&gt;
&lt;br /&gt;
== The Magick Skills ==&lt;br /&gt;
&lt;br /&gt;
Magick is divided into three categories: spell magick, ritual magick and alchemy.  &lt;br /&gt;
&lt;br /&gt;
Spell magick is all the spells done by sheer exercise of will. This is the true wizard pointing at the dragon and shooting forth a bolt of lightning. Spell magick is powered by the magical aptitude.&lt;br /&gt;
&lt;br /&gt;
Ritual magick is based on ritual magick lore. It deals with the forces in nature itself and the ways of manipulating them. Here we have the standard witchcraft with time consuming rituals with loads of props needed.&lt;br /&gt;
&lt;br /&gt;
Alchemy is the domain of the alchemist, a sort of chemist-magician.&lt;br /&gt;
&lt;br /&gt;
In the magick tables you will find specifications on all the magick spells and items. Further descriptions are found in the text.&lt;br /&gt;
&lt;br /&gt;
== Detecting Magick ==&lt;br /&gt;
To detect magick, make an MA roll (MA+O6) to get higher or equal to the DR of the magick you try to detect. Such a roll does not reveal the type of magick.&lt;br /&gt;
&lt;br /&gt;
== Commercial Use of Magick ==&lt;br /&gt;
&lt;br /&gt;
Setting up shop and dealing in spells or magick items like they were normal goods, or teaching spells to anyone who pays for it, will at the very least result in being frozen out by any respectable magician, who will refuse to have anything to do with you. Quite likely some magician will do something more drastic to put an end to it.&lt;br /&gt;
&lt;br /&gt;
== True Name ==&lt;br /&gt;
&lt;br /&gt;
Some spells require the true name of the target. Your true name is the name given at birth.&lt;br /&gt;
&lt;br /&gt;
== Divine Miracles ==&lt;br /&gt;
&lt;br /&gt;
=== Cult Standing ===&lt;br /&gt;
&lt;br /&gt;
In certain cults the members may also receive magick in the form of miracles from their god. Members (initiates and above) of such cults have a certain cult standing. This indicates how much their god appreciates them. This cult standing increases or decreases according to the actions of the individual cult member.&lt;br /&gt;
&lt;br /&gt;
The GM should see the table below for ideas about the amount to gain or loose from different actions. The GM should never tell a player what his character’s cult standing is. If a character gets too far below 0 in cult standing, the GM should include adverse effects.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Change of Cult Standing&lt;br /&gt;
|-&lt;br /&gt;
|'''Change'''	|| '''Activity'''&lt;br /&gt;
|-&lt;br /&gt;
| +3 || Fantastic deed              &lt;br /&gt;
|-&lt;br /&gt;
| +2 || Great deed                  &lt;br /&gt;
|-&lt;br /&gt;
| +1 || Very good deed              &lt;br /&gt;
|-&lt;br /&gt;
| +1 || One year of spotless worship&lt;br /&gt;
|-&lt;br /&gt;
| -1 || Minor offense               &lt;br /&gt;
|-&lt;br /&gt;
| -2 || Offence                     &lt;br /&gt;
|-&lt;br /&gt;
| -3 || Grave offence               &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Initiation Requirements ===&lt;br /&gt;
&lt;br /&gt;
This varies with the cult, but usually includes having been a lay member for one year, an initiation act appropriate for the cult and often relevant skill requirements, etc. An initiate will often have access to cult training.&lt;br /&gt;
&lt;br /&gt;
=== Priesthood Requirements ===&lt;br /&gt;
&lt;br /&gt;
This varies with the cult, but usually includes having been an initiate for at least five years, having a cult standing of at least 10, a priesthood act appropriate to the cult and often relevant skill requirements, etc.&lt;br /&gt;
&lt;br /&gt;
=== Divine Intervention ===&lt;br /&gt;
&lt;br /&gt;
If you pray for divine intervention, your cult standing + d must match the difficulty rating of the miracle as determined by the GM. If it is critical an initiate gets +5 and a priest +10 on the roll. The difficulty rating should follow the difficulty ratings for spell magick, less if it lies directly within the domain of the god (i.e. asking Ikalio, the sun god, for light), more if it is not appropriate (i.e.  asking Ikalio for water). A priest loses the number of points indicated in the table below whether or not the miracle is granted. An initiate loses the same if it is granted, but double if not. Note that Enchant Item, Permanency and Resurrection cost twice as much cult standing as normal. A failed resurrection also reduces the magical aptitude of the supplicant by 3.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Divine Intervention Cost&lt;br /&gt;
|-&lt;br /&gt;
|'''Cost'''	|| '''Total DR'''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1–4  &lt;br /&gt;
|-&lt;br /&gt;
| 2 || 5–9  &lt;br /&gt;
|-&lt;br /&gt;
| 3 || 10–14&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 15–19&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 20–24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Spell Magick ==&lt;br /&gt;
&lt;br /&gt;
To successfully cast a spell, roll the dice adding your path lore. The total must equal or exceed the DR + Spell Level. The character states what level of the spell he or she intends to cast (up to the trained level).&lt;br /&gt;
&lt;br /&gt;
Ususally you would only cast one spell per combat round (6 seconds). If you choose to cast two spells in a round, you get -5 on each roll for success. To cast three spells, you get -10, etc (-5 to all rolls per extra spell cast per round, just like with attacking penalties for attick several times with a weapon per round). &lt;br /&gt;
&lt;br /&gt;
If you cast a spell, you cannot do anything else that round. The spell takes effect at the end of the round. If more than one person is casting a spell, the spell of the caster with the highest awareness roll takes effect first, etc.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise noted, all spells require that you see or touch the target(s).  If applicable, the effect of a spell also includes items carried by the target unless otherwise noted.&lt;br /&gt;
&lt;br /&gt;
The symbolic value of items used to cast spells on or with may make it easier or more difficult to cast a spell. It may subtract as much as 2 from the DR or add as much as 5. I.e. it is easier to cast light on a perfect diamond than on a piece of charcoal. All such adjustments are at the GM’s discretion. The DR given for the spell should be used for most occasions.&lt;br /&gt;
&lt;br /&gt;
=== Resisting Spells ===&lt;br /&gt;
&lt;br /&gt;
If the spell can be resisted and is supposed to affect an unwilling target, add the magick defense of the target to the DR. The Magick Defense (MD) equals 1 per full 3 in current Magical Aptitude Endurance.&lt;br /&gt;
&lt;br /&gt;
You automatically resist spells when you are unaware of the spell. An unconscious target does not resist.&lt;br /&gt;
&lt;br /&gt;
=== Spending Magical Aptitude ===&lt;br /&gt;
&lt;br /&gt;
Whenever you cast a spell, you loose 1 in magical aptitude, even if the spell fails.&lt;br /&gt;
&lt;br /&gt;
With negative magical aptitude the caster is dead.&lt;br /&gt;
&lt;br /&gt;
=== Spell Levels ===&lt;br /&gt;
&lt;br /&gt;
The strength of a spell is determined by the spell level. The effect, duration, range and area of effect all increase with the spell level. In the spell table you will find the duration, range and area of effect per spell level. The DR is also given. A character will learn spell levels by a mentor or self research.&lt;br /&gt;
&lt;br /&gt;
You may not learn spells if you have a magical aptitude of 0.&lt;br /&gt;
&lt;br /&gt;
=== Magic Control ===&lt;br /&gt;
&lt;br /&gt;
If two or more magicians try to control the same object(s) or area, the one with the highest spell level succeeds.&lt;br /&gt;
&lt;br /&gt;
=== Active/Passive ===&lt;br /&gt;
&lt;br /&gt;
During the casting time, the spell caster may not do anything but concentrate on casting the spell. If the spell is active, he must concentrate fully on the spell throughout the duration as well, or the spell is cancelled. If the spell is passive he is free to do anything after the casting time is completed. The duration is exclusive of the casting time.&lt;br /&gt;
&lt;br /&gt;
=== Effect per Spell Level ===&lt;br /&gt;
&lt;br /&gt;
Unless otherwise noted the area, range and weight is multiplied by the spell level, and the duration increases one step on the table below per level above one.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Duration of Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1  round   || 3   days   &lt;br /&gt;
|-&lt;br /&gt;
| 2  rounds  || 1   week  &lt;br /&gt;
|-&lt;br /&gt;
| 5  rounds  || 2   weeks &lt;br /&gt;
|-&lt;br /&gt;
| 1  minute  || 1   month &lt;br /&gt;
|-&lt;br /&gt;
| 2  minutes || 2   months&lt;br /&gt;
|-&lt;br /&gt;
| 5  minutes || 6   months&lt;br /&gt;
|-&lt;br /&gt;
| 10 minutes || 1   year  &lt;br /&gt;
|-&lt;br /&gt;
| 30 minutes || 2   years &lt;br /&gt;
|-&lt;br /&gt;
| 1  hour    || 5   years &lt;br /&gt;
|-&lt;br /&gt;
| 2  hours   || 10  years &lt;br /&gt;
|-&lt;br /&gt;
| 6  hours   || 20  years &lt;br /&gt;
|-&lt;br /&gt;
| 12 hours   || 50  years &lt;br /&gt;
|-&lt;br /&gt;
| 1  day     || 100 years &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Detecting Illusions ===&lt;br /&gt;
&lt;br /&gt;
An awareness roll exceeding the total (DR+level) of the spell will penetrate the illusion. If the roll equals the total the character will notice that something is strange. If the character is suspicious he will get +3 on his roll.&lt;br /&gt;
&lt;br /&gt;
=== Abilities of Disembodied Spirits ===&lt;br /&gt;
&lt;br /&gt;
Disembodied spirits have the ability to cast the “spells” listed in the table below in addition to any spells they may have learned the normal way. The duration of these “spells” is a number of minutes equal to the caster’s current MA, and they are cast using the current MA + d.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Abilities of Disembodied Spirits&lt;br /&gt;
|-&lt;br /&gt;
|'''DR'''	|| '''“Spell”'''&lt;br /&gt;
|-&lt;br /&gt;
| 7  || Knock                   &lt;br /&gt;
|-&lt;br /&gt;
| 9  || Whisper                 &lt;br /&gt;
|-&lt;br /&gt;
| 11 || Be visible (transparent)&lt;br /&gt;
|-&lt;br /&gt;
| 13 || Talk                    &lt;br /&gt;
|-&lt;br /&gt;
| 15 || Be visible (opaque)     &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Vocal and Somatic Components ===&lt;br /&gt;
&lt;br /&gt;
Spells normally contain vocal and somatic components. These components are not absolutely necessary to cast the spell, but it is harder if you don’t use them. The penalties are as follows: -1 for moderating a component, -2 for discreet usage and -3 for not using it. These penalties are per component and cumulative, i.e. moderate somatic and no vocal equals -4.&lt;br /&gt;
&lt;br /&gt;
=== “Seeing” Mana ===&lt;br /&gt;
&lt;br /&gt;
If the sum of your current magical aptitude and the magical aptitude or mana of a creature, magick item, special place, spell, etc. equals or exceeds 30, you are able to “see” the approximate mana level. If you are actively looking for the mana you only need a total of 20. This only works if you have at least 1 in magical aptitude. A magick item has a mana equal to half the DR of the spell used to create it. A spell has a mana equal to half its DR.&lt;br /&gt;
&lt;br /&gt;
=== Recovery of Magical Aptitude ===&lt;br /&gt;
&lt;br /&gt;
You recover your magical aptitude after a good nights sleep. A short/uneasy sleep may give a partial recovery.&lt;br /&gt;
&lt;br /&gt;
=== Touch Spells ===&lt;br /&gt;
&lt;br /&gt;
To cast a spell with a range of “touch” on an unwilling opponent, you must make a successful unarmed attack on him the following round. You get a +3 modifier on this.&lt;br /&gt;
&lt;br /&gt;
=== Magick Criticals ===&lt;br /&gt;
&lt;br /&gt;
A magick critical occurs when you roll a double 6 when casting a spell. When rolling on the critical table, add the current MA to the dice roll. If the critical is not applicable, pick the one below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Magick Criticals&lt;br /&gt;
|-&lt;br /&gt;
|'''DR'''	|| '''Description'''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Add 1 to a spell cast next round                              &lt;br /&gt;
|-                                                                 &lt;br /&gt;
| 2 || Add 1 to spells cast next minute                            &lt;br /&gt;
|-                                                                 &lt;br /&gt;
| 3 || MA not spended for casting the spell                        &lt;br /&gt;
|-                                                                 &lt;br /&gt;
| 4 || Add D to spell cast next round                              &lt;br /&gt;
|-                                                                 &lt;br /&gt;
| 5 || Add D to spells cast next minute                            &lt;br /&gt;
|-                                                                 &lt;br /&gt;
| 6 || Active spell becomes passive for the duration of the spell  &lt;br /&gt;
|-                                                                 &lt;br /&gt;
| 7 || Duration is one level higher                                &lt;br /&gt;
|-                                                                 &lt;br /&gt;
| 8 || Area of effect and weight is one level greater              &lt;br /&gt;
|-                                                                 &lt;br /&gt;
| 9 || Effect is one spell level higher                            &lt;br /&gt;
|-                                                                  &lt;br /&gt;
| 10 || Spell warps into another similar spell                      &lt;br /&gt;
|-                                                                  &lt;br /&gt;
| 11 || Effect is D spell levels higher                             &lt;br /&gt;
|-                                                                  &lt;br /&gt;
| 12 || Spell warps into another similar, but better spell          &lt;br /&gt;
|-                                                                  &lt;br /&gt;
| 13 || Disregard the targets MD                                    &lt;br /&gt;
|-                                                                  &lt;br /&gt;
| 14 || Double all spell level effects                              &lt;br /&gt;
|-                                                                  &lt;br /&gt;
| 15 || Effect is D spell levels higher and disregard the targets MD&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Magick Fumbles ===&lt;br /&gt;
&lt;br /&gt;
A magick fumble occurs when you roll a double 1 when casting a spell. When rolling on the fumble table, add the current MA to the dice roll. If the fumble is not applicable, pick the one above.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Magick Fumbles&lt;br /&gt;
|-&lt;br /&gt;
|'''DR'''	|| '''Description'''&lt;br /&gt;
|-&lt;br /&gt;
| 15+ || No effect.&lt;br /&gt;
|-&lt;br /&gt;
| 14 || Unpleasant feeling, -2 next round.&lt;br /&gt;
|-&lt;br /&gt;
| 13 || Sneezing next round (as stunned).&lt;br /&gt;
|-&lt;br /&gt;
| 12 || Thirsty (dehydrated), -2 until you drink d liters.&lt;br /&gt;
|-&lt;br /&gt;
| 11 || Dizzy – fall and let go what you have in your hands.&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Amnesia – can not cast spells for d hours.&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Confused for d minutes.&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Everybody within 10 meters become hostile towards you.&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Unconscious for d minutes.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Affects wrong target in the worst possible way.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || d+3 in damage.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Affects self (unless supposed to).&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Sleepless for d days due to pain, -4 in skills.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Unconscious for d hours and loose 1 in MA permanently.&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Coma for d days and loose 1 in MA permanently.&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Dead.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
&lt;br /&gt;
There are several categories of spells: Basic categories and categories devoted to specific Gods. The list below contains the basic categories. Each is a link to the page listing all the spells in that category. Click on the spell names in the table on a spell category page to see the description for each spell.&lt;br /&gt;
&lt;br /&gt;
The abbreviations used in the tables are:&lt;br /&gt;
;A/P&lt;br /&gt;
: '''A''' means the spell is active, '''P''' means the spell is passive, '''A/P''' means the spell may be active or passive depending on circumstances as described under the spell.&lt;br /&gt;
;Duration&lt;br /&gt;
: '''Instant.''' = Instantaneous, '''Perm.''' = Permanent.&lt;br /&gt;
;Area of Effect&lt;br /&gt;
: An asterisk (*) after the area of effect means that the area of effect does not increase with the spell level.  '''C''' = Creature, '''O''' = Object, '''r''' = radius.&lt;br /&gt;
&lt;br /&gt;
=== Basic spell categories ===&lt;br /&gt;
* [[:Category:Air Magick| Air Magick]]&lt;br /&gt;
* [[:Category:Black Magick| Black Magick]]&lt;br /&gt;
* [[:Category:Earth Magick| Earth Magick]]&lt;br /&gt;
* [[:Category:Fire Magick| Fire Magick]]&lt;br /&gt;
* [[:Category:Life Magick| Life Magick]]&lt;br /&gt;
* [[:Category:Magic Magick| Magic Magick]]&lt;br /&gt;
* [[:Category:Perception Magick| Perception Magick]]&lt;br /&gt;
* [[:Category:Protection Magick| Protection Magick]]&lt;br /&gt;
* [[:Category:Summoning Magick| Summoning Magick]]&lt;br /&gt;
* [[:Category:Water Magick| Water Magick]]&lt;br /&gt;
&lt;br /&gt;
=== Advanced spell categories ===&lt;br /&gt;
&lt;br /&gt;
'''The advanced spells are very rare and normally not taught at Academia Magicka.'''&lt;br /&gt;
When learning an advanced spell lore, the basic spell lores can increase the starting level of the advanced spell lore, depending on the level of the basic spell lore. &lt;br /&gt;
&lt;br /&gt;
* [[:Category: Heat Magick| Heat Magick]]&lt;br /&gt;
* [[:Category: Ice Magick| Ice Magick]]&lt;br /&gt;
* [[:Category: Lava Magick| Lava Magick]]&lt;br /&gt;
* [[:Category: Lunar Magick| Lunar Magick]]&lt;br /&gt;
* [[:Category: Poison Magick| Poison Magick]]&lt;br /&gt;
* [[:Category: Swamp Magick| Swamp Magick]]&lt;br /&gt;
&lt;br /&gt;
=== God spell categories ===&lt;br /&gt;
* [[:Category: Cal Amae Magick| Cal Amae Magick]]&lt;br /&gt;
* [[:Category: Elesi Magick| Elesi Magick]]&lt;br /&gt;
* [[:Category: Anashina Magick| Anashina Magick]]&lt;br /&gt;
* [[:Category: Gwendyll Magick| Gwendyll Magick]]&lt;br /&gt;
* [[:Category: MacGillan Magick| MacGillan Magick]]&lt;br /&gt;
* [[:Category: Juba Magick| Juba Magick]]&lt;br /&gt;
* [[:Category: Taroc Magick| Taroc Magick]]&lt;br /&gt;
* [[:Category: Man Peggon Magick| Man Peggon Magick]]&lt;br /&gt;
* [[:Category: Maleko Magick| Maleko Magick]]&lt;br /&gt;
* [[:Category: FalMunir Magick| FalMunir Magick]]&lt;br /&gt;
* [[:Category: Moltan Magick| Moltan Magick]]&lt;br /&gt;
* [[:Category: Kraagh Magick| Kraagh Magick]]&lt;br /&gt;
* [[:Category: Mestronorpha Magick| Mestronorpha Magick]]&lt;br /&gt;
&lt;br /&gt;
=== Forbidden spells ===&lt;br /&gt;
&amp;quot;Forbidden spells&amp;quot; are spells that has been banished from Amar and are not taught at Academia Magicka. If an character is seen using a forbidden spell&lt;br /&gt;
or knows forbidden spells, the character will be reported to the kingdom and will be punished with jail until further actions are taken.&lt;br /&gt;
&lt;br /&gt;
The player can find forbidden spells in old books and via old items. The player can also find forbidden spells in [[The Forbidden Library]] created by [[Antonio The Magician]] or by trading with the [[Raven Demon]]. There are rumors about the ghost of Antonio, the chaos wizard who concocted most of these spells, still residing in Giellor and using forbidden spells to transfer his soul into new bodies to make him immortal. Who knows?&lt;br /&gt;
&lt;br /&gt;
The forbidden spells are used in a different way, after a player has successfully prepared the spell (exceeding the DR of the spell with a dice throw) the player must throw a dice and if the player gets ''1, 2 or 3'' the spell will fail and count as a ''fumble''.&lt;br /&gt;
If the player gets ''4, 5 or 6'' on the dice the spell will work and count as ''critical''.&lt;br /&gt;
&lt;br /&gt;
==== List of forbidden Spells ====&lt;br /&gt;
&lt;br /&gt;
* [[:Category: Forbidden Spells|Forbidden Spells]]&lt;br /&gt;
&lt;br /&gt;
==== The Spell Searchers ====&lt;br /&gt;
&lt;br /&gt;
There are some who quest for forbidden spells. Such a wizards is usually human and known as a [[Spell Searcher]].&lt;br /&gt;
&lt;br /&gt;
== Ritual Magick ==&lt;br /&gt;
&lt;br /&gt;
To successfully perform a ritual, roll the dice adding the ritual magick lore. The total must equal or exceed the DR of the ritual to be effective.&lt;br /&gt;
&lt;br /&gt;
There are no spell levels for ritual magick. All rituals have a set of ingredients and along with a given formula produce a certain effect.&lt;br /&gt;
&lt;br /&gt;
Rituals usually include a lot of special ingredients mixed in a very special way. This is followed up by poems, strange words or even songs or dances. The ingredients and gestures needed is described under each ritual.&lt;br /&gt;
&lt;br /&gt;
=== Ingredients ===&lt;br /&gt;
&lt;br /&gt;
The ingredients listed under each ritual are only suggestions and should be further specified by the GM. The ingredients such as the herbs could be fresh or dried at the GM’s discretion.&lt;br /&gt;
&lt;br /&gt;
The sequence the ingredients are put in is left for the GM to decide as well as any other body motions or words needed to succeed with the magick. Those ingredients marked with an asterisk are reusable.&lt;br /&gt;
&lt;br /&gt;
=== Having the Written Formula ===&lt;br /&gt;
&lt;br /&gt;
Having the written ritual formula to go by will lower the difficulty rating by 3.&lt;br /&gt;
&lt;br /&gt;
=== Rituals ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Rituals&lt;br /&gt;
|-&lt;br /&gt;
|'''Ritual''' || '''Casting time''' || '''DR''' || '''Resist''' || '''Duration''' || '''Range''' || '''Area'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Blind Curse]]      || 10 min. || 8  || Yes || 1 month || 1 km   || 1 creat. &lt;br /&gt;
|-&lt;br /&gt;
| [[Catch Fire]]       || 1 round || 6  || No  || Instant || 10 m   || 1 object &lt;br /&gt;
|-&lt;br /&gt;
| [[Curse of Fairies]] || 10 min. || 8  || Yes || 1 month || 100 km || 1 creat. &lt;br /&gt;
|-&lt;br /&gt;
| [[Eyes of Tekali]]   || 10 min. || 12 || No  || 1 round || 1 km   || Self     &lt;br /&gt;
|-&lt;br /&gt;
| [[Flames of Life]]   || 1 round || 6  || Yes || Instant || 10 m   || 10 liters&lt;br /&gt;
|-&lt;br /&gt;
| [[Nightfall]]        || 1 min.  || 8  || No  || 10 min. || None   || 3 m r &lt;br /&gt;
|-&lt;br /&gt;
| [[unequally buffing]]        || 1 hour  || 11  || No  || Instant  || None   ||  1 object&lt;br /&gt;
|-&lt;br /&gt;
| [[Raven Of Darkness]]|| 5 min.  || 11  || No  || Instant || 1 m    || 1 m r   &lt;br /&gt;
|-&lt;br /&gt;
| [[Snake Eyes]]       || 1 round || 6  || Yes || 1 min.  || 10 m   || 1 creat. &lt;br /&gt;
|-&lt;br /&gt;
| [[Tekali’s Torch]]   || 1 round || 8  || No  || 10 min. || 10 m   || 1 object &lt;br /&gt;
|-&lt;br /&gt;
| [[Volani’s Cure]]    || 1 round || 8  || No  || 1 week  || Touch  || 1 creat. &lt;br /&gt;
|-&lt;br /&gt;
| [[Witch Curse]]      || 30 min. || 10 || Yes || Instant || 100 m  || 1 creat. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Alchemy ==&lt;br /&gt;
&lt;br /&gt;
To successfully make a potion or amulet, roll the dice adding the alchemy lore. The total must equal or exceed the DR of the potion or amulet to be effective.&lt;br /&gt;
&lt;br /&gt;
Potions or amulets usually include a lot of special ingredients mixed in a very special way. This is followed up by poems, strange words or even songs or dances.&lt;br /&gt;
&lt;br /&gt;
The ingredients and gestures needed is described under each potion or amulet.&lt;br /&gt;
&lt;br /&gt;
=== Ingredients ===&lt;br /&gt;
&lt;br /&gt;
The ingredients listed under each potion or amulet are only suggestions and should be further specified by the GM.&lt;br /&gt;
&lt;br /&gt;
The ingredients such as the herbs could be fresh or dried at the GM’s discretion.&lt;br /&gt;
&lt;br /&gt;
The sequence the ingredients are put in is left for the GM to decide as well as any other body motions or words needed to succeed with the magick. Those ingredients marked with an asterisk are reusable.&lt;br /&gt;
&lt;br /&gt;
=== Having the Written Formula ===&lt;br /&gt;
&lt;br /&gt;
Having the written formula for the potion or amulet to go by will lower the difficulty rating by 3.&lt;br /&gt;
&lt;br /&gt;
=== Natural Magick Items ===&lt;br /&gt;
&lt;br /&gt;
Magick items can be created in several ways. The spell path of [[:Category:Magic Magick| Magic Magick]] has a spell called  [[Permanency]] that is used to forge magick items. Natural Magick is another way to achieve the same.&lt;br /&gt;
&lt;br /&gt;
==== Potions ====&lt;br /&gt;
&lt;br /&gt;
Potions usually take about one hour to make and the effect will last for of one hour. The skill of Natural Magick is used to create potions.&lt;br /&gt;
&lt;br /&gt;
In the potions and amulets table, you will find a column labeled Duration. The time given in this column is approximately how long the potion will keep and still have the described effect(s) if it is kept in a sealed container. After this time period, the potions will deteriorate in effect. How long it will take for a potion to become totally useless will vary a lot, but generally it will be about twice the durability.&lt;br /&gt;
&lt;br /&gt;
Some potions will have weird effects after the durability has expired, and quite a few will turn poisonous to some degree, although seldom deadly.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Potions&lt;br /&gt;
|-&lt;br /&gt;
|'''Potion'''	|| '''DR''' || '''Duration'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Bear Potion]]	         || 10 || 1 y. &lt;br /&gt;
|-&lt;br /&gt;
| [[Cat’s Eye Potion]]           || 8  || 1 y. &lt;br /&gt;
|-&lt;br /&gt;
| [[Diver’s Delight Potion]]     || 12 || 1 y. &lt;br /&gt;
|-&lt;br /&gt;
| [[Panther Potion]]             || 10 || 1 y. &lt;br /&gt;
|-&lt;br /&gt;
| [[Potion of Battle Frenzy]]    || 12 || 1 y. &lt;br /&gt;
|-&lt;br /&gt;
| [[Potion of Detection]]        || 10 || 1 y. &lt;br /&gt;
|-&lt;br /&gt;
| [[Potion of Healing]]          || 10 || 1 m. &lt;br /&gt;
|-&lt;br /&gt;
| [[Potion of Seeing the Truth]] || 10 || 1 y. &lt;br /&gt;
|-&lt;br /&gt;
| [[Potion of Shivering]]        || 6  || 10 y.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Natural Magick Items ====&lt;br /&gt;
&lt;br /&gt;
Natural Magick Items usually take about one week to make. The skill of Natural Magick is used to forge these items.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Natural Magick Items&lt;br /&gt;
|-&lt;br /&gt;
|'''Item'''	|| '''DR''' || '''Duration'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Spirit Protection]]	    || 8 || Perm.&lt;br /&gt;
|-&lt;br /&gt;
| [[Taran’s True Seeing]]   || 8 || Perm.&lt;br /&gt;
|-&lt;br /&gt;
| [[Crystal of Magic Power Storing]]   || 12 || Perm.&lt;br /&gt;
|-&lt;br /&gt;
| [[Crystal of Spell Storing]]   || 15 || Perm.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Next: [[Movement and Weather]]&lt;/div&gt;</summary>
		<author><name>JOJOFMLJOJO</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Unequally_buffing&amp;diff=2007</id>
		<title>Unequally buffing</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Unequally_buffing&amp;diff=2007"/>
		<updated>2019-02-04T18:58:40Z</updated>

		<summary type="html">&lt;p&gt;JOJOFMLJOJO: /* Unequal buffing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Unequal buffing ==&lt;br /&gt;
&lt;br /&gt;
It's a ritual that enchants a weapon and buffs the stats dependent on the race holding it. The Unequally buffing fades after the owner has died.&lt;br /&gt;
&lt;br /&gt;
Human = +3 Learning&lt;br /&gt;
&lt;br /&gt;
Dwarf = +2 Body Points&lt;br /&gt;
&lt;br /&gt;
Lizard man = +1 Armor Point (strengthen skin)&lt;br /&gt;
&lt;br /&gt;
Half Elf = +3 Sleight &lt;br /&gt;
&lt;br /&gt;
Trollkin = +3 Endurance&lt;br /&gt;
&lt;br /&gt;
Demon = +3 Magical Aptitude&lt;br /&gt;
&lt;br /&gt;
Centaur = +3 Offensive&lt;br /&gt;
&lt;br /&gt;
Elf = +3 Learning&lt;br /&gt;
&lt;br /&gt;
Giant = +3 Strength&lt;br /&gt;
&lt;br /&gt;
Goblin = +3 Awareness&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ingredients ===&lt;br /&gt;
*ONE of heart of every creature that will get the buff(on the list below)&lt;br /&gt;
Human,&lt;br /&gt;
Dwarf,&lt;br /&gt;
Lizard man,&lt;br /&gt;
Half Elf,&lt;br /&gt;
Trollkin,&lt;br /&gt;
Demon,&lt;br /&gt;
Centaur,&lt;br /&gt;
Elf,&lt;br /&gt;
Giant,&lt;br /&gt;
Goblin,&lt;br /&gt;
&lt;br /&gt;
*10 carat ruby&lt;br /&gt;
&lt;br /&gt;
*A list of all the enemies it has killed&lt;/div&gt;</summary>
		<author><name>JOJOFMLJOJO</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Unequally_buffing&amp;diff=2006</id>
		<title>Unequally buffing</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Unequally_buffing&amp;diff=2006"/>
		<updated>2019-02-04T18:58:19Z</updated>

		<summary type="html">&lt;p&gt;JOJOFMLJOJO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Unequal buffing ==&lt;br /&gt;
&lt;br /&gt;
It's a ritual that enchants a weapon and buffs the stats dependent on the race holding it. The Unequally buffing fades after the owner has died.&lt;br /&gt;
&lt;br /&gt;
Human = +3 Learning&lt;br /&gt;
&lt;br /&gt;
Dwarf = +2 Body Point&lt;br /&gt;
&lt;br /&gt;
Lizard man = +1 Armor Point (strengthen skin)&lt;br /&gt;
&lt;br /&gt;
Half Elf = +3 Sleight &lt;br /&gt;
&lt;br /&gt;
Trollkin = +3 Endurance&lt;br /&gt;
&lt;br /&gt;
Demon = +3 Magical Aptitude&lt;br /&gt;
&lt;br /&gt;
Centaur = +3 Offensive&lt;br /&gt;
&lt;br /&gt;
Elf = +3 Learning&lt;br /&gt;
&lt;br /&gt;
Giant = +3 Strength&lt;br /&gt;
&lt;br /&gt;
Goblin = +3 Awareness&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ingredients ===&lt;br /&gt;
*ONE of heart of every creature that will get the buff(on the list below)&lt;br /&gt;
Human,&lt;br /&gt;
Dwarf,&lt;br /&gt;
Lizard man,&lt;br /&gt;
Half Elf,&lt;br /&gt;
Trollkin,&lt;br /&gt;
Demon,&lt;br /&gt;
Centaur,&lt;br /&gt;
Elf,&lt;br /&gt;
Giant,&lt;br /&gt;
Goblin,&lt;br /&gt;
&lt;br /&gt;
*10 carat ruby&lt;br /&gt;
&lt;br /&gt;
*A list of all the enemies it has killed&lt;/div&gt;</summary>
		<author><name>JOJOFMLJOJO</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Unequally_buffing&amp;diff=1999</id>
		<title>Unequally buffing</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Unequally_buffing&amp;diff=1999"/>
		<updated>2019-02-04T18:04:30Z</updated>

		<summary type="html">&lt;p&gt;JOJOFMLJOJO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Unequally buffing&lt;br /&gt;
&lt;br /&gt;
Its a ritual that enchants a weapon and buffs the stats dependent on the race holding it. The Unequally buffing fades after the owner has died.&lt;br /&gt;
&lt;br /&gt;
=== Ingredients ===&lt;/div&gt;</summary>
		<author><name>JOJOFMLJOJO</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Magick&amp;diff=1998</id>
		<title>Magick</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Magick&amp;diff=1998"/>
		<updated>2019-02-04T18:02:59Z</updated>

		<summary type="html">&lt;p&gt;JOJOFMLJOJO: /* Rituals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Magick is probably the most important element in fantasy. It is covered in this chapter down to the very spells like controlling fire and cursing to the various magick items.&lt;br /&gt;
&lt;br /&gt;
== The Magick Skills ==&lt;br /&gt;
&lt;br /&gt;
Magick is divided into three categories: spell magick, ritual magick and alchemy.  &lt;br /&gt;
&lt;br /&gt;
Spell magick is all the spells done by sheer exercise of will. This is the true wizard pointing at the dragon and shooting forth a bolt of lightning. Spell magick is powered by the magical aptitude.&lt;br /&gt;
&lt;br /&gt;
Ritual magick is based on ritual magick lore. It deals with the forces in nature itself and the ways of manipulating them. Here we have the standard witchcraft with time consuming rituals with loads of props needed.&lt;br /&gt;
&lt;br /&gt;
Alchemy is the domain of the alchemist, a sort of chemist-magician.&lt;br /&gt;
&lt;br /&gt;
In the magick tables you will find specifications on all the magick spells and items. Further descriptions are found in the text.&lt;br /&gt;
&lt;br /&gt;
== Detecting Magick ==&lt;br /&gt;
To detect magick, make an MA roll (MA+O6) to get higher or equal to the DR of the magick you try to detect. Such a roll does not reveal the type of magick.&lt;br /&gt;
&lt;br /&gt;
== Commercial Use of Magick ==&lt;br /&gt;
&lt;br /&gt;
Setting up shop and dealing in spells or magick items like they were normal goods, or teaching spells to anyone who pays for it, will at the very least result in being frozen out by any respectable magician, who will refuse to have anything to do with you. Quite likely some magician will do something more drastic to put an end to it.&lt;br /&gt;
&lt;br /&gt;
== True Name ==&lt;br /&gt;
&lt;br /&gt;
Some spells require the true name of the target. Your true name is the name given at birth.&lt;br /&gt;
&lt;br /&gt;
== Divine Miracles ==&lt;br /&gt;
&lt;br /&gt;
=== Cult Standing ===&lt;br /&gt;
&lt;br /&gt;
In certain cults the members may also receive magick in the form of miracles from their god. Members (initiates and above) of such cults have a certain cult standing. This indicates how much their god appreciates them. This cult standing increases or decreases according to the actions of the individual cult member.&lt;br /&gt;
&lt;br /&gt;
The GM should see the table below for ideas about the amount to gain or loose from different actions. The GM should never tell a player what his character’s cult standing is. If a character gets too far below 0 in cult standing, the GM should include adverse effects.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Change of Cult Standing&lt;br /&gt;
|-&lt;br /&gt;
|'''Change'''	|| '''Activity'''&lt;br /&gt;
|-&lt;br /&gt;
| +3 || Fantastic deed              &lt;br /&gt;
|-&lt;br /&gt;
| +2 || Great deed                  &lt;br /&gt;
|-&lt;br /&gt;
| +1 || Very good deed              &lt;br /&gt;
|-&lt;br /&gt;
| +1 || One year of spotless worship&lt;br /&gt;
|-&lt;br /&gt;
| -1 || Minor offense               &lt;br /&gt;
|-&lt;br /&gt;
| -2 || Offence                     &lt;br /&gt;
|-&lt;br /&gt;
| -3 || Grave offence               &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Initiation Requirements ===&lt;br /&gt;
&lt;br /&gt;
This varies with the cult, but usually includes having been a lay member for one year, an initiation act appropriate for the cult and often relevant skill requirements, etc. An initiate will often have access to cult training.&lt;br /&gt;
&lt;br /&gt;
=== Priesthood Requirements ===&lt;br /&gt;
&lt;br /&gt;
This varies with the cult, but usually includes having been an initiate for at least five years, having a cult standing of at least 10, a priesthood act appropriate to the cult and often relevant skill requirements, etc.&lt;br /&gt;
&lt;br /&gt;
=== Divine Intervention ===&lt;br /&gt;
&lt;br /&gt;
If you pray for divine intervention, your cult standing + d must match the difficulty rating of the miracle as determined by the GM. If it is critical an initiate gets +5 and a priest +10 on the roll. The difficulty rating should follow the difficulty ratings for spell magick, less if it lies directly within the domain of the god (i.e. asking Ikalio, the sun god, for light), more if it is not appropriate (i.e.  asking Ikalio for water). A priest loses the number of points indicated in the table below whether or not the miracle is granted. An initiate loses the same if it is granted, but double if not. Note that Enchant Item, Permanency and Resurrection cost twice as much cult standing as normal. A failed resurrection also reduces the magical aptitude of the supplicant by 3.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Divine Intervention Cost&lt;br /&gt;
|-&lt;br /&gt;
|'''Cost'''	|| '''Total DR'''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1–4  &lt;br /&gt;
|-&lt;br /&gt;
| 2 || 5–9  &lt;br /&gt;
|-&lt;br /&gt;
| 3 || 10–14&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 15–19&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 20–24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Spell Magick ==&lt;br /&gt;
&lt;br /&gt;
To successfully cast a spell, roll the dice adding your path lore. The total must equal or exceed the DR + Spell Level. The character states what level of the spell he or she intends to cast (up to the trained level).&lt;br /&gt;
&lt;br /&gt;
Ususally you would only cast one spell per combat round (6 seconds). If you choose to cast two spells in a round, you get -5 on each roll for success. To cast three spells, you get -10, etc (-5 to all rolls per extra spell cast per round, just like with attacking penalties for attick several times with a weapon per round). &lt;br /&gt;
&lt;br /&gt;
If you cast a spell, you cannot do anything else that round. The spell takes effect at the end of the round. If more than one person is casting a spell, the spell of the caster with the highest awareness roll takes effect first, etc.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise noted, all spells require that you see or touch the target(s).  If applicable, the effect of a spell also includes items carried by the target unless otherwise noted.&lt;br /&gt;
&lt;br /&gt;
The symbolic value of items used to cast spells on or with may make it easier or more difficult to cast a spell. It may subtract as much as 2 from the DR or add as much as 5. I.e. it is easier to cast light on a perfect diamond than on a piece of charcoal. All such adjustments are at the GM’s discretion. The DR given for the spell should be used for most occasions.&lt;br /&gt;
&lt;br /&gt;
=== Resisting Spells ===&lt;br /&gt;
&lt;br /&gt;
If the spell can be resisted and is supposed to affect an unwilling target, add the magick defense of the target to the DR. The Magick Defense (MD) equals 1 per full 3 in current Magical Aptitude Endurance.&lt;br /&gt;
&lt;br /&gt;
You automatically resist spells when you are unaware of the spell. An unconscious target does not resist.&lt;br /&gt;
&lt;br /&gt;
=== Spending Magical Aptitude ===&lt;br /&gt;
&lt;br /&gt;
Whenever you cast a spell, you loose 1 in magical aptitude, even if the spell fails.&lt;br /&gt;
&lt;br /&gt;
With negative magical aptitude the caster is dead.&lt;br /&gt;
&lt;br /&gt;
=== Spell Levels ===&lt;br /&gt;
&lt;br /&gt;
The strength of a spell is determined by the spell level. The effect, duration, range and area of effect all increase with the spell level. In the spell table you will find the duration, range and area of effect per spell level. The DR is also given. A character will learn spell levels by a mentor or self research.&lt;br /&gt;
&lt;br /&gt;
You may not learn spells if you have a magical aptitude of 0.&lt;br /&gt;
&lt;br /&gt;
=== Magic Control ===&lt;br /&gt;
&lt;br /&gt;
If two or more magicians try to control the same object(s) or area, the one with the highest spell level succeeds.&lt;br /&gt;
&lt;br /&gt;
=== Active/Passive ===&lt;br /&gt;
&lt;br /&gt;
During the casting time, the spell caster may not do anything but concentrate on casting the spell. If the spell is active, he must concentrate fully on the spell throughout the duration as well, or the spell is cancelled. If the spell is passive he is free to do anything after the casting time is completed. The duration is exclusive of the casting time.&lt;br /&gt;
&lt;br /&gt;
=== Effect per Spell Level ===&lt;br /&gt;
&lt;br /&gt;
Unless otherwise noted the area, range and weight is multiplied by the spell level, and the duration increases one step on the table below per level above one.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Duration of Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1  round   || 3   days   &lt;br /&gt;
|-&lt;br /&gt;
| 2  rounds  || 1   week  &lt;br /&gt;
|-&lt;br /&gt;
| 5  rounds  || 2   weeks &lt;br /&gt;
|-&lt;br /&gt;
| 1  minute  || 1   month &lt;br /&gt;
|-&lt;br /&gt;
| 2  minutes || 2   months&lt;br /&gt;
|-&lt;br /&gt;
| 5  minutes || 6   months&lt;br /&gt;
|-&lt;br /&gt;
| 10 minutes || 1   year  &lt;br /&gt;
|-&lt;br /&gt;
| 30 minutes || 2   years &lt;br /&gt;
|-&lt;br /&gt;
| 1  hour    || 5   years &lt;br /&gt;
|-&lt;br /&gt;
| 2  hours   || 10  years &lt;br /&gt;
|-&lt;br /&gt;
| 6  hours   || 20  years &lt;br /&gt;
|-&lt;br /&gt;
| 12 hours   || 50  years &lt;br /&gt;
|-&lt;br /&gt;
| 1  day     || 100 years &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Detecting Illusions ===&lt;br /&gt;
&lt;br /&gt;
An awareness roll exceeding the total (DR+level) of the spell will penetrate the illusion. If the roll equals the total the character will notice that something is strange. If the character is suspicious he will get +3 on his roll.&lt;br /&gt;
&lt;br /&gt;
=== Abilities of Disembodied Spirits ===&lt;br /&gt;
&lt;br /&gt;
Disembodied spirits have the ability to cast the “spells” listed in the table below in addition to any spells they may have learned the normal way. The duration of these “spells” is a number of minutes equal to the caster’s current MA, and they are cast using the current MA + d.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Abilities of Disembodied Spirits&lt;br /&gt;
|-&lt;br /&gt;
|'''DR'''	|| '''“Spell”'''&lt;br /&gt;
|-&lt;br /&gt;
| 7  || Knock                   &lt;br /&gt;
|-&lt;br /&gt;
| 9  || Whisper                 &lt;br /&gt;
|-&lt;br /&gt;
| 11 || Be visible (transparent)&lt;br /&gt;
|-&lt;br /&gt;
| 13 || Talk                    &lt;br /&gt;
|-&lt;br /&gt;
| 15 || Be visible (opaque)     &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Vocal and Somatic Components ===&lt;br /&gt;
&lt;br /&gt;
Spells normally contain vocal and somatic components. These components are not absolutely necessary to cast the spell, but it is harder if you don’t use them. The penalties are as follows: -1 for moderating a component, -2 for discreet usage and -3 for not using it. These penalties are per component and cumulative, i.e. moderate somatic and no vocal equals -4.&lt;br /&gt;
&lt;br /&gt;
=== “Seeing” Mana ===&lt;br /&gt;
&lt;br /&gt;
If the sum of your current magical aptitude and the magical aptitude or mana of a creature, magick item, special place, spell, etc. equals or exceeds 30, you are able to “see” the approximate mana level. If you are actively looking for the mana you only need a total of 20. This only works if you have at least 1 in magical aptitude. A magick item has a mana equal to half the DR of the spell used to create it. A spell has a mana equal to half its DR.&lt;br /&gt;
&lt;br /&gt;
=== Recovery of Magical Aptitude ===&lt;br /&gt;
&lt;br /&gt;
You recover your magical aptitude after a good nights sleep. A short/uneasy sleep may give a partial recovery.&lt;br /&gt;
&lt;br /&gt;
=== Touch Spells ===&lt;br /&gt;
&lt;br /&gt;
To cast a spell with a range of “touch” on an unwilling opponent, you must make a successful unarmed attack on him the following round. You get a +3 modifier on this.&lt;br /&gt;
&lt;br /&gt;
=== Magick Criticals ===&lt;br /&gt;
&lt;br /&gt;
A magick critical occurs when you roll a double 6 when casting a spell. When rolling on the critical table, add the current MA to the dice roll. If the critical is not applicable, pick the one below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Magick Criticals&lt;br /&gt;
|-&lt;br /&gt;
|'''DR'''	|| '''Description'''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Add 1 to a spell cast next round                              &lt;br /&gt;
|-                                                                 &lt;br /&gt;
| 2 || Add 1 to spells cast next minute                            &lt;br /&gt;
|-                                                                 &lt;br /&gt;
| 3 || MA not spended for casting the spell                        &lt;br /&gt;
|-                                                                 &lt;br /&gt;
| 4 || Add D to spell cast next round                              &lt;br /&gt;
|-                                                                 &lt;br /&gt;
| 5 || Add D to spells cast next minute                            &lt;br /&gt;
|-                                                                 &lt;br /&gt;
| 6 || Active spell becomes passive for the duration of the spell  &lt;br /&gt;
|-                                                                 &lt;br /&gt;
| 7 || Duration is one level higher                                &lt;br /&gt;
|-                                                                 &lt;br /&gt;
| 8 || Area of effect and weight is one level greater              &lt;br /&gt;
|-                                                                 &lt;br /&gt;
| 9 || Effect is one spell level higher                            &lt;br /&gt;
|-                                                                  &lt;br /&gt;
| 10 || Spell warps into another similar spell                      &lt;br /&gt;
|-                                                                  &lt;br /&gt;
| 11 || Effect is D spell levels higher                             &lt;br /&gt;
|-                                                                  &lt;br /&gt;
| 12 || Spell warps into another similar, but better spell          &lt;br /&gt;
|-                                                                  &lt;br /&gt;
| 13 || Disregard the targets MD                                    &lt;br /&gt;
|-                                                                  &lt;br /&gt;
| 14 || Double all spell level effects                              &lt;br /&gt;
|-                                                                  &lt;br /&gt;
| 15 || Effect is D spell levels higher and disregard the targets MD&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Magick Fumbles ===&lt;br /&gt;
&lt;br /&gt;
A magick fumble occurs when you roll a double 1 when casting a spell. When rolling on the fumble table, add the current MA to the dice roll. If the fumble is not applicable, pick the one above.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Magick Fumbles&lt;br /&gt;
|-&lt;br /&gt;
|'''DR'''	|| '''Description'''&lt;br /&gt;
|-&lt;br /&gt;
| 15+ || No effect.&lt;br /&gt;
|-&lt;br /&gt;
| 14 || Unpleasant feeling, -2 next round.&lt;br /&gt;
|-&lt;br /&gt;
| 13 || Sneezing next round (as stunned).&lt;br /&gt;
|-&lt;br /&gt;
| 12 || Thirsty (dehydrated), -2 until you drink d liters.&lt;br /&gt;
|-&lt;br /&gt;
| 11 || Dizzy – fall and let go what you have in your hands.&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Amnesia – can not cast spells for d hours.&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Confused for d minutes.&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Everybody within 10 meters become hostile towards you.&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Unconscious for d minutes.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Affects wrong target in the worst possible way.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || d+3 in damage.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Affects self (unless supposed to).&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Sleepless for d days due to pain, -4 in skills.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Unconscious for d hours and loose 1 in MA permanently.&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Coma for d days and loose 1 in MA permanently.&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Dead.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
&lt;br /&gt;
There are several categories of spells: Basic categories and categories devoted to specific Gods. The list below contains the basic categories. Each is a link to the page listing all the spells in that category. Click on the spell names in the table on a spell category page to see the description for each spell.&lt;br /&gt;
&lt;br /&gt;
The abbreviations used in the tables are:&lt;br /&gt;
;A/P&lt;br /&gt;
: '''A''' means the spell is active, '''P''' means the spell is passive, '''A/P''' means the spell may be active or passive depending on circumstances as described under the spell.&lt;br /&gt;
;Duration&lt;br /&gt;
: '''Instant.''' = Instantaneous, '''Perm.''' = Permanent.&lt;br /&gt;
;Area of Effect&lt;br /&gt;
: An asterisk (*) after the area of effect means that the area of effect does not increase with the spell level.  '''C''' = Creature, '''O''' = Object, '''r''' = radius.&lt;br /&gt;
&lt;br /&gt;
=== Basic spell categories ===&lt;br /&gt;
* [[:Category:Air Magick| Air Magick]]&lt;br /&gt;
* [[:Category:Black Magick| Black Magick]]&lt;br /&gt;
* [[:Category:Earth Magick| Earth Magick]]&lt;br /&gt;
* [[:Category:Fire Magick| Fire Magick]]&lt;br /&gt;
* [[:Category:Life Magick| Life Magick]]&lt;br /&gt;
* [[:Category:Magic Magick| Magic Magick]]&lt;br /&gt;
* [[:Category:Perception Magick| Perception Magick]]&lt;br /&gt;
* [[:Category:Protection Magick| Protection Magick]]&lt;br /&gt;
* [[:Category:Summoning Magick| Summoning Magick]]&lt;br /&gt;
* [[:Category:Water Magick| Water Magick]]&lt;br /&gt;
&lt;br /&gt;
=== Advanced spell categories ===&lt;br /&gt;
&lt;br /&gt;
'''The advanced spells are very rare and normally not taught at Academia Magicka.'''&lt;br /&gt;
When learning an advanced spell lore, the basic spell lores can increase the starting level of the advanced spell lore, depending on the level of the basic spell lore. &lt;br /&gt;
&lt;br /&gt;
* [[:Category: Heat Magick| Heat Magick]]&lt;br /&gt;
* [[:Category: Ice Magick| Ice Magick]]&lt;br /&gt;
* [[:Category: Lava Magick| Lava Magick]]&lt;br /&gt;
* [[:Category: Lunar Magick| Lunar Magick]]&lt;br /&gt;
* [[:Category: Poison Magick| Poison Magick]]&lt;br /&gt;
* [[:Category: Swamp Magick| Swamp Magick]]&lt;br /&gt;
&lt;br /&gt;
=== God spell categories ===&lt;br /&gt;
* [[:Category: Cal Amae Magick| Cal Amae Magick]]&lt;br /&gt;
* [[:Category: Elesi Magick| Elesi Magick]]&lt;br /&gt;
* [[:Category: Anashina Magick| Anashina Magick]]&lt;br /&gt;
* [[:Category: Gwendyll Magick| Gwendyll Magick]]&lt;br /&gt;
* [[:Category: MacGillan Magick| MacGillan Magick]]&lt;br /&gt;
* [[:Category: Juba Magick| Juba Magick]]&lt;br /&gt;
* [[:Category: Taroc Magick| Taroc Magick]]&lt;br /&gt;
* [[:Category: Man Peggon Magick| Man Peggon Magick]]&lt;br /&gt;
* [[:Category: Maleko Magick| Maleko Magick]]&lt;br /&gt;
* [[:Category: FalMunir Magick| FalMunir Magick]]&lt;br /&gt;
* [[:Category: Moltan Magick| Moltan Magick]]&lt;br /&gt;
* [[:Category: Kraagh Magick| Kraagh Magick]]&lt;br /&gt;
* [[:Category: Mestronorpha Magick| Mestronorpha Magick]]&lt;br /&gt;
&lt;br /&gt;
=== Forbidden spells ===&lt;br /&gt;
&amp;quot;Forbidden spells&amp;quot; are spells that has been banished from Amar and are not taught at Academia Magicka. If an character is seen using a forbidden spell&lt;br /&gt;
or knows forbidden spells, the character will be reported to the kingdom and will be punished with jail until further actions are taken.&lt;br /&gt;
&lt;br /&gt;
The player can find forbidden spells in old books and via old items. The player can also find forbidden spells in [[The Forbidden Library]] created by [[Antonio The Magician]] or by trading with the [[Raven Demon]]. There are rumors about the ghost of Antonio, the chaos wizard who concocted most of these spells, still residing in Giellor and using forbidden spells to transfer his soul into new bodies to make him immortal. Who knows?&lt;br /&gt;
&lt;br /&gt;
The forbidden spells are used in a different way, after a player has successfully prepared the spell (exceeding the DR of the spell with a dice throw) the player must throw a dice and if the player gets ''1, 2 or 3'' the spell will fail and count as a ''fumble''.&lt;br /&gt;
If the player gets ''4, 5 or 6'' on the dice the spell will work and count as ''critical''.&lt;br /&gt;
&lt;br /&gt;
==== List of forbidden Spells ====&lt;br /&gt;
&lt;br /&gt;
* [[:Category: Forbidden Spells|Forbidden Spells]]&lt;br /&gt;
&lt;br /&gt;
==== The Spell Searchers ====&lt;br /&gt;
&lt;br /&gt;
There are some who quest for forbidden spells. Such a wizards is usually human and known as a [[Spell Searcher]].&lt;br /&gt;
&lt;br /&gt;
== Ritual Magick ==&lt;br /&gt;
&lt;br /&gt;
To successfully perform a ritual, roll the dice adding the ritual magick lore. The total must equal or exceed the DR of the ritual to be effective.&lt;br /&gt;
&lt;br /&gt;
There are no spell levels for ritual magick. All rituals have a set of ingredients and along with a given formula produce a certain effect.&lt;br /&gt;
&lt;br /&gt;
Rituals usually include a lot of special ingredients mixed in a very special way. This is followed up by poems, strange words or even songs or dances. The ingredients and gestures needed is described under each ritual.&lt;br /&gt;
&lt;br /&gt;
=== Ingredients ===&lt;br /&gt;
&lt;br /&gt;
The ingredients listed under each ritual are only suggestions and should be further specified by the GM. The ingredients such as the herbs could be fresh or dried at the GM’s discretion.&lt;br /&gt;
&lt;br /&gt;
The sequence the ingredients are put in is left for the GM to decide as well as any other body motions or words needed to succeed with the magick. Those ingredients marked with an asterisk are reusable.&lt;br /&gt;
&lt;br /&gt;
=== Having the Written Formula ===&lt;br /&gt;
&lt;br /&gt;
Having the written ritual formula to go by will lower the difficulty rating by 3.&lt;br /&gt;
&lt;br /&gt;
=== Rituals ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Rituals&lt;br /&gt;
|-&lt;br /&gt;
|'''Ritual''' || '''Casting time''' || '''DR''' || '''Resist''' || '''Duration''' || '''Range''' || '''Area'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Blind Curse]]      || 10 min. || 8  || Yes || 1 month || 1 km   || 1 creat. &lt;br /&gt;
|-&lt;br /&gt;
| [[Catch Fire]]       || 1 round || 6  || No  || Instant || 10 m   || 1 object &lt;br /&gt;
|-&lt;br /&gt;
| [[Curse of Fairies]] || 10 min. || 8  || Yes || 1 month || 100 km || 1 creat. &lt;br /&gt;
|-&lt;br /&gt;
| [[Eyes of Tekali]]   || 10 min. || 12 || No  || 1 round || 1 km   || Self     &lt;br /&gt;
|-&lt;br /&gt;
| [[Flames of Life]]   || 1 round || 6  || Yes || Instant || 10 m   || 10 liters&lt;br /&gt;
|-&lt;br /&gt;
| [[Nightfall]]        || 1 min.  || 8  || No  || 10 min. || None   || 3 m r &lt;br /&gt;
|-&lt;br /&gt;
| [[unequally buffing]]        || 1 hour  || 11  || No  || Instant  || None   ||  1 object&lt;br /&gt;
|-&lt;br /&gt;
| [[Raven Of Darkness]]|| 5 min.  || 11  || No  || Instant || 1 m    || 1 m r   &lt;br /&gt;
|-&lt;br /&gt;
| [[Snake Eyes]]       || 1 round || 6  || Yes || 1 min.  || 10 m   || 1 creat. &lt;br /&gt;
|-&lt;br /&gt;
| [[Tekali’s Torch]]   || 1 round || 8  || No  || 10 min. || 10 m   || 1 object &lt;br /&gt;
|-&lt;br /&gt;
| [[Volani’s Cure]]    || 1 round || 8  || No  || 1 week  || Touch  || 1 creat. &lt;br /&gt;
|-&lt;br /&gt;
| [[Witch Curse]]      || 30 min. || 10 || Yes || Instant || 100 m  || 1 creat. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Alchemy ==&lt;br /&gt;
&lt;br /&gt;
To successfully make a potion or amulet, roll the dice adding the alchemy lore. The total must equal or exceed the DR of the potion or amulet to be effective.&lt;br /&gt;
&lt;br /&gt;
Potions or amulets usually include a lot of special ingredients mixed in a very special way. This is followed up by poems, strange words or even songs or dances.&lt;br /&gt;
&lt;br /&gt;
The ingredients and gestures needed is described under each potion or amulet.&lt;br /&gt;
&lt;br /&gt;
=== Ingredients ===&lt;br /&gt;
&lt;br /&gt;
The ingredients listed under each potion or amulet are only suggestions and should be further specified by the GM.&lt;br /&gt;
&lt;br /&gt;
The ingredients such as the herbs could be fresh or dried at the GM’s discretion.&lt;br /&gt;
&lt;br /&gt;
The sequence the ingredients are put in is left for the GM to decide as well as any other body motions or words needed to succeed with the magick. Those ingredients marked with an asterisk are reusable.&lt;br /&gt;
&lt;br /&gt;
=== Having the Written Formula ===&lt;br /&gt;
&lt;br /&gt;
Having the written formula for the potion or amulet to go by will lower the difficulty rating by 3.&lt;br /&gt;
&lt;br /&gt;
=== Magick Items ===&lt;br /&gt;
&lt;br /&gt;
Magick items can be created in several ways. The spell path of [[:Category:Magic Magick| Magic Magick]] has a spell called  [[Permanency]] that is used to forge magick items. Natural Magick is another way to achieve the same.&lt;br /&gt;
&lt;br /&gt;
==== Potions ====&lt;br /&gt;
&lt;br /&gt;
Potions usually take about one hour to make and the effect will last for of one hour. The skill of Natural Magick is used to create potions.&lt;br /&gt;
&lt;br /&gt;
In the potions and amulets table, you will find a column labeled Duration. The time given in this column is approximately how long the potion will keep and still have the described effect(s) if it is kept in a sealed container. After this time period, the potions will deteriorate in effect. How long it will take for a potion to become totally useless will vary a lot, but generally it will be about twice the durability.&lt;br /&gt;
&lt;br /&gt;
Some potions will have weird effects after the durability has expired, and quite a few will turn poisonous to some degree, although seldom deadly.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Potions&lt;br /&gt;
|-&lt;br /&gt;
|'''Potion'''	|| '''DR''' || '''Duration'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Bear Potion]]	         || 10 || 1 y. &lt;br /&gt;
|-&lt;br /&gt;
| [[Cat’s Eye Potion]]           || 8  || 1 y. &lt;br /&gt;
|-&lt;br /&gt;
| [[Diver’s Delight Potion]]     || 12 || 1 y. &lt;br /&gt;
|-&lt;br /&gt;
| [[Panther Potion]]             || 10 || 1 y. &lt;br /&gt;
|-&lt;br /&gt;
| [[Potion of Battle Frenzy]]    || 12 || 1 y. &lt;br /&gt;
|-&lt;br /&gt;
| [[Potion of Detection]]        || 10 || 1 y. &lt;br /&gt;
|-&lt;br /&gt;
| [[Potion of Healing]]          || 10 || 1 m. &lt;br /&gt;
|-&lt;br /&gt;
| [[Potion of Seeing the Truth]] || 10 || 1 y. &lt;br /&gt;
|-&lt;br /&gt;
| [[Potion of Shivering]]        || 6  || 10 y.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Natural Magick Items ====&lt;br /&gt;
&lt;br /&gt;
Natural Magick Items usually take about one week to make. The skill of Natural Magick is used to forge these items.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Natural Magick Items&lt;br /&gt;
|-&lt;br /&gt;
|'''Item'''	|| '''DR''' || '''Duration'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Spirit Protection]]	    || 8 || Perm.&lt;br /&gt;
|-&lt;br /&gt;
| [[Taran’s True Seeing]]   || 8 || Perm.&lt;br /&gt;
|-&lt;br /&gt;
| [[Crystal of Magic Power Storing]]   || 12 || Perm.&lt;br /&gt;
|-&lt;br /&gt;
| [[Crystal of Spell Storing]]   || 15 || Perm.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Next: [[Movement and Weather]]&lt;/div&gt;</summary>
		<author><name>JOJOFMLJOJO</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Magick&amp;diff=1995</id>
		<title>Magick</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Magick&amp;diff=1995"/>
		<updated>2019-02-04T17:55:13Z</updated>

		<summary type="html">&lt;p&gt;JOJOFMLJOJO: /* Rituals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Magick is probably the most important element in fantasy. It is covered in this chapter down to the very spells like controlling fire and cursing to the various magick items.&lt;br /&gt;
&lt;br /&gt;
== The Magick Skills ==&lt;br /&gt;
&lt;br /&gt;
Magick is divided into three categories: spell magick, ritual magick and alchemy.  &lt;br /&gt;
&lt;br /&gt;
Spell magick is all the spells done by sheer exercise of will. This is the true wizard pointing at the dragon and shooting forth a bolt of lightning. Spell magick is powered by the magical aptitude.&lt;br /&gt;
&lt;br /&gt;
Ritual magick is based on ritual magick lore. It deals with the forces in nature itself and the ways of manipulating them. Here we have the standard witchcraft with time consuming rituals with loads of props needed.&lt;br /&gt;
&lt;br /&gt;
Alchemy is the domain of the alchemist, a sort of chemist-magician.&lt;br /&gt;
&lt;br /&gt;
In the magick tables you will find specifications on all the magick spells and items. Further descriptions are found in the text.&lt;br /&gt;
&lt;br /&gt;
== Detecting Magick ==&lt;br /&gt;
To detect magick, make an MA roll (MA+O6) to get higher or equal to the DR of the magick you try to detect. Such a roll does not reveal the type of magick.&lt;br /&gt;
&lt;br /&gt;
== Commercial Use of Magick ==&lt;br /&gt;
&lt;br /&gt;
Setting up shop and dealing in spells or magick items like they were normal goods, or teaching spells to anyone who pays for it, will at the very least result in being frozen out by any respectable magician, who will refuse to have anything to do with you. Quite likely some magician will do something more drastic to put an end to it.&lt;br /&gt;
&lt;br /&gt;
== True Name ==&lt;br /&gt;
&lt;br /&gt;
Some spells require the true name of the target. Your true name is the name given at birth.&lt;br /&gt;
&lt;br /&gt;
== Divine Miracles ==&lt;br /&gt;
&lt;br /&gt;
=== Cult Standing ===&lt;br /&gt;
&lt;br /&gt;
In certain cults the members may also receive magick in the form of miracles from their god. Members (initiates and above) of such cults have a certain cult standing. This indicates how much their god appreciates them. This cult standing increases or decreases according to the actions of the individual cult member.&lt;br /&gt;
&lt;br /&gt;
The GM should see the table below for ideas about the amount to gain or loose from different actions. The GM should never tell a player what his character’s cult standing is. If a character gets too far below 0 in cult standing, the GM should include adverse effects.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Change of Cult Standing&lt;br /&gt;
|-&lt;br /&gt;
|'''Change'''	|| '''Activity'''&lt;br /&gt;
|-&lt;br /&gt;
| +3 || Fantastic deed              &lt;br /&gt;
|-&lt;br /&gt;
| +2 || Great deed                  &lt;br /&gt;
|-&lt;br /&gt;
| +1 || Very good deed              &lt;br /&gt;
|-&lt;br /&gt;
| +1 || One year of spotless worship&lt;br /&gt;
|-&lt;br /&gt;
| -1 || Minor offense               &lt;br /&gt;
|-&lt;br /&gt;
| -2 || Offence                     &lt;br /&gt;
|-&lt;br /&gt;
| -3 || Grave offence               &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Initiation Requirements ===&lt;br /&gt;
&lt;br /&gt;
This varies with the cult, but usually includes having been a lay member for one year, an initiation act appropriate for the cult and often relevant skill requirements, etc. An initiate will often have access to cult training.&lt;br /&gt;
&lt;br /&gt;
=== Priesthood Requirements ===&lt;br /&gt;
&lt;br /&gt;
This varies with the cult, but usually includes having been an initiate for at least five years, having a cult standing of at least 10, a priesthood act appropriate to the cult and often relevant skill requirements, etc.&lt;br /&gt;
&lt;br /&gt;
=== Divine Intervention ===&lt;br /&gt;
&lt;br /&gt;
If you pray for divine intervention, your cult standing + d must match the difficulty rating of the miracle as determined by the GM. If it is critical an initiate gets +5 and a priest +10 on the roll. The difficulty rating should follow the difficulty ratings for spell magick, less if it lies directly within the domain of the god (i.e. asking Ikalio, the sun god, for light), more if it is not appropriate (i.e.  asking Ikalio for water). A priest loses the number of points indicated in the table below whether or not the miracle is granted. An initiate loses the same if it is granted, but double if not. Note that Enchant Item, Permanency and Resurrection cost twice as much cult standing as normal. A failed resurrection also reduces the magical aptitude of the supplicant by 3.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Divine Intervention Cost&lt;br /&gt;
|-&lt;br /&gt;
|'''Cost'''	|| '''Total DR'''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1–4  &lt;br /&gt;
|-&lt;br /&gt;
| 2 || 5–9  &lt;br /&gt;
|-&lt;br /&gt;
| 3 || 10–14&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 15–19&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 20–24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Spell Magick ==&lt;br /&gt;
&lt;br /&gt;
To successfully cast a spell, roll the dice adding your path lore. The total must equal or exceed the DR + Spell Level. The character states what level of the spell he or she intends to cast (up to the trained level).&lt;br /&gt;
&lt;br /&gt;
Ususally you would only cast one spell per combat round (6 seconds). If you choose to cast two spells in a round, you get -5 on each roll for success. To cast three spells, you get -10, etc (-5 to all rolls per extra spell cast per round, just like with attacking penalties for attick several times with a weapon per round). &lt;br /&gt;
&lt;br /&gt;
If you cast a spell, you cannot do anything else that round. The spell takes effect at the end of the round. If more than one person is casting a spell, the spell of the caster with the highest awareness roll takes effect first, etc.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise noted, all spells require that you see or touch the target(s).  If applicable, the effect of a spell also includes items carried by the target unless otherwise noted.&lt;br /&gt;
&lt;br /&gt;
The symbolic value of items used to cast spells on or with may make it easier or more difficult to cast a spell. It may subtract as much as 2 from the DR or add as much as 5. I.e. it is easier to cast light on a perfect diamond than on a piece of charcoal. All such adjustments are at the GM’s discretion. The DR given for the spell should be used for most occasions.&lt;br /&gt;
&lt;br /&gt;
=== Resisting Spells ===&lt;br /&gt;
&lt;br /&gt;
If the spell can be resisted and is supposed to affect an unwilling target, add the magick defense of the target to the DR. The Magick Defense (MD) equals 1 per full 3 in current Magical Aptitude Endurance.&lt;br /&gt;
&lt;br /&gt;
You automatically resist spells when you are unaware of the spell. An unconscious target does not resist.&lt;br /&gt;
&lt;br /&gt;
=== Spending Magical Aptitude ===&lt;br /&gt;
&lt;br /&gt;
Whenever you cast a spell, you loose 1 in magical aptitude, even if the spell fails.&lt;br /&gt;
&lt;br /&gt;
With negative magical aptitude the caster is dead.&lt;br /&gt;
&lt;br /&gt;
=== Spell Levels ===&lt;br /&gt;
&lt;br /&gt;
The strength of a spell is determined by the spell level. The effect, duration, range and area of effect all increase with the spell level. In the spell table you will find the duration, range and area of effect per spell level. The DR is also given. A character will learn spell levels by a mentor or self research.&lt;br /&gt;
&lt;br /&gt;
You may not learn spells if you have a magical aptitude of 0.&lt;br /&gt;
&lt;br /&gt;
=== Magic Control ===&lt;br /&gt;
&lt;br /&gt;
If two or more magicians try to control the same object(s) or area, the one with the highest spell level succeeds.&lt;br /&gt;
&lt;br /&gt;
=== Active/Passive ===&lt;br /&gt;
&lt;br /&gt;
During the casting time, the spell caster may not do anything but concentrate on casting the spell. If the spell is active, he must concentrate fully on the spell throughout the duration as well, or the spell is cancelled. If the spell is passive he is free to do anything after the casting time is completed. The duration is exclusive of the casting time.&lt;br /&gt;
&lt;br /&gt;
=== Effect per Spell Level ===&lt;br /&gt;
&lt;br /&gt;
Unless otherwise noted the area, range and weight is multiplied by the spell level, and the duration increases one step on the table below per level above one.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Duration of Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1  round   || 3   days   &lt;br /&gt;
|-&lt;br /&gt;
| 2  rounds  || 1   week  &lt;br /&gt;
|-&lt;br /&gt;
| 5  rounds  || 2   weeks &lt;br /&gt;
|-&lt;br /&gt;
| 1  minute  || 1   month &lt;br /&gt;
|-&lt;br /&gt;
| 2  minutes || 2   months&lt;br /&gt;
|-&lt;br /&gt;
| 5  minutes || 6   months&lt;br /&gt;
|-&lt;br /&gt;
| 10 minutes || 1   year  &lt;br /&gt;
|-&lt;br /&gt;
| 30 minutes || 2   years &lt;br /&gt;
|-&lt;br /&gt;
| 1  hour    || 5   years &lt;br /&gt;
|-&lt;br /&gt;
| 2  hours   || 10  years &lt;br /&gt;
|-&lt;br /&gt;
| 6  hours   || 20  years &lt;br /&gt;
|-&lt;br /&gt;
| 12 hours   || 50  years &lt;br /&gt;
|-&lt;br /&gt;
| 1  day     || 100 years &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Detecting Illusions ===&lt;br /&gt;
&lt;br /&gt;
An awareness roll exceeding the total (DR+level) of the spell will penetrate the illusion. If the roll equals the total the character will notice that something is strange. If the character is suspicious he will get +3 on his roll.&lt;br /&gt;
&lt;br /&gt;
=== Abilities of Disembodied Spirits ===&lt;br /&gt;
&lt;br /&gt;
Disembodied spirits have the ability to cast the “spells” listed in the table below in addition to any spells they may have learned the normal way. The duration of these “spells” is a number of minutes equal to the caster’s current MA, and they are cast using the current MA + d.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Abilities of Disembodied Spirits&lt;br /&gt;
|-&lt;br /&gt;
|'''DR'''	|| '''“Spell”'''&lt;br /&gt;
|-&lt;br /&gt;
| 7  || Knock                   &lt;br /&gt;
|-&lt;br /&gt;
| 9  || Whisper                 &lt;br /&gt;
|-&lt;br /&gt;
| 11 || Be visible (transparent)&lt;br /&gt;
|-&lt;br /&gt;
| 13 || Talk                    &lt;br /&gt;
|-&lt;br /&gt;
| 15 || Be visible (opaque)     &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Vocal and Somatic Components ===&lt;br /&gt;
&lt;br /&gt;
Spells normally contain vocal and somatic components. These components are not absolutely necessary to cast the spell, but it is harder if you don’t use them. The penalties are as follows: -1 for moderating a component, -2 for discreet usage and -3 for not using it. These penalties are per component and cumulative, i.e. moderate somatic and no vocal equals -4.&lt;br /&gt;
&lt;br /&gt;
=== “Seeing” Mana ===&lt;br /&gt;
&lt;br /&gt;
If the sum of your current magical aptitude and the magical aptitude or mana of a creature, magick item, special place, spell, etc. equals or exceeds 30, you are able to “see” the approximate mana level. If you are actively looking for the mana you only need a total of 20. This only works if you have at least 1 in magical aptitude. A magick item has a mana equal to half the DR of the spell used to create it. A spell has a mana equal to half its DR.&lt;br /&gt;
&lt;br /&gt;
=== Recovery of Magical Aptitude ===&lt;br /&gt;
&lt;br /&gt;
You recover your magical aptitude after a good nights sleep. A short/uneasy sleep may give a partial recovery.&lt;br /&gt;
&lt;br /&gt;
=== Touch Spells ===&lt;br /&gt;
&lt;br /&gt;
To cast a spell with a range of “touch” on an unwilling opponent, you must make a successful unarmed attack on him the following round. You get a +3 modifier on this.&lt;br /&gt;
&lt;br /&gt;
=== Magick Criticals ===&lt;br /&gt;
&lt;br /&gt;
A magick critical occurs when you roll a double 6 when casting a spell. When rolling on the critical table, add the current MA to the dice roll. If the critical is not applicable, pick the one below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Magick Criticals&lt;br /&gt;
|-&lt;br /&gt;
|'''DR'''	|| '''Description'''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Add 1 to a spell cast next round                              &lt;br /&gt;
|-                                                                 &lt;br /&gt;
| 2 || Add 1 to spells cast next minute                            &lt;br /&gt;
|-                                                                 &lt;br /&gt;
| 3 || MA not spended for casting the spell                        &lt;br /&gt;
|-                                                                 &lt;br /&gt;
| 4 || Add D to spell cast next round                              &lt;br /&gt;
|-                                                                 &lt;br /&gt;
| 5 || Add D to spells cast next minute                            &lt;br /&gt;
|-                                                                 &lt;br /&gt;
| 6 || Active spell becomes passive for the duration of the spell  &lt;br /&gt;
|-                                                                 &lt;br /&gt;
| 7 || Duration is one level higher                                &lt;br /&gt;
|-                                                                 &lt;br /&gt;
| 8 || Area of effect and weight is one level greater              &lt;br /&gt;
|-                                                                 &lt;br /&gt;
| 9 || Effect is one spell level higher                            &lt;br /&gt;
|-                                                                  &lt;br /&gt;
| 10 || Spell warps into another similar spell                      &lt;br /&gt;
|-                                                                  &lt;br /&gt;
| 11 || Effect is D spell levels higher                             &lt;br /&gt;
|-                                                                  &lt;br /&gt;
| 12 || Spell warps into another similar, but better spell          &lt;br /&gt;
|-                                                                  &lt;br /&gt;
| 13 || Disregard the targets MD                                    &lt;br /&gt;
|-                                                                  &lt;br /&gt;
| 14 || Double all spell level effects                              &lt;br /&gt;
|-                                                                  &lt;br /&gt;
| 15 || Effect is D spell levels higher and disregard the targets MD&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Magick Fumbles ===&lt;br /&gt;
&lt;br /&gt;
A magick fumble occurs when you roll a double 1 when casting a spell. When rolling on the fumble table, add the current MA to the dice roll. If the fumble is not applicable, pick the one above.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Magick Fumbles&lt;br /&gt;
|-&lt;br /&gt;
|'''DR'''	|| '''Description'''&lt;br /&gt;
|-&lt;br /&gt;
| 15+ || No effect.&lt;br /&gt;
|-&lt;br /&gt;
| 14 || Unpleasant feeling, -2 next round.&lt;br /&gt;
|-&lt;br /&gt;
| 13 || Sneezing next round (as stunned).&lt;br /&gt;
|-&lt;br /&gt;
| 12 || Thirsty (dehydrated), -2 until you drink d liters.&lt;br /&gt;
|-&lt;br /&gt;
| 11 || Dizzy – fall and let go what you have in your hands.&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Amnesia – can not cast spells for d hours.&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Confused for d minutes.&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Everybody within 10 meters become hostile towards you.&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Unconscious for d minutes.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Affects wrong target in the worst possible way.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || d+3 in damage.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Affects self (unless supposed to).&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Sleepless for d days due to pain, -4 in skills.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Unconscious for d hours and loose 1 in MA permanently.&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Coma for d days and loose 1 in MA permanently.&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Dead.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
&lt;br /&gt;
There are several categories of spells: Basic categories and categories devoted to specific Gods. The list below contains the basic categories. Each is a link to the page listing all the spells in that category. Click on the spell names in the table on a spell category page to see the description for each spell.&lt;br /&gt;
&lt;br /&gt;
The abbreviations used in the tables are:&lt;br /&gt;
;A/P&lt;br /&gt;
: '''A''' means the spell is active, '''P''' means the spell is passive, '''A/P''' means the spell may be active or passive depending on circumstances as described under the spell.&lt;br /&gt;
;Duration&lt;br /&gt;
: '''Instant.''' = Instantaneous, '''Perm.''' = Permanent.&lt;br /&gt;
;Area of Effect&lt;br /&gt;
: An asterisk (*) after the area of effect means that the area of effect does not increase with the spell level.  '''C''' = Creature, '''O''' = Object, '''r''' = radius.&lt;br /&gt;
&lt;br /&gt;
=== Basic spell categories ===&lt;br /&gt;
* [[:Category:Air Magick| Air Magick]]&lt;br /&gt;
* [[:Category:Black Magick| Black Magick]]&lt;br /&gt;
* [[:Category:Earth Magick| Earth Magick]]&lt;br /&gt;
* [[:Category:Fire Magick| Fire Magick]]&lt;br /&gt;
* [[:Category:Life Magick| Life Magick]]&lt;br /&gt;
* [[:Category:Magic Magick| Magic Magick]]&lt;br /&gt;
* [[:Category:Perception Magick| Perception Magick]]&lt;br /&gt;
* [[:Category:Protection Magick| Protection Magick]]&lt;br /&gt;
* [[:Category:Summoning Magick| Summoning Magick]]&lt;br /&gt;
* [[:Category:Water Magick| Water Magick]]&lt;br /&gt;
&lt;br /&gt;
=== Advanced spell categories ===&lt;br /&gt;
&lt;br /&gt;
'''The advanced spells are very rare and normally not taught at Academia Magicka.'''&lt;br /&gt;
When learning an advanced spell lore, the basic spell lores can increase the starting level of the advanced spell lore, depending on the level of the basic spell lore. &lt;br /&gt;
&lt;br /&gt;
* [[:Category: Heat Magick| Heat Magick]]&lt;br /&gt;
* [[:Category: Ice Magick| Ice Magick]]&lt;br /&gt;
* [[:Category: Lava Magick| Lava Magick]]&lt;br /&gt;
* [[:Category: Lunar Magick| Lunar Magick]]&lt;br /&gt;
* [[:Category: Poison Magick| Poison Magick]]&lt;br /&gt;
* [[:Category: Swamp Magick| Swamp Magick]]&lt;br /&gt;
&lt;br /&gt;
=== God spell categories ===&lt;br /&gt;
* [[:Category: Cal Amae Magick| Cal Amae Magick]]&lt;br /&gt;
* [[:Category: Elesi Magick| Elesi Magick]]&lt;br /&gt;
* [[:Category: Anashina Magick| Anashina Magick]]&lt;br /&gt;
* [[:Category: Gwendyll Magick| Gwendyll Magick]]&lt;br /&gt;
* [[:Category: MacGillan Magick| MacGillan Magick]]&lt;br /&gt;
* [[:Category: Juba Magick| Juba Magick]]&lt;br /&gt;
* [[:Category: Taroc Magick| Taroc Magick]]&lt;br /&gt;
* [[:Category: Man Peggon Magick| Man Peggon Magick]]&lt;br /&gt;
* [[:Category: Maleko Magick| Maleko Magick]]&lt;br /&gt;
* [[:Category: FalMunir Magick| FalMunir Magick]]&lt;br /&gt;
* [[:Category: Moltan Magick| Moltan Magick]]&lt;br /&gt;
* [[:Category: Kraagh Magick| Kraagh Magick]]&lt;br /&gt;
* [[:Category: Mestronorpha Magick| Mestronorpha Magick]]&lt;br /&gt;
&lt;br /&gt;
=== Forbidden spells ===&lt;br /&gt;
&amp;quot;Forbidden spells&amp;quot; are spells that has been banished from Amar and are not taught at Academia Magicka. If an character is seen using a forbidden spell&lt;br /&gt;
or knows forbidden spells, the character will be reported to the kingdom and will be punished with jail until further actions are taken.&lt;br /&gt;
&lt;br /&gt;
The player can find forbidden spells in old books and via old items. The player can also find forbidden spells in [[The Forbidden Library]] created by [[Antonio The Magician]] or by trading with the [[Raven Demon]]. There are rumors about the ghost of Antonio, the chaos wizard who concocted most of these spells, still residing in Giellor and using forbidden spells to transfer his soul into new bodies to make him immortal. Who knows?&lt;br /&gt;
&lt;br /&gt;
The forbidden spells are used in a different way, after a player has successfully prepared the spell (exceeding the DR of the spell with a dice throw) the player must throw a dice and if the player gets ''1, 2 or 3'' the spell will fail and count as a ''fumble''.&lt;br /&gt;
If the player gets ''4, 5 or 6'' on the dice the spell will work and count as ''critical''.&lt;br /&gt;
&lt;br /&gt;
==== List of forbidden Spells ====&lt;br /&gt;
&lt;br /&gt;
* [[:Category: Forbidden Spells|Forbidden Spells]]&lt;br /&gt;
&lt;br /&gt;
==== The Spell Searchers ====&lt;br /&gt;
&lt;br /&gt;
There are some who quest for forbidden spells. Such a wizards is usually human and known as a [[Spell Searcher]].&lt;br /&gt;
&lt;br /&gt;
== Ritual Magick ==&lt;br /&gt;
&lt;br /&gt;
To successfully perform a ritual, roll the dice adding the ritual magick lore. The total must equal or exceed the DR of the ritual to be effective.&lt;br /&gt;
&lt;br /&gt;
There are no spell levels for ritual magick. All rituals have a set of ingredients and along with a given formula produce a certain effect.&lt;br /&gt;
&lt;br /&gt;
Rituals usually include a lot of special ingredients mixed in a very special way. This is followed up by poems, strange words or even songs or dances. The ingredients and gestures needed is described under each ritual.&lt;br /&gt;
&lt;br /&gt;
=== Ingredients ===&lt;br /&gt;
&lt;br /&gt;
The ingredients listed under each ritual are only suggestions and should be further specified by the GM. The ingredients such as the herbs could be fresh or dried at the GM’s discretion.&lt;br /&gt;
&lt;br /&gt;
The sequence the ingredients are put in is left for the GM to decide as well as any other body motions or words needed to succeed with the magick. Those ingredients marked with an asterisk are reusable.&lt;br /&gt;
&lt;br /&gt;
=== Having the Written Formula ===&lt;br /&gt;
&lt;br /&gt;
Having the written ritual formula to go by will lower the difficulty rating by 3.&lt;br /&gt;
&lt;br /&gt;
=== Rituals ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Rituals&lt;br /&gt;
|-&lt;br /&gt;
|'''Ritual''' || '''Casting time''' || '''DR''' || '''Resist''' || '''Duration''' || '''Range''' || '''Area'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Blind Curse]]      || 10 min. || 8  || Yes || 1 month || 1 km   || 1 creat. &lt;br /&gt;
|-&lt;br /&gt;
| [[Catch Fire]]       || 1 round || 6  || No  || Instant || 10 m   || 1 object &lt;br /&gt;
|-&lt;br /&gt;
| [[Curse of Fairies]] || 10 min. || 8  || Yes || 1 month || 100 km || 1 creat. &lt;br /&gt;
|-&lt;br /&gt;
| [[Eyes of Tekali]]   || 10 min. || 12 || No  || 1 round || 1 km   || Self     &lt;br /&gt;
|-&lt;br /&gt;
| [[Flames of Life]]   || 1 round || 6  || Yes || Instant || 10 m   || 10 liters&lt;br /&gt;
|-&lt;br /&gt;
| [[Nightfall]]        || 1 min.  || 8  || No  || 10 min. || None   || 3 m r &lt;br /&gt;
|-&lt;br /&gt;
| [[unequally buffing]]        || 1 hour  || 11  || No  || Instant  || None   ||  &lt;br /&gt;
|-&lt;br /&gt;
| [[Raven Of Darkness]]|| 5 min.  || 11  || No  || Instant || 1 m    || 1 m r   &lt;br /&gt;
|-&lt;br /&gt;
| [[Snake Eyes]]       || 1 round || 6  || Yes || 1 min.  || 10 m   || 1 creat. &lt;br /&gt;
|-&lt;br /&gt;
| [[Tekali’s Torch]]   || 1 round || 8  || No  || 10 min. || 10 m   || 1 object &lt;br /&gt;
|-&lt;br /&gt;
| [[Volani’s Cure]]    || 1 round || 8  || No  || 1 week  || Touch  || 1 creat. &lt;br /&gt;
|-&lt;br /&gt;
| [[Witch Curse]]      || 30 min. || 10 || Yes || Instant || 100 m  || 1 creat. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Alchemy ==&lt;br /&gt;
&lt;br /&gt;
To successfully make a potion or amulet, roll the dice adding the alchemy lore. The total must equal or exceed the DR of the potion or amulet to be effective.&lt;br /&gt;
&lt;br /&gt;
Potions or amulets usually include a lot of special ingredients mixed in a very special way. This is followed up by poems, strange words or even songs or dances.&lt;br /&gt;
&lt;br /&gt;
The ingredients and gestures needed is described under each potion or amulet.&lt;br /&gt;
&lt;br /&gt;
=== Ingredients ===&lt;br /&gt;
&lt;br /&gt;
The ingredients listed under each potion or amulet are only suggestions and should be further specified by the GM.&lt;br /&gt;
&lt;br /&gt;
The ingredients such as the herbs could be fresh or dried at the GM’s discretion.&lt;br /&gt;
&lt;br /&gt;
The sequence the ingredients are put in is left for the GM to decide as well as any other body motions or words needed to succeed with the magick. Those ingredients marked with an asterisk are reusable.&lt;br /&gt;
&lt;br /&gt;
=== Having the Written Formula ===&lt;br /&gt;
&lt;br /&gt;
Having the written formula for the potion or amulet to go by will lower the difficulty rating by 3.&lt;br /&gt;
&lt;br /&gt;
=== Magick Items ===&lt;br /&gt;
&lt;br /&gt;
Magick items can be created in several ways. The spell path of [[:Category:Magic Magick| Magic Magick]] has a spell called  [[Permanency]] that is used to forge magick items. Natural Magick is another way to achieve the same.&lt;br /&gt;
&lt;br /&gt;
==== Potions ====&lt;br /&gt;
&lt;br /&gt;
Potions usually take about one hour to make and the effect will last for of one hour. The skill of Natural Magick is used to create potions.&lt;br /&gt;
&lt;br /&gt;
In the potions and amulets table, you will find a column labeled Duration. The time given in this column is approximately how long the potion will keep and still have the described effect(s) if it is kept in a sealed container. After this time period, the potions will deteriorate in effect. How long it will take for a potion to become totally useless will vary a lot, but generally it will be about twice the durability.&lt;br /&gt;
&lt;br /&gt;
Some potions will have weird effects after the durability has expired, and quite a few will turn poisonous to some degree, although seldom deadly.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Potions&lt;br /&gt;
|-&lt;br /&gt;
|'''Potion'''	|| '''DR''' || '''Duration'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Bear Potion]]	         || 10 || 1 y. &lt;br /&gt;
|-&lt;br /&gt;
| [[Cat’s Eye Potion]]           || 8  || 1 y. &lt;br /&gt;
|-&lt;br /&gt;
| [[Diver’s Delight Potion]]     || 12 || 1 y. &lt;br /&gt;
|-&lt;br /&gt;
| [[Panther Potion]]             || 10 || 1 y. &lt;br /&gt;
|-&lt;br /&gt;
| [[Potion of Battle Frenzy]]    || 12 || 1 y. &lt;br /&gt;
|-&lt;br /&gt;
| [[Potion of Detection]]        || 10 || 1 y. &lt;br /&gt;
|-&lt;br /&gt;
| [[Potion of Healing]]          || 10 || 1 m. &lt;br /&gt;
|-&lt;br /&gt;
| [[Potion of Seeing the Truth]] || 10 || 1 y. &lt;br /&gt;
|-&lt;br /&gt;
| [[Potion of Shivering]]        || 6  || 10 y.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Natural Magick Items ====&lt;br /&gt;
&lt;br /&gt;
Natural Magick Items usually take about one week to make. The skill of Natural Magick is used to forge these items.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Natural Magick Items&lt;br /&gt;
|-&lt;br /&gt;
|'''Item'''	|| '''DR''' || '''Duration'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Spirit Protection]]	    || 8 || Perm.&lt;br /&gt;
|-&lt;br /&gt;
| [[Taran’s True Seeing]]   || 8 || Perm.&lt;br /&gt;
|-&lt;br /&gt;
| [[Crystal of Magic Power Storing]]   || 12 || Perm.&lt;br /&gt;
|-&lt;br /&gt;
| [[Crystal of Spell Storing]]   || 15 || Perm.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Next: [[Movement and Weather]]&lt;/div&gt;</summary>
		<author><name>JOJOFMLJOJO</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Magick&amp;diff=1994</id>
		<title>Magick</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Magick&amp;diff=1994"/>
		<updated>2019-02-04T17:54:22Z</updated>

		<summary type="html">&lt;p&gt;JOJOFMLJOJO: /* Rituals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Magick is probably the most important element in fantasy. It is covered in this chapter down to the very spells like controlling fire and cursing to the various magick items.&lt;br /&gt;
&lt;br /&gt;
== The Magick Skills ==&lt;br /&gt;
&lt;br /&gt;
Magick is divided into three categories: spell magick, ritual magick and alchemy.  &lt;br /&gt;
&lt;br /&gt;
Spell magick is all the spells done by sheer exercise of will. This is the true wizard pointing at the dragon and shooting forth a bolt of lightning. Spell magick is powered by the magical aptitude.&lt;br /&gt;
&lt;br /&gt;
Ritual magick is based on ritual magick lore. It deals with the forces in nature itself and the ways of manipulating them. Here we have the standard witchcraft with time consuming rituals with loads of props needed.&lt;br /&gt;
&lt;br /&gt;
Alchemy is the domain of the alchemist, a sort of chemist-magician.&lt;br /&gt;
&lt;br /&gt;
In the magick tables you will find specifications on all the magick spells and items. Further descriptions are found in the text.&lt;br /&gt;
&lt;br /&gt;
== Detecting Magick ==&lt;br /&gt;
To detect magick, make an MA roll (MA+O6) to get higher or equal to the DR of the magick you try to detect. Such a roll does not reveal the type of magick.&lt;br /&gt;
&lt;br /&gt;
== Commercial Use of Magick ==&lt;br /&gt;
&lt;br /&gt;
Setting up shop and dealing in spells or magick items like they were normal goods, or teaching spells to anyone who pays for it, will at the very least result in being frozen out by any respectable magician, who will refuse to have anything to do with you. Quite likely some magician will do something more drastic to put an end to it.&lt;br /&gt;
&lt;br /&gt;
== True Name ==&lt;br /&gt;
&lt;br /&gt;
Some spells require the true name of the target. Your true name is the name given at birth.&lt;br /&gt;
&lt;br /&gt;
== Divine Miracles ==&lt;br /&gt;
&lt;br /&gt;
=== Cult Standing ===&lt;br /&gt;
&lt;br /&gt;
In certain cults the members may also receive magick in the form of miracles from their god. Members (initiates and above) of such cults have a certain cult standing. This indicates how much their god appreciates them. This cult standing increases or decreases according to the actions of the individual cult member.&lt;br /&gt;
&lt;br /&gt;
The GM should see the table below for ideas about the amount to gain or loose from different actions. The GM should never tell a player what his character’s cult standing is. If a character gets too far below 0 in cult standing, the GM should include adverse effects.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Change of Cult Standing&lt;br /&gt;
|-&lt;br /&gt;
|'''Change'''	|| '''Activity'''&lt;br /&gt;
|-&lt;br /&gt;
| +3 || Fantastic deed              &lt;br /&gt;
|-&lt;br /&gt;
| +2 || Great deed                  &lt;br /&gt;
|-&lt;br /&gt;
| +1 || Very good deed              &lt;br /&gt;
|-&lt;br /&gt;
| +1 || One year of spotless worship&lt;br /&gt;
|-&lt;br /&gt;
| -1 || Minor offense               &lt;br /&gt;
|-&lt;br /&gt;
| -2 || Offence                     &lt;br /&gt;
|-&lt;br /&gt;
| -3 || Grave offence               &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Initiation Requirements ===&lt;br /&gt;
&lt;br /&gt;
This varies with the cult, but usually includes having been a lay member for one year, an initiation act appropriate for the cult and often relevant skill requirements, etc. An initiate will often have access to cult training.&lt;br /&gt;
&lt;br /&gt;
=== Priesthood Requirements ===&lt;br /&gt;
&lt;br /&gt;
This varies with the cult, but usually includes having been an initiate for at least five years, having a cult standing of at least 10, a priesthood act appropriate to the cult and often relevant skill requirements, etc.&lt;br /&gt;
&lt;br /&gt;
=== Divine Intervention ===&lt;br /&gt;
&lt;br /&gt;
If you pray for divine intervention, your cult standing + d must match the difficulty rating of the miracle as determined by the GM. If it is critical an initiate gets +5 and a priest +10 on the roll. The difficulty rating should follow the difficulty ratings for spell magick, less if it lies directly within the domain of the god (i.e. asking Ikalio, the sun god, for light), more if it is not appropriate (i.e.  asking Ikalio for water). A priest loses the number of points indicated in the table below whether or not the miracle is granted. An initiate loses the same if it is granted, but double if not. Note that Enchant Item, Permanency and Resurrection cost twice as much cult standing as normal. A failed resurrection also reduces the magical aptitude of the supplicant by 3.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Divine Intervention Cost&lt;br /&gt;
|-&lt;br /&gt;
|'''Cost'''	|| '''Total DR'''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1–4  &lt;br /&gt;
|-&lt;br /&gt;
| 2 || 5–9  &lt;br /&gt;
|-&lt;br /&gt;
| 3 || 10–14&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 15–19&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 20–24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Spell Magick ==&lt;br /&gt;
&lt;br /&gt;
To successfully cast a spell, roll the dice adding your path lore. The total must equal or exceed the DR + Spell Level. The character states what level of the spell he or she intends to cast (up to the trained level).&lt;br /&gt;
&lt;br /&gt;
Ususally you would only cast one spell per combat round (6 seconds). If you choose to cast two spells in a round, you get -5 on each roll for success. To cast three spells, you get -10, etc (-5 to all rolls per extra spell cast per round, just like with attacking penalties for attick several times with a weapon per round). &lt;br /&gt;
&lt;br /&gt;
If you cast a spell, you cannot do anything else that round. The spell takes effect at the end of the round. If more than one person is casting a spell, the spell of the caster with the highest awareness roll takes effect first, etc.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise noted, all spells require that you see or touch the target(s).  If applicable, the effect of a spell also includes items carried by the target unless otherwise noted.&lt;br /&gt;
&lt;br /&gt;
The symbolic value of items used to cast spells on or with may make it easier or more difficult to cast a spell. It may subtract as much as 2 from the DR or add as much as 5. I.e. it is easier to cast light on a perfect diamond than on a piece of charcoal. All such adjustments are at the GM’s discretion. The DR given for the spell should be used for most occasions.&lt;br /&gt;
&lt;br /&gt;
=== Resisting Spells ===&lt;br /&gt;
&lt;br /&gt;
If the spell can be resisted and is supposed to affect an unwilling target, add the magick defense of the target to the DR. The Magick Defense (MD) equals 1 per full 3 in current Magical Aptitude Endurance.&lt;br /&gt;
&lt;br /&gt;
You automatically resist spells when you are unaware of the spell. An unconscious target does not resist.&lt;br /&gt;
&lt;br /&gt;
=== Spending Magical Aptitude ===&lt;br /&gt;
&lt;br /&gt;
Whenever you cast a spell, you loose 1 in magical aptitude, even if the spell fails.&lt;br /&gt;
&lt;br /&gt;
With negative magical aptitude the caster is dead.&lt;br /&gt;
&lt;br /&gt;
=== Spell Levels ===&lt;br /&gt;
&lt;br /&gt;
The strength of a spell is determined by the spell level. The effect, duration, range and area of effect all increase with the spell level. In the spell table you will find the duration, range and area of effect per spell level. The DR is also given. A character will learn spell levels by a mentor or self research.&lt;br /&gt;
&lt;br /&gt;
You may not learn spells if you have a magical aptitude of 0.&lt;br /&gt;
&lt;br /&gt;
=== Magic Control ===&lt;br /&gt;
&lt;br /&gt;
If two or more magicians try to control the same object(s) or area, the one with the highest spell level succeeds.&lt;br /&gt;
&lt;br /&gt;
=== Active/Passive ===&lt;br /&gt;
&lt;br /&gt;
During the casting time, the spell caster may not do anything but concentrate on casting the spell. If the spell is active, he must concentrate fully on the spell throughout the duration as well, or the spell is cancelled. If the spell is passive he is free to do anything after the casting time is completed. The duration is exclusive of the casting time.&lt;br /&gt;
&lt;br /&gt;
=== Effect per Spell Level ===&lt;br /&gt;
&lt;br /&gt;
Unless otherwise noted the area, range and weight is multiplied by the spell level, and the duration increases one step on the table below per level above one.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Duration of Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1  round   || 3   days   &lt;br /&gt;
|-&lt;br /&gt;
| 2  rounds  || 1   week  &lt;br /&gt;
|-&lt;br /&gt;
| 5  rounds  || 2   weeks &lt;br /&gt;
|-&lt;br /&gt;
| 1  minute  || 1   month &lt;br /&gt;
|-&lt;br /&gt;
| 2  minutes || 2   months&lt;br /&gt;
|-&lt;br /&gt;
| 5  minutes || 6   months&lt;br /&gt;
|-&lt;br /&gt;
| 10 minutes || 1   year  &lt;br /&gt;
|-&lt;br /&gt;
| 30 minutes || 2   years &lt;br /&gt;
|-&lt;br /&gt;
| 1  hour    || 5   years &lt;br /&gt;
|-&lt;br /&gt;
| 2  hours   || 10  years &lt;br /&gt;
|-&lt;br /&gt;
| 6  hours   || 20  years &lt;br /&gt;
|-&lt;br /&gt;
| 12 hours   || 50  years &lt;br /&gt;
|-&lt;br /&gt;
| 1  day     || 100 years &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Detecting Illusions ===&lt;br /&gt;
&lt;br /&gt;
An awareness roll exceeding the total (DR+level) of the spell will penetrate the illusion. If the roll equals the total the character will notice that something is strange. If the character is suspicious he will get +3 on his roll.&lt;br /&gt;
&lt;br /&gt;
=== Abilities of Disembodied Spirits ===&lt;br /&gt;
&lt;br /&gt;
Disembodied spirits have the ability to cast the “spells” listed in the table below in addition to any spells they may have learned the normal way. The duration of these “spells” is a number of minutes equal to the caster’s current MA, and they are cast using the current MA + d.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Abilities of Disembodied Spirits&lt;br /&gt;
|-&lt;br /&gt;
|'''DR'''	|| '''“Spell”'''&lt;br /&gt;
|-&lt;br /&gt;
| 7  || Knock                   &lt;br /&gt;
|-&lt;br /&gt;
| 9  || Whisper                 &lt;br /&gt;
|-&lt;br /&gt;
| 11 || Be visible (transparent)&lt;br /&gt;
|-&lt;br /&gt;
| 13 || Talk                    &lt;br /&gt;
|-&lt;br /&gt;
| 15 || Be visible (opaque)     &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Vocal and Somatic Components ===&lt;br /&gt;
&lt;br /&gt;
Spells normally contain vocal and somatic components. These components are not absolutely necessary to cast the spell, but it is harder if you don’t use them. The penalties are as follows: -1 for moderating a component, -2 for discreet usage and -3 for not using it. These penalties are per component and cumulative, i.e. moderate somatic and no vocal equals -4.&lt;br /&gt;
&lt;br /&gt;
=== “Seeing” Mana ===&lt;br /&gt;
&lt;br /&gt;
If the sum of your current magical aptitude and the magical aptitude or mana of a creature, magick item, special place, spell, etc. equals or exceeds 30, you are able to “see” the approximate mana level. If you are actively looking for the mana you only need a total of 20. This only works if you have at least 1 in magical aptitude. A magick item has a mana equal to half the DR of the spell used to create it. A spell has a mana equal to half its DR.&lt;br /&gt;
&lt;br /&gt;
=== Recovery of Magical Aptitude ===&lt;br /&gt;
&lt;br /&gt;
You recover your magical aptitude after a good nights sleep. A short/uneasy sleep may give a partial recovery.&lt;br /&gt;
&lt;br /&gt;
=== Touch Spells ===&lt;br /&gt;
&lt;br /&gt;
To cast a spell with a range of “touch” on an unwilling opponent, you must make a successful unarmed attack on him the following round. You get a +3 modifier on this.&lt;br /&gt;
&lt;br /&gt;
=== Magick Criticals ===&lt;br /&gt;
&lt;br /&gt;
A magick critical occurs when you roll a double 6 when casting a spell. When rolling on the critical table, add the current MA to the dice roll. If the critical is not applicable, pick the one below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Magick Criticals&lt;br /&gt;
|-&lt;br /&gt;
|'''DR'''	|| '''Description'''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Add 1 to a spell cast next round                              &lt;br /&gt;
|-                                                                 &lt;br /&gt;
| 2 || Add 1 to spells cast next minute                            &lt;br /&gt;
|-                                                                 &lt;br /&gt;
| 3 || MA not spended for casting the spell                        &lt;br /&gt;
|-                                                                 &lt;br /&gt;
| 4 || Add D to spell cast next round                              &lt;br /&gt;
|-                                                                 &lt;br /&gt;
| 5 || Add D to spells cast next minute                            &lt;br /&gt;
|-                                                                 &lt;br /&gt;
| 6 || Active spell becomes passive for the duration of the spell  &lt;br /&gt;
|-                                                                 &lt;br /&gt;
| 7 || Duration is one level higher                                &lt;br /&gt;
|-                                                                 &lt;br /&gt;
| 8 || Area of effect and weight is one level greater              &lt;br /&gt;
|-                                                                 &lt;br /&gt;
| 9 || Effect is one spell level higher                            &lt;br /&gt;
|-                                                                  &lt;br /&gt;
| 10 || Spell warps into another similar spell                      &lt;br /&gt;
|-                                                                  &lt;br /&gt;
| 11 || Effect is D spell levels higher                             &lt;br /&gt;
|-                                                                  &lt;br /&gt;
| 12 || Spell warps into another similar, but better spell          &lt;br /&gt;
|-                                                                  &lt;br /&gt;
| 13 || Disregard the targets MD                                    &lt;br /&gt;
|-                                                                  &lt;br /&gt;
| 14 || Double all spell level effects                              &lt;br /&gt;
|-                                                                  &lt;br /&gt;
| 15 || Effect is D spell levels higher and disregard the targets MD&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Magick Fumbles ===&lt;br /&gt;
&lt;br /&gt;
A magick fumble occurs when you roll a double 1 when casting a spell. When rolling on the fumble table, add the current MA to the dice roll. If the fumble is not applicable, pick the one above.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Magick Fumbles&lt;br /&gt;
|-&lt;br /&gt;
|'''DR'''	|| '''Description'''&lt;br /&gt;
|-&lt;br /&gt;
| 15+ || No effect.&lt;br /&gt;
|-&lt;br /&gt;
| 14 || Unpleasant feeling, -2 next round.&lt;br /&gt;
|-&lt;br /&gt;
| 13 || Sneezing next round (as stunned).&lt;br /&gt;
|-&lt;br /&gt;
| 12 || Thirsty (dehydrated), -2 until you drink d liters.&lt;br /&gt;
|-&lt;br /&gt;
| 11 || Dizzy – fall and let go what you have in your hands.&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Amnesia – can not cast spells for d hours.&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Confused for d minutes.&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Everybody within 10 meters become hostile towards you.&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Unconscious for d minutes.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Affects wrong target in the worst possible way.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || d+3 in damage.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Affects self (unless supposed to).&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Sleepless for d days due to pain, -4 in skills.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Unconscious for d hours and loose 1 in MA permanently.&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Coma for d days and loose 1 in MA permanently.&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Dead.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
&lt;br /&gt;
There are several categories of spells: Basic categories and categories devoted to specific Gods. The list below contains the basic categories. Each is a link to the page listing all the spells in that category. Click on the spell names in the table on a spell category page to see the description for each spell.&lt;br /&gt;
&lt;br /&gt;
The abbreviations used in the tables are:&lt;br /&gt;
;A/P&lt;br /&gt;
: '''A''' means the spell is active, '''P''' means the spell is passive, '''A/P''' means the spell may be active or passive depending on circumstances as described under the spell.&lt;br /&gt;
;Duration&lt;br /&gt;
: '''Instant.''' = Instantaneous, '''Perm.''' = Permanent.&lt;br /&gt;
;Area of Effect&lt;br /&gt;
: An asterisk (*) after the area of effect means that the area of effect does not increase with the spell level.  '''C''' = Creature, '''O''' = Object, '''r''' = radius.&lt;br /&gt;
&lt;br /&gt;
=== Basic spell categories ===&lt;br /&gt;
* [[:Category:Air Magick| Air Magick]]&lt;br /&gt;
* [[:Category:Black Magick| Black Magick]]&lt;br /&gt;
* [[:Category:Earth Magick| Earth Magick]]&lt;br /&gt;
* [[:Category:Fire Magick| Fire Magick]]&lt;br /&gt;
* [[:Category:Life Magick| Life Magick]]&lt;br /&gt;
* [[:Category:Magic Magick| Magic Magick]]&lt;br /&gt;
* [[:Category:Perception Magick| Perception Magick]]&lt;br /&gt;
* [[:Category:Protection Magick| Protection Magick]]&lt;br /&gt;
* [[:Category:Summoning Magick| Summoning Magick]]&lt;br /&gt;
* [[:Category:Water Magick| Water Magick]]&lt;br /&gt;
&lt;br /&gt;
=== Advanced spell categories ===&lt;br /&gt;
&lt;br /&gt;
'''The advanced spells are very rare and normally not taught at Academia Magicka.'''&lt;br /&gt;
When learning an advanced spell lore, the basic spell lores can increase the starting level of the advanced spell lore, depending on the level of the basic spell lore. &lt;br /&gt;
&lt;br /&gt;
* [[:Category: Heat Magick| Heat Magick]]&lt;br /&gt;
* [[:Category: Ice Magick| Ice Magick]]&lt;br /&gt;
* [[:Category: Lava Magick| Lava Magick]]&lt;br /&gt;
* [[:Category: Lunar Magick| Lunar Magick]]&lt;br /&gt;
* [[:Category: Poison Magick| Poison Magick]]&lt;br /&gt;
* [[:Category: Swamp Magick| Swamp Magick]]&lt;br /&gt;
&lt;br /&gt;
=== God spell categories ===&lt;br /&gt;
* [[:Category: Cal Amae Magick| Cal Amae Magick]]&lt;br /&gt;
* [[:Category: Elesi Magick| Elesi Magick]]&lt;br /&gt;
* [[:Category: Anashina Magick| Anashina Magick]]&lt;br /&gt;
* [[:Category: Gwendyll Magick| Gwendyll Magick]]&lt;br /&gt;
* [[:Category: MacGillan Magick| MacGillan Magick]]&lt;br /&gt;
* [[:Category: Juba Magick| Juba Magick]]&lt;br /&gt;
* [[:Category: Taroc Magick| Taroc Magick]]&lt;br /&gt;
* [[:Category: Man Peggon Magick| Man Peggon Magick]]&lt;br /&gt;
* [[:Category: Maleko Magick| Maleko Magick]]&lt;br /&gt;
* [[:Category: FalMunir Magick| FalMunir Magick]]&lt;br /&gt;
* [[:Category: Moltan Magick| Moltan Magick]]&lt;br /&gt;
* [[:Category: Kraagh Magick| Kraagh Magick]]&lt;br /&gt;
* [[:Category: Mestronorpha Magick| Mestronorpha Magick]]&lt;br /&gt;
&lt;br /&gt;
=== Forbidden spells ===&lt;br /&gt;
&amp;quot;Forbidden spells&amp;quot; are spells that has been banished from Amar and are not taught at Academia Magicka. If an character is seen using a forbidden spell&lt;br /&gt;
or knows forbidden spells, the character will be reported to the kingdom and will be punished with jail until further actions are taken.&lt;br /&gt;
&lt;br /&gt;
The player can find forbidden spells in old books and via old items. The player can also find forbidden spells in [[The Forbidden Library]] created by [[Antonio The Magician]] or by trading with the [[Raven Demon]]. There are rumors about the ghost of Antonio, the chaos wizard who concocted most of these spells, still residing in Giellor and using forbidden spells to transfer his soul into new bodies to make him immortal. Who knows?&lt;br /&gt;
&lt;br /&gt;
The forbidden spells are used in a different way, after a player has successfully prepared the spell (exceeding the DR of the spell with a dice throw) the player must throw a dice and if the player gets ''1, 2 or 3'' the spell will fail and count as a ''fumble''.&lt;br /&gt;
If the player gets ''4, 5 or 6'' on the dice the spell will work and count as ''critical''.&lt;br /&gt;
&lt;br /&gt;
==== List of forbidden Spells ====&lt;br /&gt;
&lt;br /&gt;
* [[:Category: Forbidden Spells|Forbidden Spells]]&lt;br /&gt;
&lt;br /&gt;
==== The Spell Searchers ====&lt;br /&gt;
&lt;br /&gt;
There are some who quest for forbidden spells. Such a wizards is usually human and known as a [[Spell Searcher]].&lt;br /&gt;
&lt;br /&gt;
== Ritual Magick ==&lt;br /&gt;
&lt;br /&gt;
To successfully perform a ritual, roll the dice adding the ritual magick lore. The total must equal or exceed the DR of the ritual to be effective.&lt;br /&gt;
&lt;br /&gt;
There are no spell levels for ritual magick. All rituals have a set of ingredients and along with a given formula produce a certain effect.&lt;br /&gt;
&lt;br /&gt;
Rituals usually include a lot of special ingredients mixed in a very special way. This is followed up by poems, strange words or even songs or dances. The ingredients and gestures needed is described under each ritual.&lt;br /&gt;
&lt;br /&gt;
=== Ingredients ===&lt;br /&gt;
&lt;br /&gt;
The ingredients listed under each ritual are only suggestions and should be further specified by the GM. The ingredients such as the herbs could be fresh or dried at the GM’s discretion.&lt;br /&gt;
&lt;br /&gt;
The sequence the ingredients are put in is left for the GM to decide as well as any other body motions or words needed to succeed with the magick. Those ingredients marked with an asterisk are reusable.&lt;br /&gt;
&lt;br /&gt;
=== Having the Written Formula ===&lt;br /&gt;
&lt;br /&gt;
Having the written ritual formula to go by will lower the difficulty rating by 3.&lt;br /&gt;
&lt;br /&gt;
=== Rituals ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Rituals&lt;br /&gt;
|-&lt;br /&gt;
|'''Ritual''' || '''Casting time''' || '''DR''' || '''Resist''' || '''Duration''' || '''Range''' || '''Area'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Blind Curse]]      || 10 min. || 8  || Yes || 1 month || 1 km   || 1 creat. &lt;br /&gt;
|-&lt;br /&gt;
| [[Catch Fire]]       || 1 round || 6  || No  || Instant || 10 m   || 1 object &lt;br /&gt;
|-&lt;br /&gt;
| [[Curse of Fairies]] || 10 min. || 8  || Yes || 1 month || 100 km || 1 creat. &lt;br /&gt;
|-&lt;br /&gt;
| [[Eyes of Tekali]]   || 10 min. || 12 || No  || 1 round || 1 km   || Self     &lt;br /&gt;
|-&lt;br /&gt;
| [[Flames of Life]]   || 1 round || 6  || Yes || Instant || 10 m   || 10 liters&lt;br /&gt;
|-&lt;br /&gt;
| [[Nightfall]]        || 1 min.  || 8  || No  || 10 min. || None   || 3 m r &lt;br /&gt;
|-&lt;br /&gt;
| [[unequally buffing]]        || 1   || 11  || No  || Instant  || None   ||  &lt;br /&gt;
|-&lt;br /&gt;
| [[Raven Of Darkness]]|| 5 min.  || 11  || No  || Instant || 1 m    || 1 m r   &lt;br /&gt;
|-&lt;br /&gt;
| [[Snake Eyes]]       || 1 round || 6  || Yes || 1 min.  || 10 m   || 1 creat. &lt;br /&gt;
|-&lt;br /&gt;
| [[Tekali’s Torch]]   || 1 round || 8  || No  || 10 min. || 10 m   || 1 object &lt;br /&gt;
|-&lt;br /&gt;
| [[Volani’s Cure]]    || 1 round || 8  || No  || 1 week  || Touch  || 1 creat. &lt;br /&gt;
|-&lt;br /&gt;
| [[Witch Curse]]      || 30 min. || 10 || Yes || Instant || 100 m  || 1 creat. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Alchemy ==&lt;br /&gt;
&lt;br /&gt;
To successfully make a potion or amulet, roll the dice adding the alchemy lore. The total must equal or exceed the DR of the potion or amulet to be effective.&lt;br /&gt;
&lt;br /&gt;
Potions or amulets usually include a lot of special ingredients mixed in a very special way. This is followed up by poems, strange words or even songs or dances.&lt;br /&gt;
&lt;br /&gt;
The ingredients and gestures needed is described under each potion or amulet.&lt;br /&gt;
&lt;br /&gt;
=== Ingredients ===&lt;br /&gt;
&lt;br /&gt;
The ingredients listed under each potion or amulet are only suggestions and should be further specified by the GM.&lt;br /&gt;
&lt;br /&gt;
The ingredients such as the herbs could be fresh or dried at the GM’s discretion.&lt;br /&gt;
&lt;br /&gt;
The sequence the ingredients are put in is left for the GM to decide as well as any other body motions or words needed to succeed with the magick. Those ingredients marked with an asterisk are reusable.&lt;br /&gt;
&lt;br /&gt;
=== Having the Written Formula ===&lt;br /&gt;
&lt;br /&gt;
Having the written formula for the potion or amulet to go by will lower the difficulty rating by 3.&lt;br /&gt;
&lt;br /&gt;
=== Magick Items ===&lt;br /&gt;
&lt;br /&gt;
Magick items can be created in several ways. The spell path of [[:Category:Magic Magick| Magic Magick]] has a spell called  [[Permanency]] that is used to forge magick items. Natural Magick is another way to achieve the same.&lt;br /&gt;
&lt;br /&gt;
==== Potions ====&lt;br /&gt;
&lt;br /&gt;
Potions usually take about one hour to make and the effect will last for of one hour. The skill of Natural Magick is used to create potions.&lt;br /&gt;
&lt;br /&gt;
In the potions and amulets table, you will find a column labeled Duration. The time given in this column is approximately how long the potion will keep and still have the described effect(s) if it is kept in a sealed container. After this time period, the potions will deteriorate in effect. How long it will take for a potion to become totally useless will vary a lot, but generally it will be about twice the durability.&lt;br /&gt;
&lt;br /&gt;
Some potions will have weird effects after the durability has expired, and quite a few will turn poisonous to some degree, although seldom deadly.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Potions&lt;br /&gt;
|-&lt;br /&gt;
|'''Potion'''	|| '''DR''' || '''Duration'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Bear Potion]]	         || 10 || 1 y. &lt;br /&gt;
|-&lt;br /&gt;
| [[Cat’s Eye Potion]]           || 8  || 1 y. &lt;br /&gt;
|-&lt;br /&gt;
| [[Diver’s Delight Potion]]     || 12 || 1 y. &lt;br /&gt;
|-&lt;br /&gt;
| [[Panther Potion]]             || 10 || 1 y. &lt;br /&gt;
|-&lt;br /&gt;
| [[Potion of Battle Frenzy]]    || 12 || 1 y. &lt;br /&gt;
|-&lt;br /&gt;
| [[Potion of Detection]]        || 10 || 1 y. &lt;br /&gt;
|-&lt;br /&gt;
| [[Potion of Healing]]          || 10 || 1 m. &lt;br /&gt;
|-&lt;br /&gt;
| [[Potion of Seeing the Truth]] || 10 || 1 y. &lt;br /&gt;
|-&lt;br /&gt;
| [[Potion of Shivering]]        || 6  || 10 y.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Natural Magick Items ====&lt;br /&gt;
&lt;br /&gt;
Natural Magick Items usually take about one week to make. The skill of Natural Magick is used to forge these items.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Natural Magick Items&lt;br /&gt;
|-&lt;br /&gt;
|'''Item'''	|| '''DR''' || '''Duration'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Spirit Protection]]	    || 8 || Perm.&lt;br /&gt;
|-&lt;br /&gt;
| [[Taran’s True Seeing]]   || 8 || Perm.&lt;br /&gt;
|-&lt;br /&gt;
| [[Crystal of Magic Power Storing]]   || 12 || Perm.&lt;br /&gt;
|-&lt;br /&gt;
| [[Crystal of Spell Storing]]   || 15 || Perm.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Next: [[Movement and Weather]]&lt;/div&gt;</summary>
		<author><name>JOJOFMLJOJO</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Star_magic&amp;diff=1967</id>
		<title>Star magic</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Star_magic&amp;diff=1967"/>
		<updated>2019-02-02T13:07:32Z</updated>

		<summary type="html">&lt;p&gt;JOJOFMLJOJO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
to use a &amp;quot;hero&amp;quot; spell you nedd a posetiv relasionsip white the hero&lt;br /&gt;
&lt;br /&gt;
the &amp;quot;hero&amp;quot; spells are bast on the hero like DR and the effekt&lt;br /&gt;
&lt;br /&gt;
to met a hero you nedd to do 1 of 2 tinks &lt;br /&gt;
&lt;br /&gt;
1 met the hero befor they die&lt;br /&gt;
&lt;br /&gt;
2 [[Star gate]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Spell'''	|| '''A/P''' || '''Resist''' || '''Casting Time''' || '''DR''' || '''Duration''' || '''Range''' || '''Weight''' || '''Area of Effect'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Cone of Light]]        || A   || N || 1 round  || 9  || 2 rounds || 25 m  ||       || 3 m r end of cone       &lt;br /&gt;
|-&lt;br /&gt;
| [[Enhance Strength]]     || P   || Y || 10 min.  || 9  || 10 min.  || Touch || 100 kg || 1 creature*             &lt;br /&gt;
|-&lt;br /&gt;
| [[Enhance Awareness]]          || P   || Y || 10 min.  || 9  || 10 min.           || Touch ||        || 1 creature*                  &lt;br /&gt;
|-&lt;br /&gt;
| [[Enhance Coordination]] || P   || Y || 10 min.  || 9  || 10 min.    || Touch    || 100 kg || 1 creature*             &lt;br /&gt;
|-&lt;br /&gt;
| [[Enhance Endurance]]         || P   || Y || 10 min.  || 9  || 10 min.           || Touch || 100 kg || 1 creature*             &lt;br /&gt;
|-&lt;br /&gt;
| [[Enhance Learning]]          || P   || Y || 10 min.  || 9  || 10 min.           || Touch ||        || 1 creature*             &lt;br /&gt;
|-&lt;br /&gt;
| [[Hero poseson]]     || p   ||  || 1 min  || gm desison  || 10 min  ||  ||  ||              &lt;br /&gt;
|-&lt;br /&gt;
| [[Hero's blesing]]     ||  p  || Y || 10 min  || gm desison  || 10 min  ||  ||  || 1 creature*             &lt;br /&gt;
|-&lt;br /&gt;
| [[Summon hero]]     || A   ||  || 1 round  || gm desison  || 1 ma round  || 5 m ||  ||              &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>JOJOFMLJOJO</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Hero_poseson&amp;diff=1966</id>
		<title>Hero poseson</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Hero_poseson&amp;diff=1966"/>
		<updated>2019-02-02T13:03:36Z</updated>

		<summary type="html">&lt;p&gt;JOJOFMLJOJO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ infobox&lt;br /&gt;
| abovestyle  = background:#7d4733; color:white&lt;br /&gt;
| above       = Hero poseson&lt;br /&gt;
| label1      = Path(s)&lt;br /&gt;
| data1       = Star magic&lt;br /&gt;
| label2      = A/P?&lt;br /&gt;
| data2       = &lt;br /&gt;
| label3      = Resist?&lt;br /&gt;
| data3       = Y&lt;br /&gt;
| label4      = Casting Time&lt;br /&gt;
| data4       = 1 min&lt;br /&gt;
| label5      = DR&lt;br /&gt;
| data5       = ???&lt;br /&gt;
| label6      = Duration&lt;br /&gt;
| data6       = 10 min&lt;br /&gt;
| label7      = Range&lt;br /&gt;
| data7       = Touch&lt;br /&gt;
| label8      = Area of Effect&lt;br /&gt;
| data8       = 1 creature*&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
this spell lets the gm play your caracter but you speak and the gm can't.&lt;/div&gt;</summary>
		<author><name>JOJOFMLJOJO</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Hero_poseson&amp;diff=1965</id>
		<title>Hero poseson</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Hero_poseson&amp;diff=1965"/>
		<updated>2019-02-02T12:48:29Z</updated>

		<summary type="html">&lt;p&gt;JOJOFMLJOJO: Created page with &amp;quot;{{ infobox | abovestyle  = background:#7d4733; color:white | above       = Hero poseson | label1      = Path(s) | data1       = Star magic | label2      = A/P? | data2       =...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ infobox&lt;br /&gt;
| abovestyle  = background:#7d4733; color:white&lt;br /&gt;
| above       = Hero poseson&lt;br /&gt;
| label1      = Path(s)&lt;br /&gt;
| data1       = Star magic&lt;br /&gt;
| label2      = A/P?&lt;br /&gt;
| data2       = &lt;br /&gt;
| label3      = Resist?&lt;br /&gt;
| data3       = Y&lt;br /&gt;
| label4      = Casting Time&lt;br /&gt;
| data4       = 1 min&lt;br /&gt;
| label5      = DR&lt;br /&gt;
| data5       = ???&lt;br /&gt;
| label6      = Duration&lt;br /&gt;
| data6       = 10 min&lt;br /&gt;
| label7      = Range&lt;br /&gt;
| data7       = Touch&lt;br /&gt;
| label8      = Area of Effect&lt;br /&gt;
| data8       = 1 creature*&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
this spell lets the gm play your caracter but you spek and the gm dus not&lt;/div&gt;</summary>
		<author><name>JOJOFMLJOJO</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Star_magic&amp;diff=1964</id>
		<title>Star magic</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Star_magic&amp;diff=1964"/>
		<updated>2019-02-02T12:43:28Z</updated>

		<summary type="html">&lt;p&gt;JOJOFMLJOJO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
to use a &amp;quot;hero&amp;quot; spell you nedd a posetiv relasionsip white the hero&lt;br /&gt;
&lt;br /&gt;
to met a hero you nedd to do 1 of 2 tinks &lt;br /&gt;
&lt;br /&gt;
1 met the hero befor they die&lt;br /&gt;
&lt;br /&gt;
2 [[Star gate]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Spell'''	|| '''A/P''' || '''Resist''' || '''Casting Time''' || '''DR''' || '''Duration''' || '''Range''' || '''Weight''' || '''Area of Effect'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Cone of Light]]        || A   || N || 1 round  || 9  || 2 rounds || 25 m  ||       || 3 m r end of cone       &lt;br /&gt;
|-&lt;br /&gt;
| [[Enhance Strength]]     || P   || Y || 10 min.  || 9  || 10 min.  || Touch || 100 kg || 1 creature*             &lt;br /&gt;
|-&lt;br /&gt;
| [[Enhance Awareness]]          || P   || Y || 10 min.  || 9  || 10 min.           || Touch ||        || 1 creature*                  &lt;br /&gt;
|-&lt;br /&gt;
| [[Enhance Coordination]] || P   || Y || 10 min.  || 9  || 10 min.    || Touch    || 100 kg || 1 creature*             &lt;br /&gt;
|-&lt;br /&gt;
| [[Enhance Endurance]]         || P   || Y || 10 min.  || 9  || 10 min.           || Touch || 100 kg || 1 creature*             &lt;br /&gt;
|-&lt;br /&gt;
| [[Enhance Learning]]          || P   || Y || 10 min.  || 9  || 10 min.           || Touch ||        || 1 creature*             &lt;br /&gt;
|-&lt;br /&gt;
| [[Hero poseson]]     || p   ||  || 1 min  || gm desison  || 10 min  ||  ||  ||              &lt;br /&gt;
|-&lt;br /&gt;
| [[Hero's blesing]]     ||  p  || Y || 10 min  || gm desison  || 10 min  ||  ||  || 1 creature*             &lt;br /&gt;
|-&lt;br /&gt;
| [[Summon hero]]     || A   ||  || 1 round  || gm desison  || 1 ma round  || 5 m ||  ||              &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>JOJOFMLJOJO</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=JOJOFMLJOJO&amp;diff=1962</id>
		<title>JOJOFMLJOJO</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=JOJOFMLJOJO&amp;diff=1962"/>
		<updated>2019-02-02T12:02:58Z</updated>

		<summary type="html">&lt;p&gt;JOJOFMLJOJO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;don't &lt;br /&gt;
&lt;br /&gt;
my secret character ingrediens&lt;br /&gt;
 &lt;br /&gt;
[[star magic]]&lt;br /&gt;
 &lt;br /&gt;
[[Arius]]&lt;br /&gt;
 &lt;br /&gt;
[[]]&lt;/div&gt;</summary>
		<author><name>JOJOFMLJOJO</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Star_gate&amp;diff=1961</id>
		<title>Star gate</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Star_gate&amp;diff=1961"/>
		<updated>2019-02-02T11:59:05Z</updated>

		<summary type="html">&lt;p&gt;JOJOFMLJOJO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ infobox&lt;br /&gt;
| abovestyle  = background:#7d4733; color:white&lt;br /&gt;
| above       = Star gate&lt;br /&gt;
| label1      = Path(s)&lt;br /&gt;
| data1       = Ritual&lt;br /&gt;
| label2      = Resist?&lt;br /&gt;
| data2       = Y&lt;br /&gt;
| label3      = Casting Time&lt;br /&gt;
| data3       = 12 hours&lt;br /&gt;
| label4      = DR&lt;br /&gt;
| data4       = 6&lt;br /&gt;
| label5      = Duration&lt;br /&gt;
| data5       = Instant&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
this Ritual brings you to the star planes for 1 hour&lt;br /&gt;
&lt;br /&gt;
=== Ingredients ===&lt;br /&gt;
&lt;br /&gt;
* 1 [[star token]]&lt;/div&gt;</summary>
		<author><name>JOJOFMLJOJO</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Star_magic&amp;diff=1956</id>
		<title>Star magic</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Star_magic&amp;diff=1956"/>
		<updated>2019-02-02T11:48:01Z</updated>

		<summary type="html">&lt;p&gt;JOJOFMLJOJO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
to use a &amp;quot;hero&amp;quot; spell you nedd a posetiv relasionsip white the hero&lt;br /&gt;
&lt;br /&gt;
to met a hero you nedd to do 1 of 2 tinks &lt;br /&gt;
&lt;br /&gt;
1 met the hero befor they die&lt;br /&gt;
&lt;br /&gt;
2 [[Star gate]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Spell'''	|| '''A/P''' || '''Resist''' || '''Casting Time''' || '''DR''' || '''Duration''' || '''Range''' || '''Weight''' || '''Area of Effect'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Cone of Light]]        || A   || N || 1 round  || 9  || 2 rounds || 25 m  ||       || 3 m r end of cone       &lt;br /&gt;
|-&lt;br /&gt;
| [[Enhance Strength]]     || P   || Y || 10 min.  || 9  || 10 min.  || Touch || 100 kg || 1 creature*             &lt;br /&gt;
|-&lt;br /&gt;
| [[Enhance Awareness]]          || P   || Y || 10 min.  || 9  || 10 min.           || Touch ||        || 1 creature*                  &lt;br /&gt;
|-&lt;br /&gt;
| [[Enhance Coordination]] || P   || Y || 10 min.  || 9  || 10 min.    || Touch    || 100 kg || 1 creature*             &lt;br /&gt;
|-&lt;br /&gt;
| [[Enhance Endurance]]         || P   || Y || 10 min.  || 9  || 10 min.           || Touch || 100 kg || 1 creature*             &lt;br /&gt;
|-&lt;br /&gt;
| [[Enhance Learning]]          || P   || Y || 10 min.  || 9  || 10 min.           || Touch ||        || 1 creature*             &lt;br /&gt;
|-&lt;br /&gt;
| [[Hero poseson]]     || p   ||  || 1 min  || gm desison  || 10 min  ||  ||  ||              &lt;br /&gt;
|-&lt;br /&gt;
| [[Hero's blesing]]     ||  p  || y || 10 min  || gm desison  || 10 min  ||  ||  || 1 creature*             &lt;br /&gt;
|-&lt;br /&gt;
| [[Summon hero]]     || A   ||  || 1 round  || gm desison  || 1 ma round  || 5 m ||  ||              &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>JOJOFMLJOJO</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Arius&amp;diff=1955</id>
		<title>Arius</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Arius&amp;diff=1955"/>
		<updated>2019-02-02T11:37:46Z</updated>

		<summary type="html">&lt;p&gt;JOJOFMLJOJO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ infobox&lt;br /&gt;
| abovestyle  = background:#0e5a2c; color:white&lt;br /&gt;
| above       = Arius&lt;br /&gt;
| label1      = Expected lifespan&lt;br /&gt;
| data1       = 180 (Maturity: 30)&lt;br /&gt;
| label2      = Move&lt;br /&gt;
| data2       = 50&lt;br /&gt;
| label3      = Size&lt;br /&gt;
| data3       = D6/3&lt;br /&gt;
| label4      = Strength&lt;br /&gt;
| data4       = D6/3 (Potential: 6)&lt;br /&gt;
| label5      = Endurance&lt;br /&gt;
| data5       = O6 (Potential: 21)&lt;br /&gt;
| label6      = Coordination&lt;br /&gt;
| data6       = O6 (Potential: 15)&lt;br /&gt;
| label7      = Awareness&lt;br /&gt;
| data7       = O6 (Potential: 12)&lt;br /&gt;
| label8      = Learning&lt;br /&gt;
| data8       = O6 (Potential: 15)&lt;br /&gt;
| label9      = Magical Aptitude&lt;br /&gt;
| data9       = D6&lt;br /&gt;
| label10     = Armor Points&lt;br /&gt;
| data10      = as armor&lt;br /&gt;
| label11     = Weapon&lt;br /&gt;
| data11      = Unarmed (O6+1)&lt;br /&gt;
| label12     = Ini/Off/Def/Dam&lt;br /&gt;
| data12      = 5/-2/-4/-3&lt;br /&gt;
| label13     = Weapon2 (O6+2)&lt;br /&gt;
| data13      = Any weapon&lt;br /&gt;
| label14     = Ini/Off/Def/Dam&lt;br /&gt;
| data14      = (As weapon)&lt;br /&gt;
| label15     = Dodge&lt;br /&gt;
| data15      = 2D6&lt;br /&gt;
| label16     = Hide&lt;br /&gt;
| data16      = 2&lt;br /&gt;
| label17     = Move Quietly&lt;br /&gt;
| data17      = 2O6&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Physical description ===&lt;br /&gt;
the Arius are small humanoid ceturs arund 1 m tall, with wings.&lt;br /&gt;
&lt;br /&gt;
=== Social structure ===&lt;br /&gt;
the Arius is a peaceful rase that sometiems fals from the sky &lt;br /&gt;
&lt;br /&gt;
=== Occupations ===&lt;br /&gt;
the Arius usually get captured and sold as slaves to the rich, or as gladiators in sky arenas.&lt;/div&gt;</summary>
		<author><name>JOJOFMLJOJO</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Arius&amp;diff=1954</id>
		<title>Arius</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Arius&amp;diff=1954"/>
		<updated>2019-02-02T11:37:20Z</updated>

		<summary type="html">&lt;p&gt;JOJOFMLJOJO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ infobox&lt;br /&gt;
| abovestyle  = background:#0e5a2c; color:white&lt;br /&gt;
| above       = Arius&lt;br /&gt;
| label1      = Expected lifespan&lt;br /&gt;
| data1       = 180 (Maturity: 30)&lt;br /&gt;
| label2      = Move&lt;br /&gt;
| data2       = 50&lt;br /&gt;
| label3      = Size&lt;br /&gt;
| data3       = D6/3&lt;br /&gt;
| label4      = Strength&lt;br /&gt;
| data4       = D6/3 (Potential: 6)&lt;br /&gt;
| label5      = Endurance&lt;br /&gt;
| data5       = O6 (Potential: 21)&lt;br /&gt;
| label6      = Coordination&lt;br /&gt;
| data6       = O6 (Potential: 15)&lt;br /&gt;
| label7      = Awareness&lt;br /&gt;
| data7       = O6 (Potential: 12)&lt;br /&gt;
| label8      = Learning&lt;br /&gt;
| data8       = O6 (Potential: 15)&lt;br /&gt;
| label9      = Magical Aptitude&lt;br /&gt;
| data9       = D6&lt;br /&gt;
| label10     = Armor Points&lt;br /&gt;
| data10      = as armor&lt;br /&gt;
| label11     = Weapon&lt;br /&gt;
| data11      = Unarmed (O6+1)&lt;br /&gt;
| label12     = Ini/Off/Def/Dam&lt;br /&gt;
| data12      = 5/-2/-4/-3&lt;br /&gt;
| label13     = Weapon2 (O6+2)&lt;br /&gt;
| data13      = Any weapon&lt;br /&gt;
| label14     = Ini/Off/Def/Dam&lt;br /&gt;
| data14      = (As weapon)&lt;br /&gt;
| label15     = Dodge&lt;br /&gt;
| data15      = 2D6&lt;br /&gt;
| label16     = Hide&lt;br /&gt;
| data16      = 2&lt;br /&gt;
| label17     = Move Quietly&lt;br /&gt;
| data17      = 2O6&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Physical description ===&lt;br /&gt;
the Arius are small humanoid ceturs arund 1 m tall, with wings.&lt;br /&gt;
&lt;br /&gt;
=== Social structure ===&lt;br /&gt;
the Arius is a peaceful rase that sometiems fals from the sky &lt;br /&gt;
&lt;br /&gt;
=== Occupations ===&lt;br /&gt;
the Arius usually get captured and sold as slaves to the rich, or gladiators in sky arenas.&lt;/div&gt;</summary>
		<author><name>JOJOFMLJOJO</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Arius&amp;diff=1953</id>
		<title>Arius</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Arius&amp;diff=1953"/>
		<updated>2019-02-02T10:27:01Z</updated>

		<summary type="html">&lt;p&gt;JOJOFMLJOJO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ infobox&lt;br /&gt;
| abovestyle  = background:#0e5a2c; color:white&lt;br /&gt;
| above       = Arius&lt;br /&gt;
| label1      = Expected lifespan&lt;br /&gt;
| data1       = 180 (Maturity: 30)&lt;br /&gt;
| label2      = Move&lt;br /&gt;
| data2       = 50&lt;br /&gt;
| label3      = Size&lt;br /&gt;
| data3       = D6/3&lt;br /&gt;
| label4      = Strength&lt;br /&gt;
| data4       = D6/3 (Potential: 6)&lt;br /&gt;
| label5      = Endurance&lt;br /&gt;
| data5       = O6 (Potential: 21)&lt;br /&gt;
| label6      = Coordination&lt;br /&gt;
| data6       = O6 (Potential: 15)&lt;br /&gt;
| label7      = Awareness&lt;br /&gt;
| data7       = O6 (Potential: 12)&lt;br /&gt;
| label8      = Learning&lt;br /&gt;
| data8       = O6 (Potential: 15)&lt;br /&gt;
| label9      = Magical Aptitude&lt;br /&gt;
| data9       = D6&lt;br /&gt;
| label10     = Armor Points&lt;br /&gt;
| data10      = as armor&lt;br /&gt;
| label11     = Weapon&lt;br /&gt;
| data11      = Unarmed (O6+1)&lt;br /&gt;
| label12     = Ini/Off/Def/Dam&lt;br /&gt;
| data12      = 5/-2/-4/-3&lt;br /&gt;
| label13     = Weapon2 (O6+2)&lt;br /&gt;
| data13      = Any weapon&lt;br /&gt;
| label14     = Ini/Off/Def/Dam&lt;br /&gt;
| data14      = (As weapon)&lt;br /&gt;
| label15     = Dodge&lt;br /&gt;
| data15      = 2D6&lt;br /&gt;
| label16     = Hide&lt;br /&gt;
| data16      = 2&lt;br /&gt;
| label17     = Move Quietly&lt;br /&gt;
| data17      = 2O6&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Physical description ===&lt;br /&gt;
the Arius are small humanoid ceturs arund 1 m tall, with wings.&lt;br /&gt;
&lt;br /&gt;
=== Social structure ===&lt;br /&gt;
the Arius is a peaceful rase that sometiems fals from the sky &lt;br /&gt;
&lt;br /&gt;
=== Occupations ===&lt;br /&gt;
the Arius usually get captured and sold as slaves to rich pepole, or gladiators in sky arenas.&lt;/div&gt;</summary>
		<author><name>JOJOFMLJOJO</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Arius&amp;diff=1952</id>
		<title>Arius</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Arius&amp;diff=1952"/>
		<updated>2019-02-02T01:22:11Z</updated>

		<summary type="html">&lt;p&gt;JOJOFMLJOJO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ infobox&lt;br /&gt;
| abovestyle  = background:#0e5a2c; color:white&lt;br /&gt;
| above       = Arius&lt;br /&gt;
| label1      = Expected lifespan&lt;br /&gt;
| data1       = 180 (Maturity: 30)&lt;br /&gt;
| label2      = Move&lt;br /&gt;
| data2       = 50&lt;br /&gt;
| label3      = Size&lt;br /&gt;
| data3       = D6/3&lt;br /&gt;
| label4      = Strength&lt;br /&gt;
| data4       = D6/3 (Potential: 6)&lt;br /&gt;
| label5      = Endurance&lt;br /&gt;
| data5       = O6 (Potential: 21)&lt;br /&gt;
| label6      = Coordination&lt;br /&gt;
| data6       = O6 (Potential: 15)&lt;br /&gt;
| label7      = Awareness&lt;br /&gt;
| data7       = O6 (Potential: 12)&lt;br /&gt;
| label8      = Learning&lt;br /&gt;
| data8       = O6 (Potential: 15)&lt;br /&gt;
| label9      = Magical Aptitude&lt;br /&gt;
| data9       = D6&lt;br /&gt;
| label10     = Armor Points&lt;br /&gt;
| data10      = as armor&lt;br /&gt;
| label11     = Weapon&lt;br /&gt;
| data11      = Unarmed (O6+1)&lt;br /&gt;
| label12     = Ini/Off/Def/Dam&lt;br /&gt;
| data12      = 5/-2/-4/-3&lt;br /&gt;
| label13     = Weapon2 (O6+2)&lt;br /&gt;
| data13      = Any weapon&lt;br /&gt;
| label14     = Ini/Off/Def/Dam&lt;br /&gt;
| data14      = (As weapon)&lt;br /&gt;
| label15     = Dodge&lt;br /&gt;
| data15      = 2D6&lt;br /&gt;
| label16     = Hide&lt;br /&gt;
| data16      = 2&lt;br /&gt;
| label17     = Move Quietly&lt;br /&gt;
| data17      = 2O6&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Physical description ===&lt;br /&gt;
the Arius are small humanoid ceturs arund 1 m tall, with wings.&lt;br /&gt;
&lt;br /&gt;
=== Social structure ===&lt;br /&gt;
the Arius is a peaceful rase that sometiems fals from the sky &lt;br /&gt;
&lt;br /&gt;
=== Occupations ===&lt;br /&gt;
the Arius usually get captured and sold as slaves to 0&lt;/div&gt;</summary>
		<author><name>JOJOFMLJOJO</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Arius&amp;diff=1951</id>
		<title>Arius</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Arius&amp;diff=1951"/>
		<updated>2019-02-02T01:19:30Z</updated>

		<summary type="html">&lt;p&gt;JOJOFMLJOJO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ infobox&lt;br /&gt;
| abovestyle  = background:#0e5a2c; color:white&lt;br /&gt;
| above       = Arius&lt;br /&gt;
| label1      = Expected lifespan&lt;br /&gt;
| data1       = 180 (Maturity: 30)&lt;br /&gt;
| label2      = Move&lt;br /&gt;
| data2       = 50&lt;br /&gt;
| label3      = Size&lt;br /&gt;
| data3       = D6/3&lt;br /&gt;
| label4      = Strength&lt;br /&gt;
| data4       = D6/3 (Potential: 6)&lt;br /&gt;
| label5      = Endurance&lt;br /&gt;
| data5       = O6 (Potential: 21)&lt;br /&gt;
| label6      = Coordination&lt;br /&gt;
| data6       = O6 (Potential: 15)&lt;br /&gt;
| label7      = Awareness&lt;br /&gt;
| data7       = O6 (Potential: 12)&lt;br /&gt;
| label8      = Learning&lt;br /&gt;
| data8       = O6 (Potential: 15)&lt;br /&gt;
| label9      = Magical Aptitude&lt;br /&gt;
| data9       = D6&lt;br /&gt;
| label10     = Armor Points&lt;br /&gt;
| data10      = as armor&lt;br /&gt;
| label11     = Weapon&lt;br /&gt;
| data11      = Unarmed (O6+1)&lt;br /&gt;
| label12     = Ini/Off/Def/Dam&lt;br /&gt;
| data12      = 5/-2/-4/-3&lt;br /&gt;
| label13     = Weapon2 (O6+2)&lt;br /&gt;
| data13      = Any weapon&lt;br /&gt;
| label14     = Ini/Off/Def/Dam&lt;br /&gt;
| data14      = (As weapon)&lt;br /&gt;
| label15     = Dodge&lt;br /&gt;
| data15      = 2D6&lt;br /&gt;
| label16     = Hide&lt;br /&gt;
| data16      = 2&lt;br /&gt;
| label17     = Move Quietly&lt;br /&gt;
| data17      = 2O6&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Physical description ===&lt;br /&gt;
the Arius are small humanoid ceturs arund 1 m tall, with wings.&lt;br /&gt;
&lt;br /&gt;
=== Social structure ===&lt;br /&gt;
the Arius is a peaceful rase that somtims fals from the sky &lt;br /&gt;
&lt;br /&gt;
=== Occupations ===&lt;br /&gt;
the Arius usually get captured and sold as slaves&lt;/div&gt;</summary>
		<author><name>JOJOFMLJOJO</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Arius&amp;diff=1950</id>
		<title>Arius</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Arius&amp;diff=1950"/>
		<updated>2019-02-01T19:44:45Z</updated>

		<summary type="html">&lt;p&gt;JOJOFMLJOJO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ infobox&lt;br /&gt;
| abovestyle  = background:#0e5a2c; color:white&lt;br /&gt;
| above       = Arius&lt;br /&gt;
| label1      = Expected lifespan&lt;br /&gt;
| data1       = 180 (Maturity: 30)&lt;br /&gt;
| label2      = Move&lt;br /&gt;
| data2       = 50&lt;br /&gt;
| label3      = Size&lt;br /&gt;
| data3       = D6/3&lt;br /&gt;
| label4      = Strength&lt;br /&gt;
| data4       = D6/3 (Potential: 6)&lt;br /&gt;
| label5      = Endurance&lt;br /&gt;
| data5       = O6 (Potential: 21)&lt;br /&gt;
| label6      = Coordination&lt;br /&gt;
| data6       = O6 (Potential: 15)&lt;br /&gt;
| label7      = Awareness&lt;br /&gt;
| data7       = O6 (Potential: 12)&lt;br /&gt;
| label8      = Learning&lt;br /&gt;
| data8       = O6 (Potential: 15)&lt;br /&gt;
| label9      = Magical Aptitude&lt;br /&gt;
| data9       = D6&lt;br /&gt;
| label10     = Armor Points&lt;br /&gt;
| data10      = as armor&lt;br /&gt;
| label11     = Weapon&lt;br /&gt;
| data11      = Unarmed (O6+1)&lt;br /&gt;
| label12     = Ini/Off/Def/Dam&lt;br /&gt;
| data12      = 5/-2/-4/-3&lt;br /&gt;
| label13     = Weapon2 (O6+2)&lt;br /&gt;
| data13      = Any weapon&lt;br /&gt;
| label14     = Ini/Off/Def/Dam&lt;br /&gt;
| data14      = (As weapon)&lt;br /&gt;
| label15     = Dodge&lt;br /&gt;
| data15      = 2D6&lt;br /&gt;
| label16     = Hide&lt;br /&gt;
| data16      = 2&lt;br /&gt;
| label17     = Move Quietly&lt;br /&gt;
| data17      = 2O6&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Physical description ===&lt;br /&gt;
the Arius are small humanoid ceturs arund 1 m tall, whtie wings.&lt;br /&gt;
&lt;br /&gt;
=== Social structure ===&lt;br /&gt;
the Arius are a peaceful rase that sontims fols from the sky &lt;br /&gt;
&lt;br /&gt;
=== Occupations ===&lt;br /&gt;
the Arius usually get capture and sold as slaves&lt;/div&gt;</summary>
		<author><name>JOJOFMLJOJO</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Arius&amp;diff=1949</id>
		<title>Arius</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Arius&amp;diff=1949"/>
		<updated>2019-02-01T18:13:43Z</updated>

		<summary type="html">&lt;p&gt;JOJOFMLJOJO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ infobox&lt;br /&gt;
| abovestyle  = background:#0e5a2c; color:white&lt;br /&gt;
| above       = Arius&lt;br /&gt;
| label1      = Expected lifespan&lt;br /&gt;
| data1       = 180 (Maturity: 30)&lt;br /&gt;
| label2      = Move&lt;br /&gt;
| data2       = 50&lt;br /&gt;
| label3      = Size&lt;br /&gt;
| data3       = D6/3&lt;br /&gt;
| label4      = Strength&lt;br /&gt;
| data4       = D6/3 (Potential: 6)&lt;br /&gt;
| label5      = Endurance&lt;br /&gt;
| data5       = O6 (Potential: 21)&lt;br /&gt;
| label6      = Coordination&lt;br /&gt;
| data6       = O6 (Potential: 15)&lt;br /&gt;
| label7      = Awareness&lt;br /&gt;
| data7       = O6 (Potential: 12)&lt;br /&gt;
| label8      = Learning&lt;br /&gt;
| data8       = O6 (Potential: 15)&lt;br /&gt;
| label9      = Magical Aptitude&lt;br /&gt;
| data9       = D6&lt;br /&gt;
| label10     = Armor Points&lt;br /&gt;
| data10      = as armor&lt;br /&gt;
| label11     = Weapon&lt;br /&gt;
| data11      = Unarmed (O6+1)&lt;br /&gt;
| label12     = Ini/Off/Def/Dam&lt;br /&gt;
| data12      = 5/-2/-4/-3&lt;br /&gt;
| label13     = Weapon2 (O6+2)&lt;br /&gt;
| data13      = Any weapon&lt;br /&gt;
| label14     = Ini/Off/Def/Dam&lt;br /&gt;
| data14      = (As weapon)&lt;br /&gt;
| label15     = Dodge&lt;br /&gt;
| data15      = 2D6&lt;br /&gt;
| label16     = Hide&lt;br /&gt;
| data16      = 2&lt;br /&gt;
| label17     = Move Quietly&lt;br /&gt;
| data17      = 2O6&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Physical description ===&lt;br /&gt;
the Arius are small humanoid ceturs arund 1 m tall, whtie wings.&lt;br /&gt;
&lt;br /&gt;
=== Social structure ===&lt;br /&gt;
the Arius are a peaceful rase that sontims fols from the sky &lt;br /&gt;
&lt;br /&gt;
=== Occupations ===&lt;br /&gt;
the Arius uselig get capture and sold as slaves&lt;/div&gt;</summary>
		<author><name>JOJOFMLJOJO</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Star_magic&amp;diff=1948</id>
		<title>Star magic</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Star_magic&amp;diff=1948"/>
		<updated>2019-02-01T17:13:58Z</updated>

		<summary type="html">&lt;p&gt;JOJOFMLJOJO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
to use a &amp;quot;hero&amp;quot; spell you nedd a posetiv relasionsip white the hero&lt;br /&gt;
&lt;br /&gt;
to met a hero you nedd to do 1 of 2 tinks &lt;br /&gt;
&lt;br /&gt;
1 met the hero befor they die&lt;br /&gt;
&lt;br /&gt;
2 [[Star gate]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Spell'''	|| '''A/P''' || '''Resist''' || '''Casting Time''' || '''DR''' || '''Duration''' || '''Range''' || '''Weight''' || '''Area of Effect'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Cone of Light]]        || A   || N || 1 round  || 9  || 2 rounds || 25 m  ||       || 3 m r end of cone       &lt;br /&gt;
|-&lt;br /&gt;
| [[Enhance Strength]]     || P   || Y || 10 min.  || 9  || 10 min.  || Touch || 100 kg || 1 creature*             &lt;br /&gt;
|-&lt;br /&gt;
| [[Hero poseson]]     || p   ||  || 1 min  || gm desison  || 10 min  ||  ||  ||              &lt;br /&gt;
|-&lt;br /&gt;
| [[Hero's blesing]]     ||  p  || y || 10 min  || gm desison  || 10 min  ||  ||  || 1 creature*             &lt;br /&gt;
|-&lt;br /&gt;
| [[Summon hero]]     || A   ||  || 1 round  || gm desison  || 1 ma round  || 5 m ||  ||              &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>JOJOFMLJOJO</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Star_gate&amp;diff=1941</id>
		<title>Star gate</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Star_gate&amp;diff=1941"/>
		<updated>2019-01-31T21:36:51Z</updated>

		<summary type="html">&lt;p&gt;JOJOFMLJOJO: Created page with &amp;quot;{{ infobox | abovestyle  = background:#7d4733; color:white | above       = Star gate | label1      = Path(s) | data1       = Ritual | label2      = Resist? | data2       = Y |...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ infobox&lt;br /&gt;
| abovestyle  = background:#7d4733; color:white&lt;br /&gt;
| above       = Star gate&lt;br /&gt;
| label1      = Path(s)&lt;br /&gt;
| data1       = Ritual&lt;br /&gt;
| label2      = Resist?&lt;br /&gt;
| data2       = Y&lt;br /&gt;
| label3      = Casting Time&lt;br /&gt;
| data3       = 12 hours&lt;br /&gt;
| label4      = DR&lt;br /&gt;
| data4       = 6&lt;br /&gt;
| label5      = Duration&lt;br /&gt;
| data5       = Instant&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
tis Ritual brings you to the star planes for 1 hour&lt;br /&gt;
&lt;br /&gt;
=== Ingredients ===&lt;br /&gt;
&lt;br /&gt;
* 1 [[star token]]&lt;/div&gt;</summary>
		<author><name>JOJOFMLJOJO</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Arius&amp;diff=1940</id>
		<title>Arius</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Arius&amp;diff=1940"/>
		<updated>2019-01-31T21:20:55Z</updated>

		<summary type="html">&lt;p&gt;JOJOFMLJOJO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ infobox&lt;br /&gt;
| abovestyle  = background:#0e5a2c; color:white&lt;br /&gt;
| above       = Arius&lt;br /&gt;
| label1      = Expected lifespan&lt;br /&gt;
| data1       = 180 (Maturity: 30)&lt;br /&gt;
| label2      = Move&lt;br /&gt;
| data2       = 50&lt;br /&gt;
| label3      = Size&lt;br /&gt;
| data3       = D6/3&lt;br /&gt;
| label4      = Strength&lt;br /&gt;
| data4       = D6/3 (Potential: 6)&lt;br /&gt;
| label5      = Endurance&lt;br /&gt;
| data5       = O6 (Potential: 21)&lt;br /&gt;
| label6      = Coordination&lt;br /&gt;
| data6       = O6 (Potential: 12)&lt;br /&gt;
| label7      = Awareness&lt;br /&gt;
| data7       = O6 (Potential: 12)&lt;br /&gt;
| label8      = Learning&lt;br /&gt;
| data8       = O6 (Potential: 15)&lt;br /&gt;
| label9      = Magical Aptitude&lt;br /&gt;
| data9       = D6&lt;br /&gt;
| label10     = Armor Points&lt;br /&gt;
| data10      = as armor&lt;br /&gt;
| label11     = Weapon&lt;br /&gt;
| data11      = Unarmed (O6+1)&lt;br /&gt;
| label12     = Ini/Off/Def/Dam&lt;br /&gt;
| data12      = 5/-2/-4/-3&lt;br /&gt;
| label13     = Weapon2 (O6+2)&lt;br /&gt;
| data13      = Any weapon&lt;br /&gt;
| label14     = Ini/Off/Def/Dam&lt;br /&gt;
| data14      = (As weapon)&lt;br /&gt;
| label15     = Dodge&lt;br /&gt;
| data15      = 2D6&lt;br /&gt;
| label16     = Hide&lt;br /&gt;
| data16      = 2&lt;br /&gt;
| label17     = Move Quietly&lt;br /&gt;
| data17      = 2O6&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Physical description ===&lt;br /&gt;
the Arius are small humanoid ceturs arund 1 m tall, whtie wings.&lt;br /&gt;
&lt;br /&gt;
=== Social structure ===&lt;br /&gt;
the Arius are a peaceful rase that sontims fols from the sky &lt;br /&gt;
&lt;br /&gt;
=== Occupations ===&lt;br /&gt;
the Arius uselig get capture and sold as slaves&lt;/div&gt;</summary>
		<author><name>JOJOFMLJOJO</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Arius&amp;diff=1939</id>
		<title>Arius</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Arius&amp;diff=1939"/>
		<updated>2019-01-31T20:55:32Z</updated>

		<summary type="html">&lt;p&gt;JOJOFMLJOJO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ infobox&lt;br /&gt;
| abovestyle  = background:#0e5a2c; color:white&lt;br /&gt;
| above       = Arius&lt;br /&gt;
| label1      = Expected lifespan&lt;br /&gt;
| data1       = 180 (Maturity: 30)&lt;br /&gt;
| label2      = Move&lt;br /&gt;
| data2       = 50&lt;br /&gt;
| label3      = Size&lt;br /&gt;
| data3       = D6/3&lt;br /&gt;
| label4      = Strength&lt;br /&gt;
| data4       = D6/3 (Potential: 6)&lt;br /&gt;
| label5      = Endurance&lt;br /&gt;
| data5       = O6 (Potential: 21)&lt;br /&gt;
| label6      = Coordination&lt;br /&gt;
| data6       = O6 (Potential: 12)&lt;br /&gt;
| label7      = Awareness&lt;br /&gt;
| data7       = O6 (Potential: 12)&lt;br /&gt;
| label8      = Learning&lt;br /&gt;
| data8       = O6 (Potential: 15)&lt;br /&gt;
| label9      = Magical Aptitude&lt;br /&gt;
| data9       = D6&lt;br /&gt;
| label10     = Armor Points&lt;br /&gt;
| data10      = as armor&lt;br /&gt;
| label11     = Weapon&lt;br /&gt;
| data11      = Unarmed (O6+1)&lt;br /&gt;
| label12     = Ini/Off/Def/Dam&lt;br /&gt;
| data12      = 5/-2/-4/-3&lt;br /&gt;
| label13     = Weapon2 (O6+2)&lt;br /&gt;
| data13      = Any weapon&lt;br /&gt;
| label14     = Ini/Off/Def/Dam&lt;br /&gt;
| data14      = (As weapon)&lt;br /&gt;
| label15     = Dodge&lt;br /&gt;
| data15      = 2D6&lt;br /&gt;
| label16     = Hide&lt;br /&gt;
| data16      = 2&lt;br /&gt;
| label17     = Move Quietly&lt;br /&gt;
| data17      = 2O6&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Physical description ===&lt;br /&gt;
the Arius are small humanoid ceturs arund 1 m tall, whtie wings.&lt;/div&gt;</summary>
		<author><name>JOJOFMLJOJO</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Arius&amp;diff=1938</id>
		<title>Arius</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Arius&amp;diff=1938"/>
		<updated>2019-01-31T20:47:04Z</updated>

		<summary type="html">&lt;p&gt;JOJOFMLJOJO: Created page with &amp;quot;{{ infobox | abovestyle  = background:#0e5a2c; color:white | above       = Arius | label1      = Expected lifespan | data1       = 180 (Maturity: 30) | label2      = Move | da...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ infobox&lt;br /&gt;
| abovestyle  = background:#0e5a2c; color:white&lt;br /&gt;
| above       = Arius&lt;br /&gt;
| label1      = Expected lifespan&lt;br /&gt;
| data1       = 180 (Maturity: 30)&lt;br /&gt;
| label2      = Move&lt;br /&gt;
| data2       = 50&lt;br /&gt;
| label3      = Size&lt;br /&gt;
| data3       = D6/3&lt;br /&gt;
| label4      = Strength&lt;br /&gt;
| data4       = D6/3 (Potential: 6)&lt;br /&gt;
| label5      = Endurance&lt;br /&gt;
| data5       = O6 (Potential: 21)&lt;br /&gt;
| label6      = Coordination&lt;br /&gt;
| data6       = O6 (Potential: 12)&lt;br /&gt;
| label7      = Awareness&lt;br /&gt;
| data7       = O6 (Potential: 12)&lt;br /&gt;
| label8      = Learning&lt;br /&gt;
| data8       = O6 (Potential: 15)&lt;br /&gt;
| label9      = Magical Aptitude&lt;br /&gt;
| data9       = D6&lt;br /&gt;
| label10     = Armor Points&lt;br /&gt;
| data10      = as armor&lt;br /&gt;
| label11     = Weapon&lt;br /&gt;
| data11      = Unarmed (O6+1)&lt;br /&gt;
| label12     = Ini/Off/Def/Dam&lt;br /&gt;
| data12      = 5/-2/-4/-3&lt;br /&gt;
| label13     = Weapon2 (O6+2)&lt;br /&gt;
| data13      = Any weapon&lt;br /&gt;
| label14     = Ini/Off/Def/Dam&lt;br /&gt;
| data14      = (As weapon)&lt;br /&gt;
| label15     = Dodge&lt;br /&gt;
| data15      = 2D6&lt;br /&gt;
| label16     = Hide&lt;br /&gt;
| data16      = 2&lt;br /&gt;
| label17     = Move Quietly&lt;br /&gt;
| data17      = 2O6&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>JOJOFMLJOJO</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Star_magic&amp;diff=1937</id>
		<title>Star magic</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Star_magic&amp;diff=1937"/>
		<updated>2019-01-31T20:39:21Z</updated>

		<summary type="html">&lt;p&gt;JOJOFMLJOJO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
to use a &amp;quot;hero&amp;quot; spell you nedd a posetiv relasionsip white the hero&lt;br /&gt;
&lt;br /&gt;
to met a hero you nedd to do 1 of 2 tinks &lt;br /&gt;
&lt;br /&gt;
1 met the hero befor they die&lt;br /&gt;
&lt;br /&gt;
2 [[Star gate]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Spell'''	|| '''A/P''' || '''Resist''' || '''Casting Time''' || '''DR''' || '''Duration''' || '''Range''' || '''Weight''' || '''Area of Effect'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Enhance Strength]]     || P   || Y || 10 min.  || 9  || 10 min.  || Touch || 100 kg || 1 creature*             &lt;br /&gt;
|-&lt;br /&gt;
| [[Summon hero]]     || A   ||  || 1 round  || gm desison  || 1 ma round  || 5 m ||  ||              &lt;br /&gt;
|-&lt;br /&gt;
| [[Hero poseson]]     || p   ||  || 1 min  || gm desison  || 10 min  ||  ||  ||              &lt;br /&gt;
|-&lt;br /&gt;
| [[Hero's blesing]]     ||  p  || y || 10 min  || gm desison  || 10 min  ||  ||  || 1 creature*             &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>JOJOFMLJOJO</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Star_magic&amp;diff=1936</id>
		<title>Star magic</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Star_magic&amp;diff=1936"/>
		<updated>2019-01-31T20:38:01Z</updated>

		<summary type="html">&lt;p&gt;JOJOFMLJOJO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
to use a &amp;quot;hero&amp;quot; spell you nedd a posetiv relasionsip white the hero&lt;br /&gt;
&lt;br /&gt;
to met a hero you nedd to do 1 of 2 tinks &lt;br /&gt;
&lt;br /&gt;
1 met the hero befor they die&lt;br /&gt;
&lt;br /&gt;
2 [[star gate]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Spell'''	|| '''A/P''' || '''Resist''' || '''Casting Time''' || '''DR''' || '''Duration''' || '''Range''' || '''Weight''' || '''Area of Effect'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Enhance Strength]]     || P   || Y || 10 min.  || 9  || 10 min.  || Touch || 100 kg || 1 creature*             &lt;br /&gt;
|-&lt;br /&gt;
| [[Summon hero]]     || A   ||  || 1 round  || gm desison  || 1 ma round  || 5 m ||  ||              &lt;br /&gt;
|-&lt;br /&gt;
| [[hero poseson]]     || p   ||  || 1 min  || gm desison  || 10 min  ||  ||  ||              &lt;br /&gt;
|-&lt;br /&gt;
| [[hero's blesing]]     ||  p  || y || 10 min  || gm desison  || 10 min  ||  ||  || 1 creature*             &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>JOJOFMLJOJO</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Star_magic&amp;diff=1935</id>
		<title>Star magic</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Star_magic&amp;diff=1935"/>
		<updated>2019-01-31T20:34:51Z</updated>

		<summary type="html">&lt;p&gt;JOJOFMLJOJO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
to use a &amp;quot;hero&amp;quot; spell you nedd a posetiv relasionsip white the hero&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Spell'''	|| '''A/P''' || '''Resist''' || '''Casting Time''' || '''DR''' || '''Duration''' || '''Range''' || '''Weight''' || '''Area of Effect'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Enhance Strength]]     || P   || Y || 10 min.  || 9  || 10 min.  || Touch || 100 kg || 1 creature*             &lt;br /&gt;
|-&lt;br /&gt;
| [[Summon hero]]     || A   ||  || 1 round  || gm desison  || 1 ma round  || 5 m ||  ||              &lt;br /&gt;
|-&lt;br /&gt;
| [[hero poseson]]     || p   ||  || 1 min  || gm desison  || 10 min  ||  ||  ||              &lt;br /&gt;
|-&lt;br /&gt;
| [[hero's blesing]]     ||  p  || y || 10 min  || gm desison  || 10 min  ||  ||  || 1 creature*             &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>JOJOFMLJOJO</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Star_magic&amp;diff=1934</id>
		<title>Star magic</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Star_magic&amp;diff=1934"/>
		<updated>2019-01-31T20:29:48Z</updated>

		<summary type="html">&lt;p&gt;JOJOFMLJOJO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Spell'''	|| '''A/P''' || '''Resist''' || '''Casting Time''' || '''DR''' || '''Duration''' || '''Range''' || '''Weight''' || '''Area of Effect'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Enhance Strength]]     || P   || Y || 10 min.  || 9  || 10 min.  || Touch || 100 kg || 1 creature*             &lt;br /&gt;
|-&lt;br /&gt;
| [[Summon hero]]     || A   ||  || 1 round  || gm desison  || 1 ma round  || 5 m ||  ||              &lt;br /&gt;
|-&lt;br /&gt;
| [[hero poseson]]     || p   ||  || 1 min  || gm desison  || 10 min  ||  ||  ||              &lt;br /&gt;
|-&lt;br /&gt;
| [[hero's blesing]]     ||  p  || y || 10 min  || gm desison  || 10 min  ||  ||  || 1 creature*             &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>JOJOFMLJOJO</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Star_magic&amp;diff=1933</id>
		<title>Star magic</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Star_magic&amp;diff=1933"/>
		<updated>2019-01-31T20:29:15Z</updated>

		<summary type="html">&lt;p&gt;JOJOFMLJOJO: Created page with &amp;quot;{| class=&amp;quot;wikitable&amp;quot; |'''Spell'''	|| '''A/P''' || '''Resist''' || '''Casting Time''' || '''DR''' || '''Duration''' || '''Range''' || '''Weight''' || '''Area of Effect''' |- |...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Spell'''	|| '''A/P''' || '''Resist''' || '''Casting Time''' || '''DR''' || '''Duration''' || '''Range''' || '''Weight''' || '''Area of Effect'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Enhance Strength]]     || P   || Y || 10 min.  || 9  || 10 min.  || Touch || 100 kg || 1 creature*             &lt;br /&gt;
|-&lt;br /&gt;
| [[Summon hero]]     || A   ||  || 1 round  || gm desison  || 1 ma round  || 5 m ||  ||              &lt;br /&gt;
|-&lt;br /&gt;
| [[hero poseson]]     || p   ||  || 1 min  || gm desison  || 10 min  ||  ||  ||              &lt;br /&gt;
|-&lt;br /&gt;
| [[hero's blesing]]     ||  p  || y || 10 min  || gm desison  || 10 min  ||  ||  || 1 creature*             &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>JOJOFMLJOJO</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=JOJOFMLJOJO&amp;diff=1929</id>
		<title>JOJOFMLJOJO</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=JOJOFMLJOJO&amp;diff=1929"/>
		<updated>2019-01-31T20:10:12Z</updated>

		<summary type="html">&lt;p&gt;JOJOFMLJOJO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;dont &lt;br /&gt;
&lt;br /&gt;
my secret character ingrediens&lt;br /&gt;
 &lt;br /&gt;
[[star magic]]&lt;br /&gt;
 &lt;br /&gt;
[[Arius]]&lt;br /&gt;
 &lt;br /&gt;
[[]]&lt;/div&gt;</summary>
		<author><name>JOJOFMLJOJO</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=JOJOFMLJOJO&amp;diff=1928</id>
		<title>JOJOFMLJOJO</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=JOJOFMLJOJO&amp;diff=1928"/>
		<updated>2019-01-31T20:09:46Z</updated>

		<summary type="html">&lt;p&gt;JOJOFMLJOJO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;dont &lt;br /&gt;
&lt;br /&gt;
my secret character ingrediens&lt;br /&gt;
 [[star magic]]&lt;br /&gt;
 [[Arius]]&lt;br /&gt;
 [[]]&lt;/div&gt;</summary>
		<author><name>JOJOFMLJOJO</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=JOJOFMLJOJO&amp;diff=1927</id>
		<title>JOJOFMLJOJO</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=JOJOFMLJOJO&amp;diff=1927"/>
		<updated>2019-01-31T17:51:58Z</updated>

		<summary type="html">&lt;p&gt;JOJOFMLJOJO: Created page with &amp;quot;IKKE SE&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;IKKE SE&lt;/div&gt;</summary>
		<author><name>JOJOFMLJOJO</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=User:JOJOFMLJOJO&amp;diff=1926</id>
		<title>User:JOJOFMLJOJO</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=User:JOJOFMLJOJO&amp;diff=1926"/>
		<updated>2019-01-31T17:51:23Z</updated>

		<summary type="html">&lt;p&gt;JOJOFMLJOJO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Jonatan sin side&lt;br /&gt;
&lt;br /&gt;
creator of [[drake|drakes]]&lt;br /&gt;
&lt;br /&gt;
[[JOJOFMLJOJO]]&lt;/div&gt;</summary>
		<author><name>JOJOFMLJOJO</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Animate_Dead&amp;diff=1774</id>
		<title>Animate Dead</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Animate_Dead&amp;diff=1774"/>
		<updated>2018-06-06T13:12:44Z</updated>

		<summary type="html">&lt;p&gt;JOJOFMLJOJO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ infobox&lt;br /&gt;
| abovestyle  = background:#7d4733; color:white&lt;br /&gt;
| above       = Animate Dead&lt;br /&gt;
| label1      = Path(s)&lt;br /&gt;
| data1       = Black&lt;br /&gt;
| label2      = A/P?&lt;br /&gt;
| data2       = P&lt;br /&gt;
| label3      = Resist?&lt;br /&gt;
| data3       = N&lt;br /&gt;
| label4      = Casting Time&lt;br /&gt;
| data4       = 1 day&lt;br /&gt;
| label5      = DR&lt;br /&gt;
| data5       = 13&lt;br /&gt;
| label6      = Duration&lt;br /&gt;
| data6       = 1 day&lt;br /&gt;
| label7      = Range&lt;br /&gt;
| data7       = Touch&lt;br /&gt;
| label8      = Weight&lt;br /&gt;
| data8       = 100 kg&lt;br /&gt;
| label9      = Area of Effect&lt;br /&gt;
| data9       = 1 creature*&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Animates one corpse to a zombie or skeleton (depending on the state of the dead body. The zombie gets 6 BP + 1 BP per 2 levels and melee skill of 1 per level. A skeleton gets 1 BP per 2 levels and 1 per 2 levels in melee skill.&lt;br /&gt;
&lt;br /&gt;
Back: [[Magick]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Spells]]&lt;br /&gt;
[[Category:Black Magick]]&lt;/div&gt;</summary>
		<author><name>JOJOFMLJOJO</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Light_Path&amp;diff=1716</id>
		<title>Light Path</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Light_Path&amp;diff=1716"/>
		<updated>2018-06-04T17:39:21Z</updated>

		<summary type="html">&lt;p&gt;JOJOFMLJOJO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are the Light Path spells of the Amar Evolutionary Magick System. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Spell'''|| '''Path Level''' || '''A/P''' || '''Resist''' || '''Casting Time''' || '''DR''' || '''Duration''' || '''Range''' || '''Weight''' || '''Area of Effect''' || '''Description''' || '''Spell Path Unlocks '''&lt;br /&gt;
|-&lt;br /&gt;
| Increase Light        || 1      || P   || N || 1 round  || 5 || 5 min.   || 1 m ||        || 1 light source*|| Multiplies the intensity (effect) of the light source by 1 + 1 per level. || &lt;br /&gt;
|-&lt;br /&gt;
| Light      || 2      || P   || Y ||1 round  || 5 || 2 rounds  || 1m  ||        || 1 m radius || Lights a sphere with a radius of 1 m per level.||&lt;br /&gt;
|-&lt;br /&gt;
| Cone Of Light       || 3      || A   || N || 1 round  || 5 || 2 rounds  || 10m ||       || 2 m radius at end of cone || The palm of the caster emits a cone of light.||&lt;br /&gt;
|-&lt;br /&gt;
| Flash       || 4      || -   || N || 2 round  || 5 || Instant.  || 1 m ||   || 2 Special || Gives a bright flash of light temporarily impairing the sight of those looking at it. It gives -1 status per every other level to those looking in the direction of the flash when it goes off. This penalty is reduced by 1 per meter of distance from the flash, and is further reduced by 1 per round.||&lt;br /&gt;
|-&lt;br /&gt;
| Night Vision      || 3      || P  || Y || 1 min.  || 5 || 2 min.  || Touch || 100kg     || 1 creature* || Makes the target able to see in the dark like a cat. Twilight is treated as normal light, moonlight as twilight and starlight as moonlight. || [[Vision Lore]]&lt;br /&gt;
|-&lt;/div&gt;</summary>
		<author><name>JOJOFMLJOJO</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Magick&amp;diff=1322</id>
		<title>Magick</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Magick&amp;diff=1322"/>
		<updated>2017-11-04T16:43:23Z</updated>

		<summary type="html">&lt;p&gt;JOJOFMLJOJO: /* Spells */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Magick is probably the most important element in fantasy. It is covered in this chapter down to the very spells like controlling fire and cursing to the various magick items.&lt;br /&gt;
&lt;br /&gt;
== The Magick Skills ==&lt;br /&gt;
&lt;br /&gt;
Magick is divided into three categories: spell magick, ritual magick and alchemy.  Spell magick is all the spells done by sheer exercise of will. This is the true wizard pointing at the dragon and shooting forth a bolt of lightning.&lt;br /&gt;
&lt;br /&gt;
Spell magick is powered by the magical aptitude.&lt;br /&gt;
&lt;br /&gt;
Ritual magick is based on ritual magick lore. It deals with the forces in nature itself and the ways of manipulating them. Here we have the standard witchcraft with time consuming rituals with loads of props needed.&lt;br /&gt;
&lt;br /&gt;
Alchemy is the domain of the alchemist, a sort of chemist-magician.&lt;br /&gt;
&lt;br /&gt;
In the magick tables you will find specifications on all the magick spells and items. Further descriptions are found in the text.&lt;br /&gt;
&lt;br /&gt;
== Detecting Magick ==&lt;br /&gt;
To detect magick, make an MA roll (MA+O6) to get higher or equal to the DR of the magick you try to detect. Such a roll does not reveal the type of magick.&lt;br /&gt;
&lt;br /&gt;
== Commercial Use of Magick ==&lt;br /&gt;
&lt;br /&gt;
Setting up shop and dealing in spells or magick items like they were normal goods, or teaching spells to anyone who pays for it, will at the very least result in being frozen out by any respectable magician, who will refuse to have anything to do with you. Quite likely some magician will do something more drastic to put an end to it.&lt;br /&gt;
&lt;br /&gt;
== True Name ==&lt;br /&gt;
&lt;br /&gt;
Some spells require the true name of the target. Your true name is the name given at birth.&lt;br /&gt;
&lt;br /&gt;
== Divine Miracles ==&lt;br /&gt;
&lt;br /&gt;
=== Cult Standing ===&lt;br /&gt;
&lt;br /&gt;
In certain cults the members may also receive magick in the form of miracles from their god. Members (initiates and above) of such cults have a certain cult standing. This indicates how much their god appreciates them. This cult standing increases or decreases according to the actions of the individual cult member.&lt;br /&gt;
&lt;br /&gt;
The GM should see the table below for ideas about the amount to gain or loose from different actions. The GM should never tell a player what his character’s cult standing is. If a character gets too far below 0 in cult standing, the GM should include adverse effects.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Change of Cult Standing&lt;br /&gt;
|-&lt;br /&gt;
|'''Change'''	|| '''Activity'''&lt;br /&gt;
|-&lt;br /&gt;
| +3 || Fantastic deed              &lt;br /&gt;
|-&lt;br /&gt;
| +2 || Great deed                  &lt;br /&gt;
|-&lt;br /&gt;
| +1 || Very good deed              &lt;br /&gt;
|-&lt;br /&gt;
| +1 || One year of spotless worship&lt;br /&gt;
|-&lt;br /&gt;
| -1 || Minor offense               &lt;br /&gt;
|-&lt;br /&gt;
| -2 || Offence                     &lt;br /&gt;
|-&lt;br /&gt;
| -3 || Grave offence               &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Initiation Requirements ===&lt;br /&gt;
&lt;br /&gt;
This varies with the cult, but usually includes having been a lay member for one year, an initiation act appropriate for the cult and often relevant skill requirements, etc. An initiate will often have access to cult training.&lt;br /&gt;
&lt;br /&gt;
=== Priesthood Requirements ===&lt;br /&gt;
&lt;br /&gt;
This varies with the cult, but usually includes having been an initiate for at least five years, having a cult standing of at least 10, a priesthood act appropriate to the cult and often relevant skill requirements, etc.&lt;br /&gt;
&lt;br /&gt;
=== Divine Intervention ===&lt;br /&gt;
&lt;br /&gt;
If you pray for divine intervention, your cult standing + d must match the difficulty rating of the miracle as determined by the GM. If it is critical an initiate gets +5 and a priest +10 on the roll. The difficulty rating should follow the difficulty ratings for spell magick, less if it lies directly within the domain of the god (i.e. asking Ikalio, the sun god, for light), more if it is not appropriate (i.e.  asking Ikalio for water). A priest loses the number of points indicated in the table below whether or not the miracle is granted. An initiate loses the same if it is granted, but double if not. Note that Enchant Item, Permanency and Resurrection cost twice as much cult standing as normal. A failed resurrection also reduces the magical aptitude of the supplicant by 3.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Divine Intervention Cost&lt;br /&gt;
|-&lt;br /&gt;
|'''Cost'''	|| '''Total DR'''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1–4  &lt;br /&gt;
|-&lt;br /&gt;
| 2 || 5–9  &lt;br /&gt;
|-&lt;br /&gt;
| 3 || 10–14&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 15–19&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 20–24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Spell Magick ==&lt;br /&gt;
&lt;br /&gt;
To successfully cast a spell, roll the dice adding your path lore. The total must equal or exceed the DR + Spell Level. The character states what level of the spell he or she intends to cast (up to the trained level).&lt;br /&gt;
&lt;br /&gt;
Only one spell may be cast per combat round (6 seconds). If you cast a spell, you cannot do anything else that round. The spell takes effect at the end of the round. If more than one person is casting a spell, the spell of the caster with the highest awareness roll takes effect first, etc.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise noted, all spells require that you see or touch the target(s).  If applicable, the effect of a spell also includes items carried by the target unless otherwise noted.&lt;br /&gt;
&lt;br /&gt;
The symbolic value of items used to cast spells on or with may make it easier or more difficult to cast a spell. It may subtract as much as 2 from the DR or add as much as 5. I.e. it is easier to cast light on a perfect diamond than on a piece of charcoal. All such adjustments are at the GM’s discretion. The DR given for the spell should be used for most occasions.&lt;br /&gt;
&lt;br /&gt;
=== Resisting Spells ===&lt;br /&gt;
&lt;br /&gt;
If the spell can be resisted and is supposed to affect an unwilling target, add the magick defense of the target to the DR. The Magick Defense (MD) equals 1 per full 3 in current Magical Aptitude Endurance.&lt;br /&gt;
&lt;br /&gt;
You automatically resist spells when you are unaware of the spell. An unconscious target does not resist.&lt;br /&gt;
&lt;br /&gt;
=== Spending Magical Aptitude ===&lt;br /&gt;
&lt;br /&gt;
Whenever you cast a spell, you loose 1 in magical aptitude, even if the spell fails.&lt;br /&gt;
&lt;br /&gt;
With negative magical aptitude the caster is dead.&lt;br /&gt;
&lt;br /&gt;
=== Spell Levels ===&lt;br /&gt;
&lt;br /&gt;
The strength of a spell is determined by the spell level. The effect, duration, range and area of effect all increase with the spell level. In the spell table you will find the duration, range and area of effect per spell level. The DR is also given. A character will learn spell levels by a mentor or self research.&lt;br /&gt;
&lt;br /&gt;
You may not learn spells if you have a magical aptitude of 0.&lt;br /&gt;
&lt;br /&gt;
=== Magic Control ===&lt;br /&gt;
&lt;br /&gt;
If two or more magicians try to control the same object(s) or area, the one with the highest spell level succeeds.&lt;br /&gt;
&lt;br /&gt;
=== Active/Passive ===&lt;br /&gt;
&lt;br /&gt;
During the casting time, the spell caster may not do anything but concentrate on casting the spell. If the spell is active, he must concentrate fully on the spell throughout the duration as well, or the spell is cancelled. If the spell is passive he is free to do anything after the casting time is completed. The duration is exclusive of the casting time.&lt;br /&gt;
&lt;br /&gt;
=== Effect per Spell Level ===&lt;br /&gt;
&lt;br /&gt;
Unless otherwise noted the area, range and weight is multiplied by the spell level, and the duration increases one step on the table below per level above one.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Duration of Spells&lt;br /&gt;
|-&lt;br /&gt;
| 1  round   || 3   days   &lt;br /&gt;
|-&lt;br /&gt;
| 2  rounds  || 1   week  &lt;br /&gt;
|-&lt;br /&gt;
| 5  rounds  || 2   weeks &lt;br /&gt;
|-&lt;br /&gt;
| 1  minute  || 1   month &lt;br /&gt;
|-&lt;br /&gt;
| 2  minutes || 2   months&lt;br /&gt;
|-&lt;br /&gt;
| 5  minutes || 6   months&lt;br /&gt;
|-&lt;br /&gt;
| 10 minutes || 1   year  &lt;br /&gt;
|-&lt;br /&gt;
| 30 minutes || 2   years &lt;br /&gt;
|-&lt;br /&gt;
| 1  hour    || 5   years &lt;br /&gt;
|-&lt;br /&gt;
| 2  hours   || 10  years &lt;br /&gt;
|-&lt;br /&gt;
| 6  hours   || 20  years &lt;br /&gt;
|-&lt;br /&gt;
| 12 hours   || 50  years &lt;br /&gt;
|-&lt;br /&gt;
| 1  day     || 100 years &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Detecting Illusions ===&lt;br /&gt;
&lt;br /&gt;
An awareness roll exceeding the total (DR+level) of the spell will penetrate the illusion. If the roll equals the total the character will notice that something is strange. If the character is suspicious he will get +3 on his roll.&lt;br /&gt;
&lt;br /&gt;
=== Abilities of Disembodied Spirits ===&lt;br /&gt;
&lt;br /&gt;
Disembodied spirits have the ability to cast the “spells” listed in the table below in addition to any spells they may have learned the normal way. The duration of these “spells” is a number of minutes equal to the caster’s current MA, and they are cast using the current MA + d.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Abilities of Disembodied Spirits&lt;br /&gt;
|-&lt;br /&gt;
|'''DR'''	|| '''“Spell”'''&lt;br /&gt;
|-&lt;br /&gt;
| 7  || Knock                   &lt;br /&gt;
|-&lt;br /&gt;
| 9  || Whisper                 &lt;br /&gt;
|-&lt;br /&gt;
| 11 || Be visible (transparent)&lt;br /&gt;
|-&lt;br /&gt;
| 13 || Talk                    &lt;br /&gt;
|-&lt;br /&gt;
| 15 || Be visible (opaque)     &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Vocal and Somatic Components ===&lt;br /&gt;
&lt;br /&gt;
Spells normally contain vocal and somatic components. These components are not absolutely necessary to cast the spell, but it is harder if you don’t use them. The penalties are as follows: -1 for moderating a component, -2 for discreet usage and -3 for not using it. These penalties are per component and cumulative, i.e. moderate somatic and no vocal equals -4.&lt;br /&gt;
&lt;br /&gt;
=== “Seeing” Mana ===&lt;br /&gt;
&lt;br /&gt;
If the sum of your current magical aptitude and the magical aptitude or mana of a creature, magick item, special place, spell, etc. equals or exceeds 30, you are able to “see” the approximate mana level. If you are actively looking for the mana you only need a total of 20. This only works if you have at least 1 in magical aptitude. A magick item has a mana equal to half the DR of the spell used to create it. A spell has a mana equal to half its DR.&lt;br /&gt;
&lt;br /&gt;
=== Recovery of Magical Aptitude ===&lt;br /&gt;
&lt;br /&gt;
You recover your magical aptitude after a good nights sleep. A short/uneasy sleep may give a partial recovery.&lt;br /&gt;
&lt;br /&gt;
=== Touch Spells ===&lt;br /&gt;
&lt;br /&gt;
To cast a spell with a range of “touch” on an unwilling opponent, you must make a successful unarmed attack on him the following round. You get a +3 modifier on this.&lt;br /&gt;
&lt;br /&gt;
=== Magick Criticals ===&lt;br /&gt;
&lt;br /&gt;
A magick critical occurs when you roll a double 6 when casting a spell. When rolling on the critical table, add the current MA to the dice roll. If the critical is not applicable, pick the one below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Magick Criticals&lt;br /&gt;
|-&lt;br /&gt;
|'''DR'''	|| '''Description'''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Add 1 to a spell cast next round                              &lt;br /&gt;
|-                                                                 &lt;br /&gt;
| 2 || Add 1 to spells cast next minute                            &lt;br /&gt;
|-                                                                 &lt;br /&gt;
| 3 || MA not spended for casting the spell                        &lt;br /&gt;
|-                                                                 &lt;br /&gt;
| 4 || Add D to spell cast next round                              &lt;br /&gt;
|-                                                                 &lt;br /&gt;
| 5 || Add D to spells cast next minute                            &lt;br /&gt;
|-                                                                 &lt;br /&gt;
| 6 || Active spell becomes passive for the duration of the spell  &lt;br /&gt;
|-                                                                 &lt;br /&gt;
| 7 || Duration is one level higher                                &lt;br /&gt;
|-                                                                 &lt;br /&gt;
| 8 || Area of effect and weight is one level greater              &lt;br /&gt;
|-                                                                 &lt;br /&gt;
| 9 || Effect is one spell level higher                            &lt;br /&gt;
|-                                                                  &lt;br /&gt;
| 10 || Spell warps into another similar spell                      &lt;br /&gt;
|-                                                                  &lt;br /&gt;
| 11 || Effect is D spell levels higher                             &lt;br /&gt;
|-                                                                  &lt;br /&gt;
| 12 || Spell warps into another similar, but better spell          &lt;br /&gt;
|-                                                                  &lt;br /&gt;
| 13 || Disregard the targets MD                                    &lt;br /&gt;
|-                                                                  &lt;br /&gt;
| 14 || Double all spell level effects                              &lt;br /&gt;
|-                                                                  &lt;br /&gt;
| 15 || Effect is D spell levels higher and disregard the targets MD&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Magick Fumbles ===&lt;br /&gt;
&lt;br /&gt;
A magick fumble occurs when you roll a double 1 when casting a spell. When rolling on the fumble table, add the current MA to the dice roll. If the fumble is not applicable, pick the one above.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Magick Fumbles&lt;br /&gt;
|-&lt;br /&gt;
|'''DR'''	|| '''Description'''&lt;br /&gt;
|-&lt;br /&gt;
| 15+ || No effect.&lt;br /&gt;
|-&lt;br /&gt;
| 14 || Unpleasant feeling, -2 next round.&lt;br /&gt;
|-&lt;br /&gt;
| 13 || Sneezing next round (as stunned).&lt;br /&gt;
|-&lt;br /&gt;
| 12 || Thirsty (dehydrated), -2 until you drink d liters.&lt;br /&gt;
|-&lt;br /&gt;
| 11 || Dizzy – fall and let go what you have in your hands.&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Amnesia – can not cast spells for d hours.&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Confused for d minutes.&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Everybody within 10 meters become hostile towards you.&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Unconscious for d minutes.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Affects wrong target in the worst possible way.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || d+3 in damage.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Affects self (unless supposed to).&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Sleepless for d days due to pain, -4 in skills.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Unconscious for d hours and loose 1 in MA permanently.&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Coma for d days and loose 1 in MA permanently.&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Dead.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
&lt;br /&gt;
There are several categories of spells: Basic categories and categories devoted to specific Gods. The list below contains the basic categories. Each is a link to the page listing all the spells in that category. Click on the spell names in the table on a spell category page to see the description for each spell.&lt;br /&gt;
&lt;br /&gt;
The abbreviations used in the tables are:&lt;br /&gt;
;A/P&lt;br /&gt;
: '''A''' means the spell is active, '''P''' means the spell is passive, '''A/P''' means the spell may be active or passive depending on circumstances as described under the spell.&lt;br /&gt;
;Duration&lt;br /&gt;
: '''Instant.''' = Instantaneous, '''Perm.''' = Permanent.&lt;br /&gt;
;Area of Effect&lt;br /&gt;
: An asterisk (*) after the area of effect means that the area of effect does not increase with the spell level.  '''C''' = Creature, '''O''' = Object, '''r''' = radius.&lt;br /&gt;
&lt;br /&gt;
=== Basic spell categories ===&lt;br /&gt;
* [[:Category:Air Magick| Air Magick]]&lt;br /&gt;
* [[:Category:Black Magick| Black Magick]]&lt;br /&gt;
* [[:Category:Earth Magick| Earth Magick]]&lt;br /&gt;
* [[:Category:Fire Magick| Fire Magick]]&lt;br /&gt;
* [[:Category:Life Magick| Life Magick]]&lt;br /&gt;
* [[:Category:Magic Magick| Magic Magick]]&lt;br /&gt;
* [[:Category:Perception Magick| Perception Magick]]&lt;br /&gt;
* [[:Category:Protection Magick| Protection Magick]]&lt;br /&gt;
* [[:Category:Summoning Magick| Summoning Magick]]&lt;br /&gt;
* [[:Category:Water Magick| Water Magick]]&lt;br /&gt;
&lt;br /&gt;
=== Advanced spell categories ===&lt;br /&gt;
&lt;br /&gt;
=== God spell categories ===&lt;br /&gt;
&lt;br /&gt;
== Forbidden spells ==&lt;br /&gt;
&amp;quot;Forbidden spells&amp;quot; are spells that has been banished from Amar and are not taught at Academia Magicka. If an character is seen using a forbidden spell&lt;br /&gt;
or knows forbidden spells, the character will be reported to the kingdom and will be punished with life time in jail.&lt;br /&gt;
&lt;br /&gt;
The player can find forbidden spells in old books and via old items. The player can also find forbidden spells in [[The Forbidden Library]] created by [[Antonio The Magician]] or by trading with the [[Raven Demon]]. There are rumors about the ghost of Antonio, the chaos wizard who concocted most of these spells, still residing in Giellor and using forbidden spells to transfer his soul into new bodies to make him immortal. Who knows?&lt;br /&gt;
&lt;br /&gt;
The forbidden spells are used in different way, the player must throw a dice and if the player gets ''1, 2 or 3'' the spell will fail and count as a ''fumble''.&lt;br /&gt;
If the player gets ''4, 5 or 6'' on the dice the spell will work and count as ''critical''.&lt;br /&gt;
&lt;br /&gt;
=== List of forbidden Spells ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Spell'''	|| '''A/P''' || '''Resist''' || '''Casting Time''' || '''DR''' || '''Duration''' || '''Range''' || '''Weight''' || '''Area of Effect'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Fuse]]		      || P   || Y || 3 rounds  || 13 || Instant    || 10m     || 50 kg  || 2c or 2o&lt;br /&gt;
|- &lt;br /&gt;
| [[Galaxy Rift]]             || A   || N || 1 hour    || 18 || 1 round    || 5m      ||        || 1c* or 1o*               &lt;br /&gt;
|-&lt;br /&gt;
| [[Memory Erase]]            || P   || Y || 1 round   || 9  || Instant.   || Touch   ||        || 1 creature*              &lt;br /&gt;
|-&lt;br /&gt;
| [[Transfer Soul]]           || P   || Y || 5 minutes || 16 || Instant.   || 1 round ||        || 2 creatures*   						&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== The Spell Searchers ===&lt;br /&gt;
&lt;br /&gt;
There are some who quest for forbidden spells. Such a wizards is usually human and known as a [[Spell Searcher]].&lt;br /&gt;
&lt;br /&gt;
== Ritual Magick ==&lt;br /&gt;
&lt;br /&gt;
To successfully perform a ritual, roll the dice adding the ritual magick lore. The total must equal or exceed the DR of the ritual to be effective.&lt;br /&gt;
&lt;br /&gt;
There are no spell levels for ritual magick. All rituals have a set of ingredients and along with a given formula produce a certain effect.&lt;br /&gt;
&lt;br /&gt;
Rituals usually include a lot of special ingredients mixed in a very special way. This is followed up by poems, strange words or even songs or dances. The ingredients and gestures needed is described under each ritual.&lt;br /&gt;
&lt;br /&gt;
=== Ingredients ===&lt;br /&gt;
&lt;br /&gt;
The ingredients listed under each ritual are only suggestions and should be further specified by the GM. The ingredients such as the herbs could be fresh or dried at the GM’s discretion.&lt;br /&gt;
&lt;br /&gt;
The sequence the ingredients are put in is left for the GM to decide as well as any other body motions or words needed to succeed with the magick. Those ingredients marked with an asterisk are reusable.&lt;br /&gt;
&lt;br /&gt;
=== Having the Written Formula ===&lt;br /&gt;
&lt;br /&gt;
Having the written ritual formula to go by will lower the difficulty rating by 3.&lt;br /&gt;
&lt;br /&gt;
=== Rituals ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Rituals&lt;br /&gt;
|-&lt;br /&gt;
|'''Ritual''' || '''Casting time''' || '''DR''' || '''Resist''' || '''Duration''' || '''Range''' || '''Area'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Blind Curse]]      || 10 min. || 8  || Yes || 1 month || 1 km   || 1 creat. &lt;br /&gt;
|-&lt;br /&gt;
| [[Catch Fire]]       || 1 round || 6  || No  || Instant || 10 m   || 1 object &lt;br /&gt;
|-&lt;br /&gt;
| [[Curse of Fairies]] || 10 min. || 8  || Yes || 1 month || 100 km || 1 creat. &lt;br /&gt;
|-&lt;br /&gt;
| [[Eyes of Tekali]]   || 10 min. || 12 || No  || 1 round || 1 km   || Self     &lt;br /&gt;
|-&lt;br /&gt;
| [[Flames of Life]]   || 1 round || 6  || Yes || Instant || 10 m   || 10 liters&lt;br /&gt;
|-&lt;br /&gt;
| [[Nightfall]]        || 1 min.  || 8  || No  || 10 min. || None   || 3 m r &lt;br /&gt;
|-&lt;br /&gt;
| [[Raven Of Darkness]]|| 5 min.  || 11  || No  || Instant || 1 m    || 1 m r   &lt;br /&gt;
|-&lt;br /&gt;
| [[Snake Eyes]]       || 1 round || 6  || Yes || 1 min.  || 10 m   || 1 creat. &lt;br /&gt;
|-&lt;br /&gt;
| [[Tekali’s Torch]]   || 1 round || 8  || No  || 10 min. || 10 m   || 1 object &lt;br /&gt;
|-&lt;br /&gt;
| [[Volani’s Cure]]    || 1 round || 8  || No  || 1 week  || Touch  || 1 creat. &lt;br /&gt;
|-&lt;br /&gt;
| [[Witch Curse]]      || 30 min. || 10 || Yes || Instant || 100 m  || 1 creat. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Alchemy ==&lt;br /&gt;
&lt;br /&gt;
To successfully make a potion or amulet, roll the dice adding the alchemy lore. The total must equal or exceed the DR of the potion or amulet to be effective.&lt;br /&gt;
&lt;br /&gt;
Potions or amulets usually include a lot of special ingredients mixed in a very special way. This is followed up by poems, strange words or even songs or dances.&lt;br /&gt;
&lt;br /&gt;
The ingredients and gestures needed is described under each potion or amulet.&lt;br /&gt;
&lt;br /&gt;
=== Ingredients ===&lt;br /&gt;
&lt;br /&gt;
The ingredients listed under each potion or amulet are only suggestions and should be further specified by the GM.&lt;br /&gt;
&lt;br /&gt;
The ingredients such as the herbs could be fresh or dried at the GM’s discretion.&lt;br /&gt;
&lt;br /&gt;
The sequence the ingredients are put in is left for the GM to decide as well as any other body motions or words needed to succeed with the magick. Those ingredients marked with an asterisk are reusable.&lt;br /&gt;
&lt;br /&gt;
=== Having the Written Formula ===&lt;br /&gt;
&lt;br /&gt;
Having the written formula for the potion or amulet to go by will lower the difficulty rating by 3.&lt;br /&gt;
&lt;br /&gt;
=== Potions and Amulets ===&lt;br /&gt;
&lt;br /&gt;
Potions usually take about one hour to make and have a duration of one hour.&lt;br /&gt;
&lt;br /&gt;
In the potions and amulets table, you will find a column labeled Dur. The time given in this column is approximately how long the potion will keep and still have the described effect(s) if it is kept in a sealed container. After this time period, the potions will deteriorate in effect. How long it will take for a potion to become totally useless will vary a lot, but generally it will be about twice the durability.&lt;br /&gt;
&lt;br /&gt;
Some potions will have weird effects after the durability has expired, and quite a few will turn poisonous to some degree, although seldom deadly.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Potions&lt;br /&gt;
|-&lt;br /&gt;
|'''Potion'''	|| '''DR''' || '''Duration'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Bear Potion]]	         || 10 || 1 y. &lt;br /&gt;
|-&lt;br /&gt;
| [[Cat’s Eye Potion]]           || 8  || 1 y. &lt;br /&gt;
|-&lt;br /&gt;
| [[Diver’s Delight Potion]]     || 12 || 1 y. &lt;br /&gt;
|-&lt;br /&gt;
| [[Panther Potion]]             || 10 || 1 y. &lt;br /&gt;
|-&lt;br /&gt;
| [[Potion of Battle Frenzy]]    || 12 || 1 y. &lt;br /&gt;
|-&lt;br /&gt;
| [[Potion of Detection]]        || 10 || 1 y. &lt;br /&gt;
|-&lt;br /&gt;
| [[Potion of Healing]]          || 10 || 1 m. &lt;br /&gt;
|-&lt;br /&gt;
| [[Potion of Seeing the Truth]] || 10 || 1 y. &lt;br /&gt;
|-&lt;br /&gt;
| [[Potion of Shivering]]        || 6  || 10 y.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Amulets usually take about one week to make.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Amulets&lt;br /&gt;
|-&lt;br /&gt;
|'''Amulet'''	|| '''DR''' || '''Duration'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Spirit Protection]]	    || 8 || Perm.&lt;br /&gt;
|-&lt;br /&gt;
| [[Taran’s True Seeing]]   || 8 || Perm.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Next: [[Movement and Weather]]&lt;/div&gt;</summary>
		<author><name>JOJOFMLJOJO</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Magical_Drain&amp;diff=1252</id>
		<title>Magical Drain</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Magical_Drain&amp;diff=1252"/>
		<updated>2017-09-17T11:28:26Z</updated>

		<summary type="html">&lt;p&gt;JOJOFMLJOJO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ infobox&lt;br /&gt;
| abovestyle  = background:#7d4733; color:white;&lt;br /&gt;
| above       = Magical Drain&lt;br /&gt;
| label1      = Path(s)&lt;br /&gt;
| data1       = Black&lt;br /&gt;
| label2      = A/P&lt;br /&gt;
| data2       = P&lt;br /&gt;
| label3      = Resist&lt;br /&gt;
| data3       = Y&lt;br /&gt;
| label4      = Casting Time&lt;br /&gt;
| data4       = 3 rounds&lt;br /&gt;
| label5      = DR&lt;br /&gt;
| data5       = 7&lt;br /&gt;
| label6      = Duration&lt;br /&gt;
| data6       = Instant&lt;br /&gt;
| label7      = Range&lt;br /&gt;
| data7       = 2 m&lt;br /&gt;
| label8      = Weight&lt;br /&gt;
| data8       = N/A&lt;br /&gt;
| label9      = Area of Effect&lt;br /&gt;
| data9       = 1 creature*&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Draines 1 Magical Aptitude from the target. The range gets increased each spell level.&lt;br /&gt;
The target will regain the magical aptitude after a good night sleep.&lt;br /&gt;
&lt;br /&gt;
Can not reduce the target's MA below 0.&lt;br /&gt;
&lt;br /&gt;
Back: [[Magick]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Spells]]&lt;br /&gt;
[[Category:Black Magick]]&lt;/div&gt;</summary>
		<author><name>JOJOFMLJOJO</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Magical_Gift&amp;diff=1251</id>
		<title>Magical Gift</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Magical_Gift&amp;diff=1251"/>
		<updated>2017-09-17T11:16:50Z</updated>

		<summary type="html">&lt;p&gt;JOJOFMLJOJO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ infobox&lt;br /&gt;
| abovestyle  = background:#7d4733; color:white&lt;br /&gt;
| above       = Magical Gift&lt;br /&gt;
| label1      = Path(s)&lt;br /&gt;
| data1       = Life&lt;br /&gt;
| label2      = A/P&lt;br /&gt;
| data2       = P&lt;br /&gt;
| label3      = Resist&lt;br /&gt;
| data3       = Y&lt;br /&gt;
| label4      = Casting Time&lt;br /&gt;
| data4       = 5 min.&lt;br /&gt;
| label5      = DR&lt;br /&gt;
| data5       = 9&lt;br /&gt;
| label6      = Duration&lt;br /&gt;
| data6       = 12 hours&lt;br /&gt;
| label7      = Range&lt;br /&gt;
| data7       = Touch&lt;br /&gt;
| label8      = Weight&lt;br /&gt;
| data8       = N/A&lt;br /&gt;
| label9      = Area of Effect&lt;br /&gt;
| data9       = 1 creature*&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Gives the target an extra Magical Aptitude that lasts for 12 hours. If the target has already been given an extra Magical Aptitude the spell can not be used untill the previous Magical Aptitude disappears. &lt;br /&gt;
&lt;br /&gt;
Back: [[Magick]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Spells]]&lt;br /&gt;
[[Category:Life Magick]]&lt;/div&gt;</summary>
		<author><name>JOJOFMLJOJO</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Drake&amp;diff=1203</id>
		<title>Drake</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Drake&amp;diff=1203"/>
		<updated>2017-09-09T22:04:36Z</updated>

		<summary type="html">&lt;p&gt;JOJOFMLJOJO: /* Physical description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ infobox&lt;br /&gt;
| abovestyle  = background:#0e5a2c; color:white&lt;br /&gt;
| above       = Drake&lt;br /&gt;
| label1      = Expected lifespan&lt;br /&gt;
| data1       = 1000+&lt;br /&gt;
| label2      = Move&lt;br /&gt;
| data2       = 500 (flying) 200 (walking)&lt;br /&gt;
| label3      = Size&lt;br /&gt;
| data3       = 30+&lt;br /&gt;
| label4      = Strength&lt;br /&gt;
| data4       = 80+&lt;br /&gt;
| label5      = Endurance&lt;br /&gt;
| data5       = 80+&lt;br /&gt;
| label6      = Coordination&lt;br /&gt;
| data6       = 20+&lt;br /&gt;
| label7      = Awareness&lt;br /&gt;
| data7       = 15+&lt;br /&gt;
| label8      = Learning&lt;br /&gt;
| data8       = 10+&lt;br /&gt;
| label9      = Magical Aptitude&lt;br /&gt;
| data9       = 30+&lt;br /&gt;
| label10     = Armor Points&lt;br /&gt;
| data10      = 15+&lt;br /&gt;
| label11     = Weapon&lt;br /&gt;
| data11      = Unarmed (30+)&lt;br /&gt;
| label12     = Ini/Off/Def/Dam&lt;br /&gt;
| data12      = 3/0/0/+10&lt;br /&gt;
| label13     = Weapon2&lt;br /&gt;
| data13      = Breath (30+)&lt;br /&gt;
| label14     = Ini/Off/Def/Dam&lt;br /&gt;
| data14      = 1/+5/-/25(fixed) (Rng:20m, Max=40m)&lt;br /&gt;
| label15     = Dodge&lt;br /&gt;
| data15      = 15+&lt;br /&gt;
| label16     = Hide&lt;br /&gt;
| data16      = 0+&lt;br /&gt;
| label17     = Move Quietly&lt;br /&gt;
| data17      = 0+&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Drakes were the ancestors of the dragons. They are mythical creatures that fought the Gods in the early wars. Drakes are rumored to be extinct as they lost their final battle against the united force of the primary Gods of Amar. Taroc led the battle and fought valiantly together with Cal Amae and other Gods. This was the crowning moment for Taroc as he became known as the God of War.&lt;br /&gt;
&lt;br /&gt;
=== Physical description ===&lt;br /&gt;
Bigger and badder then [[dragon|dragons]].&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
Drakes were naked.&lt;br /&gt;
&lt;br /&gt;
=== Social structure ===&lt;br /&gt;
Mythology has it that Drakes were solitary creatures, choosing a mate for life. They were the allies of the original [[Giant|giants]], who could be seen on the back of drakes fighting for their territory against ancient foes.&lt;br /&gt;
&lt;br /&gt;
=== Occupations ===&lt;br /&gt;
Hoarding.&lt;br /&gt;
&lt;br /&gt;
=== Mental description ===&lt;br /&gt;
Cunning, sly and suspicious.&lt;br /&gt;
&lt;br /&gt;
Back: [[Encounters]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Encounters]]&lt;/div&gt;</summary>
		<author><name>JOJOFMLJOJO</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Drake&amp;diff=1202</id>
		<title>Drake</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Drake&amp;diff=1202"/>
		<updated>2017-09-09T22:02:39Z</updated>

		<summary type="html">&lt;p&gt;JOJOFMLJOJO: /* Social structure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ infobox&lt;br /&gt;
| abovestyle  = background:#0e5a2c; color:white&lt;br /&gt;
| above       = Drake&lt;br /&gt;
| label1      = Expected lifespan&lt;br /&gt;
| data1       = 1000+&lt;br /&gt;
| label2      = Move&lt;br /&gt;
| data2       = 500 (flying) 200 (walking)&lt;br /&gt;
| label3      = Size&lt;br /&gt;
| data3       = 30+&lt;br /&gt;
| label4      = Strength&lt;br /&gt;
| data4       = 80+&lt;br /&gt;
| label5      = Endurance&lt;br /&gt;
| data5       = 80+&lt;br /&gt;
| label6      = Coordination&lt;br /&gt;
| data6       = 20+&lt;br /&gt;
| label7      = Awareness&lt;br /&gt;
| data7       = 15+&lt;br /&gt;
| label8      = Learning&lt;br /&gt;
| data8       = 10+&lt;br /&gt;
| label9      = Magical Aptitude&lt;br /&gt;
| data9       = 30+&lt;br /&gt;
| label10     = Armor Points&lt;br /&gt;
| data10      = 15+&lt;br /&gt;
| label11     = Weapon&lt;br /&gt;
| data11      = Unarmed (30+)&lt;br /&gt;
| label12     = Ini/Off/Def/Dam&lt;br /&gt;
| data12      = 3/0/0/+10&lt;br /&gt;
| label13     = Weapon2&lt;br /&gt;
| data13      = Breath (30+)&lt;br /&gt;
| label14     = Ini/Off/Def/Dam&lt;br /&gt;
| data14      = 1/+5/-/25(fixed) (Rng:20m, Max=40m)&lt;br /&gt;
| label15     = Dodge&lt;br /&gt;
| data15      = 15+&lt;br /&gt;
| label16     = Hide&lt;br /&gt;
| data16      = 0+&lt;br /&gt;
| label17     = Move Quietly&lt;br /&gt;
| data17      = 0+&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Drakes were the ancestors of the dragons. They are mythical creatures that fought the Gods in the early wars. Drakes are rumored to be extinct as they lost their final battle against the united force of the primary Gods of Amar. Taroc led the battle and fought valiantly together with Cal Amae and other Gods. This was the crowning moment for Taroc as he became known as the God of War.&lt;br /&gt;
&lt;br /&gt;
=== Physical description ===&lt;br /&gt;
Bigger and badder then dragons.&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
Drakes were naked.&lt;br /&gt;
&lt;br /&gt;
=== Social structure ===&lt;br /&gt;
Mythology has it that Drakes were solitary creatures, choosing a mate for life. They were the allies of the original [[Giant|giants]], who could be seen on the back of drakes fighting for their territory against ancient foes.&lt;br /&gt;
&lt;br /&gt;
=== Occupations ===&lt;br /&gt;
Hoarding.&lt;br /&gt;
&lt;br /&gt;
=== Mental description ===&lt;br /&gt;
Cunning, sly and suspicious.&lt;br /&gt;
&lt;br /&gt;
Back: [[Encounters]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Encounters]]&lt;/div&gt;</summary>
		<author><name>JOJOFMLJOJO</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=User:JOJOFMLJOJO&amp;diff=1201</id>
		<title>User:JOJOFMLJOJO</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=User:JOJOFMLJOJO&amp;diff=1201"/>
		<updated>2017-09-09T21:50:49Z</updated>

		<summary type="html">&lt;p&gt;JOJOFMLJOJO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Jonatan sin side&lt;br /&gt;
&lt;br /&gt;
creator of [[drake|drakes]]&lt;/div&gt;</summary>
		<author><name>JOJOFMLJOJO</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Drake&amp;diff=1199</id>
		<title>Drake</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Drake&amp;diff=1199"/>
		<updated>2017-09-09T21:44:33Z</updated>

		<summary type="html">&lt;p&gt;JOJOFMLJOJO: Created page with &amp;quot;{{ infobox | abovestyle  = background:#0e5a2c; color:white | above       = Drake | label1      = Expected lifespan | data1       = 1000+ | label2      = Move | data2       = 5...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ infobox&lt;br /&gt;
| abovestyle  = background:#0e5a2c; color:white&lt;br /&gt;
| above       = Drake&lt;br /&gt;
| label1      = Expected lifespan&lt;br /&gt;
| data1       = 1000+&lt;br /&gt;
| label2      = Move&lt;br /&gt;
| data2       = 500 (flying) 200 (walking)&lt;br /&gt;
| label3      = Size&lt;br /&gt;
| data3       = 30+&lt;br /&gt;
| label4      = Strength&lt;br /&gt;
| data4       = 80+&lt;br /&gt;
| label5      = Endurance&lt;br /&gt;
| data5       = 80+&lt;br /&gt;
| label6      = Coordination&lt;br /&gt;
| data6       = 20+&lt;br /&gt;
| label7      = Awareness&lt;br /&gt;
| data7       = 15+&lt;br /&gt;
| label8      = Learning&lt;br /&gt;
| data8       = 10+&lt;br /&gt;
| label9      = Magical Aptitude&lt;br /&gt;
| data9       = 30+&lt;br /&gt;
| label10     = Armor Points&lt;br /&gt;
| data10      = 15+&lt;br /&gt;
| label11     = Weapon&lt;br /&gt;
| data11      = Unarmed (30+)&lt;br /&gt;
| label12     = Ini/Off/Def/Dam&lt;br /&gt;
| data12      = 3/0/0/+10&lt;br /&gt;
| label13     = Weapon2&lt;br /&gt;
| data13      = Breath (30+)&lt;br /&gt;
| label14     = Ini/Off/Def/Dam&lt;br /&gt;
| data14      = 1/+5/-/25(fixed) (Rng:20m, Max=40m)&lt;br /&gt;
| label15     = Dodge&lt;br /&gt;
| data15      = 15+&lt;br /&gt;
| label16     = Hide&lt;br /&gt;
| data16      = 0+&lt;br /&gt;
| label17     = Move Quietly&lt;br /&gt;
| data17      = 0+&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Drakes were the ancestors of the dragons. They are mythical creatures that fought the Gods in the early wars. Drakes are rumored to be extinct as they lost their final battle against the united force of the primary Gods of Amar. Taroc led the battle and fought valiantly together with Cal Amae and other Gods. This was the crowning moment for Taroc as he became known as the God of War.&lt;br /&gt;
&lt;br /&gt;
=== Physical description ===&lt;br /&gt;
Bigger and badder then dragons.&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
Drakes were naked.&lt;br /&gt;
&lt;br /&gt;
=== Social structure ===&lt;br /&gt;
Mythology has it that Drakes were solitary creatures, choosing a mate for life. They were the allies of the original giants, who could be seen on the back of drakes fighting for their territory against ancient foes.&lt;br /&gt;
&lt;br /&gt;
=== Occupations ===&lt;br /&gt;
Hoarding.&lt;br /&gt;
&lt;br /&gt;
=== Mental description ===&lt;br /&gt;
Cunning, sly and suspicious.&lt;br /&gt;
&lt;br /&gt;
Back: [[Encounters]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Encounters]]&lt;/div&gt;</summary>
		<author><name>JOJOFMLJOJO</name></author>
		
	</entry>
</feed>