<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>http://d6gaming.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Merlin</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=Merlin"/>
	<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php/Special:Contributions/Merlin"/>
	<updated>2026-04-16T00:59:15Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.34.0</generator>
	<entry>
		<id>http://d6gaming.org/index.php?title=Tornado&amp;diff=2301</id>
		<title>Tornado</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Tornado&amp;diff=2301"/>
		<updated>2020-09-05T13:14:45Z</updated>

		<summary type="html">&lt;p&gt;Merlin: Edited spelling mistake&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ infobox&lt;br /&gt;
| abovestyle  = background:#7d4733; color:white&lt;br /&gt;
| above      = Tornado&lt;br /&gt;
| label1      = Path(s)&lt;br /&gt;
| data1       = Air, Water&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 round&lt;br /&gt;
| label5      = DR&lt;br /&gt;
| data5       = 11&lt;br /&gt;
| label6      = Duration&lt;br /&gt;
| data6       = 1 round&lt;br /&gt;
| label7      = Range&lt;br /&gt;
| data7       = 10 m&lt;br /&gt;
| label8      = Weight&lt;br /&gt;
| data8       = 100 kg&lt;br /&gt;
| label9      = Area of Effect&lt;br /&gt;
| data9       = 1 target*&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shoots a small tornado towards the target. The tornado will suck up the target, whirling itin a circle for the duration of the spell. For the duration of the spell, the tornado does 1BP + 1 every other level in damage. &lt;br /&gt;
The target will get -3 in combat while whirling around.  &lt;br /&gt;
&lt;br /&gt;
While the air version of the tornado looks normal, the water version of the tornado spell is filled with water instead of air.&lt;br /&gt;
&lt;br /&gt;
Back: [[Magick]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Spells]]&lt;br /&gt;
[[Category:Air Magick]]&lt;br /&gt;
[[Category:Water Magick]]&lt;/div&gt;</summary>
		<author><name>Merlin</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Incantation_Example:_Minor_Heating&amp;diff=2268</id>
		<title>Incantation Example: Minor Heating</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Incantation_Example:_Minor_Heating&amp;diff=2268"/>
		<updated>2020-02-23T12:42:03Z</updated>

		<summary type="html">&lt;p&gt;Merlin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ infobox&lt;br /&gt;
| abovestyle  = background:#7d4733; color:white&lt;br /&gt;
| above       = Minor Heating&lt;br /&gt;
| label1      = Incantation Path Example:&lt;br /&gt;
| data1       = Fire&lt;br /&gt;
| label2      = A/P?&lt;br /&gt;
| data2       = A&lt;br /&gt;
| label3      = Resist?&lt;br /&gt;
| data3       = N&lt;br /&gt;
| label4      = Casting Time&lt;br /&gt;
| data4       = 2 rounds&lt;br /&gt;
| label5      = DR&lt;br /&gt;
| data5       = 0&lt;br /&gt;
| label6      = Duration&lt;br /&gt;
| data6       = 1 round&lt;br /&gt;
| label7      = Range&lt;br /&gt;
| data7       = 1 m&lt;br /&gt;
| label8      = Weight&lt;br /&gt;
| data8       = N/A&lt;br /&gt;
| label9      = Area of Effect&lt;br /&gt;
| data9       = 1 object*&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Makes an object slightly warmer.&lt;br /&gt;
&lt;br /&gt;
''This spell is just an example of a Womp that can be used in the Incantation Magick System.''&lt;br /&gt;
&lt;br /&gt;
Back: [[Incantation Magic]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Fire Incantation Magic]]&lt;br /&gt;
[[Category:Womp]]&lt;/div&gt;</summary>
		<author><name>Merlin</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Incantation_Example:_Minor_Heating&amp;diff=2267</id>
		<title>Incantation Example: Minor Heating</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Incantation_Example:_Minor_Heating&amp;diff=2267"/>
		<updated>2020-02-23T12:41:51Z</updated>

		<summary type="html">&lt;p&gt;Merlin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ infobox&lt;br /&gt;
| abovestyle  = background:#7d4733; color:white&lt;br /&gt;
| above       = Minor Heating&lt;br /&gt;
| label1      = Incantation Path Example:&lt;br /&gt;
| data1       = Fire&lt;br /&gt;
| label2      = A/P?&lt;br /&gt;
| data2       = A&lt;br /&gt;
| label3      = Resist?&lt;br /&gt;
| data3       = N&lt;br /&gt;
| label4      = Casting Time&lt;br /&gt;
| data4       = 2 rounds&lt;br /&gt;
| label5      = DR&lt;br /&gt;
| data5       = 0&lt;br /&gt;
| label6      = Duration&lt;br /&gt;
| data6       = 1 round&lt;br /&gt;
| label7      = Range&lt;br /&gt;
| data7       = 1 m&lt;br /&gt;
| label8      = Weight&lt;br /&gt;
| data8       = N/A&lt;br /&gt;
| label9      = Area of Effect&lt;br /&gt;
| data9       = 1 object*&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Makes an object slightly warmer.&lt;br /&gt;
&lt;br /&gt;
''This spell is just an example of a womp that can be used in the Incantation Magick System.''&lt;br /&gt;
&lt;br /&gt;
Back: [[Incantation Magic]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Fire Incantation Magic]]&lt;br /&gt;
[[Category:Womp]]&lt;/div&gt;</summary>
		<author><name>Merlin</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=User:Merlin&amp;diff=2266</id>
		<title>User:Merlin</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=User:Merlin&amp;diff=2266"/>
		<updated>2020-02-23T12:39:14Z</updated>

		<summary type="html">&lt;p&gt;Merlin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Merlin =&lt;br /&gt;
&lt;br /&gt;
I make spells, creatures and other stuff. You can see my contributions '''[http://d6gaming.org/index.php/Special:Contributions/Merlin here]'''&lt;br /&gt;
&lt;br /&gt;
== Characters I Play / Have Played In RPGs: ==&lt;br /&gt;
&lt;br /&gt;
Merlin (currently playing): A water magician with a magical staff with spell storing.&lt;br /&gt;
&lt;br /&gt;
Joker (currently playing): A Juba initiated bard that has three different personalities, where I play one of them.&lt;br /&gt;
&lt;br /&gt;
Malfurion (currently playing): A druid with the power to grow seeds into enormous trees or poisonous plants. Has a dream of one day being able to create an army of treants. &lt;br /&gt;
&lt;br /&gt;
===You should also know that I'm ''really'' good at hitting 1 on a dice.===&lt;br /&gt;
&lt;br /&gt;
[[File:Dice1.gif]]&lt;/div&gt;</summary>
		<author><name>Merlin</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=User:Merlin&amp;diff=2265</id>
		<title>User:Merlin</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=User:Merlin&amp;diff=2265"/>
		<updated>2020-02-23T12:38:40Z</updated>

		<summary type="html">&lt;p&gt;Merlin: /* Characters I Play / Have Played In RPGs: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Merlin =&lt;br /&gt;
&lt;br /&gt;
I make spells, creatures and other stuff. You can see my contributions '''[http://d6gaming.org/index.php/Special:Contributions/Merlin here]'''&lt;br /&gt;
&lt;br /&gt;
== Characters I Play / Have Played In RPGs: ==&lt;br /&gt;
&lt;br /&gt;
Merlin (currently playing): A water magician with a magical staff with spell storing.&lt;br /&gt;
&lt;br /&gt;
Joker (currently playing): A Juba initiated bard that has three different personalities, where I play one of them.&lt;br /&gt;
&lt;br /&gt;
Malfurion (currently playing): A druid with the power to grow seeds into enormous trees or poisonous plants. Has a dream of one day being able to create an army of treants. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===You should also know that I'm ''really'' good at hitting 1 on a dice.===&lt;br /&gt;
&lt;br /&gt;
[[File:Dice1.gif]]&lt;/div&gt;</summary>
		<author><name>Merlin</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=User:Merlin&amp;diff=2264</id>
		<title>User:Merlin</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=User:Merlin&amp;diff=2264"/>
		<updated>2020-02-23T12:38:28Z</updated>

		<summary type="html">&lt;p&gt;Merlin: /* Characters I Play / Have Played In RPGs: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Merlin =&lt;br /&gt;
&lt;br /&gt;
I make spells, creatures and other stuff. You can see my contributions '''[http://d6gaming.org/index.php/Special:Contributions/Merlin here]'''&lt;br /&gt;
&lt;br /&gt;
== Characters I Play / Have Played In RPGs: ==&lt;br /&gt;
&lt;br /&gt;
Merlin (currently playing): A water magician with a magical staff with spell storing.&lt;br /&gt;
&lt;br /&gt;
Joker (currently playing): A Juba initiated bard, that has three different personalities, where I play one of them.&lt;br /&gt;
&lt;br /&gt;
Malfurion (currently playing): A druid with the power to grow seeds into enormous trees or poisonous plants. Has a dream of one day being able to create an army of treants. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===You should also know that I'm ''really'' good at hitting 1 on a dice.===&lt;br /&gt;
&lt;br /&gt;
[[File:Dice1.gif]]&lt;/div&gt;</summary>
		<author><name>Merlin</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=User:Merlin&amp;diff=2263</id>
		<title>User:Merlin</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=User:Merlin&amp;diff=2263"/>
		<updated>2020-02-23T12:37:57Z</updated>

		<summary type="html">&lt;p&gt;Merlin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Merlin =&lt;br /&gt;
&lt;br /&gt;
I make spells, creatures and other stuff. You can see my contributions '''[http://d6gaming.org/index.php/Special:Contributions/Merlin here]'''&lt;br /&gt;
&lt;br /&gt;
== Characters I Play / Have Played In RPGs: ==&lt;br /&gt;
&lt;br /&gt;
Merlin (currently playing): A water magician with a magical staff with spell storing.&lt;br /&gt;
&lt;br /&gt;
Joker (currently playing): Joker is a juba initiated bard, that has three different personalities, where I play one of them.&lt;br /&gt;
&lt;br /&gt;
Malfurion (currently playing): A druid with the power to grow seeds into enormous trees or poisonous plants. Has a dream of one day being able to create an army of treants. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===You should also know that I'm ''really'' good at hitting 1 on a dice.===&lt;br /&gt;
&lt;br /&gt;
[[File:Dice1.gif]]&lt;/div&gt;</summary>
		<author><name>Merlin</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Womp&amp;diff=2262</id>
		<title>Womp</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Womp&amp;diff=2262"/>
		<updated>2020-02-23T12:34:14Z</updated>

		<summary type="html">&lt;p&gt;Merlin: Created page with &amp;quot;A Womp (Wondrous Outburst of Magical Potential) is a sudden release of focused magical energy, and can be evolved into further Incantations in the Incantation Magic System.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Womp (Wondrous Outburst of Magical Potential) is a sudden release of focused magical energy, and can be evolved into further Incantations in the Incantation Magic System.&lt;/div&gt;</summary>
		<author><name>Merlin</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Incantation_Magic&amp;diff=2261</id>
		<title>Incantation Magic</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Incantation_Magic&amp;diff=2261"/>
		<updated>2020-02-23T12:30:34Z</updated>

		<summary type="html">&lt;p&gt;Merlin: Changed &amp;quot;Whomp&amp;quot; to the correctly term: &amp;quot;Womp&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Incantation Magic = &lt;br /&gt;
''Incantation Magic is an alternative to the standard magick system and allows magic casters to have an arsenal of incantations unique to the caster only.''&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Every living creature has Magical Aptitude (MA), but only a few have a significant amount - which is 1 or more in gaming terms. Those who have a significant MA can use that to affect a situation (add or subtract as much MA as you want or can to any skills roll) - but doing so requires a whole month to recover that MA.&lt;br /&gt;
&lt;br /&gt;
Someone with significant amount of MA can learn to focus it into what is commonly known as a Womp - a sudden release of focused magical energy. A minimum of 1 MA is spent in releasing a basic Womp - but more can be spent in one Womp to enhance its effect. The Womp will have a tiny personalized effect - like making you more awake, making others around you slightly nauseated, creating a soft wind, ripples in water or some such. The effect of the Womp reflects the individual's personality. Such a focused release of MA requires only a good night's sleep to regain the magical energy. The Womp has a DR of 0 and will not be so strong as to significantly affect self or others in gaming terms (cannot add or subtract any numbers to the target's attributes, skills or otherwise). A Womp would normally take 1 round to cast, have a range of 3 meters or less, the effect lasting for 1 round while requiring active focus for that duration.&lt;br /&gt;
&lt;br /&gt;
For a magically talented person to go from naturally spending MA during a month to focus the MA to a basic Womp requires training by a mage with a magic lore of at least 12. It is also possible to acquire that ability through magical rituals, reading special scrolls or from a severe shock, trauma or enlightened magic experience.&lt;br /&gt;
&lt;br /&gt;
From the Womp, the person can start training personalized magic incantations - a release of magical energy that has focused effects. The person can start adding a certain amount of MA to a basic Womp and by that create a specific incantation. One must add at least 3 MA to evolve the Womp (or any incantation) into a new incantation. Example; A wannabe mage has a basic Womp that makes people around her slightly nauseous for 1 round by releasing one MA and making the DR roll of 0. By adding 3 MA to the Womp, she can make the nausea last for 2 rounds and actually give those around her -1 in status for that long (effects on target's attributes or skills normally are 1 per two added of MA). If she keeps up training that specific enhancement to her Womp (2 rounds duration/-1 in status), she will eventually convert the beefed-up Womp into a new incantation with DR 3 (she calls it &amp;quot;Nausea&amp;quot;). That incantation will only require 1 MA to cast, but now she will have the opportunity to add MA while casting that incantation in order to enhance the effects of the incantation.&lt;br /&gt;
&lt;br /&gt;
There are a few rules when changing an incantation by adding MA when it is cast or when forging a new incantation with higher DR:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;It requires 2 additional steps to add one to the effect, double the range, add duration or reduce the casting time for an incantation one level lower on the &amp;quot;time scale for incantations&amp;quot;.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Additionally, when forging a new incantation:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt; It must be sufficiently different from any other incantation the caster has - at least 3 &amp;quot;steps&amp;quot; in any direction from any other incantation. &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;For every 5 in DR, an incantation gets a casting time one level higher on the &amp;quot;time scale for incantations&amp;quot;.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A magically talented person will go from naturally spending MA to boost skill rolls during a month to focus the magic energy into a basic Womp that cost one MA (recovered by one night sleep). By adding MA when Womping, one can enhance the effect or duration or reduce the casting time. One can turn such an enhancement Womp into a new incantation by practicing it over time. The new incantation will have a DR equal to the amount of MA used to enhance the Womp, and the new incantation will then require only one MA to cast. The caster names the incantation appropriately and adds it to the growing arsenal of incantations. Any incantation cost one MA to cast, but can be enhanced by adding more MA to it. Adding two in MA will reduce casting time, double the range, add one to the effect or make it go from Active to Passive. The MA added to enhance an incantation becomes the additional DR of a new forged incantation if the caster whish to add it to the arsenal.&lt;br /&gt;
&lt;br /&gt;
Any incantation directly affecting the mind of a target can be resisted by that target, and the caster must add the target's Magic Defense to the DR for it to take effect. If an incantation is cast on a group of people, the caster makes a roll and any target that has a Magic defense less then the roll minus the DR of the incantation is affected.&lt;br /&gt;
&lt;br /&gt;
Think of the Womp as the stem of a tree, and branches and leafs as incantations evolving from that stem. One can always go back to the stem or earlier branches and evolve new incantations from there.&lt;br /&gt;
&lt;br /&gt;
It is even possible to learn new Womps and evolve entirely new &amp;quot;trees&amp;quot; of magic.&lt;br /&gt;
&lt;br /&gt;
== Magic Paths ==&lt;br /&gt;
&lt;br /&gt;
To cast an incantation (or Womp), one will use the Magic Path lore associated with that type of Magic. To evolve a fire type of Womp, one must acquire Fire Magic Lore. Any incantation enhancing perceptions requires Perception Magic Lore, etc. &lt;br /&gt;
&lt;br /&gt;
The table below shows the most common Magic lores, and examples of Incantations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Magic Paths&lt;br /&gt;
|-&lt;br /&gt;
|'''Path''' || '''Incantation examples'''&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Air Incantation Magic| Air]]                      || Levitation, Fly, &lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Black Incantation Magic| Black]]                  || Agony, Raise Dead, Curse, Finger of Death&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Cloud Incantation Magic| Cloud]]                  || Fog, Shape Clouds&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Cold Incantation Magic| Cold]]                    || Chill, Freeze Water, Freeze Target&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Creation Incantation Magic| Creation]]            || Create items or magic or life or elements&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Destruction Incantation Magic| Destruction]]      || Destroy items or magic or life or elements&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Distortion Incantation Magic| Distortion]]        || Distort images or items or senses&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Earth Incantation Magic| Earth]]                  || Shape Earth, Wall of Stone, Dig&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Fire Incantation Magic| Fire]]                    || Create Fire, Fire Strike, Wall of Fire&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Heat Incantation Magic| Heat]]                    || Warmth, Burn&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Ice Incantation Magic| Ice]]                      || Ice Strike, Wall of Ice, Freeze Blood&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Illusion Incantation Magic| Illusion]]            || Create illusions across various senses&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Lava Incantation Magic| Lava]]                    || Lava Strike, Wall of Lave, Melt Ground&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Life Incantation Magic| Life]]                    || Healing, Ease Pain, Change Emotions, Polymorph, Resurrection&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Light Incantation Magic| Light]]                  || Cone of Light, Dancing Lights&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Lightning Incantation Magic| Lightning]]          || Lightning Strike, Electrocute Water&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Magic Incantation Magic| Magic]]                  || Identify Magic, Wardings, Create Magic Items&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Manipulation Incantation Magic| Manipulation]]    || Manipulate magic or items or senses&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Nature Incantation Magic| Nature]]                || Animal Healing, Plant Growth, Find Familiar&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Nullification Incantation Magic| Nullification]]  || Counterspells, nullify effects&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Perception Incantation Magic| Perception]]        || Enhance perceptions, Farsee, Clairvoyance&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Protection Incantation Magic| Protection]]        || Armor, Protection from elements or magic&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Space Incantation Magic| Space]]                  || Displacement, Teleport, Speed&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Spirit Incantation Magic| Spirit]]                || Communicate with spirits, exteriorize, possession&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Summoning Incantation Magic| Summoning]]          || Summon spirits or demons or elementals&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Swamp Incantation Magic| Swamp]]                  || Marsh the Ground, Sink&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Time Incantation Magic| Time]]                    || Slow Time, Revisit Past&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Water Incantation Magic| Water]]                  || Water Walking, Breathe in Water, Create Water&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Enhancing Incantations ==&lt;br /&gt;
&lt;br /&gt;
When adding MA when casting Incantations or when forging new Incantations, Weight, Area of Effect and Effect is increased linearly.&lt;br /&gt;
&lt;br /&gt;
Beyond &amp;quot;instantaneous&amp;quot; (inst.), Casting Time and Duration follows this table:&lt;br /&gt;
&lt;br /&gt;
 {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Casting Time and Duration of incantations&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;
Range follows this table (using the [https://en.wikipedia.org/wiki/Preferred_number#1%E2%80%932%E2%80%935_series 1-2-5 series]):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Range of Incantations&lt;br /&gt;
|-&lt;br /&gt;
|   1 meter   &lt;br /&gt;
|-&lt;br /&gt;
|   2 meters &lt;br /&gt;
|-&lt;br /&gt;
|   5 meters &lt;br /&gt;
|-&lt;br /&gt;
|  10 meters   &lt;br /&gt;
|-&lt;br /&gt;
|  20 meters &lt;br /&gt;
|-&lt;br /&gt;
|  50 meters &lt;br /&gt;
|-&lt;br /&gt;
| 100 meters   &lt;br /&gt;
|-&lt;br /&gt;
| 200 meters &lt;br /&gt;
|-&lt;br /&gt;
| 500 meters &lt;br /&gt;
|-&lt;br /&gt;
| ...etc.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Incantation evolution ==&lt;br /&gt;
&lt;br /&gt;
When a new incantation is forged, make a roll on the following table to see how the incantation turns out (if a result is unapplicable, pick the one above on the table):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Incantation evolution&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''1 = Bad effect''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Add 1 extra to DR&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Subtract 1 from incantation effect&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Add 1 to casting time&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Make Active&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Subtract 1 from duration&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Subtract 1 from range&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''2 = Negative effect''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Disoriented, subtract 1 in status next round&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Very tired, subtract 1 from Strength until well rested (no less than 1)&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Incantation requires one additional Endurance drain&lt;br /&gt;
|-&lt;br /&gt;
| 4 || You start yelling backwards for 1 minute (cumulative)&lt;br /&gt;
|-&lt;br /&gt;
| 5 || You must speak the formula for the incantation louder&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Awkward looking incantation casting&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''3 = No Change (incantation as intended)''&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''4 = Change (random effect)''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || If you throw a 1 when casting this incantation it is an automatic fumble&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Path of the incantation curves (add 3 to DR for pointing)&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Sound change&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Color change&lt;br /&gt;
|-&lt;br /&gt;
| 5 || A flash of light accompanies the incantation&lt;br /&gt;
|-&lt;br /&gt;
| 6 || If you throw a 6 when casting this incantation it is an automatic critical&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''5 = Positive effect''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Add 1 to range&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Add 1 to duration&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Make Passive&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Subtract 1 from casting time (no less than 1 round)&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Add 1 to incantation effect&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Subtract 1 from DR&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''6 = Transformation''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Adds an effect from a similar incantation&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Adds an effect from a very different incantation&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Make incantation more agressive or defensive (player decides)&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Transforms to a similar incantation&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Transforms to a more powerful version of the incantation&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Incantation becomes somewhat intelligent, self-aware or adds a spirit to it&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Criticals and Fumbles ==&lt;br /&gt;
A magick critical occurs when you roll a double 6 when casting an incantation. A Critical roll indicates a successful casting of the incantation. You also roll on the Magick Criticals table below. If the critical is not applicable, pick the one below. Roll first for the category, then for the specific critical.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Magick Criticals&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''1 = Impression''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Looks really cool&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Impressive, adjacent friends get +1 next round&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Very impressive, adjacent friends gets +1 next D/2 rounds&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Fearsome, foe rolls on fear table with +9 adjustment&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Awesome, foe rolls on fear table with +6 adjustment&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Wild, foe rolls on fear table with +3 adjustment&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''2 = Side effect''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Gain 1 experience mark in MA&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Gain 1 experience mark in the Magic Path Lore&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Gain 1 experience mark in Learning&lt;br /&gt;
|-&lt;br /&gt;
| 4 || MA spent for casting the incantation is 1 less&lt;br /&gt;
|-&lt;br /&gt;
| 5 || You may cast an additional incantation this round (if Casting Time is one round)&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Active incantation becomes passive for the duration of the incantation&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''3 = Increased effect''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Incantation weight is 1 better&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Area of effect 1 better&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Range is 1 better&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Duration is 1 better&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Incantation Effect is 1 better&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Add 1 to all incantation characteristics (weight, AoE, Range, Duration, Effect)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''4 = Effect boost''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Incantation weight is D levels better&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Area of effect D levels better&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Range is D levels better&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Duration is D levels better&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Incantation Effect is D levels better&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Add D to both Range and Duration&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''5 = Special''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Incantation warps into another similar incantation (GM's discretion)&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Incantation warps into another similar, but better incantation (GM's discretion)&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Disregard the targets Magic Defense&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Double ALL incantation characteristics (weight, AoE, Range, Duration, Effect)&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Effect is D/2 better and disregard the targets MD&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Effect is D better and disregard the targets MD&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''6 = Roll twice on this table, ignoring any subsequent 6s, add one experience mark''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A magick fumble occurs when you roll a double 1 when casting an incantation. A fumble roll indicates a failure to cast an incantation. You also roll on the Magick Fumbles table below, adding the current MA to the open ended dice roll. If the fumble is not applicable, pick the one above. Roll first for the category, then for the specific fumble.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Magick Fumbles&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''1 = Roll twice on this table, ignoring any subsequent 6s, subtract one experience mark''&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''2 = Special''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Unconscious for D hours and loose 1 in MA permanently&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Unconscious for D minutes&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Sleep depravation for D days due to pain, -4 in Status&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Affects wrong target in the worst possible way&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Affects self (unless supposed to)&lt;br /&gt;
|-&lt;br /&gt;
| 6 || You start yelling backwards for D days (the player must yell everything backwards, including incantations cast)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''3 = Unwanted effect''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Amnesia – can not cast incantations for D hours&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Everybody within 10 meters become hostile towards you&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Incantation has the complete opposite effect (GM's discretion)&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Dizzy – fall and let go what you have in your hands&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Thirsty (dehydrated), -D in Status until you drink D liters&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Pain, subtract 3 in Status until Medical Lore roll of 7 succeeds&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''4 = Stun effect''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Shocked, subtract O+3 in status for one minute&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Reeling, subtract O in status for O rounds&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Staggered, subtract D in status for D rounds&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Stunned, subtract 3 in status for 3 rounds&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Confused, subtract 3 in status next round&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Off balance, subtract 1 in Status next round&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''5 = Added effect''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Very drained, subtract 3 Magical Aptitude until well rested (no less than 1)&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Very fatigued, subtract 3 from Endurance until well rested (no less than 1)&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Very tired, subtract 3 from Strength until well rested (no less than 1)&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Drained, subtract 1 Magical Aptitude until well rested (no less than 1)&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Fatigued, subtract 1 from Endurance until well rested (no less than 1)&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Tired, subtract 1 from Strength until well rested (no less than 1)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''6 = Impression''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Terrible for morale, friends get -1 in all rolls for the next D rounds&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Very bad for morale, friends get -1 in all rolls for the rest of the round&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Bad for morale, friends get -1 in attack for the rest of the round&lt;br /&gt;
|-&lt;br /&gt;
| 4 || You make a fool out of yourself, laughter is heard&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Botched it, giggles are heard&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Awkward looking&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Merlin</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=The_Kingdom_of_Amar&amp;diff=2260</id>
		<title>The Kingdom of Amar</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=The_Kingdom_of_Amar&amp;diff=2260"/>
		<updated>2020-02-23T12:25:28Z</updated>

		<summary type="html">&lt;p&gt;Merlin: /* Magick in Amar */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Kingdom ==&lt;br /&gt;
[[File:Kingdom of Amar.jpg|800px|thumb|&amp;lt;center&amp;gt;The Kingdom of Amar&amp;lt;/center&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
The year is 354. It is that long since the Kingdom was formed.&lt;br /&gt;
&lt;br /&gt;
Amar is a fairly peaceful kingdom.&lt;br /&gt;
&lt;br /&gt;
It is a stable society and its problems are mostly predictable. Local surprises do occur, quite frequently, but the overall state of affairs are stable.&lt;br /&gt;
&lt;br /&gt;
Nobody really cares anymore that they are in fact trapped by a fog - few nautical miles off the cost. Any escape to the east or south is futile - the fog will return any sailor to the point he entered it. The swamp and the Araxi forest block the west. The dwarves and their mountains alienate the north.&lt;br /&gt;
&lt;br /&gt;
But escape? Why? The kingdom of Amar is the best conceivable place to live. Nothing is missed. Everyone has ample opportunities and life is lived to its fullest. There is no reason to wish for anything else...&lt;br /&gt;
&lt;br /&gt;
Things are at its usual, somewhat slow pace. The dwarves are going about their own business and the trade with the humans are beneficial to both. Mostly, the humans sell food, wine and clothes to the dwarves. In exchange, they get metals, weapons, armour and jewellery. Dwarven weapons and armour is of higher quality than those made by humans. The relationship between the two races is cordial.&lt;br /&gt;
&lt;br /&gt;
The King is the ruler of the kingdom. The Queen is the kingdoms spiritual magistrate. The Commander (of the army) is the highest military leader under the King. There are 5 Barons, one for each district (except for Amaronir where the King is also the direct acting power) and surrounding districts.&lt;br /&gt;
&lt;br /&gt;
Some villages and areas have a Lord of Land as principal. There is no slavery, but some peasants are so tied up to their Lord of Land or Baron that they are considered bound people. The nobility also embraces the Lords not owning any sizeable portion of land. Their titles cannot be inherited. Those religions that give the title of Lord to high ranking members do so in coordination with McGillan or Gwendyll and they are thus automatically initiated into these religions as well. All nobles are initiates of McGillan or Gwendyll, it goes with the title. The close family of a noble is considered nobles themselves unless the noble is without land.&lt;br /&gt;
&lt;br /&gt;
In Amaron the King has delegated the daily city affairs to the Moltan Lord Thainir Laidhos (a cousin of the King). Lord Thainir Laidhos is looked upon as the Mayor of Amaron. He is directly responsible for law and order of the Capital.&lt;br /&gt;
&lt;br /&gt;
[[File:Amaron.jpg|800px|thumb|&amp;lt;center&amp;gt;Amaron - the Capital City&amp;lt;/center&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
The human kingdom totals somewhat more than 50.000 humans. About 900 of these are nobles.&lt;br /&gt;
&lt;br /&gt;
The postal service is run as a service under the King. He does the overall setting of kingdom policy and laws. He governs the state affairs and do not mingle with his juniors matters. He is to elevated for that. The local principals are responsible for local policy and local law and order.&lt;br /&gt;
&lt;br /&gt;
The main religions are: Walmaer, Shalissa, Anashina, Alesia, Taroc and Juba. The nobles of course worship McGillan and Gwendyll. There are priests and other principals of most of the religions. Man Peggon and Elesi are extinct and considered cursed. No one knows why that is. Mestronorpha and Maleko is also considered cursed or just a &amp;quot;no&amp;quot;. Moltan is worshipped by the upholders of law and order and no one else. Kraagh is a somewhat shun cult - the worshipers are mostly lonely undertakers.&lt;br /&gt;
&lt;br /&gt;
The border against the Araxi is turbulent and the soldiers guarding the border are mostly Taroc initiates or non-religious.&lt;br /&gt;
&lt;br /&gt;
In the kingdom, there are other important groups. Like &amp;quot;The Calah&amp;quot;. This is an underground rebel movement with a shady reputation.&lt;br /&gt;
&lt;br /&gt;
They are often caught in subversive acts to undermine the King's power or even overthrow him. Since many of the members are wanted by the law, they are confined to stealing for a living. This strengthens their bad reputation. Many are also Tzankili worshippers. They are sometimes friends with the Cloaks, sometimes enemies - depending on the place in the kingdom.&lt;br /&gt;
&lt;br /&gt;
Another is &amp;quot;Dark Dagger&amp;quot; - the assassins. They are hired for sinister purposes by anyone who has the money to pay for it. In the cities, people have a legitimate fear of the dark - you can at any time be taken out by a Dark Dagger member. Either if you have a wealthy enemy without scruples or if you have offended a member in some way. They are rumoured to be Kraagh and Mestronorpha worshippers.&lt;br /&gt;
&lt;br /&gt;
Then there are the thieves, known as &amp;quot;The Cloaks&amp;quot;. They are the thieves’ guild and function truly as a guild. Anyone who tries to operate as thief without their consent are paid a visit and &amp;quot;convinced&amp;quot; to become a member - or scram. Many thieves are not in the guild, so the Cloaks have a backlog of &amp;quot;roamers&amp;quot; to handle. Some are Calah, although the Cloaks usually leaves them alone. There is a link between the Cloaks and some group of magicians and who deploy them for special purposes. The Cloaks are mostly Tzankili worshippers.&lt;br /&gt;
&lt;br /&gt;
== Magick in Amar ==&lt;br /&gt;
&lt;br /&gt;
Magick is not very common in the Kingdom. Only one out of 50 has Magical Aptitude (MA) and only one out of three with MA has a Womp. Of those who have a Womp, 50% has learned one or more spells.&lt;br /&gt;
&lt;br /&gt;
The Magick Circle is the Kings main advisor. The Circle is made up of 8 wizards. The leader is called The Rai and is a great summoning magician. He is known by that name, but few know what his powers are good for. Most think of him as the wizard of all wizards. The other 7 are also very powerful - mostly in summoning, but also in other magick paths.&lt;br /&gt;
&lt;br /&gt;
There are between 300 and 400 citizens skilled in magick on Amar. There are wizards, alchemists, witches and necromancers. Most of the groups of magicians, whether wizards or witches view the Circle with respect and seldom challenge them or cross their path.&lt;br /&gt;
&lt;br /&gt;
In the capital Amaron, magick is taught at the famous Academica Magicka. The students study all magick paths except Black Magick as it is banned by the King. The academy is supervised and its students graduated by the Circle.&lt;br /&gt;
&lt;br /&gt;
== The major principals ==&lt;br /&gt;
&lt;br /&gt;
King Caolain II (300) and Queen Fiona (309) are the principals of the human kingdom. The King is a Walmaer worshipper and the Queen is a Shalissa priestess. The princess, Ianira (331) is a Ielina initiate and working towards becoming a priestess. The prince, Vaiangor (333) is a sporty guy and has Recolar as his idol.&lt;br /&gt;
&lt;br /&gt;
'''The King''' is big and sturdy, somewhat rude but still trying to be elegant. He speaks loudly and commanding. He hates opposition and gets irritated when people don’t obey. The King is very stubborn and never does what others tell him to. He will however most likely do it if someone challenges him. He loves food and women even though he does his utmost to remain ethical and true to his wife. He has a score of close followers, advisers and personal guards.&lt;br /&gt;
&lt;br /&gt;
'''The Queen''' is a very elegant lady. She is very religious and quite spiritually aware. She is in good communication with the prince and princess.&lt;br /&gt;
&lt;br /&gt;
'''The Prince''' is the next king of the kingdom. He is quite disinterested in the political affairs, though. He is more interested in sports, his friends, flirting with girls and partying. He is looked upon as the healthy idol of the kingdom.&lt;br /&gt;
&lt;br /&gt;
'''The princess''' is very much into the arts. She is an eminent singer, a well accepted painter and poet as well as a flute player. She is in very good communication with her mother. She hardly speaks with her father.&lt;br /&gt;
&lt;br /&gt;
'''The Commander''', Seillan Torthal looks like a big brute but is really a calm, silent and fair guy. He is an awesome Taroc warlord - the very icon of Amar's Taroc worshipers.&lt;br /&gt;
&lt;br /&gt;
== The districts and cities ==&lt;br /&gt;
&lt;br /&gt;
There are six major districts in the kingdom. They each have a capital city where the baron (or in the case of Amaron, the King) resides.&lt;br /&gt;
&lt;br /&gt;
'''Amaronir:''' Capital city Amaron (population 13000 + 5000 in areas surrounding the city). Amaronir is the richest district as it holds the capital of the kingdom. The King is easily the richest person in Amar - he is on top of the tax collection hierarchy.&lt;br /&gt;
&lt;br /&gt;
Amaronir holds the most nobles of an of the six districts. Around half the nobles have residence here - most of them within the city. The citizens of Amaron are seen as a bit arrogant and aloof. The Amarons have a tendency to view others as lazy peasants.&lt;br /&gt;
&lt;br /&gt;
Amaron is a busy city. Merchants from all over the kingdom comes to the capital to trade. The city is relatively safe. The main Moltan temple is in Amaron. Also Academica Magicka is located here.&lt;br /&gt;
&lt;br /&gt;
The great Coliseum to the honour of Recolar, the god of sports and son of Taroc, is located in the capital. The big gladiator events are held here as well as horse races and athletic events.&lt;br /&gt;
&lt;br /&gt;
Tsenkir, the largest village i Amar (population 500) lies within the district borders of Amaronir. This is the most important place of trading in the kingdom. Lord Nalchir Emaron is himself an important trader.&lt;br /&gt;
&lt;br /&gt;
[[Image:deep.jpg|360px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''Rauinir:''' Capital city Rauinor, the &amp;quot;Walmaer capital&amp;quot; (population 9000 + 3000). Ruled by Baron Fer Chalun, a Walmaer Lord and eager fisherman. He is said to commune with the fish and command the waters. He doesn't meddle with political affairs much. The biggest Walmaer temple lies in this city - run by the High Priest Larosmarot, a very clean and proper Walmaer Priest.&lt;br /&gt;
&lt;br /&gt;
Rauinir mainly deals in fish and seafood. Some trading in amber with the dwarves and other cities. The area serves as a holliday resort for the rich citizens of Amaronir. The wealthy part of Rauinor contains many glamorous buildings.&lt;br /&gt;
&lt;br /&gt;
'''Aleresir:''' Capital Aleris (2000 + 1000) is the smallest of the district capitals. The district is also the least populated.&lt;br /&gt;
&lt;br /&gt;
Aleresir is marked by the many worshipers of Anashina. It has much woods and forests, faeries are often seen here.&lt;br /&gt;
&lt;br /&gt;
Lady Serena Chiall is the principal of the district. She is a young, single Anashina priestess with a strong belief in personal freedom. She is a bit of an anarchist, much to the dismay of the King. There are stricter rules on the use of magick in Alerisir than most other districts. Magicians need an official certification in order to practice their magick.&lt;br /&gt;
&lt;br /&gt;
Alerisir trades in fur, horses and household animals.&lt;br /&gt;
&lt;br /&gt;
'''Feronir:''' Capital Feron (2500 + 1000). Ruled by Baron Garos Maella, an Ex-Moltan Initiate, now a self-proclaimed ruler, judge, jury and executor. A very strict Baron with a firm grip on the local laws. His right hand is an offbeat Moltan priest, Moltar the Just.&lt;br /&gt;
&lt;br /&gt;
Feron is the strictest city on Amar. The guards are given the power to judge and to execute. They are themselves penalized (by the wrong judgement they gave) whenever they are caught giving an unjust sentence.&lt;br /&gt;
&lt;br /&gt;
Feronir trades in fruit, spices and pearls.&lt;br /&gt;
&lt;br /&gt;
'''Calaronir:''' Capital Calaron (6000 + 3000). Ruled by Baronesse Fienna Milin, The King's cousin. She is a determined Baroness, respected and very strict in her ruling. She is rumoured to have strange magickal powers. Some say she is grey at best. This may be the answer to the constant bad weather covering the city. Others claim she is the target of jealous competitors for her title... her brother, and that this fight is burdening the city.&lt;br /&gt;
&lt;br /&gt;
[[File:Calaron.jpg|800px|thumb|&amp;lt;center&amp;gt;Calaron - Capital of the south&amp;lt;/center&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
The use of magick is prohibited inside the city walls. There are very few exceptions made to this policy, one of which is the notorious Perception wizard Kiro.&lt;br /&gt;
&lt;br /&gt;
The thieves guild is strong within Calaron. This accounts for the label &amp;quot;City of Thieves&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Calaron trades in fish. It also has a large farming community outside the city.&lt;br /&gt;
&lt;br /&gt;
'''Mieronir:''' Capital Merisi (older name, Mieron) - population 6000 + 1000.&lt;br /&gt;
&lt;br /&gt;
Ruled by the Taroc warlord Alac Geoffryn. He is a relative to the king and is trusted with the defence of the kingdom from the Araxi, Trolls and other evils from the west. Alac is a man of honour and bravery. He never shies away from any challenge or opposition.&lt;br /&gt;
&lt;br /&gt;
Mieronir is the least taxed of the districts. It spends most of its resources on the army.&lt;br /&gt;
&lt;br /&gt;
Mieronir has the flotilla of the kingdom. It is used to set troops ashore in the west to weaken the enemy. The pirates never do &amp;quot;business&amp;quot; in the waters around Merisi.&lt;br /&gt;
&lt;br /&gt;
Along the bordering river to the Araxi forest, there are castles and keeps kept by Taroc Lords of lands.&lt;br /&gt;
&lt;br /&gt;
== Humans outside the kingdom ==&lt;br /&gt;
&lt;br /&gt;
There are some groups of humans living outside the kingdom - some small groups of settlers, religious people or adventures here and there and the pirates.&lt;br /&gt;
&lt;br /&gt;
The pirates are noted for their occasional plunders along the kingdom coast. They actually seldom rob humans. When they do, they board ships just off the coast of the kingdom and steals their cargo. They are more in to plundering the dwarves. The dwarves are rich, and the pirates sell the dwarven jewellery and weaponry to the humans. They go ashore close to some dwarven village and sneak in by night and steal whatever they can lay their hands on. The pirate chief is a former general of the kingdom. He rebelled against the Commander of the army.&lt;br /&gt;
&lt;br /&gt;
== The dwarves ==&lt;br /&gt;
&lt;br /&gt;
Man Peggon once had a child with Anashina, the goddess of nature. His name is Mon Saran. A giant like his father, but much less mature in thought and action. His father and Mestronorpha have been in several battles over the year. One day Man Peggon was injured and got a scar on his left chin. At that time, Mon Saran was just growing up to become an adult. He wanted to prove himself to his father and challenged Mestronorpha with an army of followers. Mon Saran had handpicked warriors among his human followers. And they were all marching towards Mestronorpha’s castle in Hell. But Mon Saran was no match to the Dark Overlord. He looked at them with half an eye closed and cursed the whole lot. They were shrunk to almost half-human size. Mon Saran was 3 meters tall. Now he was only 1.30. He realised he could not take on the Devil as a dwarf and retreated.&lt;br /&gt;
&lt;br /&gt;
The human warriors became what we know as dwarves today. Mon Saran adopted a new name, Barg, and became the god of the dwarves.&lt;br /&gt;
&lt;br /&gt;
The dwarves are sturdy, if not tall. They are strong and excellent warriors. They worship both Barg and Alesia, the goddess of the earth. This gives them strength and the skill with which to mine the earth and mountains. They were given an intense fear of heights as part of their curse. This is why they bury deep down into the mountains. They are very knowledgeable in minerals and metals. Their metal working skills have no match and they make some of the best weapons that are made outside the realms of the Gods.&lt;br /&gt;
&lt;br /&gt;
Long since, upon discovering their skills in mining and with minerals, the dwarves became very greedy and stingy. They are hard bargainers and never give anything for free.&lt;br /&gt;
&lt;br /&gt;
[[Image:wolf.jpg|360px|thumb]]&lt;br /&gt;
&lt;br /&gt;
The dwarves hates the Araxi. They hate the trolls even more intensely. The trolls are thought to be the very opposite of the dwarves, a sort of anti-dwarf. They instinctually hate each other.&lt;br /&gt;
&lt;br /&gt;
The dwarves are very sceptical to the humans. They know by experience what humans can do. Dwarves look upon humans as unstable and frail creatures, selfish and with a constant lust for power. They are especially weary of the magickal powers of the humans. In fact, they are sceptical to any magick not employed by them. Dwarves use limited earth magick that they derive from Alesia.&lt;br /&gt;
&lt;br /&gt;
Their trading with the humans are made with a cool and distant attitude. They remain sceptical but they make profit on the trading.&lt;br /&gt;
&lt;br /&gt;
The dwarves are a stable race. They are never impulsive or vacillating. They keep with their firm course, they hate to much change. To them, faeries represent the unknown and impulsive. They therefore keep their distance to these fay and unstable creatures.&lt;br /&gt;
&lt;br /&gt;
The dwarven King, Gorm lives in their capital Borgheim. He is an old and wise dwarf. He is very loyal and protective of his kingdom and his people and will go to any extent to stop an enemy. He has seen much cruelty by the Araxi and even humans in his times. He still retains his sense of diplomacy even so.&lt;br /&gt;
&lt;br /&gt;
== The trolls and the Araxi ==&lt;br /&gt;
&lt;br /&gt;
The rulers of the central forests are the Trolls. Huge, ugly and ever so powerful, they thrive on hate and love to harass the Araxi. They are fearsome creatures and humans are well advised never to strike blades with any troll. Trolls are lone creatures and seldom live in groups of more than five. Often they live in a cave by themselves with a hundred or more Araxi in the nearby forests. These Araxi are kept close to the troll by terror. Whenever the troll discovers that an Arax has escaped, it immediately tortures or kills its friends and family. And the trolls have '''very '''keen senses.&lt;br /&gt;
&lt;br /&gt;
There are five trolls that are bigger and more powerful than the others. These are referred to as Grand Chieftains. They each have their own territories, and they harass even other trolls.&lt;br /&gt;
&lt;br /&gt;
The Araxi gather together in packs, whether they are slaves to a troll or not. Many of the evil creatures are not under the slavery of any troll. These packs of roam the forests and do mayhem. Sometimes they cross the kingdom border and kill some humans. Mostly they run into the soldiers at the border and fights ensue.&lt;br /&gt;
&lt;br /&gt;
The Araxi are into hating everything. The only reason they do not kill each other is the convenience of staying in packs against other enemies.&lt;br /&gt;
&lt;br /&gt;
== The faeries ==&lt;br /&gt;
&lt;br /&gt;
The fay people are mostly on the western forests. They are however to be sporadically found just about everywhere else - where they are not unduly disturbed. Some faeries like the company of humans and tend to live near villages or other small human settlings.&lt;br /&gt;
&lt;br /&gt;
The faeries are a curious set of creatures. There are many races within the faeries such as Elves, Brownies, Pixies, Leprechauns, forest spirits, Kelpies, water spirits, Brollochans and many more. The common denominator is that they all come from the Otherworld.&lt;br /&gt;
&lt;br /&gt;
The Otherworld is another, separate world entirely. Anashina created this world with the help of the elements. The Otherworld is therefore more dominated by nature and it is purer than our world. It was created as a sort of model world, without to much influence by other gods or goddesses.&lt;br /&gt;
&lt;br /&gt;
Anashina once found a way to cheat death, she cut Kraagh's cycle of birth-life-death-birth for her worshippers. It was her gift to them for helping her protect nature. But Kraagh just happened to discover her cheating, although not soon enough to avoid it. He did however manage to throw a curve in her plan: he killed the feelings and creativity of her worshipers. This explains many of the more troubling sides of faeries.&lt;br /&gt;
&lt;br /&gt;
[[Image:pixie.jpg|360px|thumb]]&lt;br /&gt;
&lt;br /&gt;
When Anashina worshippers die, they may go to the Otherworld and become faeries. They can then cross over into our world again - as faeries.&lt;br /&gt;
&lt;br /&gt;
Faeries are normally not interested in human affairs. They are not considered good, nor evil. They are somewhat careless regarding human lives. They are antipathetic to the trolls and araxi, and they do not have to much sympathy towards the dwarves - they are all to boring and set. The dwarves are no fun.&lt;br /&gt;
&lt;br /&gt;
Faeries are into fun. They usually live fun lives, even though their fun are not at all funny to humans at times - remember they do not have feelings. They like to do all kinds of practical jokes and fun experiments. This may have serious adverse effects. But treated with the right attitude, faeries can be helpful and nice to humans as well.&lt;br /&gt;
&lt;br /&gt;
They love art and look up to humans for their creativity. They often mimic human creations - songs, poetry, and sculptures.&lt;br /&gt;
&lt;br /&gt;
== Elves ==&lt;br /&gt;
&lt;br /&gt;
Elves are faeries. They look like humans, only somewhat shorter and slimmer. They have pointed ears, larger catlike eyes, fair skin and blond hair. They live in the faerie forests and seldom mingle with humans. They are not very communicative. This is possibly because they look down upon humans, thinking they are inferior and ignorant. Elves in contrast are wise, very spiritual, and they possess innate magick abilities. Extremely skilled hunters, they have very keen senses and are expert archers. They are Anashina’s favourite race.&lt;br /&gt;
&lt;br /&gt;
== The seas ==&lt;br /&gt;
&lt;br /&gt;
[[Image:underwater.jpg|360px|thumb]]&lt;br /&gt;
&lt;br /&gt;
There are many sea creatures just off the shore of Amar. Small and large, some poses problems to fishermen and other boats. This is one of the reasons why areas outside the kingdom have never been fully mapped. It is however suspected that Amar is on an island.&lt;br /&gt;
&lt;br /&gt;
There are rumours of merefolks living on islands of the East Coast.&lt;br /&gt;
&lt;br /&gt;
== Origo, the ancient Dragon ==&lt;br /&gt;
&lt;br /&gt;
In the mountain north west of the kingdom lives Origo, an ancient Dragon. He is a very selfish creature, obsessed with the collecting of treasure and magick. There are no other dragons here. None that will try taking any of his treasure. There are the wyverns, though, but they seldom dare to challenge the grand dragon.&lt;br /&gt;
&lt;br /&gt;
Origo have no respect for other creatures. He can easily breathe his deadly fire on curious adventures without giving it a second thought.&lt;br /&gt;
&lt;br /&gt;
== The wyverns in the north ==&lt;br /&gt;
&lt;br /&gt;
The seven wyverns in the mountains east of Origo’s are quite active and poses a threat to both trolls and Araxi.&lt;br /&gt;
&lt;br /&gt;
Wyverns are sort of minor dragons. They are obsessive collectors of treasure just as their bigger cousins. This is why they present a threat to their environment. They also fight amongst each other.&lt;br /&gt;
&lt;br /&gt;
== Other creatures in other places ==&lt;br /&gt;
&lt;br /&gt;
There are many creatures lurking around on Amar. Travellers may encounter demons that have escaped the old dwarven mines and other magickal creatures. Inside the kingdom, the roads are fairly safe to travel - especially around the capital and towards Rauinor.&lt;br /&gt;
&lt;br /&gt;
== Special places ==&lt;br /&gt;
&lt;br /&gt;
There are many special and magickal places on Amar. Those mentioned below does in no way comprise all the wonders.&lt;br /&gt;
&lt;br /&gt;
=== The old dwarven caves ===&lt;br /&gt;
&lt;br /&gt;
Between the kingdom of Amar and the dwarves lies what is known as the old dwarven caves. No one knows why he or she exists or why he or she is infested with evil. The dwarves are quite secretive about their existence. Demons and creatures of chaos inhabit the caves. Some have crawled up to the surface and challenged warriors, humans and dwarves. The caves have become a sort of no-mans territory. The dwarves bear no claim to the old caves any more. The humans generally leave them alone.&lt;br /&gt;
&lt;br /&gt;
There is still a good reason to adventure down into these old mines: the lost dwarven treasures. Daring adventurers have retrieved several high quality jewellery and magickal items such as weapons. It is popular belief that much treasure is still to be found. For those who are willing to risk their lives.&lt;br /&gt;
&lt;br /&gt;
=== The dark woods ===&lt;br /&gt;
&lt;br /&gt;
South, between the troll forest and the faerie woods, there is an area known as the &amp;quot;dark woods&amp;quot;. This is truly an evil place, haunted by evil spirits and corrupted faeries. Witches frequent the woods ever so often. Black magick is rampant and the trees themselves are oozing of evil. Few humans know exactly where the dark woods are, even fewer dare to visit the place.&lt;br /&gt;
&lt;br /&gt;
=== The magick ring ===&lt;br /&gt;
&lt;br /&gt;
There are many special and magick sites within the faerie woods to the west'' ''of Amar. The place known as the magick ring is legendary. In the year 102, only 21 years after he was elected as Amar’s first new King, an unknown deadly disease struck Larighan’s son Rigarian. The prince was almost dead when the royal court magician came up with a solution: The magick ring. Just inside the faerie woods is a ring of oak trees. It is clearly magickal to anyone who visits the aerie site. The court magician had seen the place in his dreams and the god of dreams pointed it out as the prince’s last chance.&lt;br /&gt;
&lt;br /&gt;
The King and his son along with a score of followers travelled to the Magick ring. The spirits of the trees listened to the Kings prayer for his sons life. They gave the prince his life in return for a favour. The legend doesn’t say what the King had to do in exchange. The spirit of the oak trees is not easily figured out. A visit like that is likely to go either way, good or bad.&lt;br /&gt;
&lt;br /&gt;
=== The dead marsh ===&lt;br /&gt;
&lt;br /&gt;
South of the Araxi forest lies a very sinister place indeed. It is called the dead marsh. Many years ago, a necromancer and his small army of undeads were travelling to the dark woods. Arachan, as his name was, was wanted by the King for several murders. He had killed strong and healthy men and turned them into undeads. The Kings scouts had intercepted the necromancers travel plans. The King immediately ordered an ambush to be made north of the southwest mountains.&lt;br /&gt;
&lt;br /&gt;
The battle was fierce and deadly, to both sides. Arachans powers were greater than the King’s men had foreseen. Few on either side survived the encounter. In the turn of the battle, much magick was used, especially by the dark necromancer. He turned the area into a swamp, making it harder for the King’s soldiers to move. His undeads were slow movers anyway, so this evened the score.&lt;br /&gt;
&lt;br /&gt;
As the battle died out with the participants, silence covered the marsh. It became the silent graveyard for all those who died.&lt;br /&gt;
&lt;br /&gt;
But undeads don’t die. They just cease to function. And some even regenerate and start to function again after a week or so. The necromancers magick was so strong that anyone who died there was turned into a zombie or worse. This curse is still very much in effect in the dead marsh.&lt;br /&gt;
&lt;br /&gt;
=== The Circle’s tower ===&lt;br /&gt;
&lt;br /&gt;
[[Image:wizard.jpg|360px|thumb]]&lt;br /&gt;
&lt;br /&gt;
There is not really much to say about the Magick Circle’s tower. Except that no-one dares approach it. Its magick nature inspires fear into anyone daring to go near it.&lt;br /&gt;
&lt;br /&gt;
The tower has a peculiar look, as the third floor seems to sort of vanish into thin air. This is because most of the third floor and all of the forth are made invisible by magick. It is even made invulnerable from any outside attack.&lt;br /&gt;
&lt;br /&gt;
=== The water maze ===&lt;br /&gt;
&lt;br /&gt;
Just off the south coast, lies a small island. It is easily seen if you stand on Amar looking out over the waters. It is more difficult to get out there. The waves are big and the undercurrents strong.&lt;br /&gt;
&lt;br /&gt;
On the other side of this island is an entrance. It leads into a big maze. It is filled with water, so an adventurer must enter by boat. But with the waves splashing against the cliffs...&lt;br /&gt;
&lt;br /&gt;
Inside the maze lives a female water dragon. She is not very large, but fearsome never the less. She settled here about 100 years ago. Aia, as her name is, likes the maze and because of the dangers it provides any visitors, she is seldom disturbed. She likes to sleep as she is quite lazy. She possesses a wide variety of magick water abilities, but she is to lazy to make any productive use of them. Aia just wants to be left alone, dreaming.&lt;br /&gt;
&lt;br /&gt;
=== Places within the kingdom ===&lt;br /&gt;
&lt;br /&gt;
There are of course many, many places of interest within the kingdom itself. There exist many magickal shrines, ponds, fountains, special holy grounds, faerie trees and other strange and mystical sites. Most of them have only a local reputation. Some are known by travellers and wise men all over the kingdom. The sites described below are but a small sample of well-known sites.&lt;br /&gt;
&lt;br /&gt;
==== The Eliminator ====&lt;br /&gt;
&lt;br /&gt;
Underneath the royal castle, there is a maze designed to pick the Kings followers. It's entrance is by the Colliseum (the Recolar arena). It is called the Eliminator. This ultimate challenge was designed a long time ago - when the castle was built. It is still in use today. Once every year on Taroc’s day, brave warriors, thieves or magicians travel to participate in the great elimination. They enter the doors leading down beneath the castle. Few ever come out on the other side. For every ten that enters, one come out. What happens to the other nine are not known. There exist vivid imaginations as to their fate, though.&lt;br /&gt;
&lt;br /&gt;
Those who do survive this ultimate test, automatically become nobles. They gain the title of Lord (or Lady). Those who are already a noble gain a rank or more territory. They also get to keep whatever treasure they collect on their way through the maze. Much of the treasure is a leftover from previous contenders.&lt;br /&gt;
&lt;br /&gt;
==== The giant footprint ====&lt;br /&gt;
&lt;br /&gt;
There is a large footprint on the south east shore. It is almost one meter long. Several legends exist as to what or who made it. Some say it is a giant who made it. Others say it was a water demon. Some believe it was the god of strength.&lt;br /&gt;
&lt;br /&gt;
==== The challenge ground ====&lt;br /&gt;
&lt;br /&gt;
Just outside the capital is an open place known as the &amp;quot;challenge ground&amp;quot;. It is a sort of arena with two circles, 3 meters wide and 10 meters apart. Once every year (on Spell magick day), wizards can challenge each other for a duel on the arena. The rules are quite simple: The two wizards enter a circle each. The one that is forced out of his circle or dies looses. The game can be more lethal if the two contenders decide to. Then a deathward is cast on the circle perimeters. If a wizard then is forced out of his ring, he dies as he crosses it.&lt;br /&gt;
&lt;br /&gt;
==== The round hill ====&lt;br /&gt;
&lt;br /&gt;
In the middle of the kingdom there is a big, hemisphere of a polished rock. It is about 12 meters wide and of course 12 meters high. Anyone, who sits on top of it, meditating will feel a complete relaxation and peace of mind.&lt;br /&gt;
&lt;br /&gt;
==== The Rift ====&lt;br /&gt;
&lt;br /&gt;
Probably the most special inn on Amar is &amp;quot;The Rift&amp;quot;. It is located in the capital. Many adventurers and special personalities frequent this inn. The food is very good, but there are no rooms for accommodations. The service is excellent for the regular customers. For any newcomers, it will seem as if there exist a sort of membership you would need to get in order to get the good service. A newcomer would have to prove himself worthy as a regular customer before the staff and many of the regulars will talk to him.&lt;br /&gt;
&lt;br /&gt;
Sharina runs the inn. She is 32, a warrior that has bested the Eliminator, scarred but still a beauty, fights with a Great Sword or two Broad Axes or a Bastard Sword and Kite Shield, and with Throwing Axes as distance weapons. She is courteous and service minded but strict and takes no bullshit. She is known to throw out drunkards and rude people, especially sexist men. She is high up in the Recolar cult.&lt;br /&gt;
&lt;br /&gt;
==== The Magick Cauldron ====&lt;br /&gt;
&lt;br /&gt;
Another special inn of the capital. Many would-be magicians frequent this place. Those who visit the place show many parlour tricks. A lucky guest may pick up a trick or two or even get to know a real magician.&lt;br /&gt;
&lt;br /&gt;
==== The Oracle of Varni ====&lt;br /&gt;
&lt;br /&gt;
This is a pond with a tree in the middle of it. The tree is known to be occupied by a wise spirit. For a certain exchange, the spirit may guide a person in the right directions in life. The spirit will answer questions with &amp;quot;yes&amp;quot; or &amp;quot;no&amp;quot; by moving floating twigs in formations. The pond is located somewhere south east of Amaron.&lt;br /&gt;
&lt;br /&gt;
== Personalities of Amar ==&lt;br /&gt;
&lt;br /&gt;
The number of interesting personalities on Amar can hardly be counted. Many local personalities give special flavour to their homesteads. Some travel around the kingdom or even outside and some are known by many of Amar’s inhabitants. A sample of well-known persons apart from those already mentioned follows.&lt;br /&gt;
&lt;br /&gt;
=== Zarin the travelling alchemist ===&lt;br /&gt;
&lt;br /&gt;
Zarin is a nice helping hand for those in need. He has a funny habit of appearing in the middle of nowhere with his arsenal of useful potions. He is a merchant dealing in magick potions. Some, like healing potions and poison antidotes, he makes himself. Others like Magical Aptitude raising potions or levitation potions are items he buys from various sources.&lt;br /&gt;
&lt;br /&gt;
His prices are normal and he can’t be bargained, ever.&lt;br /&gt;
&lt;br /&gt;
=== Naraghin and his magick shop ===&lt;br /&gt;
&lt;br /&gt;
Naraghin is a Wizard of the ''Magic'' path who owns a shop in the capital. Here he sells certain magick items for a very stiff price. Other magicians come to his shop and trades spells and items with him. Naraghin is a nice man with a very short attention span. He has very short memory and only remembers his closest friends. Sometimes he never the less wakes up of his daze and remembers some strange little fact about someone, only to fall back in a dispersed state of mind again.&lt;br /&gt;
&lt;br /&gt;
=== The Wayanah-party ===&lt;br /&gt;
&lt;br /&gt;
This is a party of high adventurers. They travel all over in search of mystic places an treasure.&lt;br /&gt;
&lt;br /&gt;
'''Wayanah''' is a warrior-sorceress. She wields a sword better than most men and employs ''Earth ''magick to overcome her enemies. She travels together with two other women and two men:&lt;br /&gt;
&lt;br /&gt;
'''Hina''' is a very strong woman warrior. With a heavy mace and cuirbolli armour, she is a match for any brave man.&lt;br /&gt;
&lt;br /&gt;
'''Mizamir''' is an archeress. With keen senses and the calmness of a still pond, she can easily hit a running rabbit at 30 meters.&lt;br /&gt;
&lt;br /&gt;
'''Boran The Bold''' is a huge fellow. With bulging muscles, he outweighs most men. His intelligence is however not up to many a quiz. He is a warrior using a Hercules club in battle.&lt;br /&gt;
&lt;br /&gt;
'''Lagioracharan''' is the party’s scout. He has very keen vision and hearing, is a good trapper and is essential to the party’s food supply.&lt;br /&gt;
&lt;br /&gt;
=== Three playful wizards ===&lt;br /&gt;
&lt;br /&gt;
Three magick towers stands tall inn the central area of the kingdom. They stand only 100 meters apart. Each tower is owned by a wizard. These three wizards are very good friends, they are three playful old magicians.&lt;br /&gt;
&lt;br /&gt;
'''Povi''' is an ''Air'' and ''Magic'' wizard. A funny old, long haired and beared man.&lt;br /&gt;
&lt;br /&gt;
'''Ferro''' is a wild ''Fire'' and ''Magic'' wizard. He usually has burnt hair and covered by sot.&lt;br /&gt;
&lt;br /&gt;
'''Manir''' is a ''Life'' and ''Magic'' wizard. He has the ability to transform himself into a variety of animals and creatures.&lt;br /&gt;
&lt;br /&gt;
These wizards habitually plays practical jokes on each other, from one tower to the other. Sometimes it can be quite a spectacle to view them challenging each other.&lt;br /&gt;
&lt;br /&gt;
=== The Guards ===&lt;br /&gt;
&lt;br /&gt;
A party of five adventurers travels around and hires themselves out as protectors - of people or goods. They are known to be very arduous in the tasks they are hired for. They all are excellent horsemen.&lt;br /&gt;
&lt;br /&gt;
'''Kator''' is the spokesman for the party. He is a brave knight in a chain mail wielding a sword and a shield. He is elegant as a noble and wants to brave the Eliminator to gain nobility.&lt;br /&gt;
&lt;br /&gt;
'''Eris''' is the wife of Kator. She is an Anashina priestess with a big heart. She has much empathy, not only for animals and faeries, but for people and dwarves as well.&lt;br /&gt;
&lt;br /&gt;
'''Vinar''' was a royal ranger of the King’s forests just south of the capital. After falling in love with Anisi (who was with this party but has been lost since one year), he joined the group.&lt;br /&gt;
&lt;br /&gt;
'''Orach''' is a sturdy warrior with a halberd as a weapon.&lt;br /&gt;
&lt;br /&gt;
'''Yaloosi''' is a ''Life'' and ''Protection'' wizard. He is full of humour and joy and loves all kind of games.&lt;br /&gt;
&lt;br /&gt;
=== Ran-Asar and Ayah ===&lt;br /&gt;
&lt;br /&gt;
Ran-Asar and Ayah and the puma Mira have travelled together for some years. The two lovers are always seen in each other’s company. They are well respected at the Rift, but no one knows what their agenda is. They seem to always be on some kind of mission for something.&lt;br /&gt;
&lt;br /&gt;
'''Ran-Asar''' wears leather and cuirbolli and fights with a two-handed spear. He is a good archer as well and quite adept in most physical skills.&lt;br /&gt;
&lt;br /&gt;
'''Ayah''' is a ''Life'' and ''Protection'' sorceress. She also know how to defend herself with her staff. She is the owner of Mira.&lt;br /&gt;
&lt;br /&gt;
'''Mira''' is intelligent for a Puma. She is totally loyal to Ayah and will defend her with her own life. She looks suspicious at anyone who speaks to Ayah. She will instantly attack someone who were openly aggressive towards her master.&lt;br /&gt;
&lt;br /&gt;
== End notes ==&lt;br /&gt;
&lt;br /&gt;
This concludes the overview of the kingdom of Amar, its internal affairs and how it relates to the surrounding areas. There is of course much more to be known. Through experience you will uncover more, perhaps even the most sinister secrets of this kingdom trapped by the fog.&lt;/div&gt;</summary>
		<author><name>Merlin</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Category:Womp&amp;diff=2259</id>
		<title>Category:Womp</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Category:Womp&amp;diff=2259"/>
		<updated>2020-02-22T21:01:08Z</updated>

		<summary type="html">&lt;p&gt;Merlin: Created page with &amp;quot;Examples of Womps in the Incantation Magic System.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Examples of Womps in the Incantation Magic System.&lt;/div&gt;</summary>
		<author><name>Merlin</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Incantation_Example:_Minor_Heating&amp;diff=2258</id>
		<title>Incantation Example: Minor Heating</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Incantation_Example:_Minor_Heating&amp;diff=2258"/>
		<updated>2020-02-22T20:59:04Z</updated>

		<summary type="html">&lt;p&gt;Merlin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ infobox&lt;br /&gt;
| abovestyle  = background:#7d4733; color:white&lt;br /&gt;
| above       = Minor Heating&lt;br /&gt;
| label1      = Incantation Path Example:&lt;br /&gt;
| data1       = Fire&lt;br /&gt;
| label2      = A/P?&lt;br /&gt;
| data2       = A&lt;br /&gt;
| label3      = Resist?&lt;br /&gt;
| data3       = N&lt;br /&gt;
| label4      = Casting Time&lt;br /&gt;
| data4       = 2 rounds&lt;br /&gt;
| label5      = DR&lt;br /&gt;
| data5       = 0&lt;br /&gt;
| label6      = Duration&lt;br /&gt;
| data6       = 1 round&lt;br /&gt;
| label7      = Range&lt;br /&gt;
| data7       = 1 m&lt;br /&gt;
| label8      = Weight&lt;br /&gt;
| data8       = N/A&lt;br /&gt;
| label9      = Area of Effect&lt;br /&gt;
| data9       = 1 object*&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Makes an object slightly warmer.&lt;br /&gt;
&lt;br /&gt;
''This spell is just an example of a womp that can be used in the Incantation Magick System''&lt;br /&gt;
&lt;br /&gt;
Back: [[Incantation Magic]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Fire Incantation Magic]]&lt;br /&gt;
[[Category:Womp]]&lt;/div&gt;</summary>
		<author><name>Merlin</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Incantation_Example:_Minor_Heating&amp;diff=2257</id>
		<title>Incantation Example: Minor Heating</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Incantation_Example:_Minor_Heating&amp;diff=2257"/>
		<updated>2020-02-22T20:55:11Z</updated>

		<summary type="html">&lt;p&gt;Merlin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ infobox&lt;br /&gt;
| abovestyle  = background:#7d4733; color:white&lt;br /&gt;
| above       = Minor Heating&lt;br /&gt;
| label1      = Incantation Path Example:&lt;br /&gt;
| data1       = Fire&lt;br /&gt;
| label2      = A/P?&lt;br /&gt;
| data2       = A&lt;br /&gt;
| label3      = Resist?&lt;br /&gt;
| data3       = N&lt;br /&gt;
| label4      = Casting Time&lt;br /&gt;
| data4       = 2 rounds&lt;br /&gt;
| label5      = DR&lt;br /&gt;
| data5       = 0&lt;br /&gt;
| label6      = Duration&lt;br /&gt;
| data6       = 1 round&lt;br /&gt;
| label7      = Range&lt;br /&gt;
| data7       = 1 m&lt;br /&gt;
| label8      = Weight&lt;br /&gt;
| data8       = N/A&lt;br /&gt;
| label9      = Area of Effect&lt;br /&gt;
| data9       = 1 object*&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Makes an object slightly warmer.&lt;br /&gt;
&lt;br /&gt;
This spell is just an example of a womp that can be used in the Incantation Magick System&lt;br /&gt;
&lt;br /&gt;
Back: [[Incantation Magic]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Fire Incantation Magic]]&lt;br /&gt;
[[Category:Womp]]&lt;/div&gt;</summary>
		<author><name>Merlin</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Category:Fire_Incantation_Magic&amp;diff=2256</id>
		<title>Category:Fire Incantation Magic</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Category:Fire_Incantation_Magic&amp;diff=2256"/>
		<updated>2020-02-22T20:50:43Z</updated>

		<summary type="html">&lt;p&gt;Merlin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
== Some examples of Incantations in a  Fire Path: ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Incantation Type''' ||'''Spell'''	|| '''A/P''' || '''Resist''' || '''Casting Time''' || '''DR''' || '''Duration''' || '''Range''' || '''Weight''' || '''Area of Effect''' || '''Additional Incantation Effects'''&lt;br /&gt;
|-&lt;br /&gt;
| Womp	||[[Incantation Example: Minor Heating|Minor Heating]] || A || N || 2 rounds || 0  || 1 round  ||1 meter  ||   N/A   || 1 object*   ||  N/A &lt;br /&gt;
|-                                &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Merlin</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Incantation_Example:_Minor_Heating&amp;diff=2255</id>
		<title>Incantation Example: Minor Heating</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Incantation_Example:_Minor_Heating&amp;diff=2255"/>
		<updated>2020-02-22T20:50:07Z</updated>

		<summary type="html">&lt;p&gt;Merlin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ infobox&lt;br /&gt;
| abovestyle  = background:#7d4733; color:white&lt;br /&gt;
| above       = Minor Heating&lt;br /&gt;
| label1      = Incantation Path Example:&lt;br /&gt;
| data1       = Fire&lt;br /&gt;
| label2      = A/P?&lt;br /&gt;
| data2       = A&lt;br /&gt;
| label3      = Resist?&lt;br /&gt;
| data3       = N&lt;br /&gt;
| label4      = Casting Time&lt;br /&gt;
| data4       = 2 rounds&lt;br /&gt;
| label5      = DR&lt;br /&gt;
| data5       = 0&lt;br /&gt;
| label6      = Duration&lt;br /&gt;
| data6       = 1 round&lt;br /&gt;
| label7      = Range&lt;br /&gt;
| data7       = 1 m&lt;br /&gt;
| label8      = Weight&lt;br /&gt;
| data8       = N/A&lt;br /&gt;
| label9      = Area of Effect&lt;br /&gt;
| data9       = 1 object*&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Makes an object slightly warmer.&lt;br /&gt;
&lt;br /&gt;
Back: [[Incantation Magic]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Fire Incantation Magic]]&lt;/div&gt;</summary>
		<author><name>Merlin</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Incantation_Example:_Minor_Heating&amp;diff=2254</id>
		<title>Incantation Example: Minor Heating</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Incantation_Example:_Minor_Heating&amp;diff=2254"/>
		<updated>2020-02-22T20:48:55Z</updated>

		<summary type="html">&lt;p&gt;Merlin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ infobox&lt;br /&gt;
| abovestyle  = background:#7d4733; color:white&lt;br /&gt;
| above       = Minor Heating&lt;br /&gt;
| label1      = Incantation Path Example:&lt;br /&gt;
| data1       = Fire&lt;br /&gt;
| label2      = A/P?&lt;br /&gt;
| data2       = A&lt;br /&gt;
| label3      = Resist?&lt;br /&gt;
| data3       = N&lt;br /&gt;
| label4      = Casting Time&lt;br /&gt;
| data4       = 2 rounds&lt;br /&gt;
| label5      = DR&lt;br /&gt;
| data5       = 0&lt;br /&gt;
| label6      = Duration&lt;br /&gt;
| data6       = 1 round&lt;br /&gt;
| label7      = Range&lt;br /&gt;
| data7       = 1 m&lt;br /&gt;
| label8      = Weight&lt;br /&gt;
| data8       = N/A&lt;br /&gt;
| label9      = Area of Effect&lt;br /&gt;
| data9       = 1 target*&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Makes an objekt slightly warmer.&lt;br /&gt;
&lt;br /&gt;
Back: [[Incantation Magic]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Fire Incantation Magic]]&lt;/div&gt;</summary>
		<author><name>Merlin</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Category:Fire_Incantation_Magic&amp;diff=2253</id>
		<title>Category:Fire Incantation Magic</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Category:Fire_Incantation_Magic&amp;diff=2253"/>
		<updated>2020-02-22T20:43:28Z</updated>

		<summary type="html">&lt;p&gt;Merlin: /* Some examples of Incantations in a  Fire Path: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
== Some examples of Incantations in a  Fire Path: ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Incantation Type''' ||'''Spell'''	|| '''A/P''' || '''Resist''' || '''Casting Time''' || '''DR''' || '''Duration''' || '''Range''' || '''Weight''' || '''Area of Effect''' || '''Additional Incantation Effects'''&lt;br /&gt;
|-&lt;br /&gt;
| Womp	||[[Incantation Example: Minor Heating|Minor Heating]] || A || N || 2 rounds || 0  || 1 round  ||1 meter  ||   N/A   || 1 target*   ||  N/A &lt;br /&gt;
|-                                &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Merlin</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Category:Fire_Incantation_Magic&amp;diff=2252</id>
		<title>Category:Fire Incantation Magic</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Category:Fire_Incantation_Magic&amp;diff=2252"/>
		<updated>2020-02-22T20:43:01Z</updated>

		<summary type="html">&lt;p&gt;Merlin: /* Some examples of Incantations in a  Fire Path: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
== Some examples of Incantations in a  Fire Path: ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Incantation Type''' ||'''Spell'''	|| '''A/P''' || '''Resist''' || '''Casting Time''' || '''DR''' || '''Duration''' || '''Range''' || '''Weight''' || '''Area of Effect''' || '''Additional Incantation Effects'''&lt;br /&gt;
|-&lt;br /&gt;
| Womp	||[[Incantation Example: Minor Heating|Minor Heating]] || P || N || 2 rounds || 0  || 1 round  ||1 meter  ||   N/A   || 1 target*   ||  N/A &lt;br /&gt;
|-                                &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Merlin</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Category:Fire_Incantation_Magic&amp;diff=2251</id>
		<title>Category:Fire Incantation Magic</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Category:Fire_Incantation_Magic&amp;diff=2251"/>
		<updated>2020-02-22T19:05:00Z</updated>

		<summary type="html">&lt;p&gt;Merlin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
== Some examples of Incantations in a  Fire Path: ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Incantation Type''' ||'''Spell'''	|| '''A/P''' || '''Resist''' || '''Casting Time''' || '''DR''' || '''Duration''' || '''Range''' || '''Weight''' || '''Area of Effect''' || '''Additional Incantation Effects'''&lt;br /&gt;
|-&lt;br /&gt;
| Womp	||[[Incantation Example: Minor Heating|Minor Heating]] || P || N || 2 rounds || 0  || 1 round  || Self ||   N/A   || Self   ||  N/A &lt;br /&gt;
|-                                &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Merlin</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Category:Fire_Incantation_Magic&amp;diff=2250</id>
		<title>Category:Fire Incantation Magic</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Category:Fire_Incantation_Magic&amp;diff=2250"/>
		<updated>2020-02-22T19:00:08Z</updated>

		<summary type="html">&lt;p&gt;Merlin: /* Some examples of Incantations in a  Fire Path: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
== Some examples of Incantations in a  Fire Path: ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Incantation Type''' ||'''Spell'''	|| '''A/P''' || '''Resist''' || '''Casting Time''' || '''DR''' || '''Duration''' || '''Range''' || '''Weight''' || '''Area of Effect''' || '''Additional Incantation Effects'''&lt;br /&gt;
|-&lt;br /&gt;
| Whomp	||[[Incantation Example: Minor Heating|Minor Heating]] || P || N || 2 rounds || 0  || 1 round  || Self ||   N/A   || Self   ||  N/A &lt;br /&gt;
|-                                &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Merlin</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Category:Fire_Incantation_Magic&amp;diff=2249</id>
		<title>Category:Fire Incantation Magic</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Category:Fire_Incantation_Magic&amp;diff=2249"/>
		<updated>2020-02-22T18:58:29Z</updated>

		<summary type="html">&lt;p&gt;Merlin: /* Some examples of Incantations in a  Fire Path: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
== Some examples of Incantations in a  Fire Path: ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Incantation Type''' ||'''Spell'''	|| '''A/P''' || '''Resist''' || '''Casting Time''' || '''DR''' || '''Duration''' || '''Range''' || '''Weight''' || '''Area of Effect''' || '''Additional Incantation Effects'''&lt;br /&gt;
|-&lt;br /&gt;
| Whomp	||[[Minor Heating || Incantation Example: Minor Heating]] || P || N || 2 rounds || 0  || 1 round  || Self ||   N/A   || Self   ||  N/A &lt;br /&gt;
|-                                &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Merlin</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Incantation_Example:_Minor_Heating&amp;diff=2248</id>
		<title>Incantation Example: Minor Heating</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Incantation_Example:_Minor_Heating&amp;diff=2248"/>
		<updated>2020-02-22T18:58:10Z</updated>

		<summary type="html">&lt;p&gt;Merlin: Created page with &amp;quot;{{ infobox | abovestyle  = background:#7d4733; color:white | above       = Minor Heating | label1      = Incantation Path Example: | data1       = Fire | label2      = A/P? |...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ infobox&lt;br /&gt;
| abovestyle  = background:#7d4733; color:white&lt;br /&gt;
| above       = Minor Heating&lt;br /&gt;
| label1      = Incantation Path Example:&lt;br /&gt;
| data1       = Fire&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       = 2 rounds&lt;br /&gt;
| label5      = DR&lt;br /&gt;
| data5       = 0&lt;br /&gt;
| label6      = Duration&lt;br /&gt;
| data6       = 1 round&lt;br /&gt;
| label7      = Range&lt;br /&gt;
| data7       = Self&lt;br /&gt;
| label8      = Weight&lt;br /&gt;
| data8       = N/A&lt;br /&gt;
| label9      = Area of Effect&lt;br /&gt;
| data9       = Self&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Makes the caster's hand slightly warmer. &lt;br /&gt;
&lt;br /&gt;
Back: [[Incantation Magic]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Fire Incantation Magic]]&lt;/div&gt;</summary>
		<author><name>Merlin</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Category:Fire_Incantation_Magic&amp;diff=2247</id>
		<title>Category:Fire Incantation Magic</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Category:Fire_Incantation_Magic&amp;diff=2247"/>
		<updated>2020-02-22T18:58:05Z</updated>

		<summary type="html">&lt;p&gt;Merlin: /* Some examples of Incantations in a  Fire Path: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
== Some examples of Incantations in a  Fire Path: ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Incantation Type''' ||'''Spell'''	|| '''A/P''' || '''Resist''' || '''Casting Time''' || '''DR''' || '''Duration''' || '''Range''' || '''Weight''' || '''Area of Effect''' || '''Additional Incantation Effects'''&lt;br /&gt;
|-&lt;br /&gt;
| Whomp	||[[Incantation Example: Minor Heating]] || P || N || 2 rounds || 0  || 1 round  || Self ||   N/A   || Self   ||  N/A &lt;br /&gt;
|-                                &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Merlin</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Category:Fire_Incantation_Magic&amp;diff=2244</id>
		<title>Category:Fire Incantation Magic</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Category:Fire_Incantation_Magic&amp;diff=2244"/>
		<updated>2020-02-22T18:54:43Z</updated>

		<summary type="html">&lt;p&gt;Merlin: /* Some examples of Incantations in a  Fire Path: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
== Some examples of Incantations in a  Fire Path: ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Incantation Type''' ||'''Spell'''	|| '''A/P''' || '''Resist''' || '''Casting Time''' || '''DR''' || '''Duration''' || '''Range''' || '''Weight''' || '''Area of Effect''' || '''Additional Incantation Effects'''&lt;br /&gt;
|-&lt;br /&gt;
| Whomp	||[[Minor Heating]] || P || N || 2 rounds || 0  || 1 round  || Self ||   N/A   || Self   ||  N/A &lt;br /&gt;
|-                                &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Merlin</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Category:Fire_Incantation_Magic&amp;diff=2243</id>
		<title>Category:Fire Incantation Magic</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Category:Fire_Incantation_Magic&amp;diff=2243"/>
		<updated>2020-02-22T18:51:08Z</updated>

		<summary type="html">&lt;p&gt;Merlin: /* Some examples of Incantations in a  Fire Path: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
== Some examples of Incantations in a  Fire Path: ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Incantation Type''' ||'''Spell'''	|| '''A/P''' || '''Resist''' || '''Casting Time''' || '''DR''' || '''Duration''' || '''Range''' || '''Weight''' || '''Area of Effect''' || '''Additional Incantation Effects'''&lt;br /&gt;
|-&lt;br /&gt;
| Whomp	||[[Minor Heating]] || P || N || 2 rounds || 0  || 2 rounds   || Self ||   N/A   || Self   ||  N/A &lt;br /&gt;
|-                                &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Merlin</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Category:Fire_Incantation_Magic&amp;diff=2242</id>
		<title>Category:Fire Incantation Magic</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Category:Fire_Incantation_Magic&amp;diff=2242"/>
		<updated>2020-02-22T18:51:03Z</updated>

		<summary type="html">&lt;p&gt;Merlin: Created page with &amp;quot;  == Some examples of Incantations in a  Fire Path: ==    {| class=&amp;quot;wikitable&amp;quot; |'''Incantation Type''' ||'''Spell'''	|| '''A/P''' || '''Resist''' || '''Casting Time''' || '''D...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
== Some examples of Incantations in a  Fire Path: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Incantation Type''' ||'''Spell'''	|| '''A/P''' || '''Resist''' || '''Casting Time''' || '''DR''' || '''Duration''' || '''Range''' || '''Weight''' || '''Area of Effect''' || '''Additional Incantation Effects'''&lt;br /&gt;
|-&lt;br /&gt;
| Whomp	||[[Minor Heating]] || P || N || 2 rounds || 0  || 2 rounds   || Self ||   N/A   || Self   ||  N/A &lt;br /&gt;
|-                                &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Merlin</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Category:Fire_Magic&amp;diff=2241</id>
		<title>Category:Fire Magic</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Category:Fire_Magic&amp;diff=2241"/>
		<updated>2020-02-22T18:50:58Z</updated>

		<summary type="html">&lt;p&gt;Merlin: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Merlin</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Incantation_Magic&amp;diff=2240</id>
		<title>Incantation Magic</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Incantation_Magic&amp;diff=2240"/>
		<updated>2020-02-22T18:50:51Z</updated>

		<summary type="html">&lt;p&gt;Merlin: /* Magic Paths */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Incantation Magic = &lt;br /&gt;
''Incantation Magic is an alternative to the standard magick system and allows magic casters to have an arsenal of incantations unique to the caster only.''&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Every living creature has Magical Aptitude (MA), but only a few have a significant amount - which is 1 or more in gaming terms. Those who have a significant MA can use that to affect a situation (add or subtract as much MA as you want or can to any skills roll) - but doing so requires a whole month to recover that MA.&lt;br /&gt;
&lt;br /&gt;
Someone with significant amount of MA can learn to focus it into what is commonly known as a Whomp - a sudden release of focused magical energy. A minimum of 1 MA is spent in releasing a basic Whomp - but more can be spent in one Whomp to enhance its effect. The Whomp will have a tiny personalized effect - like making you more awake, making others around you slightly nauseated, creating a soft wind, ripples in water or some such. The effect of the Whomp reflects the individual's personality. Such a focused release of MA requires only a good night's sleep to regain the magical energy. The Whomp has a DR of 0 and will not be so strong as to significantly affect self or others in gaming terms (cannot add or subtract any numbers to the target's attributes, skills or otherwise). A Whomp would normally take 1 round to cast, have a range of 3 meters or less, the effect lasting for 1 round while requiring active focus for that duration.&lt;br /&gt;
&lt;br /&gt;
For a magically talented person to go from naturally spending MA during a month to focus the MA to a basic Whomp requires training by a mage with a magic lore of at least 12. It is also possible to acquire that ability through magical rituals, reading special scrolls or from a severe shock, trauma or enlightened magic experience.&lt;br /&gt;
&lt;br /&gt;
From the Whomp, the person can start training personalized magic incantations - a release of magical energy that has focused effects. The person can start adding a certain amount of MA to a basic Whomp and by that create a specific incantation. One must add at least 3 MA to evolve the Whomp (or any incantation) into a new incantation. Example; A wannabe mage has a basic Whomp that makes people around her slightly nauseous for 1 round by releasing one MA and making the DR roll of 0. By adding 3 MA to the Whomp, she can make the nausea last for 2 rounds and actually give those around her -1 in status for that long (effects on target's attributes or skills normally are 1 per two added of MA). If she keeps up training that specific enhancement to her Whomp (2 rounds duration/-1 in status), she will eventually convert the beefed-up Whomp into a new incantation with DR 3 (she calls it &amp;quot;Nausea&amp;quot;). That incantation will only require 1 MA to cast, but now she will have the opportunity to add MA while casting that incantation in order to enhance the effects of the incantation.&lt;br /&gt;
&lt;br /&gt;
There are a few rules when changing an incantation by adding MA when it is cast or when forging a new incantation with higher DR:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;It requires 2 additional steps to add one to the effect, double the range, add duration or reduce the casting time for an incantation one level lower on the &amp;quot;time scale for incantations&amp;quot;.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Additionally, when forging a new incantation:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt; It must be sufficiently different from any other incantation the caster has - at least 3 &amp;quot;steps&amp;quot; in any direction from any other incantation. &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;For every 5 in DR, an incantation gets a casting time one level higher on the &amp;quot;time scale for incantations&amp;quot;.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A magically talented person will go from naturally spending MA to boost skill rolls during a month to focus the magic energy into a basic Whomp that cost one MA (recovered by one night sleep). By adding MA when Whomping, one can enhance the effect or duration or reduce the casting time. One can turn such an enhancement Whomp into a new incantation by practicing it over time. The new incantation will have a DR equal to the amount of MA used to enhance the Whomp, and the new incantation will then require only one MA to cast. The caster names the incantation appropriately and adds it to the growing arsenal of incantations. Any incantation cost one MA to cast, but can be enhanced by adding more MA to it. Adding two in MA will reduce casting time, double the range, add one to the effect or make it go from Active to Passive. The MA added to enhance an incantation becomes the additional DR of a new forged incantation if the caster whish to add it to the arsenal.&lt;br /&gt;
&lt;br /&gt;
Any incantation directly affecting the mind of a target can be resisted by that target, and the caster must add the target's Magic Defense to the DR for it to take effect. If an incantation is cast on a group of people, the caster makes a roll and any target that has a Magic defense less then the roll minus the DR of the incantation is affected.&lt;br /&gt;
&lt;br /&gt;
Think of the Whomp as the stem of a tree, and branches and leafs as incantations evolving from that stem. One can always go back to the stem or earlier branches and evolve new incantations from there.&lt;br /&gt;
&lt;br /&gt;
It is even possible to learn new Whomps and evolve entirely new &amp;quot;trees&amp;quot; of magic.&lt;br /&gt;
&lt;br /&gt;
== Magic Paths ==&lt;br /&gt;
&lt;br /&gt;
To cast an incantation (or Whomp), one will use the Magic Path lore associated with that type of Magic. To evolve a fire type of Whomp, one must acquire Fire Magic Lore. Any incantation enhancing perceptions requires Perception Magic Lore, etc. &lt;br /&gt;
&lt;br /&gt;
The table below shows the most common Magic lores, and examples of Incantations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Magic Paths&lt;br /&gt;
|-&lt;br /&gt;
|'''Path''' || '''Incantation examples'''&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Air Incantation Magic| Air]]                      || Levitation, Fly, &lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Black Incantation Magic| Black]]                  || Agony, Raise Dead, Curse, Finger of Death&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Cloud Incantation Magic| Cloud]]                  || Fog, Shape Clouds&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Cold Incantation Magic| Cold]]                    || Chill, Freeze Water, Freeze Target&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Creation Incantation Magic| Creation]]            || Create items or magic or life or elements&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Destruction Incantation Magic| Destruction]]      || Destroy items or magic or life or elements&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Distortion Incantation Magic| Distortion]]        || Distort images or items or senses&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Earth Incantation Magic| Earth]]                  || Shape Earth, Wall of Stone, Dig&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Fire Incantation Magic| Fire]]                    || Create Fire, Fire Strike, Wall of Fire&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Heat Incantation Magic| Heat]]                    || Warmth, Burn&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Ice Incantation Magic| Ice]]                      || Ice Strike, Wall of Ice, Freeze Blood&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Illusion Incantation Magic| Illusion]]            || Create illusions across various senses&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Lava Incantation Magic| Lava]]                    || Lava Strike, Wall of Lave, Melt Ground&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Life Incantation Magic| Life]]                    || Healing, Ease Pain, Change Emotions, Polymorph, Resurrection&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Light Incantation Magic| Light]]                  || Cone of Light, Dancing Lights&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Lightning Incantation Magic| Lightning]]          || Lightning Strike, Electrocute Water&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Magic Incantation Magic| Magic]]                  || Identify Magic, Wardings, Create Magic Items&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Manipulation Incantation Magic| Manipulation]]    || Manipulate magic or items or senses&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Nature Incantation Magic| Nature]]                || Animal Healing, Plant Growth, Find Familiar&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Nullification Incantation Magic| Nullification]]  || Counterspells, nullify effects&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Perception Incantation Magic| Perception]]        || Enhance perceptions, Farsee, Clairvoyance&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Protection Incantation Magic| Protection]]        || Armor, Protection from elements or magic&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Space Incantation Magic| Space]]                  || Displacement, Teleport, Speed&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Spirit Incantation Magic| Spirit]]                || Communicate with spirits, exteriorize, possession&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Summoning Incantation Magic| Summoning]]          || Summon spirits or demons or elementals&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Swamp Incantation Magic| Swamp]]                  || Marsh the Ground, Sink&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Time Incantation Magic| Time]]                    || Slow Time, Revisit Past&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Water Incantation Magic| Water]]                  || Water Walking, Breathe in Water, Create Water&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Enhancing Incantations ==&lt;br /&gt;
&lt;br /&gt;
When adding MA when casting Incantations or when forging new Incantations, Weight, Area of Effect and Effect is increased linearly.&lt;br /&gt;
&lt;br /&gt;
Beyond &amp;quot;instantaneous&amp;quot; (inst.), Casting Time and Duration follows this table:&lt;br /&gt;
&lt;br /&gt;
 {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Casting Time and Duration of incantations&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;
Range follows this table (using the [https://en.wikipedia.org/wiki/Preferred_number#1%E2%80%932%E2%80%935_series 1-2-5 series]):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Range of Incantations&lt;br /&gt;
|-&lt;br /&gt;
|   1 meter   &lt;br /&gt;
|-&lt;br /&gt;
|   2 meters &lt;br /&gt;
|-&lt;br /&gt;
|   5 meters &lt;br /&gt;
|-&lt;br /&gt;
|  10 meters   &lt;br /&gt;
|-&lt;br /&gt;
|  20 meters &lt;br /&gt;
|-&lt;br /&gt;
|  50 meters &lt;br /&gt;
|-&lt;br /&gt;
| 100 meters   &lt;br /&gt;
|-&lt;br /&gt;
| 200 meters &lt;br /&gt;
|-&lt;br /&gt;
| 500 meters &lt;br /&gt;
|-&lt;br /&gt;
| ...etc.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Incantation evolution ==&lt;br /&gt;
&lt;br /&gt;
When a new incantation is forged, make a roll on the following table to see how the incantation turns out (if a result is unapplicable, pick the one above on the table):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Incantation evolution&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''1 = Bad effect''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Add 1 extra to DR&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Subtract 1 from incantation effect&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Add 1 to casting time&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Make Active&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Subtract 1 from duration&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Subtract 1 from range&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''2 = Negative effect''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Disoriented, subtract 1 in status next round&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Very tired, subtract 1 from Strength until well rested (no less than 1)&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Incantation requires one additional Endurance drain&lt;br /&gt;
|-&lt;br /&gt;
| 4 || You start yelling backwards for 1 minute (cumulative)&lt;br /&gt;
|-&lt;br /&gt;
| 5 || You must speak the formula for the incantation louder&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Awkward looking incantation casting&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''3 = No Change (incantation as intended)''&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''4 = Change (random effect)''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || If you throw a 1 when casting this incantation it is an automatic fumble&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Path of the incantation curves (add 3 to DR for pointing)&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Sound change&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Color change&lt;br /&gt;
|-&lt;br /&gt;
| 5 || A flash of light accompanies the incantation&lt;br /&gt;
|-&lt;br /&gt;
| 6 || If you throw a 6 when casting this incantation it is an automatic critical&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''5 = Positive effect''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Add 1 to range&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Add 1 to duration&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Make Passive&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Subtract 1 from casting time (no less than 1 round)&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Add 1 to incantation effect&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Subtract 1 from DR&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''6 = Transformation''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Adds an effect from a similar incantation&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Adds an effect from a very different incantation&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Make incantation more agressive or defensive (player decides)&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Transforms to a similar incantation&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Transforms to a more powerful version of the incantation&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Incantation becomes somewhat intelligent, self-aware or adds a spirit to it&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Criticals and Fumbles ==&lt;br /&gt;
A magick critical occurs when you roll a double 6 when casting an incantation. A Critical roll indicates a successful casting of the incantation. You also roll on the Magick Criticals table below. If the critical is not applicable, pick the one below. Roll first for the category, then for the specific critical.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Magick Criticals&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''1 = Impression''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Looks really cool&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Impressive, adjacent friends get +1 next round&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Very impressive, adjacent friends gets +1 next D/2 rounds&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Fearsome, foe rolls on fear table with +9 adjustment&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Awesome, foe rolls on fear table with +6 adjustment&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Wild, foe rolls on fear table with +3 adjustment&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''2 = Side effect''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Gain 1 experience mark in MA&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Gain 1 experience mark in the Magic Path Lore&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Gain 1 experience mark in Learning&lt;br /&gt;
|-&lt;br /&gt;
| 4 || MA spent for casting the incantation is 1 less&lt;br /&gt;
|-&lt;br /&gt;
| 5 || You may cast an additional incantation this round (if Casting Time is one round)&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Active incantation becomes passive for the duration of the incantation&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''3 = Increased effect''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Incantation weight is 1 better&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Area of effect 1 better&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Range is 1 better&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Duration is 1 better&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Incantation Effect is 1 better&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Add 1 to all incantation characteristics (weight, AoE, Range, Duration, Effect)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''4 = Effect boost''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Incantation weight is D levels better&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Area of effect D levels better&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Range is D levels better&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Duration is D levels better&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Incantation Effect is D levels better&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Add D to both Range and Duration&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''5 = Special''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Incantation warps into another similar incantation (GM's discretion)&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Incantation warps into another similar, but better incantation (GM's discretion)&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Disregard the targets Magic Defense&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Double ALL incantation characteristics (weight, AoE, Range, Duration, Effect)&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Effect is D/2 better and disregard the targets MD&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Effect is D better and disregard the targets MD&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''6 = Roll twice on this table, ignoring any subsequent 6s, add one experience mark''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A magick fumble occurs when you roll a double 1 when casting an incantation. A fumble roll indicates a failure to cast an incantation. You also roll on the Magick Fumbles table below, adding the current MA to the open ended dice roll. If the fumble is not applicable, pick the one above. Roll first for the category, then for the specific fumble.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Magick Fumbles&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''1 = Roll twice on this table, ignoring any subsequent 6s, subtract one experience mark''&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''2 = Special''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Unconscious for D hours and loose 1 in MA permanently&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Unconscious for D minutes&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Sleep depravation for D days due to pain, -4 in Status&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Affects wrong target in the worst possible way&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Affects self (unless supposed to)&lt;br /&gt;
|-&lt;br /&gt;
| 6 || You start yelling backwards for D days (the player must yell everything backwards, including incantations cast)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''3 = Unwanted effect''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Amnesia – can not cast incantations for D hours&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Everybody within 10 meters become hostile towards you&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Incantation has the complete opposite effect (GM's discretion)&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Dizzy – fall and let go what you have in your hands&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Thirsty (dehydrated), -D in Status until you drink D liters&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Pain, subtract 3 in Status until Medical Lore roll of 7 succeeds&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''4 = Stun effect''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Shocked, subtract O+3 in status for one minute&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Reeling, subtract O in status for O rounds&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Staggered, subtract D in status for D rounds&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Stunned, subtract 3 in status for 3 rounds&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Confused, subtract 3 in status next round&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Off balance, subtract 1 in Status next round&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''5 = Added effect''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Very drained, subtract 3 Magical Aptitude until well rested (no less than 1)&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Very fatigued, subtract 3 from Endurance until well rested (no less than 1)&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Very tired, subtract 3 from Strength until well rested (no less than 1)&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Drained, subtract 1 Magical Aptitude until well rested (no less than 1)&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Fatigued, subtract 1 from Endurance until well rested (no less than 1)&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Tired, subtract 1 from Strength until well rested (no less than 1)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''6 = Impression''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Terrible for morale, friends get -1 in all rolls for the next D rounds&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Very bad for morale, friends get -1 in all rolls for the rest of the round&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Bad for morale, friends get -1 in attack for the rest of the round&lt;br /&gt;
|-&lt;br /&gt;
| 4 || You make a fool out of yourself, laughter is heard&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Botched it, giggles are heard&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Awkward looking&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Merlin</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Category:Fire_Magic&amp;diff=2239</id>
		<title>Category:Fire Magic</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Category:Fire_Magic&amp;diff=2239"/>
		<updated>2020-02-22T18:47:52Z</updated>

		<summary type="html">&lt;p&gt;Merlin: Created page with &amp;quot;  == Some examples of Incantations in a  Fire Path: ==    {| class=&amp;quot;wikitable&amp;quot; |'''Incantation Type''' ||'''Spell'''	|| '''A/P''' || '''Resist''' || '''Casting Time''' || '''D...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
== Some examples of Incantations in a  Fire Path: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Incantation Type''' ||'''Spell'''	|| '''A/P''' || '''Resist''' || '''Casting Time''' || '''DR''' || '''Duration''' || '''Range''' || '''Weight''' || '''Area of Effect''' || '''Additional Incantation Effects'''&lt;br /&gt;
|-&lt;br /&gt;
| Whomp	||[[Minor Heating]] || P || N || 2 rounds || 0  || 2 rounds   || Self ||   N/A   || Self   ||  N/A &lt;br /&gt;
|-                                &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Merlin</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Incantation_Magic&amp;diff=2238</id>
		<title>Incantation Magic</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Incantation_Magic&amp;diff=2238"/>
		<updated>2020-02-22T18:41:19Z</updated>

		<summary type="html">&lt;p&gt;Merlin: /* Magic Paths */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Incantation Magic = &lt;br /&gt;
''Incantation Magic is an alternative to the standard magick system and allows magic casters to have an arsenal of incantations unique to the caster only.''&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Every living creature has Magical Aptitude (MA), but only a few have a significant amount - which is 1 or more in gaming terms. Those who have a significant MA can use that to affect a situation (add or subtract as much MA as you want or can to any skills roll) - but doing so requires a whole month to recover that MA.&lt;br /&gt;
&lt;br /&gt;
Someone with significant amount of MA can learn to focus it into what is commonly known as a Whomp - a sudden release of focused magical energy. A minimum of 1 MA is spent in releasing a basic Whomp - but more can be spent in one Whomp to enhance its effect. The Whomp will have a tiny personalized effect - like making you more awake, making others around you slightly nauseated, creating a soft wind, ripples in water or some such. The effect of the Whomp reflects the individual's personality. Such a focused release of MA requires only a good night's sleep to regain the magical energy. The Whomp has a DR of 0 and will not be so strong as to significantly affect self or others in gaming terms (cannot add or subtract any numbers to the target's attributes, skills or otherwise). A Whomp would normally take 1 round to cast, have a range of 3 meters or less, the effect lasting for 1 round while requiring active focus for that duration.&lt;br /&gt;
&lt;br /&gt;
For a magically talented person to go from naturally spending MA during a month to focus the MA to a basic Whomp requires training by a mage with a magic lore of at least 12. It is also possible to acquire that ability through magical rituals, reading special scrolls or from a severe shock, trauma or enlightened magic experience.&lt;br /&gt;
&lt;br /&gt;
From the Whomp, the person can start training personalized magic incantations - a release of magical energy that has focused effects. The person can start adding a certain amount of MA to a basic Whomp and by that create a specific incantation. One must add at least 3 MA to evolve the Whomp (or any incantation) into a new incantation. Example; A wannabe mage has a basic Whomp that makes people around her slightly nauseous for 1 round by releasing one MA and making the DR roll of 0. By adding 3 MA to the Whomp, she can make the nausea last for 2 rounds and actually give those around her -1 in status for that long (effects on target's attributes or skills normally are 1 per two added of MA). If she keeps up training that specific enhancement to her Whomp (2 rounds duration/-1 in status), she will eventually convert the beefed-up Whomp into a new incantation with DR 3 (she calls it &amp;quot;Nausea&amp;quot;). That incantation will only require 1 MA to cast, but now she will have the opportunity to add MA while casting that incantation in order to enhance the effects of the incantation.&lt;br /&gt;
&lt;br /&gt;
There are a few rules when changing an incantation by adding MA when it is cast or when forging a new incantation with higher DR:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;It requires 2 additional steps to add one to the effect, double the range, add duration or reduce the casting time for an incantation one level lower on the &amp;quot;time scale for incantations&amp;quot;.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Additionally, when forging a new incantation:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt; It must be sufficiently different from any other incantation the caster has - at least 3 &amp;quot;steps&amp;quot; in any direction from any other incantation. &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;For every 5 in DR, an incantation gets a casting time one level higher on the &amp;quot;time scale for incantations&amp;quot;.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A magically talented person will go from naturally spending MA to boost skill rolls during a month to focus the magic energy into a basic Whomp that cost one MA (recovered by one night sleep). By adding MA when Whomping, one can enhance the effect or duration or reduce the casting time. One can turn such an enhancement Whomp into a new incantation by practicing it over time. The new incantation will have a DR equal to the amount of MA used to enhance the Whomp, and the new incantation will then require only one MA to cast. The caster names the incantation appropriately and adds it to the growing arsenal of incantations. Any incantation cost one MA to cast, but can be enhanced by adding more MA to it. Adding two in MA will reduce casting time, double the range, add one to the effect or make it go from Active to Passive. The MA added to enhance an incantation becomes the additional DR of a new forged incantation if the caster whish to add it to the arsenal.&lt;br /&gt;
&lt;br /&gt;
Any incantation directly affecting the mind of a target can be resisted by that target, and the caster must add the target's Magic Defense to the DR for it to take effect. If an incantation is cast on a group of people, the caster makes a roll and any target that has a Magic defense less then the roll minus the DR of the incantation is affected.&lt;br /&gt;
&lt;br /&gt;
Think of the Whomp as the stem of a tree, and branches and leafs as incantations evolving from that stem. One can always go back to the stem or earlier branches and evolve new incantations from there.&lt;br /&gt;
&lt;br /&gt;
It is even possible to learn new Whomps and evolve entirely new &amp;quot;trees&amp;quot; of magic.&lt;br /&gt;
&lt;br /&gt;
== Magic Paths ==&lt;br /&gt;
&lt;br /&gt;
To cast an incantation (or Whomp), one will use the Magic Path lore associated with that type of Magic. To evolve a fire type of Whomp, one must acquire Fire Magic Lore. Any incantation enhancing perceptions requires Perception Magic Lore, etc. &lt;br /&gt;
&lt;br /&gt;
The table below shows the most common Magic lores, and examples of Incantations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Magic Paths&lt;br /&gt;
|-&lt;br /&gt;
|'''Path''' || '''Incantation examples'''&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Air Magic| Air]]                      || Levitation, Fly, &lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Black Magic| Black]]                  || Agony, Raise Dead, Curse, Finger of Death&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Cloud Magic| Cloud]]                  || Fog, Shape Clouds&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Cold Magic| Cold]]                    || Chill, Freeze Water, Freeze Target&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Creation Magic| Creation]]            || Create items or magic or life or elements&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Destruction Magic| Destruction]]      || Destroy items or magic or life or elements&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Distortion Magic| Distortion]]        || Distort images or items or senses&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Earth Magic| Earth]]                  || Shape Earth, Wall of Stone, Dig&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Fire Magic| Fire]]                    || Create Fire, Fire Strike, Wall of Fire&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Heat Magic| Heat]]                    || Warmth, Burn&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Ice Magic| Ice]]                      || Ice Strike, Wall of Ice, Freeze Blood&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Illusion Magic| Illusion]]            || Create illusions across various senses&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Lava Magic| Lava]]                    || Lava Strike, Wall of Lave, Melt Ground&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Life Magic| Life]]                    || Healing, Ease Pain, Change Emotions, Polymorph, Resurrection&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Light Magic| Light]]                  || Cone of Light, Dancing Lights&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Lightning Magic| Lightning]]          || Lightning Strike, Electrocute Water&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Magic Magic| Magic]]                  || Identify Magic, Wardings, Create Magic Items&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Manipulation Magic| Manipulation]]    || Manipulate magic or items or senses&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Nature Magic| Nature]]                || Animal Healing, Plant Growth, Find Familiar&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Nullification Magic| Nullification]]  || Counterspells, nullify effects&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Perception Magic| Perception]]        || Enhance perceptions, Farsee, Clairvoyance&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Protection Magic| Protection]]        || Armor, Protection from elements or magic&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Space Magic| Space]]                  || Displacement, Teleport, Speed&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Spirit Magic| Spirit]]                || Communicate with spirits, exteriorize, possession&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Summoning Magic| Summoning]]          || Summon spirits or demons or elementals&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Swamp Magic| Swamp]]                  || Marsh the Ground, Sink&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Time Magic| Time]]                    || Slow Time, Revisit Past&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Water Magic| Water]]                  || Water Walking, Breathe in Water, Create Water&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Enhancing Incantations ==&lt;br /&gt;
&lt;br /&gt;
When adding MA when casting Incantations or when forging new Incantations, Weight, Area of Effect and Effect is increased linearly.&lt;br /&gt;
&lt;br /&gt;
Beyond &amp;quot;instantaneous&amp;quot; (inst.), Casting Time and Duration follows this table:&lt;br /&gt;
&lt;br /&gt;
 {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Casting Time and Duration of incantations&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;
Range follows this table (using the [https://en.wikipedia.org/wiki/Preferred_number#1%E2%80%932%E2%80%935_series 1-2-5 series]):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Range of Incantations&lt;br /&gt;
|-&lt;br /&gt;
|   1 meter   &lt;br /&gt;
|-&lt;br /&gt;
|   2 meters &lt;br /&gt;
|-&lt;br /&gt;
|   5 meters &lt;br /&gt;
|-&lt;br /&gt;
|  10 meters   &lt;br /&gt;
|-&lt;br /&gt;
|  20 meters &lt;br /&gt;
|-&lt;br /&gt;
|  50 meters &lt;br /&gt;
|-&lt;br /&gt;
| 100 meters   &lt;br /&gt;
|-&lt;br /&gt;
| 200 meters &lt;br /&gt;
|-&lt;br /&gt;
| 500 meters &lt;br /&gt;
|-&lt;br /&gt;
| ...etc.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Incantation evolution ==&lt;br /&gt;
&lt;br /&gt;
When a new incantation is forged, make a roll on the following table to see how the incantation turns out (if a result is unapplicable, pick the one above on the table):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Incantation evolution&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''1 = Bad effect''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Add 1 extra to DR&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Subtract 1 from incantation effect&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Add 1 to casting time&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Make Active&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Subtract 1 from duration&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Subtract 1 from range&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''2 = Negative effect''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Disoriented, subtract 1 in status next round&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Very tired, subtract 1 from Strength until well rested (no less than 1)&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Incantation requires one additional Endurance drain&lt;br /&gt;
|-&lt;br /&gt;
| 4 || You start yelling backwards for 1 minute (cumulative)&lt;br /&gt;
|-&lt;br /&gt;
| 5 || You must speak the formula for the incantation louder&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Awkward looking incantation casting&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''3 = No Change (incantation as intended)''&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''4 = Change (random effect)''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || If you throw a 1 when casting this incantation it is an automatic fumble&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Path of the incantation curves (add 3 to DR for pointing)&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Sound change&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Color change&lt;br /&gt;
|-&lt;br /&gt;
| 5 || A flash of light accompanies the incantation&lt;br /&gt;
|-&lt;br /&gt;
| 6 || If you throw a 6 when casting this incantation it is an automatic critical&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''5 = Positive effect''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Add 1 to range&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Add 1 to duration&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Make Passive&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Subtract 1 from casting time (no less than 1 round)&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Add 1 to incantation effect&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Subtract 1 from DR&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''6 = Transformation''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Adds an effect from a similar incantation&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Adds an effect from a very different incantation&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Make incantation more agressive or defensive (player decides)&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Transforms to a similar incantation&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Transforms to a more powerful version of the incantation&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Incantation becomes somewhat intelligent, self-aware or adds a spirit to it&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Criticals and Fumbles ==&lt;br /&gt;
A magick critical occurs when you roll a double 6 when casting an incantation. A Critical roll indicates a successful casting of the incantation. You also roll on the Magick Criticals table below. If the critical is not applicable, pick the one below. Roll first for the category, then for the specific critical.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Magick Criticals&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''1 = Impression''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Looks really cool&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Impressive, adjacent friends get +1 next round&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Very impressive, adjacent friends gets +1 next D/2 rounds&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Fearsome, foe rolls on fear table with +9 adjustment&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Awesome, foe rolls on fear table with +6 adjustment&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Wild, foe rolls on fear table with +3 adjustment&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''2 = Side effect''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Gain 1 experience mark in MA&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Gain 1 experience mark in the Magic Path Lore&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Gain 1 experience mark in Learning&lt;br /&gt;
|-&lt;br /&gt;
| 4 || MA spent for casting the incantation is 1 less&lt;br /&gt;
|-&lt;br /&gt;
| 5 || You may cast an additional incantation this round (if Casting Time is one round)&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Active incantation becomes passive for the duration of the incantation&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''3 = Increased effect''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Incantation weight is 1 better&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Area of effect 1 better&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Range is 1 better&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Duration is 1 better&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Incantation Effect is 1 better&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Add 1 to all incantation characteristics (weight, AoE, Range, Duration, Effect)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''4 = Effect boost''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Incantation weight is D levels better&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Area of effect D levels better&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Range is D levels better&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Duration is D levels better&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Incantation Effect is D levels better&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Add D to both Range and Duration&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''5 = Special''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Incantation warps into another similar incantation (GM's discretion)&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Incantation warps into another similar, but better incantation (GM's discretion)&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Disregard the targets Magic Defense&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Double ALL incantation characteristics (weight, AoE, Range, Duration, Effect)&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Effect is D/2 better and disregard the targets MD&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Effect is D better and disregard the targets MD&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''6 = Roll twice on this table, ignoring any subsequent 6s, add one experience mark''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A magick fumble occurs when you roll a double 1 when casting an incantation. A fumble roll indicates a failure to cast an incantation. You also roll on the Magick Fumbles table below, adding the current MA to the open ended dice roll. If the fumble is not applicable, pick the one above. Roll first for the category, then for the specific fumble.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Magick Fumbles&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''1 = Roll twice on this table, ignoring any subsequent 6s, subtract one experience mark''&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''2 = Special''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Unconscious for D hours and loose 1 in MA permanently&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Unconscious for D minutes&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Sleep depravation for D days due to pain, -4 in Status&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Affects wrong target in the worst possible way&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Affects self (unless supposed to)&lt;br /&gt;
|-&lt;br /&gt;
| 6 || You start yelling backwards for D days (the player must yell everything backwards, including incantations cast)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''3 = Unwanted effect''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Amnesia – can not cast incantations for D hours&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Everybody within 10 meters become hostile towards you&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Incantation has the complete opposite effect (GM's discretion)&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Dizzy – fall and let go what you have in your hands&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Thirsty (dehydrated), -D in Status until you drink D liters&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Pain, subtract 3 in Status until Medical Lore roll of 7 succeeds&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''4 = Stun effect''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Shocked, subtract O+3 in status for one minute&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Reeling, subtract O in status for O rounds&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Staggered, subtract D in status for D rounds&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Stunned, subtract 3 in status for 3 rounds&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Confused, subtract 3 in status next round&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Off balance, subtract 1 in Status next round&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''5 = Added effect''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Very drained, subtract 3 Magical Aptitude until well rested (no less than 1)&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Very fatigued, subtract 3 from Endurance until well rested (no less than 1)&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Very tired, subtract 3 from Strength until well rested (no less than 1)&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Drained, subtract 1 Magical Aptitude until well rested (no less than 1)&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Fatigued, subtract 1 from Endurance until well rested (no less than 1)&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Tired, subtract 1 from Strength until well rested (no less than 1)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''6 = Impression''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Terrible for morale, friends get -1 in all rolls for the next D rounds&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Very bad for morale, friends get -1 in all rolls for the rest of the round&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Bad for morale, friends get -1 in attack for the rest of the round&lt;br /&gt;
|-&lt;br /&gt;
| 4 || You make a fool out of yourself, laughter is heard&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Botched it, giggles are heard&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Awkward looking&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Merlin</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Incantation_Magic&amp;diff=2237</id>
		<title>Incantation Magic</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Incantation_Magic&amp;diff=2237"/>
		<updated>2020-02-22T18:41:13Z</updated>

		<summary type="html">&lt;p&gt;Merlin: /* Magic Paths */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Incantation Magic = &lt;br /&gt;
''Incantation Magic is an alternative to the standard magick system and allows magic casters to have an arsenal of incantations unique to the caster only.''&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Every living creature has Magical Aptitude (MA), but only a few have a significant amount - which is 1 or more in gaming terms. Those who have a significant MA can use that to affect a situation (add or subtract as much MA as you want or can to any skills roll) - but doing so requires a whole month to recover that MA.&lt;br /&gt;
&lt;br /&gt;
Someone with significant amount of MA can learn to focus it into what is commonly known as a Whomp - a sudden release of focused magical energy. A minimum of 1 MA is spent in releasing a basic Whomp - but more can be spent in one Whomp to enhance its effect. The Whomp will have a tiny personalized effect - like making you more awake, making others around you slightly nauseated, creating a soft wind, ripples in water or some such. The effect of the Whomp reflects the individual's personality. Such a focused release of MA requires only a good night's sleep to regain the magical energy. The Whomp has a DR of 0 and will not be so strong as to significantly affect self or others in gaming terms (cannot add or subtract any numbers to the target's attributes, skills or otherwise). A Whomp would normally take 1 round to cast, have a range of 3 meters or less, the effect lasting for 1 round while requiring active focus for that duration.&lt;br /&gt;
&lt;br /&gt;
For a magically talented person to go from naturally spending MA during a month to focus the MA to a basic Whomp requires training by a mage with a magic lore of at least 12. It is also possible to acquire that ability through magical rituals, reading special scrolls or from a severe shock, trauma or enlightened magic experience.&lt;br /&gt;
&lt;br /&gt;
From the Whomp, the person can start training personalized magic incantations - a release of magical energy that has focused effects. The person can start adding a certain amount of MA to a basic Whomp and by that create a specific incantation. One must add at least 3 MA to evolve the Whomp (or any incantation) into a new incantation. Example; A wannabe mage has a basic Whomp that makes people around her slightly nauseous for 1 round by releasing one MA and making the DR roll of 0. By adding 3 MA to the Whomp, she can make the nausea last for 2 rounds and actually give those around her -1 in status for that long (effects on target's attributes or skills normally are 1 per two added of MA). If she keeps up training that specific enhancement to her Whomp (2 rounds duration/-1 in status), she will eventually convert the beefed-up Whomp into a new incantation with DR 3 (she calls it &amp;quot;Nausea&amp;quot;). That incantation will only require 1 MA to cast, but now she will have the opportunity to add MA while casting that incantation in order to enhance the effects of the incantation.&lt;br /&gt;
&lt;br /&gt;
There are a few rules when changing an incantation by adding MA when it is cast or when forging a new incantation with higher DR:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;It requires 2 additional steps to add one to the effect, double the range, add duration or reduce the casting time for an incantation one level lower on the &amp;quot;time scale for incantations&amp;quot;.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Additionally, when forging a new incantation:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt; It must be sufficiently different from any other incantation the caster has - at least 3 &amp;quot;steps&amp;quot; in any direction from any other incantation. &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;For every 5 in DR, an incantation gets a casting time one level higher on the &amp;quot;time scale for incantations&amp;quot;.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A magically talented person will go from naturally spending MA to boost skill rolls during a month to focus the magic energy into a basic Whomp that cost one MA (recovered by one night sleep). By adding MA when Whomping, one can enhance the effect or duration or reduce the casting time. One can turn such an enhancement Whomp into a new incantation by practicing it over time. The new incantation will have a DR equal to the amount of MA used to enhance the Whomp, and the new incantation will then require only one MA to cast. The caster names the incantation appropriately and adds it to the growing arsenal of incantations. Any incantation cost one MA to cast, but can be enhanced by adding more MA to it. Adding two in MA will reduce casting time, double the range, add one to the effect or make it go from Active to Passive. The MA added to enhance an incantation becomes the additional DR of a new forged incantation if the caster whish to add it to the arsenal.&lt;br /&gt;
&lt;br /&gt;
Any incantation directly affecting the mind of a target can be resisted by that target, and the caster must add the target's Magic Defense to the DR for it to take effect. If an incantation is cast on a group of people, the caster makes a roll and any target that has a Magic defense less then the roll minus the DR of the incantation is affected.&lt;br /&gt;
&lt;br /&gt;
Think of the Whomp as the stem of a tree, and branches and leafs as incantations evolving from that stem. One can always go back to the stem or earlier branches and evolve new incantations from there.&lt;br /&gt;
&lt;br /&gt;
It is even possible to learn new Whomps and evolve entirely new &amp;quot;trees&amp;quot; of magic.&lt;br /&gt;
&lt;br /&gt;
== Magic Paths ==&lt;br /&gt;
&lt;br /&gt;
To cast an incantation (or Whomp), one will use the Magic Path lore associated with that type of Magic. To evolve a fire type of Whomp, one must acquire Fire Magic Lore. Any incantation enhancing perceptions requires Perception Magic Lore, etc. &lt;br /&gt;
&lt;br /&gt;
The table below shows the most common Magic lores, and Examples of Incantations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Magic Paths&lt;br /&gt;
|-&lt;br /&gt;
|'''Path''' || '''Incantation examples'''&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Air Magic| Air]]                      || Levitation, Fly, &lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Black Magic| Black]]                  || Agony, Raise Dead, Curse, Finger of Death&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Cloud Magic| Cloud]]                  || Fog, Shape Clouds&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Cold Magic| Cold]]                    || Chill, Freeze Water, Freeze Target&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Creation Magic| Creation]]            || Create items or magic or life or elements&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Destruction Magic| Destruction]]      || Destroy items or magic or life or elements&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Distortion Magic| Distortion]]        || Distort images or items or senses&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Earth Magic| Earth]]                  || Shape Earth, Wall of Stone, Dig&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Fire Magic| Fire]]                    || Create Fire, Fire Strike, Wall of Fire&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Heat Magic| Heat]]                    || Warmth, Burn&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Ice Magic| Ice]]                      || Ice Strike, Wall of Ice, Freeze Blood&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Illusion Magic| Illusion]]            || Create illusions across various senses&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Lava Magic| Lava]]                    || Lava Strike, Wall of Lave, Melt Ground&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Life Magic| Life]]                    || Healing, Ease Pain, Change Emotions, Polymorph, Resurrection&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Light Magic| Light]]                  || Cone of Light, Dancing Lights&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Lightning Magic| Lightning]]          || Lightning Strike, Electrocute Water&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Magic Magic| Magic]]                  || Identify Magic, Wardings, Create Magic Items&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Manipulation Magic| Manipulation]]    || Manipulate magic or items or senses&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Nature Magic| Nature]]                || Animal Healing, Plant Growth, Find Familiar&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Nullification Magic| Nullification]]  || Counterspells, nullify effects&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Perception Magic| Perception]]        || Enhance perceptions, Farsee, Clairvoyance&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Protection Magic| Protection]]        || Armor, Protection from elements or magic&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Space Magic| Space]]                  || Displacement, Teleport, Speed&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Spirit Magic| Spirit]]                || Communicate with spirits, exteriorize, possession&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Summoning Magic| Summoning]]          || Summon spirits or demons or elementals&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Swamp Magic| Swamp]]                  || Marsh the Ground, Sink&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Time Magic| Time]]                    || Slow Time, Revisit Past&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Water Magic| Water]]                  || Water Walking, Breathe in Water, Create Water&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Enhancing Incantations ==&lt;br /&gt;
&lt;br /&gt;
When adding MA when casting Incantations or when forging new Incantations, Weight, Area of Effect and Effect is increased linearly.&lt;br /&gt;
&lt;br /&gt;
Beyond &amp;quot;instantaneous&amp;quot; (inst.), Casting Time and Duration follows this table:&lt;br /&gt;
&lt;br /&gt;
 {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Casting Time and Duration of incantations&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;
Range follows this table (using the [https://en.wikipedia.org/wiki/Preferred_number#1%E2%80%932%E2%80%935_series 1-2-5 series]):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Range of Incantations&lt;br /&gt;
|-&lt;br /&gt;
|   1 meter   &lt;br /&gt;
|-&lt;br /&gt;
|   2 meters &lt;br /&gt;
|-&lt;br /&gt;
|   5 meters &lt;br /&gt;
|-&lt;br /&gt;
|  10 meters   &lt;br /&gt;
|-&lt;br /&gt;
|  20 meters &lt;br /&gt;
|-&lt;br /&gt;
|  50 meters &lt;br /&gt;
|-&lt;br /&gt;
| 100 meters   &lt;br /&gt;
|-&lt;br /&gt;
| 200 meters &lt;br /&gt;
|-&lt;br /&gt;
| 500 meters &lt;br /&gt;
|-&lt;br /&gt;
| ...etc.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Incantation evolution ==&lt;br /&gt;
&lt;br /&gt;
When a new incantation is forged, make a roll on the following table to see how the incantation turns out (if a result is unapplicable, pick the one above on the table):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Incantation evolution&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''1 = Bad effect''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Add 1 extra to DR&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Subtract 1 from incantation effect&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Add 1 to casting time&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Make Active&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Subtract 1 from duration&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Subtract 1 from range&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''2 = Negative effect''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Disoriented, subtract 1 in status next round&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Very tired, subtract 1 from Strength until well rested (no less than 1)&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Incantation requires one additional Endurance drain&lt;br /&gt;
|-&lt;br /&gt;
| 4 || You start yelling backwards for 1 minute (cumulative)&lt;br /&gt;
|-&lt;br /&gt;
| 5 || You must speak the formula for the incantation louder&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Awkward looking incantation casting&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''3 = No Change (incantation as intended)''&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''4 = Change (random effect)''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || If you throw a 1 when casting this incantation it is an automatic fumble&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Path of the incantation curves (add 3 to DR for pointing)&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Sound change&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Color change&lt;br /&gt;
|-&lt;br /&gt;
| 5 || A flash of light accompanies the incantation&lt;br /&gt;
|-&lt;br /&gt;
| 6 || If you throw a 6 when casting this incantation it is an automatic critical&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''5 = Positive effect''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Add 1 to range&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Add 1 to duration&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Make Passive&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Subtract 1 from casting time (no less than 1 round)&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Add 1 to incantation effect&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Subtract 1 from DR&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''6 = Transformation''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Adds an effect from a similar incantation&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Adds an effect from a very different incantation&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Make incantation more agressive or defensive (player decides)&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Transforms to a similar incantation&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Transforms to a more powerful version of the incantation&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Incantation becomes somewhat intelligent, self-aware or adds a spirit to it&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Criticals and Fumbles ==&lt;br /&gt;
A magick critical occurs when you roll a double 6 when casting an incantation. A Critical roll indicates a successful casting of the incantation. You also roll on the Magick Criticals table below. If the critical is not applicable, pick the one below. Roll first for the category, then for the specific critical.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Magick Criticals&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''1 = Impression''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Looks really cool&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Impressive, adjacent friends get +1 next round&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Very impressive, adjacent friends gets +1 next D/2 rounds&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Fearsome, foe rolls on fear table with +9 adjustment&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Awesome, foe rolls on fear table with +6 adjustment&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Wild, foe rolls on fear table with +3 adjustment&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''2 = Side effect''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Gain 1 experience mark in MA&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Gain 1 experience mark in the Magic Path Lore&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Gain 1 experience mark in Learning&lt;br /&gt;
|-&lt;br /&gt;
| 4 || MA spent for casting the incantation is 1 less&lt;br /&gt;
|-&lt;br /&gt;
| 5 || You may cast an additional incantation this round (if Casting Time is one round)&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Active incantation becomes passive for the duration of the incantation&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''3 = Increased effect''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Incantation weight is 1 better&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Area of effect 1 better&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Range is 1 better&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Duration is 1 better&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Incantation Effect is 1 better&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Add 1 to all incantation characteristics (weight, AoE, Range, Duration, Effect)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''4 = Effect boost''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Incantation weight is D levels better&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Area of effect D levels better&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Range is D levels better&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Duration is D levels better&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Incantation Effect is D levels better&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Add D to both Range and Duration&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''5 = Special''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Incantation warps into another similar incantation (GM's discretion)&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Incantation warps into another similar, but better incantation (GM's discretion)&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Disregard the targets Magic Defense&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Double ALL incantation characteristics (weight, AoE, Range, Duration, Effect)&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Effect is D/2 better and disregard the targets MD&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Effect is D better and disregard the targets MD&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''6 = Roll twice on this table, ignoring any subsequent 6s, add one experience mark''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A magick fumble occurs when you roll a double 1 when casting an incantation. A fumble roll indicates a failure to cast an incantation. You also roll on the Magick Fumbles table below, adding the current MA to the open ended dice roll. If the fumble is not applicable, pick the one above. Roll first for the category, then for the specific fumble.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Magick Fumbles&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''1 = Roll twice on this table, ignoring any subsequent 6s, subtract one experience mark''&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''2 = Special''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Unconscious for D hours and loose 1 in MA permanently&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Unconscious for D minutes&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Sleep depravation for D days due to pain, -4 in Status&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Affects wrong target in the worst possible way&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Affects self (unless supposed to)&lt;br /&gt;
|-&lt;br /&gt;
| 6 || You start yelling backwards for D days (the player must yell everything backwards, including incantations cast)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''3 = Unwanted effect''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Amnesia – can not cast incantations for D hours&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Everybody within 10 meters become hostile towards you&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Incantation has the complete opposite effect (GM's discretion)&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Dizzy – fall and let go what you have in your hands&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Thirsty (dehydrated), -D in Status until you drink D liters&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Pain, subtract 3 in Status until Medical Lore roll of 7 succeeds&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''4 = Stun effect''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Shocked, subtract O+3 in status for one minute&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Reeling, subtract O in status for O rounds&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Staggered, subtract D in status for D rounds&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Stunned, subtract 3 in status for 3 rounds&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Confused, subtract 3 in status next round&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Off balance, subtract 1 in Status next round&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''5 = Added effect''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Very drained, subtract 3 Magical Aptitude until well rested (no less than 1)&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Very fatigued, subtract 3 from Endurance until well rested (no less than 1)&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Very tired, subtract 3 from Strength until well rested (no less than 1)&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Drained, subtract 1 Magical Aptitude until well rested (no less than 1)&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Fatigued, subtract 1 from Endurance until well rested (no less than 1)&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Tired, subtract 1 from Strength until well rested (no less than 1)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''6 = Impression''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Terrible for morale, friends get -1 in all rolls for the next D rounds&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Very bad for morale, friends get -1 in all rolls for the rest of the round&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Bad for morale, friends get -1 in attack for the rest of the round&lt;br /&gt;
|-&lt;br /&gt;
| 4 || You make a fool out of yourself, laughter is heard&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Botched it, giggles are heard&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Awkward looking&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Merlin</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Incantation_Magic&amp;diff=2236</id>
		<title>Incantation Magic</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Incantation_Magic&amp;diff=2236"/>
		<updated>2020-02-22T18:40:37Z</updated>

		<summary type="html">&lt;p&gt;Merlin: /* Magic Paths */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Incantation Magic = &lt;br /&gt;
''Incantation Magic is an alternative to the standard magick system and allows magic casters to have an arsenal of incantations unique to the caster only.''&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Every living creature has Magical Aptitude (MA), but only a few have a significant amount - which is 1 or more in gaming terms. Those who have a significant MA can use that to affect a situation (add or subtract as much MA as you want or can to any skills roll) - but doing so requires a whole month to recover that MA.&lt;br /&gt;
&lt;br /&gt;
Someone with significant amount of MA can learn to focus it into what is commonly known as a Whomp - a sudden release of focused magical energy. A minimum of 1 MA is spent in releasing a basic Whomp - but more can be spent in one Whomp to enhance its effect. The Whomp will have a tiny personalized effect - like making you more awake, making others around you slightly nauseated, creating a soft wind, ripples in water or some such. The effect of the Whomp reflects the individual's personality. Such a focused release of MA requires only a good night's sleep to regain the magical energy. The Whomp has a DR of 0 and will not be so strong as to significantly affect self or others in gaming terms (cannot add or subtract any numbers to the target's attributes, skills or otherwise). A Whomp would normally take 1 round to cast, have a range of 3 meters or less, the effect lasting for 1 round while requiring active focus for that duration.&lt;br /&gt;
&lt;br /&gt;
For a magically talented person to go from naturally spending MA during a month to focus the MA to a basic Whomp requires training by a mage with a magic lore of at least 12. It is also possible to acquire that ability through magical rituals, reading special scrolls or from a severe shock, trauma or enlightened magic experience.&lt;br /&gt;
&lt;br /&gt;
From the Whomp, the person can start training personalized magic incantations - a release of magical energy that has focused effects. The person can start adding a certain amount of MA to a basic Whomp and by that create a specific incantation. One must add at least 3 MA to evolve the Whomp (or any incantation) into a new incantation. Example; A wannabe mage has a basic Whomp that makes people around her slightly nauseous for 1 round by releasing one MA and making the DR roll of 0. By adding 3 MA to the Whomp, she can make the nausea last for 2 rounds and actually give those around her -1 in status for that long (effects on target's attributes or skills normally are 1 per two added of MA). If she keeps up training that specific enhancement to her Whomp (2 rounds duration/-1 in status), she will eventually convert the beefed-up Whomp into a new incantation with DR 3 (she calls it &amp;quot;Nausea&amp;quot;). That incantation will only require 1 MA to cast, but now she will have the opportunity to add MA while casting that incantation in order to enhance the effects of the incantation.&lt;br /&gt;
&lt;br /&gt;
There are a few rules when changing an incantation by adding MA when it is cast or when forging a new incantation with higher DR:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;It requires 2 additional steps to add one to the effect, double the range, add duration or reduce the casting time for an incantation one level lower on the &amp;quot;time scale for incantations&amp;quot;.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Additionally, when forging a new incantation:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt; It must be sufficiently different from any other incantation the caster has - at least 3 &amp;quot;steps&amp;quot; in any direction from any other incantation. &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;For every 5 in DR, an incantation gets a casting time one level higher on the &amp;quot;time scale for incantations&amp;quot;.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A magically talented person will go from naturally spending MA to boost skill rolls during a month to focus the magic energy into a basic Whomp that cost one MA (recovered by one night sleep). By adding MA when Whomping, one can enhance the effect or duration or reduce the casting time. One can turn such an enhancement Whomp into a new incantation by practicing it over time. The new incantation will have a DR equal to the amount of MA used to enhance the Whomp, and the new incantation will then require only one MA to cast. The caster names the incantation appropriately and adds it to the growing arsenal of incantations. Any incantation cost one MA to cast, but can be enhanced by adding more MA to it. Adding two in MA will reduce casting time, double the range, add one to the effect or make it go from Active to Passive. The MA added to enhance an incantation becomes the additional DR of a new forged incantation if the caster whish to add it to the arsenal.&lt;br /&gt;
&lt;br /&gt;
Any incantation directly affecting the mind of a target can be resisted by that target, and the caster must add the target's Magic Defense to the DR for it to take effect. If an incantation is cast on a group of people, the caster makes a roll and any target that has a Magic defense less then the roll minus the DR of the incantation is affected.&lt;br /&gt;
&lt;br /&gt;
Think of the Whomp as the stem of a tree, and branches and leafs as incantations evolving from that stem. One can always go back to the stem or earlier branches and evolve new incantations from there.&lt;br /&gt;
&lt;br /&gt;
It is even possible to learn new Whomps and evolve entirely new &amp;quot;trees&amp;quot; of magic.&lt;br /&gt;
&lt;br /&gt;
== Magic Paths ==&lt;br /&gt;
&lt;br /&gt;
To cast an incantation (or Whomp), one will use the Magic Path lore associated with that type of Magic. To evolve a fire type of Whomp, one must acquire Fire Magic Lore. Any incantation enhancing perceptions requires Perception Magic Lore, etc. &lt;br /&gt;
&lt;br /&gt;
The table below shows the most common Magic lores, and examples of incantations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Magic Paths&lt;br /&gt;
|-&lt;br /&gt;
|'''Path''' || '''Incantation examples'''&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Air Magic| Air]]                      || Levitation, Fly, &lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Black Magic| Black]]                  || Agony, Raise Dead, Curse, Finger of Death&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Cloud Magic| Cloud]]                  || Fog, Shape Clouds&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Cold Magic| Cold]]                    || Chill, Freeze Water, Freeze Target&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Creation Magic| Creation]]            || Create items or magic or life or elements&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Destruction Magic| Destruction]]      || Destroy items or magic or life or elements&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Distortion Magic| Distortion]]        || Distort images or items or senses&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Earth Magic| Earth]]                  || Shape Earth, Wall of Stone, Dig&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Fire Magic| Fire]]                    || Create Fire, Fire Strike, Wall of Fire&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Heat Magic| Heat]]                    || Warmth, Burn&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Ice Magic| Ice]]                      || Ice Strike, Wall of Ice, Freeze Blood&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Illusion Magic| Illusion]]            || Create illusions across various senses&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Lava Magic| Lava]]                    || Lava Strike, Wall of Lave, Melt Ground&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Life Magic| Life]]                    || Healing, Ease Pain, Change Emotions, Polymorph, Resurrection&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Light Magic| Light]]                  || Cone of Light, Dancing Lights&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Lightning Magic| Lightning]]          || Lightning Strike, Electrocute Water&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Magic Magic| Magic]]                  || Identify Magic, Wardings, Create Magic Items&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Manipulation Magic| Manipulation]]    || Manipulate magic or items or senses&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Nature Magic| Nature]]                || Animal Healing, Plant Growth, Find Familiar&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Nullification Magic| Nullification]]  || Counterspells, nullify effects&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Perception Magic| Perception]]        || Enhance perceptions, Farsee, Clairvoyance&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Protection Magic| Protection]]        || Armor, Protection from elements or magic&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Space Magic| Space]]                  || Displacement, Teleport, Speed&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Spirit Magic| Spirit]]                || Communicate with spirits, exteriorize, possession&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Summoning Magic| Summoning]]          || Summon spirits or demons or elementals&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Swamp Magic| Swamp]]                  || Marsh the Ground, Sink&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Time Magic| Time]]                    || Slow Time, Revisit Past&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Water Magic| Water]]                  || Water Walking, Breathe in Water, Create Water&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Enhancing Incantations ==&lt;br /&gt;
&lt;br /&gt;
When adding MA when casting Incantations or when forging new Incantations, Weight, Area of Effect and Effect is increased linearly.&lt;br /&gt;
&lt;br /&gt;
Beyond &amp;quot;instantaneous&amp;quot; (inst.), Casting Time and Duration follows this table:&lt;br /&gt;
&lt;br /&gt;
 {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Casting Time and Duration of incantations&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;
Range follows this table (using the [https://en.wikipedia.org/wiki/Preferred_number#1%E2%80%932%E2%80%935_series 1-2-5 series]):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Range of Incantations&lt;br /&gt;
|-&lt;br /&gt;
|   1 meter   &lt;br /&gt;
|-&lt;br /&gt;
|   2 meters &lt;br /&gt;
|-&lt;br /&gt;
|   5 meters &lt;br /&gt;
|-&lt;br /&gt;
|  10 meters   &lt;br /&gt;
|-&lt;br /&gt;
|  20 meters &lt;br /&gt;
|-&lt;br /&gt;
|  50 meters &lt;br /&gt;
|-&lt;br /&gt;
| 100 meters   &lt;br /&gt;
|-&lt;br /&gt;
| 200 meters &lt;br /&gt;
|-&lt;br /&gt;
| 500 meters &lt;br /&gt;
|-&lt;br /&gt;
| ...etc.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Incantation evolution ==&lt;br /&gt;
&lt;br /&gt;
When a new incantation is forged, make a roll on the following table to see how the incantation turns out (if a result is unapplicable, pick the one above on the table):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Incantation evolution&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''1 = Bad effect''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Add 1 extra to DR&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Subtract 1 from incantation effect&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Add 1 to casting time&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Make Active&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Subtract 1 from duration&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Subtract 1 from range&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''2 = Negative effect''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Disoriented, subtract 1 in status next round&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Very tired, subtract 1 from Strength until well rested (no less than 1)&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Incantation requires one additional Endurance drain&lt;br /&gt;
|-&lt;br /&gt;
| 4 || You start yelling backwards for 1 minute (cumulative)&lt;br /&gt;
|-&lt;br /&gt;
| 5 || You must speak the formula for the incantation louder&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Awkward looking incantation casting&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''3 = No Change (incantation as intended)''&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''4 = Change (random effect)''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || If you throw a 1 when casting this incantation it is an automatic fumble&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Path of the incantation curves (add 3 to DR for pointing)&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Sound change&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Color change&lt;br /&gt;
|-&lt;br /&gt;
| 5 || A flash of light accompanies the incantation&lt;br /&gt;
|-&lt;br /&gt;
| 6 || If you throw a 6 when casting this incantation it is an automatic critical&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''5 = Positive effect''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Add 1 to range&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Add 1 to duration&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Make Passive&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Subtract 1 from casting time (no less than 1 round)&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Add 1 to incantation effect&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Subtract 1 from DR&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''6 = Transformation''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Adds an effect from a similar incantation&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Adds an effect from a very different incantation&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Make incantation more agressive or defensive (player decides)&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Transforms to a similar incantation&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Transforms to a more powerful version of the incantation&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Incantation becomes somewhat intelligent, self-aware or adds a spirit to it&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Criticals and Fumbles ==&lt;br /&gt;
A magick critical occurs when you roll a double 6 when casting an incantation. A Critical roll indicates a successful casting of the incantation. You also roll on the Magick Criticals table below. If the critical is not applicable, pick the one below. Roll first for the category, then for the specific critical.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Magick Criticals&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''1 = Impression''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Looks really cool&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Impressive, adjacent friends get +1 next round&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Very impressive, adjacent friends gets +1 next D/2 rounds&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Fearsome, foe rolls on fear table with +9 adjustment&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Awesome, foe rolls on fear table with +6 adjustment&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Wild, foe rolls on fear table with +3 adjustment&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''2 = Side effect''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Gain 1 experience mark in MA&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Gain 1 experience mark in the Magic Path Lore&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Gain 1 experience mark in Learning&lt;br /&gt;
|-&lt;br /&gt;
| 4 || MA spent for casting the incantation is 1 less&lt;br /&gt;
|-&lt;br /&gt;
| 5 || You may cast an additional incantation this round (if Casting Time is one round)&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Active incantation becomes passive for the duration of the incantation&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''3 = Increased effect''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Incantation weight is 1 better&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Area of effect 1 better&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Range is 1 better&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Duration is 1 better&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Incantation Effect is 1 better&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Add 1 to all incantation characteristics (weight, AoE, Range, Duration, Effect)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''4 = Effect boost''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Incantation weight is D levels better&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Area of effect D levels better&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Range is D levels better&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Duration is D levels better&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Incantation Effect is D levels better&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Add D to both Range and Duration&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''5 = Special''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Incantation warps into another similar incantation (GM's discretion)&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Incantation warps into another similar, but better incantation (GM's discretion)&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Disregard the targets Magic Defense&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Double ALL incantation characteristics (weight, AoE, Range, Duration, Effect)&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Effect is D/2 better and disregard the targets MD&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Effect is D better and disregard the targets MD&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''6 = Roll twice on this table, ignoring any subsequent 6s, add one experience mark''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A magick fumble occurs when you roll a double 1 when casting an incantation. A fumble roll indicates a failure to cast an incantation. You also roll on the Magick Fumbles table below, adding the current MA to the open ended dice roll. If the fumble is not applicable, pick the one above. Roll first for the category, then for the specific fumble.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Magick Fumbles&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''1 = Roll twice on this table, ignoring any subsequent 6s, subtract one experience mark''&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''2 = Special''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Unconscious for D hours and loose 1 in MA permanently&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Unconscious for D minutes&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Sleep depravation for D days due to pain, -4 in Status&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Affects wrong target in the worst possible way&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Affects self (unless supposed to)&lt;br /&gt;
|-&lt;br /&gt;
| 6 || You start yelling backwards for D days (the player must yell everything backwards, including incantations cast)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''3 = Unwanted effect''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Amnesia – can not cast incantations for D hours&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Everybody within 10 meters become hostile towards you&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Incantation has the complete opposite effect (GM's discretion)&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Dizzy – fall and let go what you have in your hands&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Thirsty (dehydrated), -D in Status until you drink D liters&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Pain, subtract 3 in Status until Medical Lore roll of 7 succeeds&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''4 = Stun effect''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Shocked, subtract O+3 in status for one minute&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Reeling, subtract O in status for O rounds&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Staggered, subtract D in status for D rounds&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Stunned, subtract 3 in status for 3 rounds&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Confused, subtract 3 in status next round&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Off balance, subtract 1 in Status next round&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''5 = Added effect''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Very drained, subtract 3 Magical Aptitude until well rested (no less than 1)&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Very fatigued, subtract 3 from Endurance until well rested (no less than 1)&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Very tired, subtract 3 from Strength until well rested (no less than 1)&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Drained, subtract 1 Magical Aptitude until well rested (no less than 1)&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Fatigued, subtract 1 from Endurance until well rested (no less than 1)&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Tired, subtract 1 from Strength until well rested (no less than 1)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''6 = Impression''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Terrible for morale, friends get -1 in all rolls for the next D rounds&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Very bad for morale, friends get -1 in all rolls for the rest of the round&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Bad for morale, friends get -1 in attack for the rest of the round&lt;br /&gt;
|-&lt;br /&gt;
| 4 || You make a fool out of yourself, laughter is heard&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Botched it, giggles are heard&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Awkward looking&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Merlin</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Magick&amp;diff=2235</id>
		<title>Magick</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Magick&amp;diff=2235"/>
		<updated>2020-02-21T21:18:05Z</updated>

		<summary type="html">&lt;p&gt;Merlin: /* The Magick Systems */&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 Systems == &lt;br /&gt;
&lt;br /&gt;
Amar RPG has multiple playable magick systems. The current systems developed and implemented into the game are:&lt;br /&gt;
&lt;br /&gt;
* The Legacy System, which is described in this article. &lt;br /&gt;
&lt;br /&gt;
* [[Incantation Magic]], an alternative to the standard magick system which allows magic casters to have an arsenal of incantations unique to the caster only.&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 and Fumbles===&lt;br /&gt;
&lt;br /&gt;
A magick critical occurs when you roll a double 6 when casting a spell. A Critical roll indicates a successful casting of the spell. You also roll on the Magick Criticals table below. If the critical is not applicable, pick the one below. Roll first for the category, then for the specific critical.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Magick Criticals&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''1 = Impression''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Looks really cool&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Impressive, adjacent friends get +1 next round&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Very impressive, adjacent friends gets +1 next D rounds&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Fearsome, foe rolls on fear table with +9 adjustment&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Awesome, foe rolls on fear table with +6 adjustment&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Wild, foe rolls on fear table with +3 adjustment&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''2 = Side effect''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Gain 1 experience mark in MA&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Gain 1 experience mark in Magick Lore&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Gain 1 experience mark in Learning&lt;br /&gt;
|-&lt;br /&gt;
| 4 || MA not spended for casting the spell&lt;br /&gt;
|-&lt;br /&gt;
| 5 || You may cast an additional spell this round (if Casting Time is one round)&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Active spell becomes passive for the duration of the spell&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''3 = Increased effect''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Spell weight is 1 level higher&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Area of effect 1 level higher&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Range is 1 level higher&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Duration is 1 level higher&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Spell Effect is 1 level higher&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Add one to all spell level effects&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''4 = Effect boost''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Spell weight is D levels higher&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Area of effect D levels higher&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Range is D levels higher&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Duration is D levels higher&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Spell Effect is D levels higher&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Double ALL spell level effects&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''5 = Special''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Spell warps into another similar spell (GM's discretion)&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Spell warps into another similar, but better spell (GM's discretion)&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Disregard the targets MD&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Double ALL spell level effects&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Effect is D/2 spell levels higher and disregard the targets MD&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Effect is D spell levels higher and disregard the targets MD&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''6 = Roll twice on this table, ignoring any subsequent 6s, add one experience mark''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A magick fumble occurs when you roll a double 1 when casting a spell. A fumble roll indicates a failure to cast a spell. You also roll on the Magick Fumbles table below, adding the current MA to the open ended dice roll. If the fumble is not applicable, pick the one above. Roll first for the category, then for the specific fumble.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Magick Fumbles&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''1 = Roll twice on this table, ignoring any subsequent 6s, subtract one experience mark''&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''2 = Special''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Unconscious for D hours and loose 1 in MA permanently&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Unconscious for D minutes&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Sleep deprevation for D days due to pain, -4 in Status&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Affects wrong target in the worst possible way&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Affects self (unless supposed to)&lt;br /&gt;
|-&lt;br /&gt;
| 6 || You start yelling backwards for D days (the player must yell everything backwards, including spells cast)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''3 = Unwanted effect''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Amnesia – can not cast spells for D hours&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Everybody within 10 meters become hostile towards you&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Spell has the complete opposite effect (GM's discretion)&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Dizzy – fall and let go what you have in your hands&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Thirsty (dehydrated), -D in Status until you drink D liters&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Pain, subtract 3 in Status until Medical Lore roll of 7 succeeds&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''4 = Stun effect''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Shocked, subtract O+3 in status for one minute&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Reeling, subtract O in status for O rounds&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Staggered, subtract D in status for D rounds&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Stunned, subtract 3 in status for 3 rounds&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Confused, subtract 3 in status next round&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Off balance, subtract 1 in Status next round&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''5 = Added effect''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Very drained, subtract 3 Magical Aptitude until well rested (no less than 1)&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Very fatigued, subtract 3 from Endurance until well rested (no less than 1)&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Very tired, subtract 3 from Strength until well rested (no less than 1)&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Drained, subtract 1 Magical Aptitude until well rested (no less than 1)&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Fatigued, subtract 1 from Endurance until well rested (no less than 1)&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Tired, subtract 1 from Strength until well rested (no less than 1)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''6 = Impression''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Terrible for morale, friends get -1 in all rolls for the next D rounds&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Very bad for morale, friends get -1 in all rolls for the rest of the round&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Bad for morale, friends get -1 in attack for the rest of the round&lt;br /&gt;
|-&lt;br /&gt;
| 4 || You make a fool out of yourself, laughter is heard&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Botched it, giggles are heard&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Awkward looking&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;
| [[the bow of infinite arrwos ]]	    || &lt;br /&gt;
|-&lt;br /&gt;
| [[The penetrativ shot ]]	    || &lt;br /&gt;
|-&lt;/div&gt;</summary>
		<author><name>Merlin</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=User:Merlin&amp;diff=2232</id>
		<title>User:Merlin</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=User:Merlin&amp;diff=2232"/>
		<updated>2020-01-25T13:41:07Z</updated>

		<summary type="html">&lt;p&gt;Merlin: /* Merlin */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Merlin ==&lt;br /&gt;
&lt;br /&gt;
I make spells, creatures and other stuff. You can see my contributions [http://d6gaming.org/index.php/Special:Contributions/Merlin here]&lt;br /&gt;
&lt;br /&gt;
'''Characters I Play / Have Played In RPGs:'''&lt;br /&gt;
&lt;br /&gt;
Merlin (currently playing): A water magician with a magical staff with spell storing.&lt;br /&gt;
&lt;br /&gt;
Joker (currently playing): Joker is a juba initiated bard, that has three different personalities, where I play one of them.&lt;br /&gt;
&lt;br /&gt;
Malfurion (currently playing): A druid with the power to grow seeds into enormous trees or poisonous plants. Has a dream of one day being able to create an army of treants. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''You should also know that I'm ''really'' good at hitting 1 on a dice.'''&lt;br /&gt;
&lt;br /&gt;
[[File:Dice1.gif]]&lt;/div&gt;</summary>
		<author><name>Merlin</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=User:Merlin&amp;diff=2231</id>
		<title>User:Merlin</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=User:Merlin&amp;diff=2231"/>
		<updated>2020-01-25T13:40:59Z</updated>

		<summary type="html">&lt;p&gt;Merlin: /* Merlin */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Merlin ==&lt;br /&gt;
&lt;br /&gt;
I make spells, creatures and other stuff. You can see my contributions [http://d6gaming.org/index.php/Special:Contributions/Merlin here]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Characters I Play / Have Played In RPGs:'''&lt;br /&gt;
&lt;br /&gt;
Merlin (currently playing): A water magician with a magical staff with spell storing.&lt;br /&gt;
&lt;br /&gt;
Joker (currently playing): Joker is a juba initiated bard, that has three different personalities, where I play one of them.&lt;br /&gt;
&lt;br /&gt;
Malfurion (currently playing): A druid with the power to grow seeds into enormous trees or poisonous plants. Has a dream of one day being able to create an army of treants. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''You should also know that I'm ''really'' good at hitting 1 on a dice.'''&lt;br /&gt;
&lt;br /&gt;
[[File:Dice1.gif]]&lt;/div&gt;</summary>
		<author><name>Merlin</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=User:Merlin&amp;diff=2230</id>
		<title>User:Merlin</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=User:Merlin&amp;diff=2230"/>
		<updated>2020-01-25T13:38:56Z</updated>

		<summary type="html">&lt;p&gt;Merlin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Merlin ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I make spells, creatures and other stuff. You can see my contributions [http://d6gaming.org/index.php/Special:Contributions/Merlin here]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Characters I Play / Have Played In RPGs:'''&lt;br /&gt;
&lt;br /&gt;
Merlin (currently playing): A water magician with a magical staff with spell storing.&lt;br /&gt;
&lt;br /&gt;
Joker (currently playing): Joker is a juba initiated bard, that has three different personalities, where I play one of them.&lt;br /&gt;
&lt;br /&gt;
Malfurion (currently playing): A druid with the power to grow seeds into enormous trees or poisonous plants. Has a dream of one day being able to create an army of treants. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''You should also know that I'm ''really'' good at hitting 1 on a dice.'''&lt;br /&gt;
&lt;br /&gt;
[[File:Dice1.gif]]&lt;/div&gt;</summary>
		<author><name>Merlin</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Antonio_The_Magician&amp;diff=2229</id>
		<title>Antonio The Magician</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Antonio_The_Magician&amp;diff=2229"/>
		<updated>2020-01-25T13:37:27Z</updated>

		<summary type="html">&lt;p&gt;Merlin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Antonio was a magician from Giellor. He died many years ago but he was known for the creator of the spell Fuse, and had learned every forbidden spell. The fuse spell was a genius creation by Antonio and it helped the people of Giellor build up their homes. But when a project was close to finished a terrible mistake happend. Antonio sent the stone to fast into the tower when he used the fuse spell, and the whole building collapsed. The people of Giellor became furious at Antonio and he was told to leave and never turn again. His spell fuse was also banished in Giellor. &lt;br /&gt;
&lt;br /&gt;
Antonio flew away from Griellor and moved to a cave where he practiced the forbidden spells to become powerful. He promised himself that one day he would destroy Giellor. Antonio is also the master of Xetus, [[Raven Demon|The Raven Demon]].&lt;br /&gt;
&lt;br /&gt;
The days went and the news about the fuse spell and Antonio spread around in Amar, and after a week the fuse spell was banished from the kingdom Amar. It goes rumors about the ghost of Antonio is still in Giellor and he uses forbidden spells to transfer his soul into new bodies to make him immortal. Who knows?&lt;/div&gt;</summary>
		<author><name>Merlin</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=The_Kingdom_of_Amar&amp;diff=2228</id>
		<title>The Kingdom of Amar</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=The_Kingdom_of_Amar&amp;diff=2228"/>
		<updated>2020-01-25T13:37:14Z</updated>

		<summary type="html">&lt;p&gt;Merlin: /* Antonio The Magician */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Kingdom ==&lt;br /&gt;
[[File:Kingdom of Amar.jpg|800px|thumb|&amp;lt;center&amp;gt;The Kingdom of Amar&amp;lt;/center&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
The year is 354. It is that long since the Kingdom was formed.&lt;br /&gt;
&lt;br /&gt;
Amar is a fairly peaceful kingdom.&lt;br /&gt;
&lt;br /&gt;
It is a stable society and its problems are mostly predictable. Local surprises do occur, quite frequently, but the overall state of affairs are stable.&lt;br /&gt;
&lt;br /&gt;
Nobody really cares anymore that they are in fact trapped by a fog - few nautical miles off the cost. Any escape to the east or south is futile - the fog will return any sailor to the point he entered it. The swamp and the Araxi forest block the west. The dwarves and their mountains alienate the north.&lt;br /&gt;
&lt;br /&gt;
But escape? Why? The kingdom of Amar is the best conceivable place to live. Nothing is missed. Everyone has ample opportunities and life is lived to its fullest. There is no reason to wish for anything else...&lt;br /&gt;
&lt;br /&gt;
Things are at its usual, somewhat slow pace. The dwarves are going about their own business and the trade with the humans are beneficial to both. Mostly, the humans sell food, wine and clothes to the dwarves. In exchange, they get metals, weapons, armour and jewellery. Dwarven weapons and armour is of higher quality than those made by humans. The relationship between the two races is cordial.&lt;br /&gt;
&lt;br /&gt;
The King is the ruler of the kingdom. The Queen is the kingdoms spiritual magistrate. The Commander (of the army) is the highest military leader under the King. There are 5 Barons, one for each district (except for Amaronir where the King is also the direct acting power) and surrounding districts.&lt;br /&gt;
&lt;br /&gt;
Some villages and areas have a Lord of Land as principal. There is no slavery, but some peasants are so tied up to their Lord of Land or Baron that they are considered bound people. The nobility also embraces the Lords not owning any sizeable portion of land. Their titles cannot be inherited. Those religions that give the title of Lord to high ranking members do so in coordination with McGillan or Gwendyll and they are thus automatically initiated into these religions as well. All nobles are initiates of McGillan or Gwendyll, it goes with the title. The close family of a noble is considered nobles themselves unless the noble is without land.&lt;br /&gt;
&lt;br /&gt;
In Amaron the King has delegated the daily city affairs to the Moltan Lord Thainir Laidhos (a cousin of the King). Lord Thainir Laidhos is looked upon as the Mayor of Amaron. He is directly responsible for law and order of the Capital.&lt;br /&gt;
&lt;br /&gt;
[[File:Amaron.jpg|800px|thumb|&amp;lt;center&amp;gt;Amaron - the Capital City&amp;lt;/center&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
The human kingdom totals somewhat more than 50.000 humans. About 900 of these are nobles.&lt;br /&gt;
&lt;br /&gt;
The postal service is run as a service under the King. He does the overall setting of kingdom policy and laws. He governs the state affairs and do not mingle with his juniors matters. He is to elevated for that. The local principals are responsible for local policy and local law and order.&lt;br /&gt;
&lt;br /&gt;
The main religions are: Walmaer, Shalissa, Anashina, Alesia, Taroc and Juba. The nobles of course worship McGillan and Gwendyll. There are priests and other principals of most of the religions. Man Peggon and Elesi are extinct and considered cursed. No one knows why that is. Mestronorpha and Maleko is also considered cursed or just a &amp;quot;no&amp;quot;. Moltan is worshipped by the upholders of law and order and no one else. Kraagh is a somewhat shun cult - the worshipers are mostly lonely undertakers.&lt;br /&gt;
&lt;br /&gt;
The border against the Araxi is turbulent and the soldiers guarding the border are mostly Taroc initiates or non-religious.&lt;br /&gt;
&lt;br /&gt;
In the kingdom, there are other important groups. Like &amp;quot;The Calah&amp;quot;. This is an underground rebel movement with a shady reputation.&lt;br /&gt;
&lt;br /&gt;
They are often caught in subversive acts to undermine the King's power or even overthrow him. Since many of the members are wanted by the law, they are confined to stealing for a living. This strengthens their bad reputation. Many are also Tzankili worshippers. They are sometimes friends with the Cloaks, sometimes enemies - depending on the place in the kingdom.&lt;br /&gt;
&lt;br /&gt;
Another is &amp;quot;Dark Dagger&amp;quot; - the assassins. They are hired for sinister purposes by anyone who has the money to pay for it. In the cities, people have a legitimate fear of the dark - you can at any time be taken out by a Dark Dagger member. Either if you have a wealthy enemy without scruples or if you have offended a member in some way. They are rumoured to be Kraagh and Mestronorpha worshippers.&lt;br /&gt;
&lt;br /&gt;
Then there are the thieves, known as &amp;quot;The Cloaks&amp;quot;. They are the thieves’ guild and function truly as a guild. Anyone who tries to operate as thief without their consent are paid a visit and &amp;quot;convinced&amp;quot; to become a member - or scram. Many thieves are not in the guild, so the Cloaks have a backlog of &amp;quot;roamers&amp;quot; to handle. Some are Calah, although the Cloaks usually leaves them alone. There is a link between the Cloaks and some group of magicians and who deploy them for special purposes. The Cloaks are mostly Tzankili worshippers.&lt;br /&gt;
&lt;br /&gt;
== Magick in Amar ==&lt;br /&gt;
&lt;br /&gt;
Magick is not very common in the Kingdom. Only one out of 50 has Magical Aptitude (MA) and only one out of three with MA has a Whomp. Of those who have a Whomp, 50% has learned one or more spells.&lt;br /&gt;
&lt;br /&gt;
The Magick Circle is the Kings main advisor. The Circle is made up of 8 wizards. The leader is called The Rai and is a great summoning magician. He is known by that name, but few know what his powers are good for. Most think of him as the wizard of all wizards. The other 7 are also very powerful - mostly in summoning, but also in other magick paths.&lt;br /&gt;
&lt;br /&gt;
There are between 300 and 400 citizens skilled in magick on Amar. There are wizards, alchemists, witches and necromancers. Most of the groups of magicians, whether wizards or witches view the Circle with respect and seldom challenge them or cross their path.&lt;br /&gt;
&lt;br /&gt;
In the capital Amaron, magick is taught at the famous Academica Magicka. The students study all magick paths except Black Magick as it is banned by the King. The academy is supervised and its students graduated by the Circle.&lt;br /&gt;
&lt;br /&gt;
== The major principals ==&lt;br /&gt;
&lt;br /&gt;
King Caolain II (300) and Queen Fiona (309) are the principals of the human kingdom. The King is a Walmaer worshipper and the Queen is a Shalissa priestess. The princess, Ianira (331) is a Ielina initiate and working towards becoming a priestess. The prince, Vaiangor (333) is a sporty guy and has Recolar as his idol.&lt;br /&gt;
&lt;br /&gt;
'''The King''' is big and sturdy, somewhat rude but still trying to be elegant. He speaks loudly and commanding. He hates opposition and gets irritated when people don’t obey. The King is very stubborn and never does what others tell him to. He will however most likely do it if someone challenges him. He loves food and women even though he does his utmost to remain ethical and true to his wife. He has a score of close followers, advisers and personal guards.&lt;br /&gt;
&lt;br /&gt;
'''The Queen''' is a very elegant lady. She is very religious and quite spiritually aware. She is in good communication with the prince and princess.&lt;br /&gt;
&lt;br /&gt;
'''The Prince''' is the next king of the kingdom. He is quite disinterested in the political affairs, though. He is more interested in sports, his friends, flirting with girls and partying. He is looked upon as the healthy idol of the kingdom.&lt;br /&gt;
&lt;br /&gt;
'''The princess''' is very much into the arts. She is an eminent singer, a well accepted painter and poet as well as a flute player. She is in very good communication with her mother. She hardly speaks with her father.&lt;br /&gt;
&lt;br /&gt;
'''The Commander''', Seillan Torthal looks like a big brute but is really a calm, silent and fair guy. He is an awesome Taroc warlord - the very icon of Amar's Taroc worshipers.&lt;br /&gt;
&lt;br /&gt;
== The districts and cities ==&lt;br /&gt;
&lt;br /&gt;
There are six major districts in the kingdom. They each have a capital city where the baron (or in the case of Amaron, the King) resides.&lt;br /&gt;
&lt;br /&gt;
'''Amaronir:''' Capital city Amaron (population 13000 + 5000 in areas surrounding the city). Amaronir is the richest district as it holds the capital of the kingdom. The King is easily the richest person in Amar - he is on top of the tax collection hierarchy.&lt;br /&gt;
&lt;br /&gt;
Amaronir holds the most nobles of an of the six districts. Around half the nobles have residence here - most of them within the city. The citizens of Amaron are seen as a bit arrogant and aloof. The Amarons have a tendency to view others as lazy peasants.&lt;br /&gt;
&lt;br /&gt;
Amaron is a busy city. Merchants from all over the kingdom comes to the capital to trade. The city is relatively safe. The main Moltan temple is in Amaron. Also Academica Magicka is located here.&lt;br /&gt;
&lt;br /&gt;
The great Coliseum to the honour of Recolar, the god of sports and son of Taroc, is located in the capital. The big gladiator events are held here as well as horse races and athletic events.&lt;br /&gt;
&lt;br /&gt;
Tsenkir, the largest village i Amar (population 500) lies within the district borders of Amaronir. This is the most important place of trading in the kingdom. Lord Nalchir Emaron is himself an important trader.&lt;br /&gt;
&lt;br /&gt;
[[Image:deep.jpg|360px|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''Rauinir:''' Capital city Rauinor, the &amp;quot;Walmaer capital&amp;quot; (population 9000 + 3000). Ruled by Baron Fer Chalun, a Walmaer Lord and eager fisherman. He is said to commune with the fish and command the waters. He doesn't meddle with political affairs much. The biggest Walmaer temple lies in this city - run by the High Priest Larosmarot, a very clean and proper Walmaer Priest.&lt;br /&gt;
&lt;br /&gt;
Rauinir mainly deals in fish and seafood. Some trading in amber with the dwarves and other cities. The area serves as a holliday resort for the rich citizens of Amaronir. The wealthy part of Rauinor contains many glamorous buildings.&lt;br /&gt;
&lt;br /&gt;
'''Aleresir:''' Capital Aleris (2000 + 1000) is the smallest of the district capitals. The district is also the least populated.&lt;br /&gt;
&lt;br /&gt;
Aleresir is marked by the many worshipers of Anashina. It has much woods and forests, faeries are often seen here.&lt;br /&gt;
&lt;br /&gt;
Lady Serena Chiall is the principal of the district. She is a young, single Anashina priestess with a strong belief in personal freedom. She is a bit of an anarchist, much to the dismay of the King. There are stricter rules on the use of magick in Alerisir than most other districts. Magicians need an official certification in order to practice their magick.&lt;br /&gt;
&lt;br /&gt;
Alerisir trades in fur, horses and household animals.&lt;br /&gt;
&lt;br /&gt;
'''Feronir:''' Capital Feron (2500 + 1000). Ruled by Baron Garos Maella, an Ex-Moltan Initiate, now a self-proclaimed ruler, judge, jury and executor. A very strict Baron with a firm grip on the local laws. His right hand is an offbeat Moltan priest, Moltar the Just.&lt;br /&gt;
&lt;br /&gt;
Feron is the strictest city on Amar. The guards are given the power to judge and to execute. They are themselves penalized (by the wrong judgement they gave) whenever they are caught giving an unjust sentence.&lt;br /&gt;
&lt;br /&gt;
Feronir trades in fruit, spices and pearls.&lt;br /&gt;
&lt;br /&gt;
'''Calaronir:''' Capital Calaron (6000 + 3000). Ruled by Baronesse Fienna Milin, The King's cousin. She is a determined Baroness, respected and very strict in her ruling. She is rumoured to have strange magickal powers. Some say she is grey at best. This may be the answer to the constant bad weather covering the city. Others claim she is the target of jealous competitors for her title... her brother, and that this fight is burdening the city.&lt;br /&gt;
&lt;br /&gt;
[[File:Calaron.jpg|800px|thumb|&amp;lt;center&amp;gt;Calaron - Capital of the south&amp;lt;/center&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
The use of magick is prohibited inside the city walls. There are very few exceptions made to this policy, one of which is the notorious Perception wizard Kiro.&lt;br /&gt;
&lt;br /&gt;
The thieves guild is strong within Calaron. This accounts for the label &amp;quot;City of Thieves&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Calaron trades in fish. It also has a large farming community outside the city.&lt;br /&gt;
&lt;br /&gt;
'''Mieronir:''' Capital Merisi (older name, Mieron) - population 6000 + 1000.&lt;br /&gt;
&lt;br /&gt;
Ruled by the Taroc warlord Alac Geoffryn. He is a relative to the king and is trusted with the defence of the kingdom from the Araxi, Trolls and other evils from the west. Alac is a man of honour and bravery. He never shies away from any challenge or opposition.&lt;br /&gt;
&lt;br /&gt;
Mieronir is the least taxed of the districts. It spends most of its resources on the army.&lt;br /&gt;
&lt;br /&gt;
Mieronir has the flotilla of the kingdom. It is used to set troops ashore in the west to weaken the enemy. The pirates never do &amp;quot;business&amp;quot; in the waters around Merisi.&lt;br /&gt;
&lt;br /&gt;
Along the bordering river to the Araxi forest, there are castles and keeps kept by Taroc Lords of lands.&lt;br /&gt;
&lt;br /&gt;
== Humans outside the kingdom ==&lt;br /&gt;
&lt;br /&gt;
There are some groups of humans living outside the kingdom - some small groups of settlers, religious people or adventures here and there and the pirates.&lt;br /&gt;
&lt;br /&gt;
The pirates are noted for their occasional plunders along the kingdom coast. They actually seldom rob humans. When they do, they board ships just off the coast of the kingdom and steals their cargo. They are more in to plundering the dwarves. The dwarves are rich, and the pirates sell the dwarven jewellery and weaponry to the humans. They go ashore close to some dwarven village and sneak in by night and steal whatever they can lay their hands on. The pirate chief is a former general of the kingdom. He rebelled against the Commander of the army.&lt;br /&gt;
&lt;br /&gt;
== The dwarves ==&lt;br /&gt;
&lt;br /&gt;
Man Peggon once had a child with Anashina, the goddess of nature. His name is Mon Saran. A giant like his father, but much less mature in thought and action. His father and Mestronorpha have been in several battles over the year. One day Man Peggon was injured and got a scar on his left chin. At that time, Mon Saran was just growing up to become an adult. He wanted to prove himself to his father and challenged Mestronorpha with an army of followers. Mon Saran had handpicked warriors among his human followers. And they were all marching towards Mestronorpha’s castle in Hell. But Mon Saran was no match to the Dark Overlord. He looked at them with half an eye closed and cursed the whole lot. They were shrunk to almost half-human size. Mon Saran was 3 meters tall. Now he was only 1.30. He realised he could not take on the Devil as a dwarf and retreated.&lt;br /&gt;
&lt;br /&gt;
The human warriors became what we know as dwarves today. Mon Saran adopted a new name, Barg, and became the god of the dwarves.&lt;br /&gt;
&lt;br /&gt;
The dwarves are sturdy, if not tall. They are strong and excellent warriors. They worship both Barg and Alesia, the goddess of the earth. This gives them strength and the skill with which to mine the earth and mountains. They were given an intense fear of heights as part of their curse. This is why they bury deep down into the mountains. They are very knowledgeable in minerals and metals. Their metal working skills have no match and they make some of the best weapons that are made outside the realms of the Gods.&lt;br /&gt;
&lt;br /&gt;
Long since, upon discovering their skills in mining and with minerals, the dwarves became very greedy and stingy. They are hard bargainers and never give anything for free.&lt;br /&gt;
&lt;br /&gt;
[[Image:wolf.jpg|360px|thumb]]&lt;br /&gt;
&lt;br /&gt;
The dwarves hates the Araxi. They hate the trolls even more intensely. The trolls are thought to be the very opposite of the dwarves, a sort of anti-dwarf. They instinctually hate each other.&lt;br /&gt;
&lt;br /&gt;
The dwarves are very sceptical to the humans. They know by experience what humans can do. Dwarves look upon humans as unstable and frail creatures, selfish and with a constant lust for power. They are especially weary of the magickal powers of the humans. In fact, they are sceptical to any magick not employed by them. Dwarves use limited earth magick that they derive from Alesia.&lt;br /&gt;
&lt;br /&gt;
Their trading with the humans are made with a cool and distant attitude. They remain sceptical but they make profit on the trading.&lt;br /&gt;
&lt;br /&gt;
The dwarves are a stable race. They are never impulsive or vacillating. They keep with their firm course, they hate to much change. To them, faeries represent the unknown and impulsive. They therefore keep their distance to these fay and unstable creatures.&lt;br /&gt;
&lt;br /&gt;
The dwarven King, Gorm lives in their capital Borgheim. He is an old and wise dwarf. He is very loyal and protective of his kingdom and his people and will go to any extent to stop an enemy. He has seen much cruelty by the Araxi and even humans in his times. He still retains his sense of diplomacy even so.&lt;br /&gt;
&lt;br /&gt;
== The trolls and the Araxi ==&lt;br /&gt;
&lt;br /&gt;
The rulers of the central forests are the Trolls. Huge, ugly and ever so powerful, they thrive on hate and love to harass the Araxi. They are fearsome creatures and humans are well advised never to strike blades with any troll. Trolls are lone creatures and seldom live in groups of more than five. Often they live in a cave by themselves with a hundred or more Araxi in the nearby forests. These Araxi are kept close to the troll by terror. Whenever the troll discovers that an Arax has escaped, it immediately tortures or kills its friends and family. And the trolls have '''very '''keen senses.&lt;br /&gt;
&lt;br /&gt;
There are five trolls that are bigger and more powerful than the others. These are referred to as Grand Chieftains. They each have their own territories, and they harass even other trolls.&lt;br /&gt;
&lt;br /&gt;
The Araxi gather together in packs, whether they are slaves to a troll or not. Many of the evil creatures are not under the slavery of any troll. These packs of roam the forests and do mayhem. Sometimes they cross the kingdom border and kill some humans. Mostly they run into the soldiers at the border and fights ensue.&lt;br /&gt;
&lt;br /&gt;
The Araxi are into hating everything. The only reason they do not kill each other is the convenience of staying in packs against other enemies.&lt;br /&gt;
&lt;br /&gt;
== The faeries ==&lt;br /&gt;
&lt;br /&gt;
The fay people are mostly on the western forests. They are however to be sporadically found just about everywhere else - where they are not unduly disturbed. Some faeries like the company of humans and tend to live near villages or other small human settlings.&lt;br /&gt;
&lt;br /&gt;
The faeries are a curious set of creatures. There are many races within the faeries such as Elves, Brownies, Pixies, Leprechauns, forest spirits, Kelpies, water spirits, Brollochans and many more. The common denominator is that they all come from the Otherworld.&lt;br /&gt;
&lt;br /&gt;
The Otherworld is another, separate world entirely. Anashina created this world with the help of the elements. The Otherworld is therefore more dominated by nature and it is purer than our world. It was created as a sort of model world, without to much influence by other gods or goddesses.&lt;br /&gt;
&lt;br /&gt;
Anashina once found a way to cheat death, she cut Kraagh's cycle of birth-life-death-birth for her worshippers. It was her gift to them for helping her protect nature. But Kraagh just happened to discover her cheating, although not soon enough to avoid it. He did however manage to throw a curve in her plan: he killed the feelings and creativity of her worshipers. This explains many of the more troubling sides of faeries.&lt;br /&gt;
&lt;br /&gt;
[[Image:pixie.jpg|360px|thumb]]&lt;br /&gt;
&lt;br /&gt;
When Anashina worshippers die, they may go to the Otherworld and become faeries. They can then cross over into our world again - as faeries.&lt;br /&gt;
&lt;br /&gt;
Faeries are normally not interested in human affairs. They are not considered good, nor evil. They are somewhat careless regarding human lives. They are antipathetic to the trolls and araxi, and they do not have to much sympathy towards the dwarves - they are all to boring and set. The dwarves are no fun.&lt;br /&gt;
&lt;br /&gt;
Faeries are into fun. They usually live fun lives, even though their fun are not at all funny to humans at times - remember they do not have feelings. They like to do all kinds of practical jokes and fun experiments. This may have serious adverse effects. But treated with the right attitude, faeries can be helpful and nice to humans as well.&lt;br /&gt;
&lt;br /&gt;
They love art and look up to humans for their creativity. They often mimic human creations - songs, poetry, and sculptures.&lt;br /&gt;
&lt;br /&gt;
== Elves ==&lt;br /&gt;
&lt;br /&gt;
Elves are faeries. They look like humans, only somewhat shorter and slimmer. They have pointed ears, larger catlike eyes, fair skin and blond hair. They live in the faerie forests and seldom mingle with humans. They are not very communicative. This is possibly because they look down upon humans, thinking they are inferior and ignorant. Elves in contrast are wise, very spiritual, and they possess innate magick abilities. Extremely skilled hunters, they have very keen senses and are expert archers. They are Anashina’s favourite race.&lt;br /&gt;
&lt;br /&gt;
== The seas ==&lt;br /&gt;
&lt;br /&gt;
[[Image:underwater.jpg|360px|thumb]]&lt;br /&gt;
&lt;br /&gt;
There are many sea creatures just off the shore of Amar. Small and large, some poses problems to fishermen and other boats. This is one of the reasons why areas outside the kingdom have never been fully mapped. It is however suspected that Amar is on an island.&lt;br /&gt;
&lt;br /&gt;
There are rumours of merefolks living on islands of the East Coast.&lt;br /&gt;
&lt;br /&gt;
== Origo, the ancient Dragon ==&lt;br /&gt;
&lt;br /&gt;
In the mountain north west of the kingdom lives Origo, an ancient Dragon. He is a very selfish creature, obsessed with the collecting of treasure and magick. There are no other dragons here. None that will try taking any of his treasure. There are the wyverns, though, but they seldom dare to challenge the grand dragon.&lt;br /&gt;
&lt;br /&gt;
Origo have no respect for other creatures. He can easily breathe his deadly fire on curious adventures without giving it a second thought.&lt;br /&gt;
&lt;br /&gt;
== The wyverns in the north ==&lt;br /&gt;
&lt;br /&gt;
The seven wyverns in the mountains east of Origo’s are quite active and poses a threat to both trolls and Araxi.&lt;br /&gt;
&lt;br /&gt;
Wyverns are sort of minor dragons. They are obsessive collectors of treasure just as their bigger cousins. This is why they present a threat to their environment. They also fight amongst each other.&lt;br /&gt;
&lt;br /&gt;
== Other creatures in other places ==&lt;br /&gt;
&lt;br /&gt;
There are many creatures lurking around on Amar. Travellers may encounter demons that have escaped the old dwarven mines and other magickal creatures. Inside the kingdom, the roads are fairly safe to travel - especially around the capital and towards Rauinor.&lt;br /&gt;
&lt;br /&gt;
== Special places ==&lt;br /&gt;
&lt;br /&gt;
There are many special and magickal places on Amar. Those mentioned below does in no way comprise all the wonders.&lt;br /&gt;
&lt;br /&gt;
=== The old dwarven caves ===&lt;br /&gt;
&lt;br /&gt;
Between the kingdom of Amar and the dwarves lies what is known as the old dwarven caves. No one knows why he or she exists or why he or she is infested with evil. The dwarves are quite secretive about their existence. Demons and creatures of chaos inhabit the caves. Some have crawled up to the surface and challenged warriors, humans and dwarves. The caves have become a sort of no-mans territory. The dwarves bear no claim to the old caves any more. The humans generally leave them alone.&lt;br /&gt;
&lt;br /&gt;
There is still a good reason to adventure down into these old mines: the lost dwarven treasures. Daring adventurers have retrieved several high quality jewellery and magickal items such as weapons. It is popular belief that much treasure is still to be found. For those who are willing to risk their lives.&lt;br /&gt;
&lt;br /&gt;
=== The dark woods ===&lt;br /&gt;
&lt;br /&gt;
South, between the troll forest and the faerie woods, there is an area known as the &amp;quot;dark woods&amp;quot;. This is truly an evil place, haunted by evil spirits and corrupted faeries. Witches frequent the woods ever so often. Black magick is rampant and the trees themselves are oozing of evil. Few humans know exactly where the dark woods are, even fewer dare to visit the place.&lt;br /&gt;
&lt;br /&gt;
=== The magick ring ===&lt;br /&gt;
&lt;br /&gt;
There are many special and magick sites within the faerie woods to the west'' ''of Amar. The place known as the magick ring is legendary. In the year 102, only 21 years after he was elected as Amar’s first new King, an unknown deadly disease struck Larighan’s son Rigarian. The prince was almost dead when the royal court magician came up with a solution: The magick ring. Just inside the faerie woods is a ring of oak trees. It is clearly magickal to anyone who visits the aerie site. The court magician had seen the place in his dreams and the god of dreams pointed it out as the prince’s last chance.&lt;br /&gt;
&lt;br /&gt;
The King and his son along with a score of followers travelled to the Magick ring. The spirits of the trees listened to the Kings prayer for his sons life. They gave the prince his life in return for a favour. The legend doesn’t say what the King had to do in exchange. The spirit of the oak trees is not easily figured out. A visit like that is likely to go either way, good or bad.&lt;br /&gt;
&lt;br /&gt;
=== The dead marsh ===&lt;br /&gt;
&lt;br /&gt;
South of the Araxi forest lies a very sinister place indeed. It is called the dead marsh. Many years ago, a necromancer and his small army of undeads were travelling to the dark woods. Arachan, as his name was, was wanted by the King for several murders. He had killed strong and healthy men and turned them into undeads. The Kings scouts had intercepted the necromancers travel plans. The King immediately ordered an ambush to be made north of the southwest mountains.&lt;br /&gt;
&lt;br /&gt;
The battle was fierce and deadly, to both sides. Arachans powers were greater than the King’s men had foreseen. Few on either side survived the encounter. In the turn of the battle, much magick was used, especially by the dark necromancer. He turned the area into a swamp, making it harder for the King’s soldiers to move. His undeads were slow movers anyway, so this evened the score.&lt;br /&gt;
&lt;br /&gt;
As the battle died out with the participants, silence covered the marsh. It became the silent graveyard for all those who died.&lt;br /&gt;
&lt;br /&gt;
But undeads don’t die. They just cease to function. And some even regenerate and start to function again after a week or so. The necromancers magick was so strong that anyone who died there was turned into a zombie or worse. This curse is still very much in effect in the dead marsh.&lt;br /&gt;
&lt;br /&gt;
=== The Circle’s tower ===&lt;br /&gt;
&lt;br /&gt;
[[Image:wizard.jpg|360px|thumb]]&lt;br /&gt;
&lt;br /&gt;
There is not really much to say about the Magick Circle’s tower. Except that no-one dares approach it. Its magick nature inspires fear into anyone daring to go near it.&lt;br /&gt;
&lt;br /&gt;
The tower has a peculiar look, as the third floor seems to sort of vanish into thin air. This is because most of the third floor and all of the forth are made invisible by magick. It is even made invulnerable from any outside attack.&lt;br /&gt;
&lt;br /&gt;
=== The water maze ===&lt;br /&gt;
&lt;br /&gt;
Just off the south coast, lies a small island. It is easily seen if you stand on Amar looking out over the waters. It is more difficult to get out there. The waves are big and the undercurrents strong.&lt;br /&gt;
&lt;br /&gt;
On the other side of this island is an entrance. It leads into a big maze. It is filled with water, so an adventurer must enter by boat. But with the waves splashing against the cliffs...&lt;br /&gt;
&lt;br /&gt;
Inside the maze lives a female water dragon. She is not very large, but fearsome never the less. She settled here about 100 years ago. Aia, as her name is, likes the maze and because of the dangers it provides any visitors, she is seldom disturbed. She likes to sleep as she is quite lazy. She possesses a wide variety of magick water abilities, but she is to lazy to make any productive use of them. Aia just wants to be left alone, dreaming.&lt;br /&gt;
&lt;br /&gt;
=== Places within the kingdom ===&lt;br /&gt;
&lt;br /&gt;
There are of course many, many places of interest within the kingdom itself. There exist many magickal shrines, ponds, fountains, special holy grounds, faerie trees and other strange and mystical sites. Most of them have only a local reputation. Some are known by travellers and wise men all over the kingdom. The sites described below are but a small sample of well-known sites.&lt;br /&gt;
&lt;br /&gt;
==== The Eliminator ====&lt;br /&gt;
&lt;br /&gt;
Underneath the royal castle, there is a maze designed to pick the Kings followers. It's entrance is by the Colliseum (the Recolar arena). It is called the Eliminator. This ultimate challenge was designed a long time ago - when the castle was built. It is still in use today. Once every year on Taroc’s day, brave warriors, thieves or magicians travel to participate in the great elimination. They enter the doors leading down beneath the castle. Few ever come out on the other side. For every ten that enters, one come out. What happens to the other nine are not known. There exist vivid imaginations as to their fate, though.&lt;br /&gt;
&lt;br /&gt;
Those who do survive this ultimate test, automatically become nobles. They gain the title of Lord (or Lady). Those who are already a noble gain a rank or more territory. They also get to keep whatever treasure they collect on their way through the maze. Much of the treasure is a leftover from previous contenders.&lt;br /&gt;
&lt;br /&gt;
==== The giant footprint ====&lt;br /&gt;
&lt;br /&gt;
There is a large footprint on the south east shore. It is almost one meter long. Several legends exist as to what or who made it. Some say it is a giant who made it. Others say it was a water demon. Some believe it was the god of strength.&lt;br /&gt;
&lt;br /&gt;
==== The challenge ground ====&lt;br /&gt;
&lt;br /&gt;
Just outside the capital is an open place known as the &amp;quot;challenge ground&amp;quot;. It is a sort of arena with two circles, 3 meters wide and 10 meters apart. Once every year (on Spell magick day), wizards can challenge each other for a duel on the arena. The rules are quite simple: The two wizards enter a circle each. The one that is forced out of his circle or dies looses. The game can be more lethal if the two contenders decide to. Then a deathward is cast on the circle perimeters. If a wizard then is forced out of his ring, he dies as he crosses it.&lt;br /&gt;
&lt;br /&gt;
==== The round hill ====&lt;br /&gt;
&lt;br /&gt;
In the middle of the kingdom there is a big, hemisphere of a polished rock. It is about 12 meters wide and of course 12 meters high. Anyone, who sits on top of it, meditating will feel a complete relaxation and peace of mind.&lt;br /&gt;
&lt;br /&gt;
==== The Rift ====&lt;br /&gt;
&lt;br /&gt;
Probably the most special inn on Amar is &amp;quot;The Rift&amp;quot;. It is located in the capital. Many adventurers and special personalities frequent this inn. The food is very good, but there are no rooms for accommodations. The service is excellent for the regular customers. For any newcomers, it will seem as if there exist a sort of membership you would need to get in order to get the good service. A newcomer would have to prove himself worthy as a regular customer before the staff and many of the regulars will talk to him.&lt;br /&gt;
&lt;br /&gt;
Sharina runs the inn. She is 32, a warrior that has bested the Eliminator, scarred but still a beauty, fights with a Great Sword or two Broad Axes or a Bastard Sword and Kite Shield, and with Throwing Axes as distance weapons. She is courteous and service minded but strict and takes no bullshit. She is known to throw out drunkards and rude people, especially sexist men. She is high up in the Recolar cult.&lt;br /&gt;
&lt;br /&gt;
==== The Magick Cauldron ====&lt;br /&gt;
&lt;br /&gt;
Another special inn of the capital. Many would-be magicians frequent this place. Those who visit the place show many parlour tricks. A lucky guest may pick up a trick or two or even get to know a real magician.&lt;br /&gt;
&lt;br /&gt;
==== The Oracle of Varni ====&lt;br /&gt;
&lt;br /&gt;
This is a pond with a tree in the middle of it. The tree is known to be occupied by a wise spirit. For a certain exchange, the spirit may guide a person in the right directions in life. The spirit will answer questions with &amp;quot;yes&amp;quot; or &amp;quot;no&amp;quot; by moving floating twigs in formations. The pond is located somewhere south east of Amaron.&lt;br /&gt;
&lt;br /&gt;
== Personalities of Amar ==&lt;br /&gt;
&lt;br /&gt;
The number of interesting personalities on Amar can hardly be counted. Many local personalities give special flavour to their homesteads. Some travel around the kingdom or even outside and some are known by many of Amar’s inhabitants. A sample of well-known persons apart from those already mentioned follows.&lt;br /&gt;
&lt;br /&gt;
=== Zarin the travelling alchemist ===&lt;br /&gt;
&lt;br /&gt;
Zarin is a nice helping hand for those in need. He has a funny habit of appearing in the middle of nowhere with his arsenal of useful potions. He is a merchant dealing in magick potions. Some, like healing potions and poison antidotes, he makes himself. Others like Magical Aptitude raising potions or levitation potions are items he buys from various sources.&lt;br /&gt;
&lt;br /&gt;
His prices are normal and he can’t be bargained, ever.&lt;br /&gt;
&lt;br /&gt;
=== Naraghin and his magick shop ===&lt;br /&gt;
&lt;br /&gt;
Naraghin is a Wizard of the ''Magic'' path who owns a shop in the capital. Here he sells certain magick items for a very stiff price. Other magicians come to his shop and trades spells and items with him. Naraghin is a nice man with a very short attention span. He has very short memory and only remembers his closest friends. Sometimes he never the less wakes up of his daze and remembers some strange little fact about someone, only to fall back in a dispersed state of mind again.&lt;br /&gt;
&lt;br /&gt;
=== The Wayanah-party ===&lt;br /&gt;
&lt;br /&gt;
This is a party of high adventurers. They travel all over in search of mystic places an treasure.&lt;br /&gt;
&lt;br /&gt;
'''Wayanah''' is a warrior-sorceress. She wields a sword better than most men and employs ''Earth ''magick to overcome her enemies. She travels together with two other women and two men:&lt;br /&gt;
&lt;br /&gt;
'''Hina''' is a very strong woman warrior. With a heavy mace and cuirbolli armour, she is a match for any brave man.&lt;br /&gt;
&lt;br /&gt;
'''Mizamir''' is an archeress. With keen senses and the calmness of a still pond, she can easily hit a running rabbit at 30 meters.&lt;br /&gt;
&lt;br /&gt;
'''Boran The Bold''' is a huge fellow. With bulging muscles, he outweighs most men. His intelligence is however not up to many a quiz. He is a warrior using a Hercules club in battle.&lt;br /&gt;
&lt;br /&gt;
'''Lagioracharan''' is the party’s scout. He has very keen vision and hearing, is a good trapper and is essential to the party’s food supply.&lt;br /&gt;
&lt;br /&gt;
=== Three playful wizards ===&lt;br /&gt;
&lt;br /&gt;
Three magick towers stands tall inn the central area of the kingdom. They stand only 100 meters apart. Each tower is owned by a wizard. These three wizards are very good friends, they are three playful old magicians.&lt;br /&gt;
&lt;br /&gt;
'''Povi''' is an ''Air'' and ''Magic'' wizard. A funny old, long haired and beared man.&lt;br /&gt;
&lt;br /&gt;
'''Ferro''' is a wild ''Fire'' and ''Magic'' wizard. He usually has burnt hair and covered by sot.&lt;br /&gt;
&lt;br /&gt;
'''Manir''' is a ''Life'' and ''Magic'' wizard. He has the ability to transform himself into a variety of animals and creatures.&lt;br /&gt;
&lt;br /&gt;
These wizards habitually plays practical jokes on each other, from one tower to the other. Sometimes it can be quite a spectacle to view them challenging each other.&lt;br /&gt;
&lt;br /&gt;
=== The Guards ===&lt;br /&gt;
&lt;br /&gt;
A party of five adventurers travels around and hires themselves out as protectors - of people or goods. They are known to be very arduous in the tasks they are hired for. They all are excellent horsemen.&lt;br /&gt;
&lt;br /&gt;
'''Kator''' is the spokesman for the party. He is a brave knight in a chain mail wielding a sword and a shield. He is elegant as a noble and wants to brave the Eliminator to gain nobility.&lt;br /&gt;
&lt;br /&gt;
'''Eris''' is the wife of Kator. She is an Anashina priestess with a big heart. She has much empathy, not only for animals and faeries, but for people and dwarves as well.&lt;br /&gt;
&lt;br /&gt;
'''Vinar''' was a royal ranger of the King’s forests just south of the capital. After falling in love with Anisi (who was with this party but has been lost since one year), he joined the group.&lt;br /&gt;
&lt;br /&gt;
'''Orach''' is a sturdy warrior with a halberd as a weapon.&lt;br /&gt;
&lt;br /&gt;
'''Yaloosi''' is a ''Life'' and ''Protection'' wizard. He is full of humour and joy and loves all kind of games.&lt;br /&gt;
&lt;br /&gt;
=== Ran-Asar and Ayah ===&lt;br /&gt;
&lt;br /&gt;
Ran-Asar and Ayah and the puma Mira have travelled together for some years. The two lovers are always seen in each other’s company. They are well respected at the Rift, but no one knows what their agenda is. They seem to always be on some kind of mission for something.&lt;br /&gt;
&lt;br /&gt;
'''Ran-Asar''' wears leather and cuirbolli and fights with a two-handed spear. He is a good archer as well and quite adept in most physical skills.&lt;br /&gt;
&lt;br /&gt;
'''Ayah''' is a ''Life'' and ''Protection'' sorceress. She also know how to defend herself with her staff. She is the owner of Mira.&lt;br /&gt;
&lt;br /&gt;
'''Mira''' is intelligent for a Puma. She is totally loyal to Ayah and will defend her with her own life. She looks suspicious at anyone who speaks to Ayah. She will instantly attack someone who were openly aggressive towards her master.&lt;br /&gt;
&lt;br /&gt;
== End notes ==&lt;br /&gt;
&lt;br /&gt;
This concludes the overview of the kingdom of Amar, its internal affairs and how it relates to the surrounding areas. There is of course much more to be known. Through experience you will uncover more, perhaps even the most sinister secrets of this kingdom trapped by the fog.&lt;/div&gt;</summary>
		<author><name>Merlin</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Experimental_Systems&amp;diff=2227</id>
		<title>Experimental Systems</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Experimental_Systems&amp;diff=2227"/>
		<updated>2020-01-25T13:26:34Z</updated>

		<summary type="html">&lt;p&gt;Merlin: /* Incantation Magic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Experimental Game Systems =&lt;br /&gt;
This page has listed different experimental game systems that can be used in the Amar Role Playing Game.&lt;br /&gt;
Note that these game variants are experimental, and therefore, the systems might seem unbalanced, or doesn't cover every part of the original system.&lt;br /&gt;
&lt;br /&gt;
== Incantation Magic ==&lt;br /&gt;
&lt;br /&gt;
'''After playtesting the new magic system for two months, we have reached a conclusion: It is a great improvement. It makes magic more personalized, more epic and quirky in a good way. Magic becomes less &amp;quot;tinned&amp;quot; or &amp;quot;canned&amp;quot; and more evolutionary. It's a new level of magic system in an RPG. We will swap the legacy Amar magic system with the Incantation system.'''&lt;br /&gt;
&lt;br /&gt;
The '''[[Incantation Magic]]''' system is an alternative to the standard magick system and allows magic casters to have an arsenal of spells unique to the caster only.&lt;br /&gt;
&lt;br /&gt;
== New combat system ==&lt;br /&gt;
&lt;br /&gt;
'''After play testing the new combat system for two months, we have reached a conclusion. The proposed combat system is more realistic and in several ways better than the original Amar combat system. But it is too slow. It would work better for use in board games or gladiator type games which is more combat-centric and requires detailed and realistic combat play. For role-playing, it moves the attention more to detailing combat and away from the story building and epic scenes.'''&lt;br /&gt;
&lt;br /&gt;
A combat round is 2 seconds. A character will defend during the round and may find an opening to attack an opponent. There are many small jabs, pushes and parries during a round, but normally only a chance of launching a real attack. The difficulty rating for finding an opening to attack is 5. A character can look more agressively for an opening and reduce the DR for an opening by 1 per 2 lower combat skill. A character can decide to be more careful and gain 2 in combat skill per 1 higher in DR for finding an opening (with a maximum DR of 7 and 4 in increased skill). The increase or decrease in combat skills affect both attack and defense values.&lt;br /&gt;
&lt;br /&gt;
If two opponents get to attack in the same round, they roll for initiative to see who attacks first.&lt;br /&gt;
&lt;br /&gt;
A character will defend any number of times during a combat round with increasing difficulty (-3, -6, -9, etc to defense value). The character will decide which opponent get which penalty.&lt;br /&gt;
&lt;br /&gt;
All weapons have takes one round to draw. Drawing an arrow depends on the bow and the strength of the character. A bow with a strength requirement 3 lower than the character's strength will have a draw time of one round. A bow with a strength requirement higher than a character's Strength - 3 has a draw time of two rounds. A light crossbow has a draw time of 12 rounds while a medium crossbow has 18 rounds and the heavy crossbow has 24 rounds.&lt;br /&gt;
&lt;br /&gt;
A character can move fast or carefully during combat. Human sized characters can move 4 meters with considerable penalties or 2 meters careful movement. Smaller creatures such as Dwarves or Fearies will move 3 or 1.5 meters, while Ogres and half-giants will move 5 or 2.5 meters, Trolls have 6 or 3 meters while Giants can move up to 8 or 4 meters.&lt;br /&gt;
&lt;br /&gt;
=== Melee Adjustments ===&lt;br /&gt;
&lt;br /&gt;
On the melee adjustments table you will find adjustments for several situations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Melee Adjustments&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''Voluntary fighting modifications''&lt;br /&gt;
|-style=&amp;quot;background-color: #e7c290;&amp;quot;&lt;br /&gt;
|''Off''    || ''Def''	    || ''Move''	|| ''Condition''&lt;br /&gt;
|-&lt;br /&gt;
|   +2	    ||	    +2	    ||	x 1	    || Fighting carefully gives +1 in DR for finding an opening for attacking (max +2 DR)&lt;br /&gt;
|-&lt;br /&gt;
|   -2	    ||	    -2	    ||	x 1	    || Fighting agressively gives -1 in DR for finding an opening for attacking&lt;br /&gt;
|-&lt;br /&gt;
|    0 	    ||	    -3	    ||	x 1	    || Per extra defense during a combat round (defender decides which opponent get which penalty)&lt;br /&gt;
|-&lt;br /&gt;
|   -1	    ||	     0	    ||	x 1	    || Subtracting one from initiative&lt;br /&gt;
|-&lt;br /&gt;
|   -1	    ||	     0	    ||	x 1	    || Removing one Hit Location that you can hit&lt;br /&gt;
|-&lt;br /&gt;
|    0	    ||	    -1	    ||	x 1	    || Removing one Hit Location where you can be hit&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''Motion penalties''&lt;br /&gt;
|-style=&amp;quot;background-color: #e7c290;&amp;quot;&lt;br /&gt;
|''Off''    || ''Def''	    || ''Move''	|| ''Condition''&lt;br /&gt;
|-&lt;br /&gt;
|   -6	    ||	    -6	    ||	x 2	    || Run&lt;br /&gt;
|-&lt;br /&gt;
|   -3	    ||	    -3	    ||	x 1	    || Move&lt;br /&gt;
|-&lt;br /&gt;
|    X      ||	    -6	    ||	x 1	    || Disengage&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''Position penalties''&lt;br /&gt;
|-style=&amp;quot;background-color: #e7c290;&amp;quot;&lt;br /&gt;
|''Off''    || ''Def''	    || ''Move''	|| ''Condition''&lt;br /&gt;
|-&lt;br /&gt;
|    0	    ||	    -2	    ||	x 1	    || Unable to move backwards&lt;br /&gt;
|-&lt;br /&gt;
|   -1	    ||	    -1	    ||	x 1	    || Fighting restricted to less than the weapon's required radius&lt;br /&gt;
|-&lt;br /&gt;
|   -3	    ||	    -3	    ||	x 1	    || Fighting restricted to less than half the weapon's required radius&lt;br /&gt;
|-&lt;br /&gt;
|   -3	    ||	    -3	    ||	x 1/10	|| Down on knee&lt;br /&gt;
|-&lt;br /&gt;
|   -5	    ||	    -5	    ||	x 1/10	|| Down on ground&lt;br /&gt;
|-&lt;br /&gt;
|   +1	    ||	     0	    ||	x 1	    || Fighting from higher ground (like in a stair)&lt;br /&gt;
|-&lt;br /&gt;
|   -2	    ||	    -2	    ||	x 3/4	|| Slippery ground&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''Defender's condition penalties''&lt;br /&gt;
|-style=&amp;quot;background-color: #e7c290;&amp;quot;&lt;br /&gt;
|''Off''    || ''Def''	    || ''Move''	|| ''Condition''&lt;br /&gt;
|-&lt;br /&gt;
|   -2	    ||	    -2	    ||	x 3/4	|| Half Action (down to 1/2 Body Points)&lt;br /&gt;
|-&lt;br /&gt;
|   -4	    ||	    -4	    ||	x 1/2	|| Quarter Action (down to 1/4 Body Points)&lt;br /&gt;
|-&lt;br /&gt;
|    X	    ||	    -5	    ||	x 1	    || Partially unaware       &lt;br /&gt;
|-&lt;br /&gt;
|   -3	    ||	    -3	    ||  x 1/2	|| Stunned&lt;br /&gt;
|-&lt;br /&gt;
|    X     ||	    -10	    ||	x 1	    || Unaware&lt;br /&gt;
|-&lt;br /&gt;
|    X     ||	    (-5)    ||	x 1	    || Immobilized (defense is -5 regardless of skills)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''Lighting''&lt;br /&gt;
|-style=&amp;quot;background-color: #e7c290;&amp;quot;&lt;br /&gt;
|''Off''    || ''Def''	    || ''Move''	|| ''Condition''&lt;br /&gt;
|-&lt;br /&gt;
|   -1	    ||	    -2	    ||  x 3/4	|| Twillight / torchlight  &lt;br /&gt;
|-&lt;br /&gt;
|   -2	    ||	    -4	    ||	x 1/2	|| Moonlight (full moon)   &lt;br /&gt;
|-&lt;br /&gt;
|   -3	    ||	    -6	    ||	x 1/4	|| Starlight&lt;br /&gt;
|-&lt;br /&gt;
|   -5	    ||	    -10	    ||	x 1/8	|| Darkness&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''Weapon adjustments''&lt;br /&gt;
|-style=&amp;quot;background-color: #e7c290;&amp;quot;&lt;br /&gt;
|''Off''    || ''Def''	    || ''Move''	|| ''Condition''&lt;br /&gt;
|-&lt;br /&gt;
|    0      ||	    +1	    ||  x 1	    || Per full 5 in Dodge skill&lt;br /&gt;
|-&lt;br /&gt;
|   +1	    ||	    +1	    ||  x 1	    || Per full 5 in Unarmed skill&lt;br /&gt;
|-&lt;br /&gt;
|   +1	    ||	    +1	    ||  x 1	    || Using a secondary weapon&lt;br /&gt;
|-&lt;br /&gt;
|   -1	    ||	    -1	    ||  x 1	    || Strength 1 less than required to use weapon&lt;br /&gt;
|-&lt;br /&gt;
|   -3	    ||	    -3	    ||  x 1	    || Strength 2 less than required to use weapon&lt;br /&gt;
|-&lt;br /&gt;
|   -5	    ||	    -5	    ||  x 1	    || Strength 3 less than required to use weapon&lt;br /&gt;
|-&lt;br /&gt;
|   -3	    ||	    -3	    ||  x 1	    || Using weapon in the &amp;quot;off hand&amp;quot; (Strength requirement is +2)&lt;br /&gt;
|-&lt;br /&gt;
|   -1	    ||	    -1	    ||  x 1	    || Using a new weapon practically same type as a skilled weapon&lt;br /&gt;
|-&lt;br /&gt;
|   -3	    ||	    -3	    ||  x 1	    || Using a new weapon in same category as a skilled weapon&lt;br /&gt;
|-&lt;br /&gt;
|   -5	    ||	    -5	    ||  x 1	    || Using a new weapon in other category as a skilled weapon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All effects are cumulative, but offensive or defensive can never go below -5 total.&lt;br /&gt;
&lt;br /&gt;
An &amp;quot;X&amp;quot; indicates that no attack is possible.&lt;br /&gt;
&lt;br /&gt;
Artificial light sources all have a “radius.” Within this radius the penalties due to light conditions are as for torchlight. Up to 2 times this radius the light is equivalent to moonlight. Up to 4 times the radius the light is equivalent to starlight. A candle has a radius of 1 m, a torch has a radius of 5 m and a lantern has a radius of 7 m. The GM has to use his discretion if there are more than 1 light source.&lt;br /&gt;
&lt;br /&gt;
=== Missile Adjustment ===&lt;br /&gt;
&lt;br /&gt;
For special adjustments on throwing or shooting with missile weapons, see the missile adjustments table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Missile Adjustments&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''Basic DRs''&lt;br /&gt;
|-style=&amp;quot;background-color: #e7c290;&amp;quot;&lt;br /&gt;
|''DR''    || ''Condition''&lt;br /&gt;
|-&lt;br /&gt;
| 5   || Close range (up to half normal range)&lt;br /&gt;
|-&lt;br /&gt;
| 10  || Normal range (from half to normal range)&lt;br /&gt;
|-&lt;br /&gt;
| 15  || Long range (from normal range to double normal range)&lt;br /&gt;
|-&lt;br /&gt;
| 20  || Very long range (from long range to double long range)&lt;br /&gt;
|-&lt;br /&gt;
| 25  || Max range (from very long range to max range)&lt;br /&gt;
|-&lt;br /&gt;
| -1  || Per size of target&lt;br /&gt;
|-&lt;br /&gt;
| +3  || Aiming at Hit Location other than body&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''Motion adjustments''&lt;br /&gt;
|-style=&amp;quot;background-color: #e7c290;&amp;quot;&lt;br /&gt;
|''Off''    || ''Condition''&lt;br /&gt;
|-&lt;br /&gt;
| -3  || Target is moving predictably (in a straight line)&lt;br /&gt;
|-&lt;br /&gt;
| -6  || Target is moving unpredictably (randomly)        &lt;br /&gt;
|-&lt;br /&gt;
| -6 &amp;amp; &amp;lt;br /&amp;gt;-1/full 3 in Dodge  || Target is Dodging        &lt;br /&gt;
|-&lt;br /&gt;
| -5  || Attacker is riding a galloping horse&lt;br /&gt;
|-&lt;br /&gt;
| -3  || Target is in a melee, occasionally obstructed (a miss by 2-5 means another target was hit)&lt;br /&gt;
|-&lt;br /&gt;
| -6  || Target is in a melee, often obstructed (a miss by 2-5 means another target was hit)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''Crossbow support''&lt;br /&gt;
|-style=&amp;quot;background-color: #e7c290;&amp;quot;&lt;br /&gt;
|''Off''    || ''Condition''&lt;br /&gt;
|-&lt;br /&gt;
| +1  || Kneeling with crossbow                           &lt;br /&gt;
|-&lt;br /&gt;
| +3  || Bracing crossbow                                 &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''Lighting''&lt;br /&gt;
|-style=&amp;quot;background-color: #e7c290;&amp;quot;&lt;br /&gt;
|''Off''    || ''Condition''&lt;br /&gt;
|-&lt;br /&gt;
| -1  || Twillight / Torchlight                           &lt;br /&gt;
|-&lt;br /&gt;
| -3  || Moonlight (full moon)                            &lt;br /&gt;
|-&lt;br /&gt;
| -5  || Starlight                                        &lt;br /&gt;
|-&lt;br /&gt;
| -10 || Darkness                                         &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''Small target size''&lt;br /&gt;
|-style=&amp;quot;background-color: #e7c290;&amp;quot;&lt;br /&gt;
|''Off''    || ''Condition''&lt;br /&gt;
|-&lt;br /&gt;
| -7  || Target 5 cm diameter                             &lt;br /&gt;
|-&lt;br /&gt;
| -4  || Target 10 cm diameter                            &lt;br /&gt;
|-&lt;br /&gt;
| -2  || Target 15 cm diameter                            &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Adjustments are cummulative.&lt;br /&gt;
&lt;br /&gt;
== Evolutionary Magick ==&lt;br /&gt;
'''Do note that this system is currently not being developed.''' &lt;br /&gt;
&lt;br /&gt;
The '''[[Evolutionary Magick]]''' is a new, simplified magic system that changes the way spells are learnt, and their effect as they level up. &lt;br /&gt;
While making the system simpler, it also allows magic casters to easier get a larger variety of spells to use from. &lt;br /&gt;
Currently the evolutionary magic system is being worked on, and is not finished.&lt;/div&gt;</summary>
		<author><name>Merlin</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Category:Earth_Magick&amp;diff=2223</id>
		<title>Category:Earth Magick</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Category:Earth_Magick&amp;diff=2223"/>
		<updated>2019-11-09T16:31:55Z</updated>

		<summary type="html">&lt;p&gt;Merlin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are the Earth 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;
| [[Animal Sense]]				 || A/P || Y || 5 rounds || 9  || 5 min.   || 100 m ||        || 1 animal*               &lt;br /&gt;
|-&lt;br /&gt;
| [[Armor]]                || P   || Y || 1 round  || 11 || 5 rounds || Touch || 100 kg || 1 O* or 1 C*            &lt;br /&gt;
|-&lt;br /&gt;
| [[Banish]]               || —   || Y || 1 round  || 13 || Instant. || 10 m  ||        || 1 demon*                &lt;br /&gt;
|-&lt;br /&gt;
| [[Cage O' Magic]]        || P   || N || 1 round  || 9  || 5 rounds || 10 m  ||        || ½ m radius                 &lt;br /&gt;
|-&lt;br /&gt;
| [[Camouflage]]           || P   || Y || 1 round  || 11 || 3 rounds || 10 m  ||        || 1 C*                &lt;br /&gt;
|-&lt;br /&gt;
| [[Cleaning]]             || A   || N || 1 round  || 5  || 10 min.  || 5m    ||        || 5 m radius              &lt;br /&gt;
|-&lt;br /&gt;
| [[Control Elemental]]    || A   || Y || 1 round  || 9  || 2 min.   || 10 m  ||        || 1 elemental*            &lt;br /&gt;
|-&lt;br /&gt;
| [[Cooling]]              || P   || N || 1 round  || 6  || 1 hour   || Self  ||        || Self                    &lt;br /&gt;
|-&lt;br /&gt;
| [[Darkness]]             || A/P || N || 1 round  || 11 || 1 round  || 5m    ||        || 1 m radius              &lt;br /&gt;
|-&lt;br /&gt;
| [[Dispel Earth Magic]]   || P   || N || 1 round  || 3  || 1 round  || 5m    ||        || 1 spell* or 1 C* or area&lt;br /&gt;
|-&lt;br /&gt;
| [[Divine Rune Of Magic]] || P   || N || 1 min.   || 13 || 2 rounds || 3m    ||        || 1 m radius&lt;br /&gt;
|-&lt;br /&gt;
| [[Divine Rune of Power]] || P   || N || 1 min.   || 11 || 2 rounds || 3m    ||        || 1 m radius&lt;br /&gt;
|-&lt;br /&gt;
| [[Dry]]                  || —   || N || 1 min.   || 7  || Instant. || Touch || 50 kg  || 1 m radius              &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;
| [[Extinguish]]           || —   || N || 1 round  || 9  || Instant. || 5m    ||        || 1 m radius              &lt;br /&gt;
|-&lt;br /&gt;
| [[Freeze Solid]]         || P   || N || 1 round  || 9  || 2 rounds || 5m    || 20 kg  || ½ m radius              &lt;br /&gt;
|-&lt;br /&gt;
| [[Glue]]                 || P   || Y || 1 round  || 9  || 1 round  || 5m    ||        || 5 cm radius             &lt;br /&gt;
|-&lt;br /&gt;
| [[Immobilize]]           || P   || Y || 1 round  || 13 || 1 round  || 10 m  ||        || 1 creature*             &lt;br /&gt;
|-&lt;br /&gt;
| [[Magnetization]]        || P   || N || 1 min.   || 13 || Instant.  || 5 m   ||        || 1 m r*              &lt;br /&gt;
|-&lt;br /&gt;
| [[Make Familiar]]        || —   || Y || 12 hours || 11 || Perm.    || Touch || 50 kg  || 1 animal*               &lt;br /&gt;
|-&lt;br /&gt;
| [[Polish]]               || —   || N || 5 rounds || 6  || Instant. || Touch || 10 kg  || 1 object                &lt;br /&gt;
|-&lt;br /&gt;
| [[Protection from Fire]] || P   || Y || 1 round  || 11 || 2 rounds || 1m    ||        || 1 O* or 1 C*            &lt;br /&gt;
|-&lt;br /&gt;
| [[Quicksand Trap]]       || P   || N || 1 min.   || 9  || 10 min.  || 3m    ||        || ½ m radius &lt;br /&gt;
|-&lt;br /&gt;
| [[Repair]]               || —   || N || 10 min.  || 9  || Instant. || Touch || 20 kg  || 1 object*  &lt;br /&gt;
|-&lt;br /&gt;
| [[Sandstorm]]            || P    || N || 1 min. || 11  || 1 round || 10 m  ||        || 3 m r              &lt;br /&gt;
|-&lt;br /&gt;
| [[Summon Elemental]]     || —   || N || 5 min.   || 11 || 2 min.   || 1m    ||        || 1 elemental*            &lt;br /&gt;
|-&lt;br /&gt;
| [[Warmth]]               || P   || N || 1 round  || 6  || 1 hour   || Self  ||        || Self                    &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Merlin</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Category:Black_Magick&amp;diff=2222</id>
		<title>Category:Black Magick</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Category:Black_Magick&amp;diff=2222"/>
		<updated>2019-11-09T16:31:43Z</updated>

		<summary type="html">&lt;p&gt;Merlin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are the Black 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;
| [[Agony]]							      || A   || Y || 1 round  || 9  || 1 round     || 2m    || 100 kg || 1 creature*              &lt;br /&gt;
|-&lt;br /&gt;
| [[Animate Dead]]            || P   || N || 1 day    || 13 || 1 day/perm. || Touch || 50 kg  || 1 creature*              &lt;br /&gt;
|-&lt;br /&gt;
| [[Banish]]                  || —   || Y || 1 round  || 13 || Instant.    || 10 m  ||        || 1 demon*                 &lt;br /&gt;
|-&lt;br /&gt;
| [[Blindness]]               || P   || Y || 1 round  || 11 || 1 round     || 5m    ||        || 1 creature*              &lt;br /&gt;
|-&lt;br /&gt;
| [[Call]]                    || —   || Y || 5 min.   || 11 || 2 min.      || 1m    ||        || 1 demon*                 &lt;br /&gt;
|-&lt;br /&gt;
| [[Change Emotion]]          || P   || Y || 1 round  || 7  || 5 min.      || 15 m  ||        || 1 creature*         &lt;br /&gt;
|-&lt;br /&gt;
| [[Command]]                 || A   || Y || 1 round  || 11 || 1 round     || 1m    ||        || 1 creature*              &lt;br /&gt;
|-&lt;br /&gt;
| [[Command Demon]]           || P   || Y || 1 round  || 11 || Special     || 5m    ||        || 1 demon*                 &lt;br /&gt;
|-&lt;br /&gt;
| [[Command Undead]]          || A   || Y || 1 round  || 13 || 2 min.      || 10 m  ||        || 1 undead*                &lt;br /&gt;
|-&lt;br /&gt;
| [[Darkness]]                || A/P || N || 1 round  || 11 || 1 round     || 5m    ||        || 1 m radius               &lt;br /&gt;
|-&lt;br /&gt;
| [[Death Touch]]             || —   || Y || 1 round  || 11 || Instant.    || Touch ||        || 1 creature*              &lt;br /&gt;
|-&lt;br /&gt;
| [[Dispel Black Magic]]      || P   || N || 1 round  || 3  || 1 round     || 5m    ||        || 1 spell* or 1 C* or area &lt;br /&gt;
|-&lt;br /&gt;
| [[Exteriorize]]             || P   || N || 10 min.  || 14 || 1 min.      || Self  ||        || Self                     &lt;br /&gt;
|-&lt;br /&gt;
| [[Immobilize]]              || P   || Y || 1 round  || 13 || 1 round     || 10 m  ||        || 1 creature*              &lt;br /&gt;
|-&lt;br /&gt;
| [[Itchiness]]               || P   || Y || 1 round  || 7  || 1 round     || 10 m  ||        || 1 creature*              &lt;br /&gt;
|-&lt;br /&gt;
| [[Life Steal]]              || P   || Y || 1 round  || 8 || Instant.     || 5 m*  ||        || 1 creature*              &lt;br /&gt;
|-&lt;br /&gt;
| [[Magical Drain]]           || P   || Y || 3 rounds || 7  || Instant     || 2 m  ||        || 1 creature*              &lt;br /&gt;
|-&lt;br /&gt;
| [[Magick Dreams]]              || P   || Y || 1 round  || 7 || Instant.   || 15 m     ||   || 1 target &lt;br /&gt;
|-&lt;br /&gt;
| [[Make Familiar]]           || —   || Y || 12 hours || 11 || Perm.       || Touch || 50 kg  || 1 animal*                &lt;br /&gt;
|-&lt;br /&gt;
| [[Possession]]              || A   || Y || 1 min.   || 10 || 10 min.     || Self  ||        || 1 creature*              &lt;br /&gt;
|-&lt;br /&gt;
| [[Protection from Demons]]  || A/P || N || 1 round  || 11 || 1 min.      || Touch ||        || 1 creature*&lt;br /&gt;
|-&lt;br /&gt;
| [[Protection from Undeads]] || A/P || N || 1 round  || 11 || 1 min.      || Touch ||        || 1 undead*  &lt;br /&gt;
|-&lt;br /&gt;
| [[Sleep]]		      || P   || Y || 1 min.   || 11 || 2 rounds    || 10 m  ||        || 1 creature &lt;br /&gt;
|-&lt;br /&gt;
| [[Summoning]]		      || —   || N || 5 min.   || 11 || 2 min.      || 1m    ||        || 1 demon*&lt;br /&gt;
|-&lt;br /&gt;
| [[Wings Of Darkness]]       || P   || N || 1 round  || 16 || Instant     || 15m    ||        || 1 creature      &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Merlin</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Darkness&amp;diff=2221</id>
		<title>Darkness</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Darkness&amp;diff=2221"/>
		<updated>2019-11-09T16:31:10Z</updated>

		<summary type="html">&lt;p&gt;Merlin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ infobox&lt;br /&gt;
| abovestyle  = background:#7d4733; color:white&lt;br /&gt;
| above       = Darkness&lt;br /&gt;
| label1      = Path(s)&lt;br /&gt;
| data1       = Black, Earth&lt;br /&gt;
| label2      = A/P?&lt;br /&gt;
| data2       = A/P&lt;br /&gt;
| label3      = Resist?&lt;br /&gt;
| data3       = N&lt;br /&gt;
| label4      = Casting Time&lt;br /&gt;
| data4       = 1 round&lt;br /&gt;
| label5      = DR&lt;br /&gt;
| data5       = 11&lt;br /&gt;
| label6      = Duration&lt;br /&gt;
| data6       = 1 round&lt;br /&gt;
| label7      = Range&lt;br /&gt;
| data7       = 5 m&lt;br /&gt;
| label8      = Weight&lt;br /&gt;
| data8       = N/A&lt;br /&gt;
| label9      = Area of Effect&lt;br /&gt;
| data9       = 5 m radius&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Creates an area of darkness which completely blocks sight. The spell is not cast on any object, and the caster can move it at the rate of 1 m/s per level. &lt;br /&gt;
&lt;br /&gt;
Back: [[Magick]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Spells]]&lt;br /&gt;
[[Category:Black Magick]]&lt;br /&gt;
[[Category:Earth Magick]]&lt;/div&gt;</summary>
		<author><name>Merlin</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Melting_Stones&amp;diff=2220</id>
		<title>Melting Stones</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Melting_Stones&amp;diff=2220"/>
		<updated>2019-11-09T15:38:08Z</updated>

		<summary type="html">&lt;p&gt;Merlin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ infobox&lt;br /&gt;
| abovestyle  = background:#7d4733; color:white&lt;br /&gt;
| above      = Melting Stones&lt;br /&gt;
| label1      = Path(s)&lt;br /&gt;
| data1       = Lava &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       = 2 rounds&lt;br /&gt;
| label5      = DR&lt;br /&gt;
| data5       = 9&lt;br /&gt;
| label6      = Duration&lt;br /&gt;
| data6       = 1 round&lt;br /&gt;
| label7      = Range&lt;br /&gt;
| data7       = 5 m&lt;br /&gt;
| label8      = Weight&lt;br /&gt;
| data8       = N/A&lt;br /&gt;
| label9      = Area of Effect&lt;br /&gt;
| data9       = ½ m radius&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Melts any kind of natural stone to lava in the area of effect. The melting happens instantly after the spell is used, and the lava disappears after the duration of the spell is finished. The amount lava from this spell is really small.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Spells]]&lt;br /&gt;
[[Category:Lava Magick]]&lt;br /&gt;
[[Category:Advanced Spells]]&lt;/div&gt;</summary>
		<author><name>Merlin</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Incantation_Magic&amp;diff=2217</id>
		<title>Incantation Magic</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Incantation_Magic&amp;diff=2217"/>
		<updated>2019-10-01T17:54:34Z</updated>

		<summary type="html">&lt;p&gt;Merlin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Incantation Magic = &lt;br /&gt;
''Incantation Magic is an alternative to the standard magick system and allows magic casters to have an arsenal of incantations unique to the caster only.''&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Every living creature has Magical Aptitude (MA), but only a few have a significant amount - which is 1 or more in gaming terms. Those who have a significant MA can use that to affect a situation (add or subtract as much MA as you want or can to any skills roll) - but doing so requires a whole month to recover that MA.&lt;br /&gt;
&lt;br /&gt;
Someone with significant amount of MA can learn to focus it into what is commonly known as a Whomp - a sudden release of focused magical energy. A minimum of 1 MA is spent in releasing a basic Whomp - but more can be spent in one Whomp to enhance its effect. The Whomp will have a tiny personalized effect - like making you more awake, making others around you slightly nauseated, creating a soft wind, ripples in water or some such. The effect of the Whomp reflects the individual's personality. Such a focused release of MA requires only a good night's sleep to regain the magical energy. The Whomp has a DR of 0 and will not be so strong as to significantly affect self or others in gaming terms (cannot add or subtract any numbers to the target's attributes, skills or otherwise). A Whomp would normally take 1 round to cast, have a range of 3 meters or less, the effect lasting for 1 round while requiring active focus for that duration.&lt;br /&gt;
&lt;br /&gt;
For a magically talented person to go from naturally spending MA during a month to focus the MA to a basic Whomp requires training by a mage with a magic lore of at least 12. It is also possible to acquire that ability through magical rituals, reading special scrolls or from a severe shock, trauma or enlightened magic experience.&lt;br /&gt;
&lt;br /&gt;
From the Whomp, the person can start training personalized magic incantations - a release of magical energy that has focused effects. The person can start adding a certain amount of MA to a basic Whomp and by that create a specific incantation. One must add at least 3 MA to evolve the Whomp (or any incantation) into a new incantation. Example; A wannabe mage has a basic Whomp that makes people around her slightly nauseous for 1 round by releasing one MA and making the DR roll of 0. By adding 3 MA to the Whomp, she can make the nausea last for 2 rounds and actually give those around her -1 in status for that long (effects on target's attributes or skills normally are 1 per two added of MA). If she keeps up training that specific enhancement to her Whomp (2 rounds duration/-1 in status), she will eventually convert the beefed-up Whomp into a new incantation with DR 3 (she calls it &amp;quot;Nausea&amp;quot;). That incantation will only require 1 MA to cast, but now she will have the opportunity to add MA while casting that incantation in order to enhance the effects of the incantation.&lt;br /&gt;
&lt;br /&gt;
There are a few rules when changing an incantation by adding MA when it is cast or when forging a new incantation with higher DR:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;It requires 2 additional steps to add one to the effect, double the range, add duration or reduce the casting time for an incantation one level lower on the &amp;quot;time scale for incantations&amp;quot;.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Additionally, when forging a new incantation:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt; It must be sufficiently different from any other incantation the caster has - at least 3 &amp;quot;steps&amp;quot; in any direction from any other incantation. &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;For every 5 in DR, an incantation gets a casting time one level higher on the &amp;quot;time scale for incantations&amp;quot;.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A magically talented person will go from naturally spending MA to boost skill rolls during a month to focus the magic energy into a basic Whomp that cost one MA (recovered by one night sleep). By adding MA when Whomping, one can enhance the effect or duration or reduce the casting time. One can turn such an enhancement Whomp into a new incantation by practicing it over time. The new incantation will have a DR equal to the amount of MA used to enhance the Whomp, and the new incantation will then require only one MA to cast. The caster names the incantation appropriately and adds it to the growing arsenal of incantations. Any incantation cost one MA to cast, but can be enhanced by adding more MA to it. Adding two in MA will reduce casting time, double the range, add one to the effect or make it go from Active to Passive. The MA added to enhance an incantation becomes the additional DR of a new forged incantation if the caster whish to add it to the arsenal.&lt;br /&gt;
&lt;br /&gt;
Any incantation directly affecting the mind of a target can be resisted by that target, and the caster must add the target's Magic Defense to the DR for it to take effect. If an incantation is cast on a group of people, the caster makes a roll and any target that has a Magic defense less then the roll minus the DR of the incantation is affected.&lt;br /&gt;
&lt;br /&gt;
Think of the Whomp as the stem of a tree, and branches and leafs as incantations evolving from that stem. One can always go back to the stem or earlier branches and evolve new incantations from there.&lt;br /&gt;
&lt;br /&gt;
It is even possible to learn new Whomps and evolve entirely new &amp;quot;trees&amp;quot; of magic.&lt;br /&gt;
&lt;br /&gt;
== Magic Paths ==&lt;br /&gt;
&lt;br /&gt;
To cast an incantation (or Whomp), one will use the Magic Path lore associated with that type of Magic. To evolve a fire type of Whomp, one must acquire Fire Magic Lore. Any incantation enhancing perceptions requires Perception Magic Lore, etc. The table below shows the most common Magic lores.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Magic Paths&lt;br /&gt;
|-&lt;br /&gt;
|'''Path''' || '''Incantation examples'''&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Air Magic| Air]]                      || Levitation, Fly, &lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Black Magic| Black]]                  || Agony, Raise Dead, Curse, Finger of Death&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Cloud Magic| Cloud]]                  || Fog, Shape Clouds&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Cold Magic| Cold]]                    || Chill, Freeze Water, Freeze Target&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Creation Magic| Creation]]            || Create items or magic or life or elements&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Destruction Magic| Destruction]]      || Destroy items or magic or life or elements&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Distortion Magic| Distortion]]        || Distort images or items or senses&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Earth Magic| Earth]]                  || Shape Earth, Wall of Stone, Dig&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Fire Magic| Fire]]                    || Create Fire, Fire Strike, Wall of Fire&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Heat Magic| Heat]]                    || Warmth, Burn&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Ice Magic| Ice]]                      || Ice Strike, Wall of Ice, Freeze Blood&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Illusion Magic| Illusion]]            || Create illusions across various senses&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Lava Magic| Lava]]                    || Lava Strike, Wall of Lave, Melt Ground&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Life Magic| Life]]                    || Healing, Ease Pain, Change Emotions, Polymorph, Resurrection&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Light Magic| Light]]                  || Cone of Light, Dancing Lights&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Lightning Magic| Lightning]]          || Lightning Strike, Electrocute Water&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Magic Magic| Magic]]                  || Identify Magic, Wardings, Create Magic Items&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Manipulation Magic| Manipulation]]    || Manipulate magic or items or senses&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Nature Magic| Nature]]                || Animal Healing, Plant Growth, Find Familiar&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Nullification Magic| Nullification]]  || Counterspells, nullify effects&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Perception Magic| Perception]]        || Enhance perceptions, Farsee, Clairvoyance&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Protection Magic| Protection]]        || Armor, Protection from elements or magic&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Space Magic| Space]]                  || Displacement, Teleport, Speed&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Spirit Magic| Spirit]]                || Communicate with spirits, exteriorize, possession&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Summoning Magic| Summoning]]          || Summon spirits or demons or elementals&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Swamp Magic| Swamp]]                  || Marsh the Ground, Sink&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Time Magic| Time]]                    || Slow Time, Revisit Past&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Water Magic| Water]]                  || Water Walking, Breathe in Water, Create Water&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Enhancing Incantations ==&lt;br /&gt;
&lt;br /&gt;
When adding MA when casting Incantations or when forging new Incantations, Weight, Area of Effect and Effect is increased linearly.&lt;br /&gt;
&lt;br /&gt;
Beyond &amp;quot;instantaneous&amp;quot; (inst.), Casting Time and Duration follows this table:&lt;br /&gt;
&lt;br /&gt;
 {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Casting Time and Duration of incantations&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;
Range follows this table (using the [https://en.wikipedia.org/wiki/Preferred_number#1%E2%80%932%E2%80%935_series 1-2-5 series]):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Range of Incantations&lt;br /&gt;
|-&lt;br /&gt;
|   1 meter   &lt;br /&gt;
|-&lt;br /&gt;
|   2 meters &lt;br /&gt;
|-&lt;br /&gt;
|   5 meters &lt;br /&gt;
|-&lt;br /&gt;
|  10 meters   &lt;br /&gt;
|-&lt;br /&gt;
|  20 meters &lt;br /&gt;
|-&lt;br /&gt;
|  50 meters &lt;br /&gt;
|-&lt;br /&gt;
| 100 meters   &lt;br /&gt;
|-&lt;br /&gt;
| 200 meters &lt;br /&gt;
|-&lt;br /&gt;
| 500 meters &lt;br /&gt;
|-&lt;br /&gt;
| ...etc.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Incantation evolution ==&lt;br /&gt;
&lt;br /&gt;
When a new incantation is forged, make a roll on the following table to see how the incantation turns out (if a result is unapplicable, pick the one above on the table):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Incantation evolution&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''1 = Bad effect''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Add 1 extra to DR&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Subtract 1 from incantation effect&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Add 1 to casting time&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Make Active&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Subtract 1 from duration&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Subtract 1 from range&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''2 = Negative effect''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Disoriented, subtract 1 in status next round&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Very tired, subtract 1 from Strength until well rested (no less than 1)&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Incantation requires one additional Endurance drain&lt;br /&gt;
|-&lt;br /&gt;
| 4 || You start yelling backwards for 1 minute (cumulative)&lt;br /&gt;
|-&lt;br /&gt;
| 5 || You must speak the formula for the incantation louder&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Awkward looking incantation casting&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''3 = No Change (incantation as intended)''&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''4 = Change (random effect)''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || If you throw a 1 when casting this incantation it is an automatic fumble&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Path of the incantation curves (add 3 to DR for pointing)&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Sound change&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Color change&lt;br /&gt;
|-&lt;br /&gt;
| 5 || A flash of light accompanies the incantation&lt;br /&gt;
|-&lt;br /&gt;
| 6 || If you throw a 6 when casting this incantation it is an automatic critical&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''5 = Positive effect''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Add 1 to range&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Add 1 to duration&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Make Passive&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Subtract 1 from casting time (no less than 1 round)&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Add 1 to incantation effect&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Subtract 1 from DR&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''6 = Transformation''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Adds an effect from a similar incantation&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Adds an effect from a very different incantation&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Make incantation more agressive or defensive (player decides)&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Transforms to a similar incantation&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Transforms to a more powerful version of the incantation&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Incantation becomes somewhat intelligent, self-aware or adds a spirit to it&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Criticals and Fumbles ==&lt;br /&gt;
A magick critical occurs when you roll a double 6 when casting an incantation. A Critical roll indicates a successful casting of the incantation. You also roll on the Magick Criticals table below. If the critical is not applicable, pick the one below. Roll first for the category, then for the specific critical.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Magick Criticals&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''1 = Impression''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Looks really cool&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Impressive, adjacent friends get +1 next round&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Very impressive, adjacent friends gets +1 next D/2 rounds&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Fearsome, foe rolls on fear table with +9 adjustment&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Awesome, foe rolls on fear table with +6 adjustment&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Wild, foe rolls on fear table with +3 adjustment&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''2 = Side effect''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Gain 1 experience mark in MA&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Gain 1 experience mark in the Magic Path Lore&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Gain 1 experience mark in Learning&lt;br /&gt;
|-&lt;br /&gt;
| 4 || MA spent for casting the incantation is 1 less&lt;br /&gt;
|-&lt;br /&gt;
| 5 || You may cast an additional incantation this round (if Casting Time is one round)&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Active incantation becomes passive for the duration of the incantation&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''3 = Increased effect''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Incantation weight is 1 better&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Area of effect 1 better&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Range is 1 better&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Duration is 1 better&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Incantation Effect is 1 better&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Add 1 to all incantation characteristics (weight, AoE, Range, Duration, Effect)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''4 = Effect boost''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Incantation weight is D levels better&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Area of effect D levels better&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Range is D levels better&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Duration is D levels better&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Incantation Effect is D levels better&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Add D to both Range and Duration&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''5 = Special''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Incantation warps into another similar incantation (GM's discretion)&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Incantation warps into another similar, but better incantation (GM's discretion)&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Disregard the targets Magic Defense&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Double ALL incantation characteristics (weight, AoE, Range, Duration, Effect)&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Effect is D/2 better and disregard the targets MD&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Effect is D better and disregard the targets MD&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''6 = Roll twice on this table, ignoring any subsequent 6s, add one experience mark''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A magick fumble occurs when you roll a double 1 when casting an incantation. A fumble roll indicates a failure to cast an incantation. You also roll on the Magick Fumbles table below, adding the current MA to the open ended dice roll. If the fumble is not applicable, pick the one above. Roll first for the category, then for the specific fumble.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Magick Fumbles&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''1 = Roll twice on this table, ignoring any subsequent 6s, subtract one experience mark''&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''2 = Special''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Unconscious for D hours and loose 1 in MA permanently&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Unconscious for D minutes&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Sleep depravation for D days due to pain, -4 in Status&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Affects wrong target in the worst possible way&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Affects self (unless supposed to)&lt;br /&gt;
|-&lt;br /&gt;
| 6 || You start yelling backwards for D days (the player must yell everything backwards, including incantations cast)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''3 = Unwanted effect''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Amnesia – can not cast incantations for D hours&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Everybody within 10 meters become hostile towards you&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Incantation has the complete opposite effect (GM's discretion)&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Dizzy – fall and let go what you have in your hands&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Thirsty (dehydrated), -D in Status until you drink D liters&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Pain, subtract 3 in Status until Medical Lore roll of 7 succeeds&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''4 = Stun effect''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Shocked, subtract O+3 in status for one minute&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Reeling, subtract O in status for O rounds&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Staggered, subtract D in status for D rounds&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Stunned, subtract 3 in status for 3 rounds&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Confused, subtract 3 in status next round&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Off balance, subtract 1 in Status next round&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''5 = Added effect''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Very drained, subtract 3 Magical Aptitude until well rested (no less than 1)&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Very fatigued, subtract 3 from Endurance until well rested (no less than 1)&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Very tired, subtract 3 from Strength until well rested (no less than 1)&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Drained, subtract 1 Magical Aptitude until well rested (no less than 1)&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Fatigued, subtract 1 from Endurance until well rested (no less than 1)&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Tired, subtract 1 from Strength until well rested (no less than 1)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''6 = Impression''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Terrible for morale, friends get -1 in all rolls for the next D rounds&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Very bad for morale, friends get -1 in all rolls for the rest of the round&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Bad for morale, friends get -1 in attack for the rest of the round&lt;br /&gt;
|-&lt;br /&gt;
| 4 || You make a fool out of yourself, laughter is heard&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Botched it, giggles are heard&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Awkward looking&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Merlin</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Magick&amp;diff=2216</id>
		<title>Magick</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Magick&amp;diff=2216"/>
		<updated>2019-10-01T17:37:26Z</updated>

		<summary type="html">&lt;p&gt;Merlin: &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 Systems == &lt;br /&gt;
&lt;br /&gt;
Amar RPG has multiple playable magick systems. The current systems developed and implemented into the game are:&lt;br /&gt;
&lt;br /&gt;
* The Legacy System, which is described in this article. &lt;br /&gt;
&lt;br /&gt;
* Incantation Magick, which is described [[Incantation Magic|here.]]&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 and Fumbles===&lt;br /&gt;
&lt;br /&gt;
A magick critical occurs when you roll a double 6 when casting a spell. A Critical roll indicates a successful casting of the spell. You also roll on the Magick Criticals table below. If the critical is not applicable, pick the one below. Roll first for the category, then for the specific critical.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Magick Criticals&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''1 = Impression''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Looks really cool&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Impressive, adjacent friends get +1 next round&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Very impressive, adjacent friends gets +1 next D rounds&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Fearsome, foe rolls on fear table with +9 adjustment&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Awesome, foe rolls on fear table with +6 adjustment&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Wild, foe rolls on fear table with +3 adjustment&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''2 = Side effect''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Gain 1 experience mark in MA&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Gain 1 experience mark in Magick Lore&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Gain 1 experience mark in Learning&lt;br /&gt;
|-&lt;br /&gt;
| 4 || MA not spended for casting the spell&lt;br /&gt;
|-&lt;br /&gt;
| 5 || You may cast an additional spell this round (if Casting Time is one round)&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Active spell becomes passive for the duration of the spell&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''3 = Increased effect''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Spell weight is 1 level higher&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Area of effect 1 level higher&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Range is 1 level higher&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Duration is 1 level higher&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Spell Effect is 1 level higher&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Add one to all spell level effects&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''4 = Effect boost''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Spell weight is D levels higher&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Area of effect D levels higher&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Range is D levels higher&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Duration is D levels higher&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Spell Effect is D levels higher&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Double ALL spell level effects&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''5 = Special''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Spell warps into another similar spell (GM's discretion)&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Spell warps into another similar, but better spell (GM's discretion)&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Disregard the targets MD&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Double ALL spell level effects&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Effect is D/2 spell levels higher and disregard the targets MD&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Effect is D spell levels higher and disregard the targets MD&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''6 = Roll twice on this table, ignoring any subsequent 6s, add one experience mark''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A magick fumble occurs when you roll a double 1 when casting a spell. A fumble roll indicates a failure to cast a spell. You also roll on the Magick Fumbles table below, adding the current MA to the open ended dice roll. If the fumble is not applicable, pick the one above. Roll first for the category, then for the specific fumble.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Magick Fumbles&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''1 = Roll twice on this table, ignoring any subsequent 6s, subtract one experience mark''&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''2 = Special''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Unconscious for D hours and loose 1 in MA permanently&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Unconscious for D minutes&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Sleep deprevation for D days due to pain, -4 in Status&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Affects wrong target in the worst possible way&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Affects self (unless supposed to)&lt;br /&gt;
|-&lt;br /&gt;
| 6 || You start yelling backwards for D days (the player must yell everything backwards, including spells cast)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''3 = Unwanted effect''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Amnesia – can not cast spells for D hours&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Everybody within 10 meters become hostile towards you&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Spell has the complete opposite effect (GM's discretion)&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Dizzy – fall and let go what you have in your hands&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Thirsty (dehydrated), -D in Status until you drink D liters&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Pain, subtract 3 in Status until Medical Lore roll of 7 succeeds&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''4 = Stun effect''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Shocked, subtract O+3 in status for one minute&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Reeling, subtract O in status for O rounds&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Staggered, subtract D in status for D rounds&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Stunned, subtract 3 in status for 3 rounds&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Confused, subtract 3 in status next round&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Off balance, subtract 1 in Status next round&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''5 = Added effect''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Very drained, subtract 3 Magical Aptitude until well rested (no less than 1)&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Very fatigued, subtract 3 from Endurance until well rested (no less than 1)&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Very tired, subtract 3 from Strength until well rested (no less than 1)&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Drained, subtract 1 Magical Aptitude until well rested (no less than 1)&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Fatigued, subtract 1 from Endurance until well rested (no less than 1)&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Tired, subtract 1 from Strength until well rested (no less than 1)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''6 = Impression''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Terrible for morale, friends get -1 in all rolls for the next D rounds&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Very bad for morale, friends get -1 in all rolls for the rest of the round&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Bad for morale, friends get -1 in attack for the rest of the round&lt;br /&gt;
|-&lt;br /&gt;
| 4 || You make a fool out of yourself, laughter is heard&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Botched it, giggles are heard&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Awkward looking&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;
| [[the bow of infinite arrwos ]]	    || &lt;br /&gt;
|-&lt;br /&gt;
| [[The penetrativ shot ]]	    || &lt;br /&gt;
|-&lt;/div&gt;</summary>
		<author><name>Merlin</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Magick&amp;diff=2215</id>
		<title>Magick</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Magick&amp;diff=2215"/>
		<updated>2019-10-01T17:37:14Z</updated>

		<summary type="html">&lt;p&gt;Merlin: &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 Systems == &lt;br /&gt;
&lt;br /&gt;
Amar RPG has multiple playable magick systems. The current systems developed and implemented into the game are:&lt;br /&gt;
&lt;br /&gt;
* The Legacy System, which is described in this article. &lt;br /&gt;
&lt;br /&gt;
* Incantation Magick, which is described [[Incantation Magic|here]]&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 and Fumbles===&lt;br /&gt;
&lt;br /&gt;
A magick critical occurs when you roll a double 6 when casting a spell. A Critical roll indicates a successful casting of the spell. You also roll on the Magick Criticals table below. If the critical is not applicable, pick the one below. Roll first for the category, then for the specific critical.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Magick Criticals&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''1 = Impression''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Looks really cool&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Impressive, adjacent friends get +1 next round&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Very impressive, adjacent friends gets +1 next D rounds&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Fearsome, foe rolls on fear table with +9 adjustment&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Awesome, foe rolls on fear table with +6 adjustment&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Wild, foe rolls on fear table with +3 adjustment&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''2 = Side effect''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Gain 1 experience mark in MA&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Gain 1 experience mark in Magick Lore&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Gain 1 experience mark in Learning&lt;br /&gt;
|-&lt;br /&gt;
| 4 || MA not spended for casting the spell&lt;br /&gt;
|-&lt;br /&gt;
| 5 || You may cast an additional spell this round (if Casting Time is one round)&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Active spell becomes passive for the duration of the spell&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''3 = Increased effect''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Spell weight is 1 level higher&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Area of effect 1 level higher&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Range is 1 level higher&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Duration is 1 level higher&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Spell Effect is 1 level higher&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Add one to all spell level effects&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''4 = Effect boost''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Spell weight is D levels higher&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Area of effect D levels higher&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Range is D levels higher&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Duration is D levels higher&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Spell Effect is D levels higher&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Double ALL spell level effects&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''5 = Special''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Spell warps into another similar spell (GM's discretion)&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Spell warps into another similar, but better spell (GM's discretion)&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Disregard the targets MD&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Double ALL spell level effects&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Effect is D/2 spell levels higher and disregard the targets MD&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Effect is D spell levels higher and disregard the targets MD&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''6 = Roll twice on this table, ignoring any subsequent 6s, add one experience mark''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A magick fumble occurs when you roll a double 1 when casting a spell. A fumble roll indicates a failure to cast a spell. You also roll on the Magick Fumbles table below, adding the current MA to the open ended dice roll. If the fumble is not applicable, pick the one above. Roll first for the category, then for the specific fumble.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Magick Fumbles&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''1 = Roll twice on this table, ignoring any subsequent 6s, subtract one experience mark''&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''2 = Special''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Unconscious for D hours and loose 1 in MA permanently&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Unconscious for D minutes&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Sleep deprevation for D days due to pain, -4 in Status&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Affects wrong target in the worst possible way&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Affects self (unless supposed to)&lt;br /&gt;
|-&lt;br /&gt;
| 6 || You start yelling backwards for D days (the player must yell everything backwards, including spells cast)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''3 = Unwanted effect''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Amnesia – can not cast spells for D hours&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Everybody within 10 meters become hostile towards you&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Spell has the complete opposite effect (GM's discretion)&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Dizzy – fall and let go what you have in your hands&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Thirsty (dehydrated), -D in Status until you drink D liters&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Pain, subtract 3 in Status until Medical Lore roll of 7 succeeds&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''4 = Stun effect''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Shocked, subtract O+3 in status for one minute&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Reeling, subtract O in status for O rounds&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Staggered, subtract D in status for D rounds&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Stunned, subtract 3 in status for 3 rounds&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Confused, subtract 3 in status next round&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Off balance, subtract 1 in Status next round&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''5 = Added effect''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Very drained, subtract 3 Magical Aptitude until well rested (no less than 1)&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Very fatigued, subtract 3 from Endurance until well rested (no less than 1)&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Very tired, subtract 3 from Strength until well rested (no less than 1)&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Drained, subtract 1 Magical Aptitude until well rested (no less than 1)&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Fatigued, subtract 1 from Endurance until well rested (no less than 1)&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Tired, subtract 1 from Strength until well rested (no less than 1)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''6 = Impression''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Terrible for morale, friends get -1 in all rolls for the next D rounds&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Very bad for morale, friends get -1 in all rolls for the rest of the round&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Bad for morale, friends get -1 in attack for the rest of the round&lt;br /&gt;
|-&lt;br /&gt;
| 4 || You make a fool out of yourself, laughter is heard&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Botched it, giggles are heard&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Awkward looking&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;
| [[the bow of infinite arrwos ]]	    || &lt;br /&gt;
|-&lt;br /&gt;
| [[The penetrativ shot ]]	    || &lt;br /&gt;
|-&lt;/div&gt;</summary>
		<author><name>Merlin</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Magick&amp;diff=2214</id>
		<title>Magick</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Magick&amp;diff=2214"/>
		<updated>2019-10-01T17:36:47Z</updated>

		<summary type="html">&lt;p&gt;Merlin: /* The Magick Systems */&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 Systems == &lt;br /&gt;
&lt;br /&gt;
Amar RPG has multiple playable magick systems. The current systems implemented into the game are:&lt;br /&gt;
&lt;br /&gt;
* The Legacy System, which is described in this article. &lt;br /&gt;
&lt;br /&gt;
* Incantation Magick, which is described [[Incantation Magic|here]]&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 and Fumbles===&lt;br /&gt;
&lt;br /&gt;
A magick critical occurs when you roll a double 6 when casting a spell. A Critical roll indicates a successful casting of the spell. You also roll on the Magick Criticals table below. If the critical is not applicable, pick the one below. Roll first for the category, then for the specific critical.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Magick Criticals&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''1 = Impression''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Looks really cool&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Impressive, adjacent friends get +1 next round&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Very impressive, adjacent friends gets +1 next D rounds&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Fearsome, foe rolls on fear table with +9 adjustment&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Awesome, foe rolls on fear table with +6 adjustment&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Wild, foe rolls on fear table with +3 adjustment&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''2 = Side effect''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Gain 1 experience mark in MA&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Gain 1 experience mark in Magick Lore&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Gain 1 experience mark in Learning&lt;br /&gt;
|-&lt;br /&gt;
| 4 || MA not spended for casting the spell&lt;br /&gt;
|-&lt;br /&gt;
| 5 || You may cast an additional spell this round (if Casting Time is one round)&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Active spell becomes passive for the duration of the spell&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''3 = Increased effect''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Spell weight is 1 level higher&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Area of effect 1 level higher&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Range is 1 level higher&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Duration is 1 level higher&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Spell Effect is 1 level higher&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Add one to all spell level effects&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''4 = Effect boost''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Spell weight is D levels higher&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Area of effect D levels higher&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Range is D levels higher&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Duration is D levels higher&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Spell Effect is D levels higher&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Double ALL spell level effects&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''5 = Special''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Spell warps into another similar spell (GM's discretion)&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Spell warps into another similar, but better spell (GM's discretion)&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Disregard the targets MD&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Double ALL spell level effects&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Effect is D/2 spell levels higher and disregard the targets MD&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Effect is D spell levels higher and disregard the targets MD&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''6 = Roll twice on this table, ignoring any subsequent 6s, add one experience mark''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A magick fumble occurs when you roll a double 1 when casting a spell. A fumble roll indicates a failure to cast a spell. You also roll on the Magick Fumbles table below, adding the current MA to the open ended dice roll. If the fumble is not applicable, pick the one above. Roll first for the category, then for the specific fumble.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Magick Fumbles&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''1 = Roll twice on this table, ignoring any subsequent 6s, subtract one experience mark''&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''2 = Special''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Unconscious for D hours and loose 1 in MA permanently&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Unconscious for D minutes&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Sleep deprevation for D days due to pain, -4 in Status&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Affects wrong target in the worst possible way&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Affects self (unless supposed to)&lt;br /&gt;
|-&lt;br /&gt;
| 6 || You start yelling backwards for D days (the player must yell everything backwards, including spells cast)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''3 = Unwanted effect''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Amnesia – can not cast spells for D hours&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Everybody within 10 meters become hostile towards you&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Spell has the complete opposite effect (GM's discretion)&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Dizzy – fall and let go what you have in your hands&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Thirsty (dehydrated), -D in Status until you drink D liters&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Pain, subtract 3 in Status until Medical Lore roll of 7 succeeds&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''4 = Stun effect''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Shocked, subtract O+3 in status for one minute&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Reeling, subtract O in status for O rounds&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Staggered, subtract D in status for D rounds&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Stunned, subtract 3 in status for 3 rounds&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Confused, subtract 3 in status next round&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Off balance, subtract 1 in Status next round&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''5 = Added effect''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Very drained, subtract 3 Magical Aptitude until well rested (no less than 1)&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Very fatigued, subtract 3 from Endurance until well rested (no less than 1)&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Very tired, subtract 3 from Strength until well rested (no less than 1)&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Drained, subtract 1 Magical Aptitude until well rested (no less than 1)&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Fatigued, subtract 1 from Endurance until well rested (no less than 1)&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Tired, subtract 1 from Strength until well rested (no less than 1)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''6 = Impression''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Terrible for morale, friends get -1 in all rolls for the next D rounds&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Very bad for morale, friends get -1 in all rolls for the rest of the round&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Bad for morale, friends get -1 in attack for the rest of the round&lt;br /&gt;
|-&lt;br /&gt;
| 4 || You make a fool out of yourself, laughter is heard&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Botched it, giggles are heard&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Awkward looking&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;
| [[the bow of infinite arrwos ]]	    || &lt;br /&gt;
|-&lt;br /&gt;
| [[The penetrativ shot ]]	    || &lt;br /&gt;
|-&lt;/div&gt;</summary>
		<author><name>Merlin</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Magick&amp;diff=2213</id>
		<title>Magick</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Magick&amp;diff=2213"/>
		<updated>2019-10-01T17:36:36Z</updated>

		<summary type="html">&lt;p&gt;Merlin: &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 Systems == &lt;br /&gt;
&lt;br /&gt;
Amar RPG has multiple playable magick systems. The current systems implemented into the game are:&lt;br /&gt;
&lt;br /&gt;
* The Legacy System, which is described in this article. &lt;br /&gt;
&lt;br /&gt;
* Incantation Magick, which is described [[Incantation Magic|Here]]&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 and Fumbles===&lt;br /&gt;
&lt;br /&gt;
A magick critical occurs when you roll a double 6 when casting a spell. A Critical roll indicates a successful casting of the spell. You also roll on the Magick Criticals table below. If the critical is not applicable, pick the one below. Roll first for the category, then for the specific critical.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Magick Criticals&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''1 = Impression''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Looks really cool&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Impressive, adjacent friends get +1 next round&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Very impressive, adjacent friends gets +1 next D rounds&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Fearsome, foe rolls on fear table with +9 adjustment&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Awesome, foe rolls on fear table with +6 adjustment&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Wild, foe rolls on fear table with +3 adjustment&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''2 = Side effect''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Gain 1 experience mark in MA&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Gain 1 experience mark in Magick Lore&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Gain 1 experience mark in Learning&lt;br /&gt;
|-&lt;br /&gt;
| 4 || MA not spended for casting the spell&lt;br /&gt;
|-&lt;br /&gt;
| 5 || You may cast an additional spell this round (if Casting Time is one round)&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Active spell becomes passive for the duration of the spell&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''3 = Increased effect''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Spell weight is 1 level higher&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Area of effect 1 level higher&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Range is 1 level higher&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Duration is 1 level higher&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Spell Effect is 1 level higher&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Add one to all spell level effects&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''4 = Effect boost''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Spell weight is D levels higher&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Area of effect D levels higher&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Range is D levels higher&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Duration is D levels higher&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Spell Effect is D levels higher&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Double ALL spell level effects&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''5 = Special''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Spell warps into another similar spell (GM's discretion)&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Spell warps into another similar, but better spell (GM's discretion)&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Disregard the targets MD&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Double ALL spell level effects&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Effect is D/2 spell levels higher and disregard the targets MD&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Effect is D spell levels higher and disregard the targets MD&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''6 = Roll twice on this table, ignoring any subsequent 6s, add one experience mark''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A magick fumble occurs when you roll a double 1 when casting a spell. A fumble roll indicates a failure to cast a spell. You also roll on the Magick Fumbles table below, adding the current MA to the open ended dice roll. If the fumble is not applicable, pick the one above. Roll first for the category, then for the specific fumble.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Magick Fumbles&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''1 = Roll twice on this table, ignoring any subsequent 6s, subtract one experience mark''&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''2 = Special''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Unconscious for D hours and loose 1 in MA permanently&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Unconscious for D minutes&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Sleep deprevation for D days due to pain, -4 in Status&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Affects wrong target in the worst possible way&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Affects self (unless supposed to)&lt;br /&gt;
|-&lt;br /&gt;
| 6 || You start yelling backwards for D days (the player must yell everything backwards, including spells cast)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''3 = Unwanted effect''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Amnesia – can not cast spells for D hours&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Everybody within 10 meters become hostile towards you&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Spell has the complete opposite effect (GM's discretion)&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Dizzy – fall and let go what you have in your hands&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Thirsty (dehydrated), -D in Status until you drink D liters&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Pain, subtract 3 in Status until Medical Lore roll of 7 succeeds&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''4 = Stun effect''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Shocked, subtract O+3 in status for one minute&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Reeling, subtract O in status for O rounds&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Staggered, subtract D in status for D rounds&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Stunned, subtract 3 in status for 3 rounds&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Confused, subtract 3 in status next round&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Off balance, subtract 1 in Status next round&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''5 = Added effect''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Very drained, subtract 3 Magical Aptitude until well rested (no less than 1)&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Very fatigued, subtract 3 from Endurance until well rested (no less than 1)&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Very tired, subtract 3 from Strength until well rested (no less than 1)&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Drained, subtract 1 Magical Aptitude until well rested (no less than 1)&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Fatigued, subtract 1 from Endurance until well rested (no less than 1)&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Tired, subtract 1 from Strength until well rested (no less than 1)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #a5c9af;&amp;quot; | ''6 = Impression''&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Terrible for morale, friends get -1 in all rolls for the next D rounds&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Very bad for morale, friends get -1 in all rolls for the rest of the round&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Bad for morale, friends get -1 in attack for the rest of the round&lt;br /&gt;
|-&lt;br /&gt;
| 4 || You make a fool out of yourself, laughter is heard&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Botched it, giggles are heard&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Awkward looking&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;
| [[the bow of infinite arrwos ]]	    || &lt;br /&gt;
|-&lt;br /&gt;
| [[The penetrativ shot ]]	    || &lt;br /&gt;
|-&lt;/div&gt;</summary>
		<author><name>Merlin</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Memory_Erase&amp;diff=2212</id>
		<title>Memory Erase</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Memory_Erase&amp;diff=2212"/>
		<updated>2019-10-01T17:31:23Z</updated>

		<summary type="html">&lt;p&gt;Merlin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ infobox&lt;br /&gt;
| abovestyle  = background:#7d4733; color:white&lt;br /&gt;
| above       = Memory Erase&lt;br /&gt;
| label1      = Path(s)&lt;br /&gt;
| data1       = Forbidden Spells&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       = 1 round&lt;br /&gt;
| label5      = DR&lt;br /&gt;
| data5       = 9&lt;br /&gt;
| label6      = Duration&lt;br /&gt;
| data6       = Instant&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;
Erases a creature or a person's memory. &lt;br /&gt;
&lt;br /&gt;
This spell was used as a punishment on prisoners but a magician used the spell on an innocent person in a trial and the spell was banished by the judge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back: [[Magick]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Spells]]&lt;br /&gt;
[[Category:Forbidden Spells]]&lt;/div&gt;</summary>
		<author><name>Merlin</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Main_Page&amp;diff=2211</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Main_Page&amp;diff=2211"/>
		<updated>2019-10-01T17:28:25Z</updated>

		<summary type="html">&lt;p&gt;Merlin: /* Latest announcements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
= AMAR - The realistic, simple and community-driven Role-Playing Game =&lt;br /&gt;
&lt;br /&gt;
[[File:Amar.png|344px|thumb|right|&amp;lt;center&amp;gt;Cover for the original &amp;lt;br /&amp;gt;[https://dl.dropboxusercontent.com/u/73825672/AmarRules2.pdf Amar RPG version 2.0]&amp;lt;/center&amp;gt;]]&lt;br /&gt;
[[File:BasicSystem.jpg|344px|right]]&lt;br /&gt;
&lt;br /&gt;
{{ infobox&lt;br /&gt;
| abovestyle  = background:#d4a05f; color:white&lt;br /&gt;
| above       = Quick introduction&lt;br /&gt;
| header1     = What is a Role-Playing Game?&lt;br /&gt;
| data2	      = Some people sit around a table with their player character described on a sheet of paper in front of them. The Game Master (GM) sits at the end of the table hiding his secrets behind a cardboard screen. The GM tells the players what their characters see and what they meet. The players respond by saying what their character does. Whenever there is a chance of failure, a dice is rolled to see if the character is successful in that task. The players usually play only one character each. The GM plays every non-player character (NPC) the player characters (PCs) meet. Small metal miniatures are sometimes used to represent the PCs and NPCs, especially to help track combat situations.&lt;br /&gt;
| header3     = What is the Amar RPG?&lt;br /&gt;
| data4       = Amar is two things: a) A realistic rule system that guides the GM and players in the game. The rules makes it possible to easily determine if a risky task like attacking the troll under the bridge is successful. And b) Amar is a fantasy world where the game play takes place.&amp;lt;br /&amp;gt; This site covers the rules of the game as well as information about the Amar fantasy world.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This is the site of the Amar RPG - the simple yet realistic Role-Playing Game. The game is the result of more than 35 years of development and play testing. Its forerunner, ''[https://en.wikipedia.org/wiki/MEGA_Role-Playing_System The Mega Role-Playing System (Fantasy Edition)]'' was published in the UK in 1987 and aimed to be the most realistic RPG. The target audience was seasoned RPG players. An RPG simulating real life was bound to be quite complicated and thus cumbersome. The developers ([[User:Isene|Geir Isene]] and [[User:Brakas|Bent Brakas]]) decided to cut down and simplify the rule system. &lt;br /&gt;
&lt;br /&gt;
While still maintaining a high degree of realism, the rules were simplified and simplified and simplified. Until the rules themselves were only a small fraction of Mega. The system is now one of the simplest yet most realistic. The Amar RPG uses only a 6 sided dice (d6) for determining outcomes of risky events. It is easily learned by the Game Master in an evening. The players catch on in an hour or two. No sweat. Just pure role-playing fun.&lt;br /&gt;
&lt;br /&gt;
== Introductory Podcast ==&lt;br /&gt;
Here is the podcast that will give you a 20 minute introduction to the creativity, fun and excitement of Role-Playing Games in general and the Amar RPG in particular:&lt;br /&gt;
[https://isene.org/2018/09/Podcast-RPGs.html What are Role-Playing Games?]&lt;br /&gt;
&lt;br /&gt;
== Amar Lite ==&lt;br /&gt;
If you would like a dead simple game system to get introduced to role-playing, try the one-page system, [[Amar Lite]]. You can use this together with [[The first Amar Lite adventure]] as a one-off evening game or use the system for a campaign with very young or beginner players. It offers one of the simplest systems around while maintaining realism. Here is [https://isene.org/2018/10/Podcast-AmarLite.html the podcast introducing the Amar Lite RPG].&lt;br /&gt;
&lt;br /&gt;
== Amar RPG and the Kingdom of Amar ==&lt;br /&gt;
This wiki gives you the complete game system as well as information on the Kingdom of Amar. You will also find [http://isene.org/amar.html online character and random encounter generators (NPCG)] – useful tools for the Game Master. To help you understand the rules better, our contributor, Katageek, has written a story that exemplifies the rules in a simple way: [[Amar rules 101]].&lt;br /&gt;
&lt;br /&gt;
The Amar RPG follows a very simple system for everything a character does. The character has a value in a skill, such as &amp;quot;Climb&amp;quot;, adds the result of a dice roll to match a certain Difficulty Rating for climbing that wall, tree or obstacle. The Difficulty Ratings (DRs) are given by the rules system. The character increases in skill values as he or she gets more experience or training in that skill. With higher skill values comes the opportunity to best more difficult DRs. Amar RPG uses a special dice roll called an &amp;quot;open ended dice roll&amp;quot;. When you get a 6, you throw the dice again and again, adding one to the total as long as you get a 4 or higher. When you throw a 3 or lower, the &amp;quot;open ended dice roll&amp;quot; stops. When you get a 1 on the initial roll, you throw the dice again and again subtracting one from the total as long as you get a 3 or lower and stop rolling if you get a 4 or higher. By using such an &amp;quot;open ended dice roll&amp;quot;, even the most skillfull characters can mess up and the unskilled peasant can get that lucky strike.&lt;br /&gt;
&lt;br /&gt;
=== The Amar RPG Rules ===&lt;br /&gt;
*[[Introduction]] – an introduction to role-playing and the Amar RPG.&lt;br /&gt;
*[[The Character]] – rules covering character generation, attributes, skills and the experience system.&lt;br /&gt;
*[[Combat]] – rules covering melee and missile weapons, armour and … combat.&lt;br /&gt;
*[[Equipment]] – all kinds of goods and equipment as well as salaries for various professions.&lt;br /&gt;
*[[Magick]] – rules covering magick and all the various spells.&lt;br /&gt;
*[[Movement and Weather]] – rules covering movement in different terrains and weather conditions.&lt;br /&gt;
*[[Encounters]] – description of humanoids and monsters.&lt;br /&gt;
&lt;br /&gt;
=== The Kingdom of Amar ===&lt;br /&gt;
*[[The Rise to Infamy]] – a short story giving the background to Amar.&lt;br /&gt;
*[[Mythology]] – the creation of the world, current religions and the calendar.&lt;br /&gt;
*[[The World]] - information about the world in which the Kingdom of Amar resides.&lt;br /&gt;
*[[The Kingdom of Amar]] – an introduction to the Kingdom of Amar.&lt;br /&gt;
&lt;br /&gt;
=== Resources for the Game Master ===&lt;br /&gt;
*[http://isene.org/cs.html Character Sheet] ([http://isene.org/csm.html Character Sheet w/Magick])&lt;br /&gt;
*[[Advice to the GM]] – tips for new GMs.&lt;br /&gt;
*[https://isene.org/2019/01/Podcast-Improv.html Podcast: The value of improvisation in Role-Playing Games]&lt;br /&gt;
*[[The First Adventure]] – to get a fresh GM started.&lt;br /&gt;
*[http://isene.org/amar/ Amar Tools] - online generator for encounters, NPCs, Villages/Cities/Towns, residents relations, weather and more.&lt;br /&gt;
*[[Compacting information]] - Adventure descriptions to the point - create information with no bloat.&lt;br /&gt;
*[[Conversion from other RPGs]] - Convert characters and monster from other RPGs (Runequest, AD&amp;amp;D, Pathfinder...)&lt;br /&gt;
*[[Special:ListFiles|Image Library]] – lots of graphics, floor plans, etc. Free for personal use.&lt;br /&gt;
*[[Other Resources]] - links to external resources (adventures, graphics, dice etc.)&lt;br /&gt;
*[[Universal Amar]] - Amar RPG system in other settings; pirate, modern, sci-fi, etc. (with guns and laser weapons)&lt;br /&gt;
*[https://www.youtube.com/playlist?list=PLbHUA-o_5dgJbOXwtdVx--gTnmWfiyyys Great ambient sounds] for your gaming sessions.&lt;br /&gt;
*[https://youtu.be/L0aL3EopqP4 Inspirational music] for the Amar RPG.&lt;br /&gt;
&lt;br /&gt;
To create your own Amar RPG book, click [[Special:Book|Create a book]] at the bottom of the menu to the left and collect the pages you want in the book.&lt;br /&gt;
&lt;br /&gt;
Contact Geir Isene (g@isene.com) to register as a user and contribute to this wiki. You will receive an e-mail with basic information on how to correct errors in the text, add new skills, spells or rituals, potions or magical items or new creatures.&lt;br /&gt;
&lt;br /&gt;
== Latest announcements ==&lt;br /&gt;
* '''2019-09''': [[Incantation Magic]] has now been playtested for two months. We will swap the legacy Amar system with the Incantation system. [[Elf|Elves]] have been changed and are now a playable race. &lt;br /&gt;
* '''2019-07''': Added the [[Incantation Magic]] system. Playtesting on the system is currently being done. &lt;br /&gt;
* '''2019-03''': Improvement to combat system, brand new critical &amp;amp; fumble tables throughout&lt;br /&gt;
* '''2019-02''': Added the new official Amar Charactersheet - thanks to [[User:Borgar|Borgar]], improved experience system, new Criticals &amp;amp; Fumbles tables for Combat and Magick, reversed Hit Locations numbers, new Magick Items&lt;br /&gt;
* '''2019-01''': Restructured front page with better explanation and more material. Added &amp;quot;needed combat radius&amp;quot; for melee weapons.&lt;br /&gt;
* '''2018-10''': Added the dead simple [[Amar Lite]] and [[The first Amar Lite adventure]] for beginner role-players.&lt;br /&gt;
* '''2018-09''': Added a podcast giving a 20 minute introduction to Role-Playing Games. Added a [http://d6gaming.org/index.php/Mythology#Relationship_between_the_Gods relationship map for the Gods of Amar]. Added effects on status for travelling.&lt;br /&gt;
* '''2018-08''': Major upgrade of the [https://isene.org/amar/ Amar Tools]. Major upgrades to the Gods: Attributes on all Gods and more Gods included. &lt;br /&gt;
* '''2018-06''': Lots of changes to magick - new spells, a brand new magic system proposal. Plenty of other changes since the beginning of 2018.&lt;/div&gt;</summary>
		<author><name>Merlin</name></author>
		
	</entry>
</feed>